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Legion Veteran Squad and Power Weapons


Cmdr Shepard

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Greetings fellow Legionaries,

 

How many power weapons do you suggest to take for a Legion Veteran Squad?

 

Currently I'm thinking about 3, plus the claw on the sergeant, for the units that will find themselves close to enemy lines. I'm not sure about the unit/s with Missile Launchers since they will usually provide fire support far from melee (not that they cannot be involved in CC, though)

 

So what do you suggest?

 

Thanks for your help.

Generally, I have yet to find a list that I can cram 3 into the list without dropping a unit. I think I will keep fiddling until my commander's escort squad can cram a few in.

 

I agree that 3 seems to be a good number; enough to help kill marines, but not so much that you pay to much for what takes hits like any other power armor unit.

 

I like the PF on my sarge, as 2+ will be common, contemptors are popular, and melta bomb updgrades for the unit are expensive. Remember the Vet Sarge can't take melta bombs unless the entire unit does.

Greetings fellow Legionaries,

 

How many power weapons do you suggest to take for a Legion Veteran Squad?

 

Currently I'm thinking about 3, plus the claw on the sergeant, for the units that will find themselves close to enemy lines. I'm not sure about the unit/s with Missile Launchers since they will usually provide fire support far from melee (not that they cannot be involved in CC, though)

 

So what do you suggest?

 

Thanks for your help.

 

That depends on what you want to use them for and what sort of synergy they have in your army, really. However, considering 6th edition rules about removing casualties from the front/nearest models, I would have maybe half the squad toting power weapons, personally, if the squad is intended for a close combat role. Also, I wouldn't consider a missile launcher (because of said role) and instead, if you still want a tank buster, purchase a meltagun. The lightning claw seems a relatively sound choice - will you be further upgrading him or are you keeping the points cost down?

As many as you want!

 

 

That said, 2 seems optimal, one power axe and a power maul, plus the lightning claw on the sergeant. the rest of the Veterans come with CCW's and pistols as standard anyway so. That is assuming you want them to be a shooty unit. If you want a close combat Veteran squad, go mental and tool them up with as many as you can afford.

Honestly I haven't found a role for the veteran squad(s), yet. I plan to build a "Pride of the Legion" army (veterans+TDA) but right now I'm just assembling a 10 men unit to represent a Tactical Veteran Squad ;)

 

I think I'll go for the ranged squad with 2-3 power weapons. The porblem with Veteran Squads is they tend to cost a lot: they nearly reach the cost of a TDA squad if you gave them a lot of options.

 

One of the power weapons will be an Axe but I'm still unsure about the other(s). Personally I'm not a fan a power sword. If you want an AP3 weapon you should use a claw. However only the sergeant can take it. The sword gives an additional AP3 attack, always useful against MEQ.

The Maul is another interesting option since the +2 S will be more useful against 2+ saves models, whose armour is not ignored by the power sword.

 

What do you think about the Power Sword vs Power Maul matter?

Honestly, I think the Sword is entirely redundant when the option to take a Lightning Claw is around. For the same points, you get Shred but lose the pistol bonus attack. I think it's a fair trade off. But swords are cool however. Simply because it's a sword. But with a flat Ap3 and no bonuses, it's only saving grace is cheap price and the ability to be paired up with normal CCW's for the bonus attack.

 

When it comes to Sword vs Maul, I generally favour the Maul. It's just a good option for all round close combat. The Ap4 deals with the bulk of GEQ infantry in the game, and the +2 strength is great against pretty much everyone. A Marine with a P.Maul is going to wound nearly everything short of the bigger monstrous creatures on a 2+ or 3+. Concussive is also a laugh when it works and you get that protracted combat. Knocking something nasty down to I1 is helpful if they have higher Initative than you.

Honestly, I think the Sword is entirely redundant when the option to take a Lightning Claw is around. For the same points, you get Shred but lose the pistol bonus attack. I think it's a fair trade off. But swords are cool however. Simply because it's a sword. But with a flat Ap3 and no bonuses, it's only saving grace is cheap price and the ability to be paired up with normal CCW's for the bonus attack.

 

When it comes to Sword vs Maul, I generally favour the Maul. It's just a good option for all round close combat. The Ap4 deals with the bulk of GEQ infantry in the game, and the +2 strength is great against pretty much everyone. A Marine with a P.Maul is going to wound nearly everything short of the bigger monstrous creatures on a 2+ or 3+. Concussive is also a laugh when it works and you get that protracted combat. Knocking something nasty down to I1 is helpful if they have higher Initative than you.

 

Good points.

 

Beside very few Xenos have an armour save better then 4+, so the Maul will be extremely useful against them. If you are fighting Eldar S6 AP4 means you will ignore armour their armour and instant kill them! I know most of the multi-wound Eldar models have an invul save but it's worth to mention you will negate any FNP the standard infantry model could acquire. :)

 

If I remember my calculations correctly on a 3 attacks on charge rerolling to wound result in more unsaved wounds and the bonus attack granted by the pistol+power sword combo, making the sowrd itlsef redundant if you can take a claw.

 

When 6th Edition came out it was quite difficult to model power mauls on your minis, since they were not widely available. Now they start to become more common: FW new MK4 accessories contain 1 of them (well still limited in number, then :) ) and the incoming DA kits seem to have a good number of mauls.

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