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Victory is Vengeance


Vazzy

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So, how many of you guys have played it? Any thing that particularly stands out? I'm about to plan in one here in town and wanted people's feedback on the system and or tip tricks etc.  Here's the list I'm looking at for Alpha Legion

 

Headhunter Prime Neiras 35 pts(Hero)

 

Cell Leader Abrax 80 pts(Leader)

Volkite Charger

Charnabal saber

Artificer Armor

 

Terminator Sergeant Carad 35 pts(Hero)

 

7x Headhunters 175 pts

 

Legion Ancient Kelias 180 pts

Autocannon

 

4x Tartaros terminators 140 pts

4x Power fists

 

Anybody else?

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my primary list:

 

Iron Warriors Tyrant Siege Terminator Sgt (+1wound)

Mechanicum Myrmidon Destructor Lord + Graviton

 

2 Siege Terminators

1 Myrmidon Destructor + Graviton

Castellax Battle-Automaton + 2 flamers

 

 

my secondary list:

 

Iron Hands Centurion + cataphractii TDA, cyber familiar, power fist

Iron Hands Techmarine

 

3 Ursarax + power fists

Castellax Battle-Automaton + 2 flamers

 

 

advice/experience: all kinds of shenanigans are possible when mixing USRs in ad hoc squads. 

  • 6 months later...

Bump. ermm.gif

Thinking about starting up ViV. Has anyone else tried it out? If so, what works? What makes for fun games? Did you follow the traditional post-Dropsite Massacre setting, or alter the framework around one of the other major conflicts of the Heresy? Alaxxes could be gripping with the Alpha Legion going to battle against the Wolves. Though one side lacking Legion rules can create less flavorful generic games, I suppose. I think conflicts with multiple factions offer the most narrative scope and in terms of what you're able to do on the board. For example, a Siege of Terra themed ViV campaign could represent smaller firefights and clandestine ops that took place in the apocalyptic close to the war.

My aim is to generate some productive discussion here for those interested in the skirmish style systems. Rules, lists, fluff, anything really. There's virtually nothing online. Let's change that. :)

I think the main advantage of the ViV rules compared to other attempts at 40k skirmish variants is the deconstruction of the unit entry. Not only may you field singular models (which kill team allowed for already), but you are able to mix and match models coming from different codex entries into ad hoc units, creating a multitude of USR overlap and combinations. Similarily, you are not required to buy the minimum unit strength of models, which allows for a wider range of choices (even very expensive units in a very limited points frame) and lends itself exspecially well to the horus heresy type of unit entry which starts expensive, but adds for cheap.

 

Obviously, this breaks the game - but this is what it takes, since 40k is not designed to work on a skirmish level any more. It has a very specific level of diversity that becomes too much over 3000pts (hence there are special rules for apocalypse), but is too crude under 400.

 

the only downside is the descent-based team advancement/experience system which kind of generates a negative feedback - only the winner is able to pay his rents but a team may quickly degenerate in a cascade of losses.

 

This however, may either be just left out or substituted for the character advancement rules from HH4: conquest. Has anyone tried this yet?

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