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Commanders in SM Detachments

 Post subject: Commanders in SM Detachments
PostPosted: Wed Feb 25, 2004 7:02 am 
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You're correct Tas, that's why we use about a 5x6 foot table.  And we try to get our forces mounted in some form or another.  Like allowing Tanks to carry one stand.  Just like I've seen in the real world and on the History Channel ...  That being said, not all missions require all troops to be mounted, especially in the defense.   :;):

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 Post subject: Commanders in SM Detachments
PostPosted: Sun Mar 07, 2004 3:31 pm 
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Hi,

I've been looking at the Speed Freeks army list in White Dwarf (UK version, sorry) and have been trying to construct a 2700 point list without aircraft and spacecraft (a bit un-speed freek IMO even if they travel through space at a squillion mph!) and I've come up with a preliminary list that seems ok from a fluff point of view (which is more important to me than tournament-winning potential). Was wondering what people's opinions on this list are...

Speed Freeks Army

Big Speed Freek Warband - (350)
+Mekboy Bad Ork Bikeboy

Big Speed Freek Warband - (350)

Big Kult of Speed - (400)
+Mekboy Speedsta

Warbike Outriders - (150)

Warbike Outriders - (150)

Big Blitz Brigade - (385)
+Gunfortress

Fortress Mob (2 Battlefortresses) - (660)
+1 Nob and 14 Boyz

Big Blitz Brigade (8 Deth Koptas) - (250)

Total Points: 2695 points

Not completely sure on the divide between buggies, warbikes and skorchas in some of the mobz yet, but this would probably be governed by what I would receive in the multiple blisters this would require.

I'm also planning on making my Mekboy Bad Ork Bikeboy's "bike" similar to the monowheel on p.104 of the rulebook, but I am having trouble gathering potential parts, so if anyone can think of parts which would suit it, any tips would be greatly appreciated. I've looked at the 40k bike wheels, but they are a bit too large to use.

Thanks

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 Post subject: Commanders in SM Detachments
PostPosted: Mon Mar 08, 2004 9:24 pm 
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I think it looks pretty good.  The Outriders are probably too fragile, but other than that it's fine.

For my taste, I would drop the fortress mob and replace it with some armor.  I can understand that it's the closest to an actual infantry mob you can get, but it's really pricey.  Besides, you already have some big, assault-oriented formations.

For about the same price, you could get a Big BB with 2 gunfortresses or Speestas.  Better yet, combine the outriders into one Big formation and use the points saved plus the cost of the fortress mob to get 2 basic BBs with gun fortress and speesta.

But as I said, that's just my personal preference.

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 Post subject: Commanders in SM Detachments
PostPosted: Tue Mar 16, 2004 5:58 pm 
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I just checked out some Q&A on the SF list in the playtest forum.

Apparently, the outriders went from 4/mob in the vault list to 5/mob in the WD article.  I think that's too cheap, and a bit unbalanced.  It's bikes with Scout ability for less than the price of a normal bike.

Also, if you upgrade a nob to a nob warbike, you do lose the trukk he would normally come with.

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 Post subject: Commanders in SM Detachments
PostPosted: Tue Dec 21, 2004 12:09 pm 
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If you've seen my piece for A Tale f Five Gamers, you'll have noticed that I'm unsure on how many of my SM detachments actually need Commanders. At the moment, I'll have 2 Assault detachments, 3 tac detachments and 1 Dev detachment, with both assault detachmetns having Chaplains and one Tac one having a Captain.

Is it worth giving commanders to my other two tac detachmetns and the Dev one, and if so, which should I use? Also, how many commanders of each type do you get in a SM Battle COmpany box?

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 Post subject: Commanders in SM Detachments
PostPosted: Tue Dec 21, 2004 1:41 pm 
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I don't think there is a single character in the SM Battle Company (the EA one, right ?) box. You have to buy the metal character pack, IIRC.

There is a lengthy discussion regarding SM Commanders on the official forum. My take (as an Ultramarines player) on them :
- Chaplains are good (especially for Assault Marines and Terminators), as they will allow you to alleviate the often higher numbers on the opposite side
- Captains are good, especially for Tactical units and for Terminators. But another excellent option for combined assaults is using a Thunderhawk loaded with either 2 Assaults or 1 Assault and 1 Devastator detachments.
- I find Librarians a bit underpowered right now, and best suited for Devastators (since their MW FF attack will then benefit from the 3+FF value of Devs). That's only good if you plan to use your Devs in an offensive role, though (aerial drop for example). Librarians can work with Terminators too.

If you have the points for extra characters, you could get another Captain or a Chaplain for one of your Tactical detachments, but that depends of the use you make of said detachments. The SM characters really are at their best in offense, so if your Tactical detachments are used for defense, characters could not be worth it.


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