Targetlock Posted May 8, 2014 Author Share Posted May 8, 2014 which you recommend as the heavy weapon then? m.launcher or autocannon? kind of like the missile launcher for the versatility. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3679302 Share on other sites More sharing options...
cypherthefallenangel Posted May 8, 2014 Share Posted May 8, 2014 On my camper vets I usually take either a missile launcher or a lascannon. Just to take advantage of the BS4. I generally save the other heavy weapons for the infantry platoons. Also for the price of a power fist its hard to pass up the Grenadier and forward sentries doctrines on these guys. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3679338 Share on other sites More sharing options...
march10k Posted May 8, 2014 Share Posted May 8, 2014 Well, I guess the consensus is for a missile launcher, then...since I would say either that or an autocannon, lol. And forward sentries. Grenadiers if you have the points, but forward sentries in ruins are already a 3+, and if it's late in the game and they're guarding an objective, they can go to ground for a 2+. Grenadiers would be insurance against cover-ignoring fire...but the one that comes to mind, a heavy flamer, ignores that, so...I guess if you're in 4+ or better cover, grenadiers helps against....regular flamers and tau? That's marginal for the points, hence, "if you have the points." Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3679874 Share on other sites More sharing options...
chaplainmikey Posted May 8, 2014 Share Posted May 8, 2014 I'm going 3 Snipers and a Missile and Forward sentries on my 'camping' Vets, while my 'advancing' Vets will have 3 Meltas or Plasma guns, Grenadiers and in either a Taurox or a Chimera. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3680118 Share on other sites More sharing options...
Raulmichile Posted May 8, 2014 Share Posted May 8, 2014 Same for me. Camping vets with 3Xsniper rifles, ML and forward sentries for +1 to cover saves are not bad at all in my experience. If you keep the senior officer near to give them juciy orders you will have a relaively unexpensive unit that can do wonders killing monsters/high T enemies, ocassionally dismanlting enemy infantry with sniper rifles and most important of all, keeping themselves alive when behind cover (so long as flamer templates are not in the vicinity) while still adding some firepower. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3680148 Share on other sites More sharing options...
Frater Cornelius Posted May 9, 2014 Share Posted May 9, 2014 Would a missle launcher be of any use for advancing chimera vets? I will let my Platoon with AC camp the rear while Plasma/Melta grenadier vets drive to snatch/contest and support midfield. Usually I give them another doctrine if I see fit (demolition most of the time). Would a ML be ok for versatility or wasted points? Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3681137 Share on other sites More sharing options...
Raulmichile Posted May 9, 2014 Share Posted May 9, 2014 Would a missle launcher be of any use for advancing chimera vets? I will let my Platoon with AC camp the rear while Plasma/Melta grenadier vets drive to snatch/contest and support midfield. Usually I give them another doctrine if I see fit (demolition most of the time). Would a ML be ok for versatility or wasted points? In my experience it tends to be a waste of points. Any unit that is static in the midfield is a dead unit. Plasma/Melta/Flamer vets that are within enemy small arms fire range need to be constantly on the move or outright hiding in order to survive until the opoortunity for that (usually) only volley of mass plasma/melta fire towards that important enemy target arises. The rest of the army are the ones to support a unit in the middle of the field, not the other way around. Guards are not marines, the can't afford the luxury to grab an objective and survive 3 or 4 turns of enemy fire while still dishing out some punishement in return. Either you reach the objective with 50 dudes and hold those 3-4 turns at the cost of 49 lives, or put a smaller unit in hiding/exposing itself the least they can, or (my favorite) wait until turn 5 and do the final run to grab the objective and survive 1 turn against hopefully a more depleted force than it was at midgame. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3681169 Share on other sites More sharing options...
Kierdale Posted May 9, 2014 Share Posted May 9, 2014 A agree that I wouldn't put a heavy weapon in an advancing Vet squad. Their purpose is to advance and engage specific targets: likely you wouldn't get more than a snap shot off each turn with a heavy weapon, and if they're in a chimera then there is completion enough for the top hatch's fire points with the special weapons in the squad which will be shooting at full BS. Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3681223 Share on other sites More sharing options...
Targetlock Posted May 9, 2014 Author Share Posted May 9, 2014 this thread is tempting me into getting another veteran squad with similar load-out :) Link to comment https://bolterandchainsword.com/topic/290648-veteran-options/page/2/#findComment-3681236 Share on other sites More sharing options...
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