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Equipping Company Veterans


minionboy

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So now that I'm making my DA army a proper DA army and not C:SM impostors, I am working on changing the equipment of my former Sternguard squads. I have a couple ideas in mind, but would also love to hear other peoples squad load outs.

 

my first instinct:

4x Combi-weapon (plasma or melta)

1x Plasma/Meltagun

2x Storm Shield

1x Power Fist

 

5 melta or 10 plasma shots coming out of a drop pod is scary, plus the storm shields help them take the shots the following turn.

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I dont often use PA but I did roll with 6-7 iirc all with comb- plasma + PF for a short while and they kicked ass out of a DP. I like your loadout especially from a modeling perspective. For simple effectiveness its hard to go wrong with 5 in a pod all with combi weapons + 1 PG/MG. I also think something like this would be cool: 10 vets, 5-7 combi bolters, 1 MG, PF, 2 SS, drop pod, then combat squad them on arrival for maximum carnage (cant remember if they can and im at work).
If you've got the points (and granted it will be expensive), take Azrael with a 9 strong squad of Company Veterans, arm them with Bolt Pistols and Power Weapons and stick them in a Land Raider. Nothing will survive a charge from them and Azrael will grant the whole squad a 4+ inv save. For The Lion!
If you've got the points (and granted it will be expensive), take Azrael with a 9 strong squad of Company Veterans, arm them with Bolt Pistols and Power Weapons and stick them in a Land Raider. Nothing will survive a charge from them and Azrael will grant the whole squad a 4+ inv save. For The Lion!

Or, you could make the Command Killer squad, 10-strong, 5 with SS, all w/PW, PF or TH, as desired. Wound allocation means, unless you're fighting some mad PW-stacked unit (Death Company with nothing but PW, for example, like my friend likes to run), you typically get the 3++ against the right amount of stuff that would normally ignore armour saves, plus a bare minimum of 35 attacks on the charge that ignore armour saves. And, unlike Deathwing, you can run the enemy down as they try to run away from the slaughter. For a real boost, give them a Chaplain.

 

Mount them in a LR Crusader and put them to work.

 

Of course, the points cost would be sheer madness, but for the big games (or sheer shock value), this is has real possibilities.

If you've got the points (and granted it will be expensive), take Azrael with a 9 strong squad of Company Veterans, arm them with Bolt Pistols and Power Weapons and stick them in a Land Raider. Nothing will survive a charge from them and Azrael will grant the whole squad a 4+ inv save. For The Lion!

Or, you could make the Command Killer squad, 10-strong, 5 with SS, all w/PW, PF or TH, as desired. Wound allocation means, unless you're fighting some mad PW-stacked unit (Death Company with nothing but PW, for example, like my friend likes to run), you typically get the 3++ against the right amount of stuff that would normally ignore armour saves, plus a bare minimum of 35 attacks on the charge that ignore armour saves. And, unlike Deathwing, you can run the enemy down as they try to run away from the slaughter. For a real boost, give them a Chaplain.

 

Mount them in a LR Crusader and put them to work.

 

Of course, the points cost would be sheer madness, but for the big games (or sheer shock value), this is has real possibilities.

 

 

Haha, i like the way you guys think, unfortunately, points are somewhat of a restriction. I don't typically use veterans, but I am going to give them a shot, so I need to be somewhat realistic. :wacko:

Now with new FAQ we can not buy Azrael to veterans - he is very expensive and not so strong for his points.

I think, assault - oriented veterans may be so:

9 men, 2-3 SS, 1 TH, 1 fist, 3 PW + Chaplain or Ezekiel (Both are more cost-effective than Azrael) + Land Raider.

Not that expensive, still effective on charge. But, maybe not so effective as Belial + assault termies + LRC.

Or cheap variant (On low formats) - 9 men (1 fist, 2 PW, 2 SS) + Chappi/Ezekiel + Rhino.

If points is low, maybe Command Squad (5 men, apothecary, fist, 2 melta, bp + ccw) + Chappi/Ezekiel + Razorback is better solution.

I'm going to try:

 

8 veterans with storm bolters

1 veteran with a thunder hammer

Rhino with pintle-mounted storm bolter

 

Led by a chaplain with storm bolter

 

Thats 18 bolter shots(22 with the rhino), and the squad can move and still shoot out to 24". They are also decent in assault against non-dedicated enemy assault units. When assaulting orks, thats about 7 dead from shooting and another 11 killed in the assault, and another 6 lost to no retreat, at the loss of 4 veterans on the average.

