Thursday, December 6, 2012

These Men Give the Orders... Company Command Squads in 6th Edition

 So after consideration and advice given to me by various member of the community on what order I should start my new series "Units Of The Guard" I have decided on starting with the HQ section of the Imperial Guard codex and the Company Command Squad first and foremost.

Where do we start? One of the primary bonuses that the CCS can give to the rest of your army is that they can give orders to the rest of your army. Here is a short breakdown of those orders and what bonuses they give:


Bring It Down:
A great order that allows for a squads weapons to be twin linked versus Monstrous Creatures and Vehicles, no draw backs here, for your heavy weapons teams, or vet squads always like a little bit of extra protection when firing.

Fire on My Target!:
This one was a bit more powerful in 5th edition when the basic cover save was a 4+ instead of a 5+, this order forces a unit whom you wounded re-roll successful cover saves. Now this does not mean that it doesn't have it's merits still. As it is not hard to get up for a 4+ or better with how night-fight works. So it is still strong, and a good reason to keep the CCS in your lists

Get Back In The Fight:
This order always was, and still is a underused and unremembered order. Not many people think about it, and aren't willing to use one of their, normally, 2 orders a turn in order to regroup a squad.  With the importance of being able to hold objectives in 6th edition we know how important it can be to regroup your squads, and hell people have a hard time justifying shooting or assaulting a squad of just a couple of guys when the rest of your army is around, leaving those precious few to run around and get where they need to go.

There are also the orders the Junior Officer Squad can give, but these orders we will cover in some other post.


There are many upgrades available to the CCS, it runs the normal gambit of weaponry plasma, melta, flamer, sniper, grenade launcher, mortar, heavy bolter, autocannon, missile launcher, lascannon. All 4 normal blokes can be upgraded (of course using heavy weapons means that the number of bodies is less).

To me the two best upgrades routes are 4 plasma guns or two sniper rifles and a lascannon. (if you don't take Kell, but we will talk about him later) You of course want to give the squad a chimera, the extra protection is important.

Now you may ask about the various Regimental Advisors, besides the bodyguards, I have a hard time spending points on these guys. the Astropath doesn't quite do all that much anymore, with 6th edition bringing the boys in on a 3+ already,  is a 2+ really necessary  And is re-rolling your outflank that important when 1/3 of the time you have really short table sides? My thought is not. 30 points can go a long ways elsewhere. As for the Officer of the Fleet, its the same deal.... is making it a 4+ from a 3+ really all that big? No again, and we all know how worthless the Master of Ordnance is, always scattering is REALLY bad... period.

None of the other upgrades are really worth talking about, yes including that MedKit.... its bad... stop it.... do not argue with me 30 points is 3 meltaguns or 2 plasmaguns... so just stop.

Special Characters:

Alright now time for perhaps the most controversial part, the special character that are able to be taken in the unit.... some think they are great, some think none are worth it (i am looking at you CVinton) and some falsely think one of them is good.... so lets delve in.

Ok, so if you are attempting to stick true to what the guard are: A kick ass shooting army! You can look no further Creed gives out a massive 4 orders a turn instead of the normal 2 that every other Company Commander can give.... he is Ld 10 (which doesn't seem important yet, but just wait) a 4+ save and the ability to give a unit the Scout special rule..... mmm oh yeah, outflanking Leman Russ Battle Tanks.... or Hellhounds.... or well... anything really...

Lastly his order:
For the Honor of Cadia!:
This order gives a unit fearless and furious charge until the end of the turn...... not really all that great.... but perhaps at times could be good

His highlight is really the 4 massive orders and the leadership 10, the second part we will cover why is important next

Kell is not a Company Commander upgrade, he is technically a flag bearer, but truthfully he does one thing importantly, he makes it do that the orders given by the Company Commander are given at his leadership, not think about that when in combo with Creed and his leadership 10, and four orders... woooo... that is nasty... plus when paired with Creed he gains the Look Out – Arghh! power helping him protect those precious 4 orders for even longer.

Shoot Kell is even good without Creed, rolling on a 9 or 10 instead of a 7 on your heavy weapons squads are -really- important.

Colonel 'Iron Hand' Straken:
Straken is perhaps the most wrote about HQ in the imperial guard army. He has been used countless times as the head of the blob squad army, and I am here to tell you... its crap.... pure crap. His aura sounds great, counter attack and furious charge to all units within 12 inches.... but... why? What are you doing charging anyone? you are guard.... not orks or marines.... so please... stop! Plus his Str 6 at imitative power first REALLY isn't all that great, and by the time you get enough bodies in the squad you have paid far to much, for far to little, to even think about charging into combat.

