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Vindicator shmindicator...


Canis Majoris

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Hey guys n gals.

 

In my wolf army apart from a pack of long fangs, i tend to not use up the remaining heavy support slots and was thinking what i should invest in.

 

I play mainly at my local store in friendly games with random people on typically a 4x4 board.

 

So i was considering a Vindicator...or maybe 2...but i've never used one before and the few times in the past when i did encounter one with my nids...knowing it had a str10 blast weapon poking out the front i made a point of dispatching it with great haste. And 9/10 i got it destroyed without much fuss.

 

So i want to ask those who regularly use Vindicators, how do you use them? how do you keep them alive? Do they attract to much fire for their own good?

 

Theres allot of power armour using armies at my local and 1 guy who pretty much only uses his all termi logan wing army.

 

Cheers.

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Take two or even three. That way you have a backup for your large weapon that will attract lots of firepower. Also, accept that it's going to get shot at, and use that to your advantage. When they're chucking everything the have at your Vindicator, it's not being shot elsewhere. Since you play on a 4x4 table, you should be able to spread out the Vindicators enough to ensure a large portion of the board is covered. Area denial is just as effective as shooting the enemy. If they don't want to be shot at, they won't move into sight of it, meaning you'll have control of that area. Make sure you use the cover rules to their maximum potential. The cannon is off-center, so you should be able to get 50% cover with a Rhino when you're advancing, and you can hide behind a rock if you're playing defensively.

 

What's the rest of your list like?

There are three reasons why a Predator with the same chassis is hardier than a Vindicator.

1] Long reach, meaning it gets less return fire than something that is generally in the midfield. Midfield mean meltas and close combat comes into the equation.

2] Triceratops, meaning that it is far easier for the Pred to keep its tough front to the foe, whereas the Vindi will be exposing its flanks.

3] Three guns, meaning that it is easier to knock out the one gun Vindi [which we call one gun syndrome]

 

If you use a friendly Rhino to screen the side of the Vindi closest to the foe, you can effectively keep the AV13 as the only plausible target for the foe.

 

You also don't need to have the Vindi terrorising the midfield, but use it as a counter-attack unit. So you need to have enough shooting that your opponent will have to come towards you to deal with it, and then BOOM! out comes the Vindi, from behind cover, etc.

No matter what army your are playing that 13 front, S10, Ordenance, Large Blast, BS 4, AP 1 or 2(?) is pretty scary.

 

It only has 24 range though, so your oponent will try to dnace around them (keep distance, gett cover etc) and he will throw abosutly everything at them intul they are imobeliced, stunned or weapon destroued for the first part of the game. They often underperform and I do not belive they are good (they are better on paper.) But given that wolves core is very agresive and pushes forward I do belive that having 2 or three will leave the rest or your army free for the first 2 turns.

 

also, you will be givven aploause for not spamming longfang missiles.

Thanks for the input guys.

 

My army is a little diferent from the normal space wolves forces.

 

Generally i'll have 1/3 dreds with TL-Heavy flamer // heavy flamer/DCCW. the other using MM + HF/DCCW.

 

Those pod in and distract the enemy while the rest of my forces usually at least 3 packs of grey hunters armed in the usuall fashion. 1 pack of longfangs PC/PC/LC/LC/ML.

 

5 termies. and a few chars thrown in amongst those squads.

 

Becuase we play mainly on 4x4 tables with a fair amount of terrain i prefer to footslog behind covor until close enough to pounce. This has the benefit of not wasting points on transports and it has the secondary effect of making most of the enemies anti-armour firepower pointless. Apart from my dreds but they stay up close and personal hiding from anti armour unless they are trying to kill it.

 

If i only take 2 dreds i'll take 5 scouts with melta bombs. The amount of times they have made their points back 3 or 4 fold but suprising people who forget that they can appear behind their lines and take out there heavy artillery. Last time it was a landraider which for some unknown reason he left it stationary right on his front line for the first 2 turns shooting...despite having a full compliment of death company. needless to say my scouts did'nt miss the oppertunity :)

 

Anyway thats what and how i usually play. the way i look at it is that as long as you have enough troops to survive getting into combat to take out vehicles or troops you don't need transports on a 4x4 table :)

enemy in cover ,points a premium then you need new super whirlwind

hit badies behind buildings cause terror as rockets screach from the sky causing firey obivion and all at a knock down points cost

 

get yours today at clanfields tank emporium for all your armourd needs

 

credit checks will be carried out imperial guard need not apply

See now i love whirlwinds...but on a table this small...would it be really worth it?

 

What you think maybe my long fangs in some hopefully elevated covor possition with 2 whirlwinds close by raining missiles while my troops advance.

 

I supose that might work as they would have my dreds to deal with up close which if they dont they will just heavy flamer them to death, and the heavy suport of the LF's and WW's in the rear all stopping them from attacking my grey hunters who would be running at full pace to tear them apart up close and personal.

 

I truly believe grey hunters are pound for pound the best troops in the game. For me personally their best achievement was popping a rhino full of death company and then wiping out the entire dc squad and only losing 4 wolves in return.

 

But ok now you've given me something to think about...whirlwinds or vindicators?...or 1 of each...

But ok now you've given me something to think about...whirlwinds or vindicators?...or 1 of each...

Test it out.

try 1 of each then 2 of each see what you like better

What have you done with Arez you impostor?

 

Stand ins and friendly games are great for experimentation.

well with limited cash and no proxy allowed at my store its a case of do i buy 2 vindicators, 2 whirlwinds , or 1 of each.

 

From anyone previous experience are whirlwinds as i'm asuming totally usless against space marines cos of there 3+ save?

But devastating against orks eldar dark eldar anything light armoured that hides in covor?

What have you done with Arez you impostor?

 

Stand ins and friendly games are great for experimentation.

What did i do?

 

 

well with limited cash and no proxy allowed at my store its a case of do i buy 2 vindicators, 2 whirlwinds , or 1 of each.

 

From anyone previous experience are whirlwinds as i'm asuming totally usless against space marines cos of there 3+ save?

But devastating against orks eldar dark eldar anything light armoured that hides in covor?

OK then in that case one of each i say.

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