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Arming vets. (tank bodyguards)?


Brother Clavero

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 I'm planning on using mechanized  vet. squads to fend off assaults on my armour. The Chimeras will have heavy flamers on the turrets and hulls and three of each squad would have a meltagun (possibly flamers?). I believe that this set-up will be a fairly good "intercept squad" for those nasty tank killing squads and Monstrous Creature killers/weakeners  if needed. My question is, is this a good squad set-up it's intended roll or could it be better? Also, How should I arm the ole sarge.? Should I give him anything special or just use him as-is?

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If your Chimeras have heavy flamers then I'd go with melta guns or plasma guns on the three veterans who can have special weapons. Good for dealing with monstrous creatures, dreadnoughts, terminators and cracking transports (the Chimera then flames the contents).

If you can spare the points then you could give the sergeants melta bombs, though I personally wouldn't bother. I suppose a bolt gun is always useful if you can afford it.

Throwing Bolters around is a nice way to soak up spare points you have at the end of list building.

 

To be honest, most of the targets moving to intercept your vehicles will be Monstrous Creatures, Vehicles or MEQ Infantry. I'd recommend Melta/Plasma Veterans. That said, one squad I like as a Chimera-borne Interceptor is a 6-8 man Tempestus Scion squad with Plasma Guns, as they have the capability to put a decent hole in MEQ squads, can threaten Monstrous Creatures, and come stock with Krak Grenades to deal with vehicles. They're best held back, then rushed to deal with an upcoming threat the rest of your army can't take. Get Orders on them and they will really shine.

 

This does come at the price of being more expensive in points, and not gaining Objective Secured, though.

Yep, melta and plasma are great Vet weapons. More expensive but harder hitting and on BS4 models better value too. It's better to specialise the squad generally so they reliably take care of problems for you then it's just a matter of picking your poison. Plasma is great for a default as they could put out a lot of shots effectively against a wider array of targets, but melta would be needed if you want to crack heavy armour.

 

Again, the Sergeant doesn't need anything but a bolter for those floating points is nice :)

How do you roll the Psyker? He can only cast Witchfires out the hatch, so you'd have to dismount to harness any buffs or other non-Witchfire powers.

 

I'm trying to look into tactics for running them. Have yet to run a single Psyker in a year-and-a-half of playing this game!

With Chimeras dropping to only 2 models firing out the top the 3rd Vet special weapon is less a must-have now for squads like this who aren't getting out of the tank unless forced.

 

Don't underestimate the ability of cheap infantry squads in Chimeras or Taurox's to save a tanks life by just getting in the way of whatever is threatening it. Putting 10 bare bones infantry in the way can stop a charge and give your tank a cover save while the transport blocks line of sight potentially making your tanks hull down and getting an additional +1 to their cover saves. Monstrous Creatures can't charge your tanks if they physically can't get to them after all (and never forget that swooping Flying MC can't charge the same turn they switch to the ground).

 

If your plan is to use the Transport and infantry to bubble wrap a tank then consider that investing points in this unit may not be wise if their job is to die. Vets in the open die just as easily as regular guard after all and they need to be in the open to use all 3 of their special weapons so keep them cheap and go with double Melta or Plasma if putting them in transports.

 

Alternatively buy another tank. For the price of a vet squad in a Chimera with 3 Meltas you can buy an entire extra Leman Russ (or 3 Armoured Sentinels with Autocannons, even cheaper!).

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