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Legion Veterans: Heavy Bolters or Missile Launchers?


Cmdr Shepard

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Greetings fellow Legionaries,

 

I'm about to start to assemble the special weapons SM for a Legion Veteran squad and I wonder if I should give them heavy bolters or missile launchers?

 

The Suspensor web will allow them to move and shoot with both weapons so what do you suggest for a "balanced build"?

 

Thank You for your help.

In a ten Man Squad you can go eather way, and depends on which Veteren Tactic you give them.

 

In my Death Guard Force i have 3 Vet Tac Sqds:

2 squads with Heavy bolter and Melta Gun

1 squad with 2 Meltas and the Sgt with a Combi Melta (Tank hunters)

 

The Imperial Fist Vet Tactical Unit

all with power weapons and Heavy Flamer thrown in (Furious charge)

 

The I hadvall ready equiped my Squad with Heavy Bolters, but i am waiting out for some one to clarifiy the Sniper Rule still as it doesnt make any sence where Heavy bolters and Meltas are concerned.

 

If you are going to stick with the Tank Hunter Rule you cant go wrong with a missile launcher, Melta Combo (especialy if the enemy has flyers you can allways pay for flak missiles.)

In a ten Man Squad you can go eather way, and depends on which Veteren Tactic you give them.

 

In my Death Guard Force i have 3 Vet Tac Sqds:

2 squads with Heavy bolter and Melta Gun

1 squad with 2 Meltas and the Sgt with a Combi Melta (Tank hunters)

 

The Imperial Fist Vet Tactical Unit

all with power weapons and Heavy Flamer thrown in (Furious charge)

 

The I hadvall ready equiped my Squad with Heavy Bolters, but i am waiting out for some one to clarifiy the Sniper Rule still as it doesnt make any sence where Heavy bolters and Meltas are concerned.

 

If you are going to stick with the Tank Hunter Rule you cant go wrong with a missile launcher, Melta Combo (especialy if the enemy has flyers you can allways pay for flak missiles.)

 

I read several players prefer the "anti-infantry role" for Vet Tac squad, thus the heavy bolter would be the best choice.

However their ability to take Tank Hunters USR make the anti-armour role very tempting.

It's a though dilemma :mellow:

 

Missile launcher because it can take Flakk missiles and equipping heavy support squads with 4+ of them is a tad overkill i think

 

But just two of them won't have a high chance to bring a AV12 flyer down. You can re-roll armour pen rolls, though.

I agree- the heavy bolter isn't that much better then a normal bolter. In 30k, you know you are fighting MEQ. So ML is golden.

 

Look at the general absence of any other flak weapons in 30k; ML with flak is a good option on at least one squad.

 

I went 1 double melta; 1 double plasma, and one double ML with flak for my 30k force. ML are objective campers; the special weapons get rhinos and go forward.

I agree- the heavy bolter isn't that much better then a normal bolter. In 30k, you know you are fighting MEQ. So ML is golden.

 

Look at the general absence of any other flak weapons in 30k; ML with flak is a good option on at least one squad.

 

I went 1 double melta; 1 double plasma, and one double ML with flak for my 30k force. ML are objective campers; the special weapons get rhinos and go forward.

 

Vet squads can move and shoot with the ML so I think this would make it even more golden :lol:

There are other Anti Flyer solutions (Caestus. stormeagle) but they are quite expensive (even though I'm curiois to see how a stormegle-spam, with the proper Praetor's rite,, would perform ;) )

 

Heavy Bolter is a little better then normal bolter, though (+12" range,+1 S and better AP, still useless versus MEQ). However 2 ML shots have a good chance to inflict 2 unsaved wounds to MEQ (1 dead MEQ is quite sure).

Heavy bolters May come in to ther own if they Iron out the Sniper special rule to give the edge for the Vet Tactical squad in the anti infantry role. then i would reconfigure my Vet Tac Squads to:

 

1. Melta, Melta, Combi Melta, Tank Hunters.

 

2. Melta, Misile Launcher, Tank Hunters.

 

3. Melta, Misile Launcher, Tank Hunters.

 

4. Heavy Bolter, Heavy Bolter, Sniper. (only if Sniper Rule is Reviewed)

 

And yes i have taken a Prator with Pride of the legion. (Leaving my other 2 Troops slots to be taken up with Terminator Squads)

Heavy bolters May come in to ther own if they Iron out the Sniper special rule to give the edge for the Vet Tactical squad in the anti infantry role. then i would reconfigure my Vet Tac Squads to:

 

1. Melta, Melta, Combi Melta, Tank Hunters.

 

2. Melta, Misile Launcher, Tank Hunters.

 

3. Melta, Misile Launcher, Tank Hunters.

 

4. Heavy Bolter, Heavy Bolter, Sniper. (only if Sniper Rule is Reviewed)

 

And yes i have taken a Prator with Pride of the legion. (Leaving my other 2 Troops slots to be taken up with Terminator Squads)

 

The sniper rule is very controversy. Personally I think they just wanted to give them Precision shot and or Poisoned (4+), which 5th edition sniper rule had. It makes no sense in getting an upgrade that actually downgrade your unit. We'll have to wait.

