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"New" veteran tactics


helterskelter

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I've had a look for the old thread to necro, epicly failed (was probably one page away)and didn't wish to derail other more specific threads. so I've started this new jobby to ask a few burning questions.

 

Given the "new" veteran tactics how are we all arming our vets and to do which jobs specifically, and finally how are we transporting them given new tactics/points costs.

 

That and seeing the thunder hammer in the upcoming mk3 kit has me wondering.

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It all ties into the legion specific rules too... But, by far the most obviously potent one is:

 

Marksmen

-Rhino with Pintol Multi-Melta

-Sarge with Artificer & Combi

-Smattering of Combis

-Plasma Gun/ Heavy Weapons to taste

 

Outflank these to your opponents back line and start tearing stuff up. The pintle MM is for the Rhino to take a pot shot at a Medusa or something else that's stood back. Choice of combi depends on what you want them to achieve, personally I like flamer because Death Guard and Sniping Flamer Templates are brutal. Plasmaguns with Sniper work nicely though. The Heavy Bolters are however a trap, you pay 30 points for what is essentially 2 extra bolter shots.

 

There are also some nice combos with the others and specific legions:

 

Weapon Masters:

  • World Eaters, Night Lords, Blood Angels, Sons of Horus, Dark Angels all make great use of this combining with their gear for some really nasty stuff. Load up with a few mixed power weapons and go to town. Dreadclaw/ Land raider essential.

Stubborn:

  • Not a bad choice for a defensive list at all. If you are expecting to be charged a few power weapons and stubborn could mean you hold the line.

Machine Killers:

  • Melta Guns, Combi Meltas & Melta Bombs with effective S9? Orbital Assault Alpha Legion with Tank Hunters and Dynat might just be the scariest AV killers out there. Even with Armoured Ceramite that is some S10 AP1 Tank Hunting shots......

IF can still make good use of heavy bolters - hitting on 2+ is rather nice it's nice a fluffy!

 

It is, but... All those point for two extra shots, that in the Heresy Meta equate to exactly the same as regular Bolters?

 

The extra range isn't even an argument as you'll be moving most of the time so it's 18".

 

There is something to be had with them rolling around in a Rhino shooting 6 shots out the hatch I suppose, but it's not much !

Weapons masters appeals to me to run a squad of vets with terror assault. Mainly the improved liklehood of hitting something with a very dangerous something in the vein of a fist or hammer. Hitting on 2+ assuming I could get a night time charge off would be most useful in getting those big shots to connect. Put a few axes into the rest of the squad and it could be a touch vicious. Maybe supplement with an apothecary for some fnp

I've two squads for my ec. One is a straight ten sniper vets with nothing extra bar rhino with multi melta.

 

Second squad is a squad in anvillus with 6 combi meltas, one Phoenix spear and 3 power swords. Snipers again. Perform brilliantly and favourite moment so far was being charged by a contemptor, one combi left, overwatch, one shot, one exploding dread :) pure luck or perfection personified?!

 

I'm adding iron warriors to mix with my ec (shattered legion) and considering machine killers and a pair of missile Launchers plus some meltas. S9 missiles and melta may be thematic and I love the proteus missile launcher model for suspensor website

  • 5 weeks later...

So after a few games testing loads if combinations I've change my original statement and say 2 flamer or h.flamer with a combi melta is fantastic with marksman when outflanking or podding.

2 melta and a couple of power weapons also performed really well for outflanking into back lines

Plasma is good

Heavy bolters are OK but out performed by others

Missiles are hit and miss but again out performed by other options

 

Melta bombs are a must (depending how your groups house rules/interpretation)

10 marksmen full combi-grenade launcher in rhino or drop pod.

Shoot those 20 small blasts and eradicate enemy troops tongue.png

you are the first person I have ever seen to mention combi grenades as a viable option

On a DA vet squad with sniper and Ironwing they will wound everything on a 3+ plus rending....

10 marksmen full combi-grenade launcher in rhino or drop pod.

Shoot those 20 small blasts and eradicate enemy troops tongue.png

you are the first person I have ever seen to mention combi grenades as a viable option
On a DA vet squad with sniper and Ironwing they will wound everything on a 3+ plus rending....

It still wounds on a 4+ 'cause the 4+ for Sniper is a fixed result, same as for Snap Shots.

But still 4+ rending is good, no?

I'm pretty sure the frag grenade launcher is only single shot?

 

Anyway, on Heavy Bolters: They're decent enough on Iron Warrior & Dark Angels vets for their special ammo. Especially the former, as you compensate the Shrapnel round AP loss with Sniper and Pinning.

 

 

 

It still wounds on a 4+ 'cause the 4+ for Sniper is a fixed result, same as for Snap Shots.
But still 4+ rending is good, no?

 

 

Check the Horus Heresy FAQ on the Forge World website. They do get the better to-wound roll.

I'm pretty sure the frag grenade launcher is only single shot?

The grenade laucher is Rapid fire, so put them 12" from the enemy and enjoy your 20 frag shot :P

 

 

 

 

It still wounds on a 4+ 'cause the 4+ for Sniper is a fixed result, same as for Snap Shots.

But still 4+ rending is good, no?

 

Check the Horus Heresy FAQ on the Forge World website. They do get the better to-wound roll.

Oh well, that is sweet endeed.

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