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Infantry Platoon: Where size -does- matter. Part 2.


O.K. Folks, on my first post I covered the basics of the Infantry platoon and then the Platoon Command Squad itself, so this time I will be covering the next part of the troop choice.

The Infantry Squad

So first the basics, the squad consists of 9 regular guardsmen and 1 sergeant, with a single troop choice you are forced to take 2 of these at minimum up to a max of 5. The squads themselves have the normal option of trading 2 guys for a heavy weapons team, but unlike the Vet Squad you can only have 1 special weapon. Each squad can also be assigned krak grenades, a vox caster, a commissar, and a chimera and based on what you plan on doing with said squads will highly influence if you indeed want to take any or none of these.

From what I have seen at Adepticon as well as our own shop the majority of players either enjoy tossing large numbers of Infantry squads together with a commissar and a vox caster together with the combined squad special rule, and perhaps a special weapon or two and using them as a large squad objective holder, with stubborn. Perhaps taking some chimera's from them to stuff the heavy weapons teams into for their own protection, or the special weapons teams at that. The second method is to give each squad a special weapon and heavy weapon, load them into chimera's and have at it, giving the enemy lots of targets to choose from but none a large priority, often causing confusion.

My own method varies slightly from these as I prefer to to grab a medium sized combined squad, maybe 2-3 squads, give them some heavy weapons, a commissar, a vox caster, special weapons and then power weapons to the Sgt.'s and commissar and give them orders as i see fit, mostly to provide a screen of losable men to protect my tanks and the heavy weapons teams I have hiding behind them on the ground (why i leave them on the ground i will cover in their section of posts.)

A fun method, one that is expensive in points, but highly amusing is to run 5 squads, each with a Grenade Launcher, Krak Grenades, Commissar with PW, Sgt. with PW, one vox with 5 Ministorum Priests with shotguns and Eviscerators..... Those along (with the Plat. Comm. Squad) is 935 points of pure fun, but highly ineffective bliss.... I mean common... 60 guys? 15 of which have power weapons of some sort? That is indeed amusing.

Overall the Infantry Squad is quite the varied prankster, able to take orders and deal out tons of lasgun to lascannon firepower. The possibilities for competitive play, and theme for your armies are nearly endless, plus the added bonus of an impressive amount of models to show off.

Until next time, burn some heretics, kill some mutants, and do it as always...

FOR THE EMPEROR!

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