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Who can I add a commissar character to?

 Post subject: Re: Who can I add a commissar character to?
PostPosted: Wed Sep 04, 2013 7:18 pm 
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Ya !

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 Post subject: Re: Who can I add a commissar character to?
PostPosted: Fri Oct 25, 2013 10:34 am 
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GlynG wrote:
The Epic list doesn't require this (the only stipulation is that one Commissar must be added to the Regimental HQ formation) and from a tactical perspective you're probably slightly better off having them in a separate stand so it's not all eggs in one basket. The Supreme is different – some people like having two leaders, but many will want to make him fearless to keep him alive, as if the formation breaks he is immune to being killed by hackdown hits or blast markers.


I'm in the process of basing up all my guard infantry at the moment so am in a similar situation to the OP. I've considered making a magnetic mini movement tray with a commisar stuck on to make them removable but it was overly fiddly.

From what I've worked out so far though, surely it is best to include the commisar in the command stand rather than on a normal infantry unit, considering thier increased CC skill to make use of the commisars macro attack? Could see it being a toss-up for supreme commanders though due to the better ability to remove blast markers with two leaders.

Is this a fair conclusion, or is the increase in CC skill not worth a lot compared to the ability to spread the special abilities between two stands?

From the list I have worked out so far it looks like I'll have plenty of spare commisars so may end up attaching them to stuff like a manticore battery or vulture squadron to add a little more sturdiness. Any experiences of adding them to things outside of mech infantry companies and where the best places to put them in support formations may be?

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 Post subject: Re: Who can I add a commissar character to?
PostPosted: Sun Oct 27, 2013 4:09 pm 
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Just as a general note: In my experience Commissars + Ogryns + SHT (especially Baneblades) are a nice combination

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