View Full Version : New SM Commander weapon question
6th Jan 05, 7:21 PM
I think this is the right section to post this. Well i recently got a new Sm Commander for my army and i was just wondering what the hell this one gun was. It sorta looks like a BOlter with a silencer and laser on it so i looked through the codex and rulebook and i couldnt tell what it was. It looked like a Hellgun to me.
Any help will do thanks
6th Jan 05, 8:21 PM
I think you're talking about the Combi weapon Bolter/Meltagun.
6th Jan 05, 9:09 PM
Ok. Just to let you know im new to the game and right now only have the old SM Codex is that called a Multi-Melta?? Or is it some kind of new weapon with the newer codex?? Thanks for your help
6th Jan 05, 9:36 PM
Oh NEver Mind I FOund it THanks again!!
6th Jan 05, 11:13 PM
just in case anyone else stumbles here for help:
Multi Melta's have two muzzles (or is it Nozzles?), Meltaguns have one.
I'm assuming you thought the Meltamuzzle was a silencer, and the Bolter Muzzle below it a laser sight. They aren't knew, and you should see them in the Old codex, although when I looked through my 2nd edition Ultramarines codex, it wasn't there. Anyway, you don't want to put that on your commander, give him a Storm bolter and Lightning claw for some real carnage. Don't give him an Iron Halo either, it's a waste.
7th Jan 05, 7:38 AM
Iron Halo would be a good idea. If you are in combat against an aeamy with a power weapon/fist then you get a chance of saveing. Also, if you give him a lightning claw then you want him to get up close. A combi-melta is ideal since the extra bolter shots probably won't make that much difference. If you are lucky the melta could even take out a vehicle.
Another good option is the combi-flamer. It's great against armies like guard, orks and eldar.
7th Jan 05, 8:26 AM
meltagun isn't a bad option, my friend's new space marine has that and the dark angels wargear choice sword of secrets, and has twice used it to fry my tau Shas'O (4 wounds) in one shot.
i never like the 'one shot deal' with combi weapons myself. but they do look cool to model as well as the above points. personal choice i feel
7th Jan 05, 2:16 PM
BS 5 and not a valid target for shooting when close to another squad (as he should be)?
Would be overpowered to have multiple shots.
7th Jan 05, 3:16 PM
Im sorry but their is no reason to put a lightnin claw with a Storm Bolter...
You dont get any two hand attacks, so Youve got 5 attacks on the charge if you pay for term honours...
Besides its only 5 more points to equip with Twin lightning claws... He loses a shooting attack but he shouldnt be alone in any army unless your playing 1000 points...
Even in 1000 I would put him with a "command squad"
I say it like that because the only upgrades I use is that the command squad can have two special or heavy weapons, and they can purchase Vet skills...
This is the only way to give your commander or other characters vet skills in the SM codex...
So a 10 man command squad, upgrade only the Vet Sgt with Power weapon- 40 points, and throw in a Company Champ, 35 points...add 8 more guys or 7 if you wanna transport them at 15 each then add 30 points to the squad for the vet skill, Furious charge being an awesome one...
The commander has twin lightning claws, an Iron Halo, Bionics, and term honours - 150 points and 225 for the unit... rock hard, throw two flamers in there if youve got marshmallows...
7th Jan 05, 5:01 PM
I WANTED to give him double lightning claws, but the Boxed pack for the new commander has only 1 lightning claw, and I'm all out of green stuff.
And I still call an Iron Halo a waste of points.
And i'm against combi-weapons of ANY kind. it's a complete waste, one shot. Granted, the meltashot COULD take out a tank, but who's going to do a Death or GLory charge against a tank with their commander, or go tank hunting with their commander? Better to give him a storm bolter that can be used in a larger variety of situations.
7th Jan 05, 6:02 PM
While I agree twin claws rock, I've been an avid fan of the Storm Bolter ever since I had my Wolf Lord shoo down a Falcon Grav Tank with one, (is that your REAR armor? *pop* *pop* *BANG*). I find that most characters already have 3-4 attacks on their own, however they don't always get into the thick of things from the very start.
Stormbolters are assault weapons, meaning they get 2 shots while moving. Always good. Commanders already excel at assault, so +1 attack one way or another isn't too big a deal. Claw + SB would make a good combo. MasterCraft the Claw and you get reroll on to hit and on to wound, very nice.
My Chaplains typically have 2 close combat weapons, (Crozius + Pistol), but my commanders I usually give Stormbolters and a nice CCW, (Power Weapon, Claw, Frost Axe in the case of my Space Wolves), so they can command, shoot and assault with equal capacity.
Just my pennies...
7th Jan 05, 6:06 PM
If you don't want to go tank-hunting then take the combi-flamer. All those S4 hits guaranteed when it counts is much better than 1 extra per turn when you have to roll to hit. Within 12" (where your commander should be) the bolter will get as many shots as the storm boltar anyway.
7th Jan 05, 9:09 PM
but remeber that when firing a bolter you may not assault...
Besides if you are within 12 inches after movement you are a fool... depending who you shootin at, any big unit or enemy characters would enjoy the charge gainst you...
7th Jan 05, 10:28 PM
Wow thanks for all the advice even though some of it wasn't really suggested towards me Thanks anyways for give newbs like I some good opinions
:beer: Cheers to you all!!
7th Jan 05, 11:07 PM
Im against your advice Gale force.
While it is true that a storm bolter+ lightning claw is very versitile...The commander's job is not to be able to handle every job in a mildly mannered way. For example you could have a very shooty Commander (although in my experience this kind is rare around here...) that is still good at combat, but combined with the power of his Command squad can deal out some critical damage so there is no need for assualt skills. Combi-weapons are used to effect for specific roles. Then there is the ever popular assualt Commander (my fav type as im an avid player of blood angels) wit a power weapon and a pistol of somesort. In this manner they have limited ranged weaponary but make up for it in CC. Also the command squad would be CC oriented too, ie no rapid fire weapons or soemthing liek that.
Then there is your type which i find popular amongst the newer players of Space Marines because don't wanna risk stepping out of that balenced porportion of their whole army. This Commander has shooty power (storm bolter, combi-weapon) and a powerful CC weapon (that cannot be used to full extent do to limitations of the shooty weapon). The squad is organized in similar fashion where there is rapid fire, but aslo strong CC. Overall its balenced but can't excel in either shooting phase or assualt as well as other two.
Also i don't understand your hatred towards a 4+ invul save. So you would want your commander to die due to a starcannon because those points can be spent on a WHOLE other marine with and upgraded weapon!?!?!? whoa!
Im sorry but Iron Halos are musts for my characters.
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