 

I finally got Betrayal book and I have to say the ML are quite expensive, beside if you want to move and shot you halve to halve the range.

I'm starting to think 1 melta and 1 ML is indeed a good idea.

 

I still find melta guns to be effective. Move and shoot, good for vehicles and HQs. Sometimes I'be found the need for something to hurt Sv 2+. I tried plasma, but Vets want to move and assault.

 

Melta guns will always be effective even if you need to weaken units/HQs before charging. We must consider in 6th Edition plasma is getting preferred to melta making most units quite effective at taking down heavy infantry but unable to deal with high AV vehicles (since many players believe vehicles are dead in 6th).

However if you have to deal with a LR plasma cannot hurt it and such weapons can only glance Contemptor on a roll of 6.

 

I truly believe melta is still very effective.

I agree, I've found plasma more in normal 40k games, but my Vets don't leave without at least one meltagun in Heresy games. Especially after I faced a Malcador. All those high HP vehicles want some melta love. :P

I take a squad of 5 Plasma Cannons in my SoH.

 

They have yet to simultaneously incinerate themselves. I want to see that happen, so badly.

 

 

As for Veteran Tacticals, Missile Launchers + Flakk seems to be the best general all rounder, being able to move and fire one of 3 payloads at 24'', or stay still and reach out to 48''.

I agree, I've found plasma more in normal 40k games, but my Vets don't leave without at least one meltagun in Heresy games. Especially after I faced a Malcador. All those high HP vehicles want some melta love. :)

 

True :P . Beside now that players are bringing more and more plasma over melta even in normal 40K games, AV14 vehicles are becoming more useful.

 

I never field plasma weapons as i have an uncanny abbility to role 1s

 

The main problem is not the fact you suffer a wound (with 3+ armour save you are well protected) but the fact you lose two shots if you roll a single 1 in rapid fire range.

 

I take a squad of 5 Plasma Cannons in my SoH.

 

They have yet to simultaneously incinerate themselves. I want to see that happen, so badly.

 

 

As for Veteran Tacticals, Missile Launchers + Flakk seems to be the best general all rounder, being able to move and fire one of 3 payloads at 24'', or stay still and reach out to 48''.

 

I really like the ML for veterans. However if you plan to field more then one unit I think the use of additional builds can save some point.

For example with 2 veteran squads in the army I'm thinking about 2 ML and 1 ML+ 1 meltagun.

 

Missile Launcher is very versatile indeed: with Flakk option it gets quite expensive but you have anti vehicle, anti infantry and anti air capabilities.

With the Suspensor the M/Launcher bakes a great assualt weapon with crack misiles getting Rid of an extra power armoured oponent befor you charge in, with the ability to stand and fire at full range flak missiles against flyers makes it probably the most versitial choice for Vet tac Squads, especialy if combined withTank Hunters
With the Suspensor the M/Launcher bakes a great assualt weapon with crack misiles getting Rid of an extra power armoured oponent befor you charge in, with the ability to stand and fire at full range flak missiles against flyers makes it probably the most versitial choice for Vet tac Squads, especialy if combined withTank Hunters

 

So we all agree the ML is the more versatile choice and I'll equip my first veteran squad with them.

 

What about the other veteran squad we could field if we decide to go with the Pride of the Legion rite of battle? All ML or would other options be a better choice for the other veteran squads in the army?

I like one squad with dual plasma in a rhino; one with dual melta in a rhino and one with dual ML on foot.

 

Three scoring units with the rite of battle, two to push forward and take objectives; one to camp and plink away at range.

 

You can fiddle with the melta squad to give the sarge a combimelta and drop one marine with a meltagun to cram the commander into the rhino...

I like one squad with dual plasma in a rhino; one with dual melta in a rhino and one with dual ML on foot.

 

Three scoring units with the rite of battle, two to push forward and take objectives; one to camp and plink away at range.

 

You can fiddle with the melta squad to give the sarge a combimelta and drop one marine with a meltagun to cram the commander into the rhino...

 

Sounds a very effective plan. Remeber that with such rite you will have at least one TDA as troop choice for additional awesomeness :D

 

I have to decide which of the four available Legions will be the best choice for such army... any idea?

Just remember, that if you go the Legion Veterans Rite of Battle, if all your veteran or TDA squads are wiped out the enemy scores and additional victory point.

 

If my opponet succeed in killing all of my scoring unit I likely already lost the match so an additional victory point does not make a huge difference but it's always good to mention it :)

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