Nork Deddog:
Not much to say here, he is actually kinda good, being T5 and FNP with the Look Out - Arghh! rule, plus heroic sacrifice where he gets to get a few last his in in combat when he dies. He is just a tad to expensive to be really used... which is unfortunate.

All in all Creed and Kell take the cake here.... but can be hefty in cost. But when you are taking them you are mainly going with a ground force and lose a lot of the cost of vehicles, allowing you to spend the points on them. In the shooty guard they really have the leg up against your enemies. Just imagine 4 squads of 3 lascannons or missile launchers that are twin linked? what is going to stand up to that?

That is really it for the Company Command Squad.... they are used to give the rest of your army an extra boot up, and also provide a nice chunk of firepower themselves for a low cost. Definitely one of the best HQ choices out of the 4, and personally I recommend them either 1st or 2nd depending on what kind of army you wanna build. If you are going mech not so much, but a foot slogging, heavy weapons squad heavy army? Hell ya!

Also, if you readers have any other topic you would like me to cover in a post (I recommend Imperial Guard questions but hell I will give any subject a shot as long as it pertains to wargaming) shoot me an email at

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



  1. If I recall, Creed or Kelly extend your order range from 12 to 24 inches. This can also be very useful.

    1. Right! Almost forgot about that Josh! Thanks for the reminder, it is most definitely Creed who gives the bonus range, and is SUPER useful!

  2. Found this really useful looking forward to future ones! :)

    1. Thanks Anon.... you should sign up and follow us! then it would be easier and we could have better future discussion!

  3. Sorry, but I'd got to disagree with your assessment of Guard Blobs + Straken.

    Firstly, guard blobs put out a ton of power weapon attacks for cheap, with tons of shielding bodies. You've got to get up the field at some point. Why not have a unit that can shoot if it wants to (throw some autocannons in there) and assault very effectively point for point...just saying, 6 or so power axes at S5 with four attacks each is no joke.

    As far as Straken himself, he's a reasonably priced option to give yourself a good counter attacking unit - 5 S7 attacks is not too shabby. He's great as a can opener as well.

    Having played with and against him quite a bit, it seems you're giving him the short end of the stick.

    1. I am guessing you are putting a single commissar in there to keep stubborn, so with him and the auto cannons (btw you can't assault after shooting those lasguns) in a 5 Squad blob, you are talking about around 400 points on one squad, who can only shoot at one target, and only assault one thing. Now if you are talking about having them all in separate squads with autocannons... why not drop the autocannons, and the power weapon and give yourself a lascannon in each squad, have them separate, far more effective at killing armor and MCs plus termies. you are at the same cost, better wound distribution as now your squads are moving around the field in seperate ways and one protecting the other from being tied up in an endless assault against a single squad of necrons and/or termies/plague marines/etc....

      Straken will be lucky to swing in combat these days, if he provided a single unique order for your units that -really- helped them in CC like rage or hatred... well then maybe you have a reason to take him.

      With creed and kell you just get better value with the lead 10 orders, plus 4 orders, plus the 24 inch range of those orders. look to yoru heavy weapons teams and use those lascannons/missile launchers and keep the enemy from them with your seperate infantry platoons, one after the other dying before they can get to your firepower.

      Power weapon attacks do not really matter for the guard, thats not the value in this army. You should be avoiding assault all the time and you will be dying when you get into it (which you will get into it)

    2. I have to agree with Vilicate on blob squads. 400 points is a lot, but you are getting a ton of wounds for it; it's not as though it's a deathstar; those 50 wounds are sticking around for a long, long time, and are very efficient. You don't want nothing but blob squads, but they are excellent as a counter-assault unit. Having one big blob lets one order go a long, long way, rather than having to find a way to order several squads. Each individual squad is weak enought that it's unlikely that you're -not- going to need three or four of them firing their lascannon at a tank to kill it, so you might as well use one order to buff all of them at once, and whack-a-mole units. The blob will eliminate one target a turn, for certain. Individual squads of guardsmen are unlikely to do much of anything, so be efficient, and do a whole lot of nothing at once.

      I would go with a mix of autocannons and lascannons, really. Lascannons are powerful but autocannons are better against light armor and have at least a little bit of anti-horde firepower.

