in 1500 point games we can't field 10 man termi units and we reallycan't afford to put them in a landraider. He defends defends, defends, left jab right combo KO. He does not defend, defend, defend for one knock out blow. Watch a high level counter punching boxer like Mayweather fight. This is true but they are only half of it. Now people will tell you that terminators are our counter puncher. we can't go charging into the enemy like we did in 4th edition. Remember Vanilla Marines are a counter punching army, we sit back or go to mid table and shoot the enemy down with our BS4 shooting and then clean up the rest with Th/SS termis or a comand squad. So how do you make sure you get your comand squad to fight against what they want? Use them for what they are the best mobile couter-punching unit in the codex. Now if you are properly using them they are getting into combat with things like greyhunters, BA assaut marines, or wychs who you will destroy. They charge them into the opponets best CC unit and get raped. One of the main reasons Command squads are considered bad is because people think they are a deathstar. If your opponet gets to put their amazing CC unit against them or fires a large amount of their shooting on them they will go down (they will do ok but will not win). Basically against any troop choice or and nonsuper elite CC unit they will dominate. They are a mobile CC unit that will murder any unit that does not bring mass power weapon attacks or strikes at a lower inititive. Now in order to properly use the squad above you need to understand what they are and what they are not. With a captain, who I role with a relic blade and a combi-melta, you have a mobile unit of CC death. That is a lot of killyness even without a captain. So for 220 points (10 points more than a tac squad with a melta gun and rhino) I get 5 marines with FNP, 4 bolt pistol shots a melta shot, 3 twinlinked S5 shots, 11 power weapion attacks on the charge (4 at WS 5 and 3 at S8) and 7 regualr attacks. ![]() I then mount them in a regular razorback. ![]() Here is my build company champion, extra power weapon, power fist, melta gun, apothrocary. I want my command squad to have an important role to play in every game so it's CC for them. CC occures in every game, the need for specific tank hunting occures rarely (and you shuold ahve other units capable of handiling this threat). As a result in many games you will be left at best trying to pop cheap av 13 vehicls. You don't see very many Land Raiders at 1500 points. Finally, in lower point games you do not often encounter the vehicles that offer the oppertunity for a positive point trade off. Further, You have access to feel no pain which is largely useless against the kind of shooting you will face hanging out around tanks. The comand squad also has access to a bump in WS and with mostly 3/4 attacks you want this unit in CC. Second the comand squad by contrast has access to much more specialized CC gear at a more efficient price. First, as far as shooting and tank hunting unit, sterngaurd do the job better with their special ammo and combi-meltas. These other builds are a waste of a comand squad. Other builds include tank hunters, and low ap shooting builds. I choose to build me comand squad as a CC orientated squad. Part 1: How to Build and Use Your Command Squad This article will detail how to build and utilize the command squad on the field in 1500 point games, and then answer back some of the criticisms I constantly hear about command squads. After 6 months and lots of games I can definitively state the internet has gotten this wrong. I went ahead and fielded the comand squad in my competative 1500 point SM list. As a veteran of 3rd and 4th edition who had stepped away from the game for a long while and had to rebuild my army I did not accept this. ![]() Ok so the internet has declared that Space Marine command squads aren't really competative, especialy so in games of less than 1850 pts.
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