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Veterans In A Supreme Command Detachment


Delta.Skies

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Thinking of building out a supreme command detachment to fill out points. Pairing it up with custodes, and to not be typical with a 32 i decided to build more on AM. Which leaves me to potentially build a supreme command detachment. Which leads to the topic stated. Would you put veterans as your elite slot. Was looking at previous post but they were dated over a year. Was thinking 2 primaris psykers, maybe a company commander. Havent seen them talked about so just wanted to ask of of now do vets have any use?

 

Was thinking priest and crusdaers with psykers as well but dont fully have the funds to get them in a transport.

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Veterans are unfortunately a bit stuck currently; just as easy to remove as normal Guardsmen but a much more enticing target. So if you spend some points on them for the toys, you need to consider ways to protect the investment and then you have to factor in relative gains to be made. It'd be nice if they were given some character/options as used to be the case.

 

I'd try and keep them cheap, grenade launchers would give some flexibility and allow them to hunt infantry with some success and turn their hand to harder targets if needed. You could add a HWT a Mortar would be cheap and effective support. A lot depends on what else you're taking in your list, as Vets could also do some tank hunting if you needed though runs the risk of making them a bigger target as mentioned.

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For the points spend on 2 (barebones) veteran squads, you can get 3 (barebones) infantry squads with only slightly worse ballistic skill and morale - that's the main reason veteran squads don't see as much use nowadays: trading 10 wounds for +1 BS is only worth it under certain circumstances.

 

For veterans to be worth it, they need to maximize the use they get out of that better ballistic skill. When they can hide amongst other infantry, a lascannon or autocannon is a good choice, or when transported, plasma guns. Dropping from a Vulture, maybe melters. But without much other infantry, veterans are best used cheap if at all.

 

 

As for other elite slot options:

If you need some dumb brutes to hit stuff in meelee, you could use a unit of ogryns/bullgryns, but custodes probably have that role covered already. Well, at least the "hitting stuff in meelee" part. :smile.:

I can't talk about crusaders as I haven't used them yet, but afaik they fill a similar role.

 

Ratlings would provide some anti character fire, but there are better options (imperial assassins).

 

The Astropath is another psychic support character. Bit more squishy than primaris psykers, but also cheaper.

 

Most other units in the elite slot require other units for synergy (priest, master of ordnance, officier of the fleet, platoon commander, commissar, techpriest) or provide a low number of squishy bodies (special weapons squad, command squad, servitors).

 

 

As for HQ units:

The lord commissar and the company commander fall under synergy (ok, company commander would be usefull when using veterans. And the lord commissar could be given voice of command using a stratagem, which could also be usefull for veterans - but let's not get lost in minituae).

 

The Tank Commander (or Pask if Cadian) would add a resilient body and firepower, but also be a prime target. And adding a high-cost-low-count model to a high-cost-low-count army may not be the best idea.

 

 

 

Depending on what your army needs, you could maybe go full psychic with 3x Primaris Psyker + Astropath (or wyrdvane psykers).

Otherwise, the 2 psykers, 1 officier (or lord commissar + stratagem) and 1 squad of veterans seems optimal if you insist on a supreme command detachment.

 

Since each unit in the detachment can use a transport, you could add up to 4 Tauroxes and/or Chimeras in any combination to add some vehicles/firepower at a lower cost than the tank commander. Not the best choice, but something to consider.

 

 

Something else to consider is:

3x infantry squad, company commander, 2x primaris psyker is a batallion with 20 more bodies than any supreme command detachment, gives more CP and has slots to add other cheap usefull units (like mortar HWTs and munitorum priests).

 

 

Ofc, the above looks only at points efficiency - if you want to use different units due to fluff, cool models or other reasons, don't let this stop you from going a completely different route. E.g. going cadian and running creed, 2x lord comissar, colour sergeant kell and a chimera could make for a "high command took a wrong turn and ended up in our combat zone" detachment (although creeds 3 orders would be wasted).

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You don't have to fill the elite slot in a Supreme command detachment so why not use the points for something else in one of the other detachments

 

At most I'd put in a command squad

Just limited to what i can put in. As of right now double battalion of AM with tanks and custodes. and have bits to make one squad of infantry (10) that i thought either scions or vets if i ran SC detachment of primaris psykers. A company commander. With vets. After reading im thinking thw SC detachment with 2 psykers, 1 commander for FRSR order under armageddon regiment with 3 plasmas. Also will have the vexilla defensor with the 5+ invul. And not sure if i decided on -1 to hit or +1 on armor save. But this is still in the brainstorming phase.

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I love tripple plasma or tripple melta vets mounted in a Chimera. They get one go to murder something then the they become public enemy #1. Night shrouds or the cover CP can be used to make opponents work for it.
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I think you keep them cheap so they are not targeted, 3 Grenade launchers gives them flexible Dakka or Antitank. That's how i run them when i take them. 

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