Viray Posted November 17, 2010 Share Posted November 17, 2010 I want to make a 200 pts Veteran Squad to both fill out some pts in my 2000 pts list as well as function as a decent kill team. Right now, I have the squad at seven members; four are armed with power weapons and the last three are equipped with a bolt pistol and close combat weapon. However, I have the squad mounted in a Rhino which, of course, means they cannot assault the turn they disembark. I was debating switching out the three normal Marines' loadouts with just regular bolters for some rapid fire fun. What do you guys think? Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/ Share on other sites More sharing options...
Brother Kovash Posted November 17, 2010 Share Posted November 17, 2010 If you want to run veterans, they should have some combi-weapons. Unless you want them to be close combat oriented, then I would suggest more power weapons and a few shields. Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2564132 Share on other sites More sharing options...
Viray Posted November 17, 2010 Author Share Posted November 17, 2010 Yeah, I wanted a close combat oriented focus. I'd love to add more power weapons, but, as it stands, I am already at the 200 pts limit I imposed. However, there are some variations I was playing around with, but most involved dropping members or switching around some wargear :lol: As for the lack of invulnerable save, I thought about pairing them with Azrael during the larger games though I am pretty sure such an expensive unit running around in only a Rhino would draw a lot of fire. I dunno, are close combat vets even comparable in regards to effectiveness when compared to more shooty styled vets? Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2564228 Share on other sites More sharing options...
Stromal Posted November 17, 2010 Share Posted November 17, 2010 5 vets 1 meltagun, 4 combi meltas 1 drop pod Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2564441 Share on other sites More sharing options...
Tanhausen Posted November 17, 2010 Share Posted November 17, 2010 DA Drop pod = reserves = turn 2 or 3 landing... Too many points to gamble for my taste. Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2564459 Share on other sites More sharing options...
Viray Posted November 18, 2010 Author Share Posted November 18, 2010 5 vets1 meltagun, 4 combi meltas 1 drop pod Just to clarify, I was not counting the cost of the transport towards the 200 pts limit. Either way, that sounds like a real mean unit. DA Drop pod = reserves = turn 2 or 3 landing... Too many points to gamble for my taste. Hmmm, so you would prefer a Rhino or Razorback as a transport? I definitely agree on the unreliability of deep striking, but the issue of the Rhino and Razorback's incredibly thin armor has always bothered me (despite this, I still opted for the transport as of now). Do you have any suggestions on cutting down incoming, enemy fire? Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2565157 Share on other sites More sharing options...
Stromal Posted November 18, 2010 Share Posted November 18, 2010 I have had good results with the melta drop pod at least, dosent really matter that it arrives on turn 3, it usually makes up its point by point blank owning a vehicle, an very often the guy with the meltagun has been alive to fire it again the turn after. Its very fun to drop into a IG vehicle cluster and go: "They all have meltas, yeah ^_^" Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2565342 Share on other sites More sharing options...
Tanhausen Posted November 18, 2010 Share Posted November 18, 2010 My only experience with DA Pods was at 2k, running 2 DN with MM/HF in Pods. They consistently refused to land... and those were 400 points ^_^ I guess I'm biased by bad experiences. As to what transport to use... I don't run greenwing, so I can't help much I'm afraid. But going for proper deployment + 12 inch run + smoke should allow you to get pretty close to the enemy armour... or at least take away heat from other armour you run. Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2565359 Share on other sites More sharing options...
breng77 Posted November 18, 2010 Share Posted November 18, 2010 I think that our DPs only really work in very particular lists. The problem is that you are investing a good chunk of your force into something that does not come in until turn 2 at the earliest. Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2565548 Share on other sites More sharing options...
Viray Posted November 19, 2010 Author Share Posted November 19, 2010 Hmm, all very interesting points. I can't really say I've decided what to do, but, seeing as my Vets aren't even built yet, I guess I could just experiment with some proxies. Link to comment https://bolterandchainsword.com/topic/215229-200-pts-of-veterans/#findComment-2566219 Share on other sites More sharing options...
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