 

Of course we are playing the Piscina IV campaign so I am going to be fighting a lot of orks, I wouldn't use them in a tournament.

I haven't played in over a year because of the codex creep morale destruction... But I found that vets are used most effectively as a CC unit. Its the one truly hard hitting unit for the DA's that has a fairly high survivability rate. 9 vets with 5 PW's types/6 Combat Shields/2-3 Storm Shieds/8 BP's/MG or Flamer and Int Chap delivered via DP or LR is very devastating. Terminators maybe more cost effective in many ways now though with the new FAQ. I'd really have to sit down and take a look at the 2 unit types. Both can be configured to deliver a fair amount of firepower and CC. The 3++ SS's that we can take now along and the **twin shot Cyclones THAT THIS DA FORUM originally suggested -- with no additional cost upgrades makes DW very killy.
I haven't played in over a year because of the codex creep morale destruction... But I found that vets are used most effectively as a CC unit. Its the one truly hard hitting unit for the DA's that has a fairly high survivability rate. 9 vets with 5 PW's types/6 Combat Shields/2-3 Storm Shieds/8 BP's/MG or Flamer and Int Chap delivered via DP or LR is very devastating. Terminators maybe more cost effective in many ways now though with the new FAQ. I'd really have to sit down and take a look at the 2 unit types. Both can be configured to deliver a fair amount of firepower and CC. The 3++ SS's that we can take now along and the **twin shot Cyclones THAT THIS DA FORUM originally suggested -- with no additional cost upgrades makes DW very killy.

 

 

I totally agree that terminators are usually going to be more cost effective, but since I already have 20 veterans, I'm trying to figure out how to reconfigure them.

 

I think I'm going to go with my original plan, or maybe pump them up to 6 combi-plasma/melta, 1 meltagun, 1 fist, 2 shields. Should I put the 2 shields on guys with combi weapons, since I'll be using up their combi-weapons the first time they shoot (which is hopefully before they get shot).

I would say, that if you're taking Veterans, do so in a Belial list so they're not competing with Terminators because Terminators are just better in every way. That said, if I took Belial I'd have three multi-melta dreadnoughts in elite.

Hey all, I recently acquired 10 robed Dark Angels and intend to use them as Veterans. Hence, I propose this squad layout to you for your thoughts and opinions.

 

5 Veterans with Power Weapon and Storm Shield,

2 Veterans with Twin Lightning Claws,

2 Veterans with Storm Bolters,

1 Veteran with Meltagun.

 

 

I wanted them to be good in close combat but still be able to survive ranged attacks and dish some out in return. Chances are they will be in a Rhino.

Overprised. There are about 400 pts with still 3+ save and in Rhino (!). Rhino will be destroyed and they can't fast move.

For HtH vets, I think, you need no more than 3-4 PW's, 3-4 SS, 1-2 Fist/TH, optional melta. And LR needed for stability and tactical maneurability.

I think I should have mentioned a few things first:

 

1-I usually play on a 4x4 table, hence movement isn't a problem,

2-Said table has usually got a lot of terrain to hide the rhino on it's way to the enemy

 

 

Also, (and I'm not trying to power you down or anything Phaeton) your squad layout is 110 points more expensive minimum.

 

EDIT:: sorry, I just realized I kind of hijacked this thread. Sorry, I didn't mean to

S. Bloodhowl, my vets will be more expensive, sure. That's more true because if I'll use vets (which are not as cost effective as termi), I accompany them with Ezekiel (good hood) or Chaplain (rerolls, mmm).

Howewer, my vets will be good protected in LR before charge, and can charge things in 21" radius. I think, Chaplain + 9 vets (3-4 PW, 3 SS, 1 TH, 1 Fist) + LR is a good, cost-effective assault group.

Your type of vets has better equipment, yes, but they can loss Rhino and take casualties from enemy shooting before charge. With every failed 3+ save (Which is not unusual, that's not 2+ termi) you'll loss part of you great equipment and about 35-50 pts... And your charge radius is only 12-14", and if you move in Rhino 12", you have to wait 1 turn before charge. I think, it's not rational. Of course, I can be wrong. You shall playtest both variants and choose more effective.

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