      Straken isn't -good- per se, but he's not terrible. Swinging at initiative with AP2 is scary these days. You don't take him for the furious charge; you take him for the counter attack. Each and every guardsman getting an additional attack when charged is much better than giving up your rapid-firing so you can charge with +1 to your strength. Let them come to your, through your fusilade, and then let counter-attack kick in.

      As you say, you will get into assaults, and having 4 sergeants with power axes will help you there. Even if your opponent multi-charges you and challenges, you can still go to work on his squad with all your other sergeants, minus the one that had to eat the challenge. Sergeants are a toss-up now that you can challenge them for most armies, but when you can only lock-up one of them, and there are mountain of bodies in front of them, good luck stopping them from eating the squad that charged them.

  4. For "Get Back In The Fight", you forgot its main purpose: Make "Go to the Ground" unit fire.
    Ex of very Nasty use: Put Vets in ruins, every time something fire on you, "Go to the Ground" for a 2+ csvg, next turn get them back and shoot. Enjoy your IG Termies!

    Astropath is a must.
    Like most IG players, I always have my 3 Vendettas, and with 3+, 1 of them, won't be there T2.
    As it's the most reliable thing, we have to destroy almost everything (except Hordes), I would cry to miss one.
    Moreover, Vendettas can outflank and even with short table sides, being able to choose from where they arrive will put you in the perfect position for rear shooting.

    For the Officer of the Fleet, it can be crap or make you win the game.
    When your opponent misses 2 times in a row is reserved dice with its Stormraven, it's just not only hilarious, it's an auto-win.
    When opponent relies on its Deep Strike reserve, and you make a total mess of it with unit arriving T3 or better T4, 30pts are not expensive.
    On the other hand, it can also force your opponent to not reserved and puts its cheesy units in fire range of your artillery first turn. (lose-lose choice)
    Of course, some players do not reserved at all or have their own ability to make it smoother.
    But, with a metagame including Daemons, Flyers, Suicidal Deep Striking, I think we can add it to the rooster.

    For the Master of Ordnance, yes it scattered, but with the Aegis Line, there are a lot of armies that like to pack.
    Of course, you can not move if you fire with it especially inside the Chimera, but if you plan also to pack behind your Aegis, for 30 pts, even if it kills only 2 Space Marines, those points won't be lost.

    For the other options, I won't trashed them neither.
    Some can be useful.
    First of all, the Regiment Standard for only 15pts, make your HWS much more reliable.
    Vox to be sure your 3 Vets with special weapons will get their "Fire on My Target!"
    Camo will give you 3+ c.svg behind the Aegis.
    The Medi-pac or Carapace can also be used for already very expensive CCS (full officers, Bodyguards, Creed, Kell...)

    For Creed, the Major problem, is that you want his 4 Orders for Footguard, but want also to Outflank Tanks. (For Outflanking do not forget your Astropath)
    So, only for more than 1750pts, he starts to be interesting.
    His other main problem, is that most of the time 2 CCS are better than one with Creed and for cheaper points.
    Fearless can also be good on Blob, or funky list with conscripts.

    1. Nice response! A lot of good info and opinions, even if mine vary. I have given my reasons why I dont like Officer of the Fleet, Astropath, and Master of Ordnance. Sometimes it is better for your flyers to come in a turn later than the rest.... its worked out for me more than once. Plus with 3 vendettas why are you taking a Aegis Defense Line? 9 lascannons should be able to take down your opponents flyers just fine.

      If you are planning on using a bunch of Vets, who should be in chimeras and therefore unable to get orders, you are far better off you leave them with their BS4, and go and grab a Primaris Psyker or two for their amazing firepower (he will be covered in a later article) than you are with vox casters. The CCS is far better purposed to give orders to heavy weapons teams, which is where a lot of your firepower is coming from when you take them. Unfortunately these teams cannot take a vox caster so your points are wasted there.

      As for the points thing, when I write out advice I am going for the major tournament scene, so expect 1850 being your point cost when I am talking about it unless i specify otherwise. You might get cheaper points from two CCS but you won't get the added bonus of giving the orders at his leadership of 10 due to the Kell you best be putting into the squad, plus with his 24" range the spread you can get it REALLY nice.

    2. You can still take Kell without taking Creed. They work really well together, but they aren't a must. I have a hard time taking Kell because he is very, very expensive for what he does, and along with Creed you are looking at one very expenive, but still plenty fragile unit; Ld 10 on your orders is nice, but it entirely depends on how many units you are bringing; is can be much cheaper to take vox casters if you aren't running 30 squads of guys.

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