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Shotguns on vets?


bigted

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Rule of cool is the main reason to take them.  Lasguns are generally better as they have better range and interact with key orders like First Rank Fire, Second Rank Fire.  Rare is the instance where you want an assault weapon that lets your vets charge something after shooting.

Yeah, anything you need to Assault with say, Krak Grenades, will laugh off Shotguns.

 

That said, I'm tempted to make a 5 man Vet squad with them in my Kill Team, as it might help with the odd Objective-taking Assault. I suppose that's one thing to consider, being able to shoot a bunch of cheap models off an Objective, and Assault to contest for a potential end-game cap. Power Maul on the Sergeant might help this along, but then it's getting pricey.

@CoffeeGrunt:

I wouldn't bother, to be honest. I've been playing a load of Kill Team games using the Engineers out of the DKoK assualt list, and even with shred, the shotguns really struggle against a lot of stuff. They've also got a serious problem with range - they'll often get picked off before they get close enough to give 'em both barrels. You'll either need a transport or some serious long-range firepower to get them in (or ideally both).

 

Thematically and in appearance they rock house, but on the table.... :(

 

@bigted

They'll only really come into their own in Zone Mortalis games, I think (haven't actually played, just speculating), when the loss of range won't hurt so much. Otherwise, you're better off giving your opponent a volley of lasgun fire, then hitting them again when they assault you.

If only they were Combat Shotguns, that S4 might have made it worthwhile.

 

@Warriorfish

 

Sorry, I meant Heralds of Ruin Kill Team, where Guard squads are bought in 5 man teams. Given the smaller scale and denser terrain, it's about the only time I'd hope for a 10 man Vets team to traverse a table and shotgun something for a charge. In the larger game, they'd be picked off very quick, and come across much tougher targets.

 

Hence why I'm leaning towards assembling a small Arbites Team after the Chem Dogs. Lots of cool anti-Assault gimmicks, and real, proper Combat Shotguns!

Link in my sig shows scout shotguns on guard torsos if you wonder about scale, specifically the arbites, also pics of Victoria shotguns on the bethesdans. Rule of cool means everyone should have at least one squad armed with shotguns, it's one of those unwritten rules in life :)

I would give them to a melter squad and maybe a flamer squad as well. Mainly because these are assault weapons and when tied with the demolitions option, a few extra S3 hits may knock anouther wound off a Fex.

 

And with Melterguns, how often are you going to give them FRFSRF compaired to the others?

For me its like this. If you like it, you can make it work. 

I had only shotguns on my vets in the past... but bare in mind that was back in the day when we could assault from vehicles that stood still. 

 

But nether the less, if you want them, don't be scared to use them. Also, the unexpected approach sometimes confuses the opponent or perhaps even underestimates them. 

I have had in one of my latest games a 8 surviving vets shooting with their grenade launchers and laspistol at a 5 man marine squad. Took out 2 of them :) And then charged them. 

8 AM vs 3 SMs. I had no power weapons of any kind, but after 2 combat rounds I came out victorious. 

 

We may be weak and feeble, but we are usually larger in numbers. Also keeping certain units in close combat for a turn or two might save other units or lets them shoot and act or one more crucial turn. 

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