Jump to content

Help me arm my vets


Rammael

Recommended Posts

Fellow servants I need some help.

 

I have recently got bored with my mechanized set up and want to mix up my list.

 

I have decided to go for a company of light infantry made up of elite veteran units with a few bits of light armpit to support. I know it's not particularly competitive but I am really enjoying the fluff I am creating for my boys.

 

Want I want to set up is a group of men that are always fighting on the go, the one thing I am struggling with is how I arm them. I have one squad of an autocannon and 2 snipers already but I want more infantry but just need some advice on what you think will fit with my theme.

 

Thank you

Link to comment
https://bolterandchainsword.com/topic/306884-help-me-arm-my-vets/
Share on other sites

Your theme allows you to outfit them as you like so I wouldn't worry about that, just what weapons you want/need. Vet companies can muster some serious specialist fire power but at the cost of durability so you'll want plenty of squads. This also means lots of options, something to handle hordes is essential as that's where you can struggle but it depends on the type of support armour you're taking.

 

Flamers could be in dedicated squads or scattered for flexibility, plasma would be good for some punch with a bit of range as melta could be too short ranged for foot squads. A squad or two to hang back would be a good idea with HWTs allowing the rest to advance as needed.

I have decided to go for a company of light infantry made up of elite veteran units with a few bits of light armpit to support.

 

 

Say what now? Has to be predictive text :p.

 

Tactically speaking, I'm not the person to answer your question. I don't like spamming the same weapon fit just because it's the best, so I always struggle to decide on armaments for infantry. That said, picking a certain weapon combination and using it on a lot of squads is probably the way to go. Guard do everything in big numbers, so having multiple of the "same" Squad will allow you to concentrate your firepower to better effect.

 

I'm always tempted to take shotguns on at least one Veteran squad. They're worse than lasguns in almost every situation, but I don't care. They're cool (especially for close encounters) and Veterans are the only place Guard can get them.

Here's my question, how are you getting your boys to the fight? Are they foot slogging, dropping in, or using fast light vehicles? Personally I hate foot slogging armies, they're slow and vulnerable, but I also don't care for the Armored unit either. So I take the third route, Airborne. 

 

Well, Air Assault really. Air Assault allows for vehicles that can't be parachuted out of an airplane. Imagine if you will an entire Combat Aviation Brigade of Valkyries, Skytalons, Vendettas, and Vultures bringing an entire Air Mobile Brigade to the fight, Valkyries swooping in dropping of squads of infantry and hammering enemy formations with rockets and laser fire, while Vendettas drop elite teams of stormtroopers in deep to kill tanks and bust up bunkers. The sky talons bring in Tauroxes full of troops to make a fast push against the enemy's line, while other sky talons bring in sentinel squadrons to wreak havoc on the enemy's flanks. With even more sky Talons bringing in artillery emplacements, that will hammer the opponent as your troops advance. 

 

That's the way I want to play guard. I mean I want tanks too, because variety is the spice of life, but I'm not a treadhead, I'm Air Assault to the core (I just wish I could have gone through the school, injuries prevented it). I like the idea of making use of vet squads and having a small, but elite force of hardened veterans, to do the work.

I like heavy Flamer and 2 plasma gun. Doctrine to taste. This unit can engage so many units or even bunker up and plasma away while getting a heavy Flamer for the inevitable assault. Kind of a Swiss army knife unit that still has focus and doesn't break the bank.

I like the idea of bunker busting vets with meltas and heavy flames. Dropping them in the fight from Valkyries. How does that sound? I could then have forward sentries on foot with some heavy weapons teams to hold the line with my leman Russ. Keen to avoid melts vets in chimeras as that is what my mech list was based upon.

 

What about my command squad, currently sits in a chimera for protection with a missile launcher team?

 

Modeling wise I am going to completely remodel some vets for this lot but need some inspiration

The vets in my CCS have flamers and grenade launchers, while my regular vet squad has 3 melta guns and a heavy flamer (because Elysians can do that). My Vets take grenadiers, and forward sentries (for the infiltrate, and tracker beacon), and my CCS rides in on a Valk first turn and will deepstrike out of it next to the vets and provide them with some extra firepower. The CCS will give the a little bit of help in clearing out bunkers and the like, and thinning out hordes, with the grenade launchers and then with flamers when they get close. 

 

I kitbashed some of my scion bits with my guardsmen, in order to make my Vets, theey just look better with a bit of carapace armor.

I like having units dedicated to a purpose. My Veterans exclusively get equipped with Fire Warrior ar - I mean, Carapace Armour, of course! From there it's either 3x Melta or 3x Plasma. I save the Flamers for Platoon Command Squads and make sure everyone has a Chimera. My Veteran teams have done me proud on many occasions, though they need support if you want them to last longer than a turn.

I have a second vet squad I'll be building, that will have 2 PG's and a grenade launcher with a HF (again because Elysians can do that). That heavy flamer is an auto include for me, since it's good for overwatch, and good for clearing out entrenched enemies (like tau stealthsuits and their 2+ cover save). 

 

I had another good idea for a vet squad, how about a sniper team, 3 sniper vets with the forward sentries doctrine. I'm debating whether it would be worth it to include a heavy bolter weapons team in that unit, it should result in only having 4 vets with las guns, and the others are all throwing out better wounding ability, and since pretty much the whole unit needs to remain stationary to fire effectively, they  would be a good back field threat to cover the middle as the rest of the army moves forward to secure objectives. 

 

 

I had another good idea for a vet squad, how about a sniper team, 3 sniper vets with the forward sentries doctrine.

That's a terrible idea, actually.  More expensive than ratlings, with fewer sniper rifles, and without the special rules.  I would just use cadian sniper models in combination with the ratling rules.

New B&C member here, and against MEQ armies I like to use melta vets. Plasma is too much of a risk with gets-hot, in my opinion, so I run that in my platoon command. I'm not opposed to sticking heavy weapons teams in a vet squad, but I usually prefer mobility over punch. I run a platoon with three autocannon teams and three lascannon teams hanging back by the CCS to get orders. The doctrine I play by is that vets are a strong hammer to play at the wings, while the derpy normal infantry blobs take the brunt of the assaults w/ armor and fast attack support.

So many have said it, but the armament depends on what you want the squad to do. I have a squad of melta vets, and I'll be building a squad of Plasma Vets, because I like plasma. PG's give you a bit more punch at range, yes they can explode, but that's an acceptable risk to me since with melta you need to get close to use it, great against vehicles, not so much when you need to deal with TEQs. When you have TEQs to deal with, you need that range, because they tend to be choppier than the typical MEQ. Then if they're still coming when they hit 12" you can give them double the amount of shots, forcing double the number of invuln saves (if they have them, if not, they should already be dead).

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.