Vexicus Posted June 24, 2011 Share Posted June 24, 2011 Hail Brothers, After much deliberation I have finally decided how I want my Veterans to be armoured. For what i understand the choices I have made are legal but please point out and problems you see. I will have only 5 members in the squad but they will be armed as follows: A power sword and combat shield Single lighning claw and combat shield Twin lightning claws Thunder hammer Meltagun* * Just to give them some range but is up for debate. What do you think my brothers? It's an expensive unit, 220 points by my count but worth it IMO. Thank you Brothers. Vexicus Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/ Share on other sites More sharing options...
Varizel Posted June 24, 2011 Share Posted June 24, 2011 Well, honestly if you just going w/ 5 men Veterans.... might as well take a Command Squad? They can take a Power Fist in lieu of the Thunder Hammer... but you can prob make a PF, PW, 2 Meltaguns... or Plasma Pistols maybe for the CC goodness. On top of that you can get Apothecary. If you decided that only 2 PW is not enough.... time to bring out our COMPANY CHAMPION. Of course you will have to take a company master, but even belial/samael allows you to take the command squad. My company squad setup however is a 2 PP and 2 Meltagun led by an Int chaplain w/ Plasma Pistol. They also carries a sacred standard and apothecary. Sacred Standard sometimes switched w/ either melta bombs or power weapon. Not uber persay... but enough to swing a fight to my advantage. Peace Out. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2802197 Share on other sites More sharing options...
CaptainKael Posted June 24, 2011 Share Posted June 24, 2011 IMO, the combat shields are not really worth the 5 pts apiece for a 6+ invul save, despite how well I think they look. If you are after some invul. saves, the only real option is to pay up for the storm shields (15 pts after the latest FAQ). Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2802206 Share on other sites More sharing options...
Droma Posted June 24, 2011 Share Posted June 24, 2011 edit: My advice was wrong I missed a part of the FAQ new advice added. I'd give them all power weapons instead as well as storm bolters. That's now 200 points for the unit, slap them into a rhino or razorback for the extra points or they'll get shot to pieces before they become useful. If you really want to make them effective you'll take either Azrael or some sort of chaplain or even both and have them together in a rhino or razorback. An even better choice is to drop the squad completely and take some terminators. They'll live longer and do as much or more damage. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2802219 Share on other sites More sharing options...
Lord_Hail Posted June 25, 2011 Share Posted June 25, 2011 Storm bolters, PW, and storm shields, 3+ inv., 24 inch shooty and pw on the charge, of corse they all don't need the pw (or lighting claw.....). 2 cents to follow: use want you like and remeber some times a "flashy" unit will make your opponet focus on killing it, and it alone over the other units on board. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2802474 Share on other sites More sharing options...
Brother Kovash Posted June 28, 2011 Share Posted June 28, 2011 A 5-man CC unit isn't very reliable from what I've seen. You might better results running with some combi-weapons instead. Five Vets in a Drop Pod with combi-meltas will usually blow up whatever they land next to. However, if you really want them to focus on being CC oriented, I'd replace the meltagun with a flamer and throw in some storm bolters or plasma pistols to soften up your target before the charge. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2805522 Share on other sites More sharing options...
Freman Bloodglaive Posted June 28, 2011 Share Posted June 28, 2011 If they're backing up a combat character, and they probably should, then 9 men is ideal. Storm shields should be there for protection, but you don't need it on everyone. 4 in a squad of 9 is probably enough. Two power fists, a flamer or meltagun. Throw them in a Rhino. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2805625 Share on other sites More sharing options...
Interrogator Stobz Posted June 29, 2011 Share Posted June 29, 2011 I run mine in full 10 man units, I drop one if there is an IC attached in Rhino. I run a Melta gun (mostly used out of the top hatch), a power sword and two fists, the rest have chainswords and bolt pistols for CC goodness. I don't worry about shields as I nearly always disembark into cover or behind the Rhino(or both). Saves heap of points that I spend elsewhere. IMO no point making them too expensive. I also don't like 'softening' up an enemy prior to the charge, I want the CC to last two CC phases until I can charge someone else. This suits my playstyle, I realise it won't work for everyone. stobz Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2805694 Share on other sites More sharing options...
Lord_Hail Posted June 29, 2011 Share Posted June 29, 2011 Other problem is "tatical withdrawls" *cowards* cough, if you do damage to a SM squad they have a tendecy to run away. Or maybe its only where i play... Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2805724 Share on other sites More sharing options...
Grand Master Raziel Posted June 29, 2011 Share Posted June 29, 2011 The only circumstance under which you should be paying 200+ points for 5 guys is if they're Deathwing Terminators. I like combat Vets as well, but you want to resist the temptation to tool them all up. Just do a couple guys with PF-equivalents and leave the rest with pistol+ccw. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2805835 Share on other sites More sharing options...
