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Vindicator or Whirlwind?


slmellon

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Vindicator:

Pros: Point and shoot, its really that simple. Theres no subtlety here... it just hits like a ton of bricks. It also has front armor 13.

Cons: Short Range, Requires Line of Sight, is a well known high priority target.

 

Whirlwind:

Pros: Long Range, multiple fire options, Ordnance Barrage instead of Ordnance, wich means indirect fire and the ability to ignore intervening terrain. Ignoring Cover can be huge- if youve played against pathfinders, scouths with camo, or orks with force fields you know what I mean. Pinning.

Cons: AV 11, Max Str is 5, so it can only hurt light vehicles *though 2d6 pick the best helps*.

 

The Whirlwind is also 40pts cheaper, meaning it can be a little easier to fit into small point lists if you really need.

 

I would say if you normally play against orks, nidz, gaurd, or eldar of any sort that youd be better off with the whirlwind. Note that while a Vindicator kills marines outright a whirlwind isnt exactly a slough- Heavy Bolter rounds kill Marines pretty well, and thats all a whirlwind template is... and you get about 2-3 extra turns of shooting at a given squad compared to the vindicator.

 

So really while they are both artillery tanks they are very different in their application. The Whirlwind is more flexable overall, but the Vindicator is a straitforward BunkerBuster... and that has alot of appeal with people.

Cons: AV 11, Max Str is 5, so it can only hurt light vehicles *though 2d6 pick the best helps*

 

Sorry Grey Mage but I've missed something here, I didn't realise the 2D6 bit - could you let me know is what circumstances/firing method we get 2D6?

 

Thanks in advance

 

ChainsawDR

Cons: AV 11, Max Str is 5, so it can only hurt light vehicles *though 2d6 pick the best helps*

 

Sorry Grey Mage but I've missed something here, I didn't realise the 2D6 bit - could you let me know is what circumstances/firing method we get 2D6?

 

Thanks in advance

 

ChainsawDR

Since it's ordnance, when you roll for armor penetration, you roll 2d6 and pick the highest of the two. Gives you better odds of beating the armor, but you still need a 6 to scratch a rhino ... if it doesn't scatter too far.

Cons: AV 11, Max Str is 5, so it can only hurt light vehicles *though 2d6 pick the best helps*

 

Sorry Grey Mage but I've missed something here, I didn't realise the 2D6 bit - could you let me know is what circumstances/firing method we get 2D6?

 

Thanks in advance

 

ChainsawDR

Since it's ordnance, when you roll for armor penetration, you roll 2d6 and pick the highest of the two. Gives you better odds of beating the armor, but you still need a 6 to scratch a rhino ... if it doesn't scatter too far.

 

What page of the BRB explains that Yeti?

Cons: AV 11, Max Str is 5, so it can only hurt light vehicles *though 2d6 pick the best helps*

 

Sorry Grey Mage but I've missed something here, I didn't realise the 2D6 bit - could you let me know is what circumstances/firing method we get 2D6?

 

Thanks in advance

 

ChainsawDR

Since it's ordnance, when you roll for armor penetration, you roll 2d6 and pick the highest of the two. Gives you better odds of beating the armor, but you still need a 6 to scratch a rhino ... if it doesn't scatter too far.

 

What page of the BRB explains that Yeti?

 

 

Ordnance and Penetration, Page 60.

I run both and am very happy with the results. If I had to only run one, the vindi stays in. It is the flyswatter, if you hit anything with it enough, it goes away. The siege shield is considered required by some but imo that depends on your local gaming environment. I always try and have it just so you can take the most direct route to your targets.

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