Saturday, June 6, 2009

Platoon Command Squad

Orders: Yay, I can give orders that work 2/3 of the time (or slightly less for sw+hw units). Oops sorry was I not supposed to use fractions? lol

Volley fire. If you haven't seen Michael Caine in the Battle of Rorke's Drift, you should. I'm sure whoever wrote this rule was a big fan of that movie. See the movie, btw. Really excellent. Anyway, this gives you an extra shot with lasguns (no, not hot-shot lasguns, sorry fellas).

Incoming. Yay for 2+ cover saves. Good for making your troops stick around when you know they are going to get pummeled.

Move. For late game objective taking/contesting, if you ask me. I guess you can also run a unit out of harms way with this, pulling a valuable unit back...or pushing a worthless unit forward, so assault armies have to move backwards to nail it.

It has a bunch of weapons options, personally I wouldn't bother with the special weapons. Sure you can load up on meltaguns, but even with 4...it's no guarantee at BS3. If you have a command platoon nearby, it's quite a bit better obviously. Just remember you need to pass that LD8 check.

Anyway, if you are looking towards a gunline of infantry, then you'll probably want to give them a heavy weapon team and call it good. An autocannon seems best.

You can, if you really want to, use them as a weak CC unit but the commander just isn't good enough--and you are going to lose combat anyway, due to IG sucking hard in CC.

That's about it really, the orders are what make this unit work. For all of you old guard players with lots of infantry, have a ball.

When you've figured out T3 guys with BS3 tickle guns suck, put them back in your case and go mech.

1 comments:

Polonius said...

PCs + 4 Flamers + Chimera = lots of flaming death for 105pts. The downside? Having to take two infantry squads. Obviously not the strongest choice if going all mech, but at higher points values, 65pt AC/GL squads become more valuable for babysitting objectives than for their firepower.

Post a Comment