Todays post is about one of any army's most important people, the general. In Warhammer, depending on how you play, I find that the general does best at the front of a large unit. The kind of protection this offers is most welcomed, if you don't want that 200+ point investment to be shot up by that group of archers. But, in 40K the role of general really does vary. The front lines may not always be the best place for a psyker, who is capable of aiding the army from a distance. Truly though, most of the time a general can have the most effect on a battle by being where the fighting is the thickest.
The general also normally has the opportunity to take a wide selection of special equipment, thus making an already strong piece even stronger. When ever I play Warhammer with my Bretonnians, I almost always use the same combination of equipment. I give my lord the Virtue of Empathy (20pts), saving me points on no longer having to get a steed, then I give him the Armour of Agilulf (25pts). The armour counts as a shield and heavy armour and confers a 4+ save and sadly the save can not be increased and the shield must be used at all times. That may not sound very good but thats not all it does. It also gives the wearer 10 weapon skill, which is much better than a weapon skill of 6. Next on the list of equipment is Siriennes Locket (55pts), which makes it so that the lord can take only one wound per turn. Lastly a very average Bitting Blade (10pts) helps bring down the enemies armour saves. In the end I have a lord that is very good in close combat, as well as very hard to harm in close combat, and a lord that at the minimum takes three turns to kill. When I play with him, I will normally field him with a large block of Men-At-Arms and then try to get him into the fighting as fast as posable.
For 40K I like to take a very similar approach. For Space Marine Captains power weapons are ideal and Terminator Armour is even better. Who does not like a 2+ save. For more frail races such as Eldar and Dark Eldar I like to go all out on their armour, since they are much easer to kill and then spend a small amount of points on a good but cheap close combat weapon, Power Weapons. Also for Space Marine players Melta Bombs can be a very good idea if you think you will run into a bit of tank support and a Jump Pack can help you get your captain get to where he needs to be fast.
Its also good to think about different ways of using your armies general. For 40K why not man that high ballistic skill model on a turret until the enemy reaches you. And in Warhammer your general can really help increase Leadership, so it really can pay to keep him near your main lines. Also any general with a high stat line, good weapons, and armour should go after other generals and heroes. In the end its a good idea to equip your general with some of the best equipment to help him use his abilities to the best of his capability and to make sure that your general is making the largest impact as possible, you don't want to see those points being used for nothing, do you?
A few things to remember are that its good to give your general equipment that will help him in what you are going to have him do and that some times you don't need to give your armies general any equipment, they can be just that good.