Brother Immolator Posted June 29, 2011 Share Posted June 29, 2011 A squad like that is going to be a huge points sink if you tool them up and requires and a razorback.I was tempted by the idea a while back and came up with this option: Az and comand squad with banner apothecarry and razorback:Arm them with power weapons and if you want plasma pistols.This option will cost as much as half of your army BUT if they get the charge,a bucket of pw attacks cut down almsot anything.I had used this formation in a play test once against a footslogger BT.I managed to pull counter charges with this unit and the guy had taken the oath that increases Str but decreases IN.LULZ occured.I cant remember how many squads did Az and his guys cut down.The looks on your oponents are priceless.I remember jesting him by telling him next time ill add a chaplain for rerolls.The problem is that they need to be cutting down something every turn because the aint worth it other wise. OFC this is not a competitive thingie just for laughs...Imagine if you could put that in a deceant points cost.... Just for the laughs here are the points costs:475 hehehehe now add an interogator with plasma pistol and make that 610... If only they could take jump packs....Ok i shut my hole i overdid it... Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2806090 Share on other sites More sharing options...
HJL Posted June 29, 2011 Share Posted June 29, 2011 When i use vets I generaly take a squad of 10, equip 3 of them with power weapons and 2 with power fists, then attach azrael. He makes them a really good unit in close combat and extremly survivable. They have taken many scalps in their time, Grimnar and his wolfguard terminators, carnefexes, even the mighty angron! (apoc model) Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2806173 Share on other sites More sharing options...
RayJ Posted June 29, 2011 Share Posted June 29, 2011 Well, honestly if you just going w/ 5 men Veterans.... might as well take a Command Squad? They can take a Power Fist in lieu of the Thunder Hammer... but you can prob make a PF, PW, 2 Meltaguns... or Plasma Pistols maybe for the CC goodness. On top of that you can get Apothecary. If you decided that only 2 PW is not enough.... time to bring out our COMPANY CHAMPION. Of course you will have to take a company master, but even belial/samael allows you to take the command squad. My company squad setup however is a 2 PP and 2 Meltagun led by an Int chaplain w/ Plasma Pistol. They also carries a sacred standard and apothecary. Sacred Standard sometimes switched w/ either melta bombs or power weapon. Not uber persay... but enough to swing a fight to my advantage. Peace Out. Sammael is NOT an independent character, and thus does not grant access to the Command Squad unit entry. He simply lets you upgrade one Ravenwign Attack Squadron. Belial lets you both upgrade one Deathwing Terminator Squad and also take the Command Squad unit. As for Company Veterans, here's the lowdown: - You want more than 5 models, or the command squad is far superior (apothecary, standard, fearless). I'd go with 8 minimum personally. - You do NOT want to waste points on combat shields, though some storm shields are ok. - Rhinos and Drop Pods are the preferred delivery system. Do not, under any circumstances, kit this unit out to be a deathstar unit. Keep it versatile so it is capable of shooting and assaulting decently. You want this unit to fill in gaps and support other pieces of your army. They will not stand up at all to any dedicated close combat unit, so it's not worth wasting the points decking them out too much. I'd personally try to stay at or below 300 points spent on this squad including the transport if possible. DAs can't afford to be extravagant with power armored dudes. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2806260 Share on other sites More sharing options...
Bartali Posted June 30, 2011 Share Posted June 30, 2011 Pretty much the only cc unit you should ever be taking with DA is TH/SS Terminators. Vets work best out of a Rhino if you need some extra flamers or meltas in your list. I wouldn't bother with putting them in a Razorback either, use a 5man Tac squad if you want Razorbacks. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2807101 Share on other sites More sharing options...
Varizel Posted June 30, 2011 Share Posted June 30, 2011 Well, honestly if you just going w/ 5 men Veterans.... might as well take a Command Squad? They can take a Power Fist in lieu of the Thunder Hammer... but you can prob make a PF, PW, 2 Meltaguns... or Plasma Pistols maybe for the CC goodness. On top of that you can get Apothecary. If you decided that only 2 PW is not enough.... time to bring out our COMPANY CHAMPION. Of course you will have to take a company master, but even belial/samael allows you to take the command squad. My company squad setup however is a 2 PP and 2 Meltagun led by an Int chaplain w/ Plasma Pistol. They also carries a sacred standard and apothecary. Sacred Standard sometimes switched w/ either melta bombs or power weapon. Not uber persay... but enough to swing a fight to my advantage. Peace Out. Sammael is NOT an independent character, and thus does not grant access to the Command Squad unit entry. He simply lets you upgrade one Ravenwign Attack Squadron. Shoot, you're right. My apologies for the Sammael part. Link to comment https://bolterandchainsword.com/topic/232884-veterans-for-cc/#findComment-2807259 Share on other sites More sharing options...
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