Aveangelismortis Posted January 4, 2018 Share Posted January 4, 2018 Hello fellow brothers of the blood. I was looking through the new dex and had an idea for company veterans. Has anyone explored the idea of using these with stormshields and combi weapons? As a 5 man unit, they could fit quite well in a pod or anything, but they would provide a resilient lynchpin in the line, especially if paired with a sanguinary priest/ancient, or as support to death company. Am I due for a trip to the tower of Amareo or does this sound viable? Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/ Share on other sites More sharing options...
sebs_evo7 Posted January 4, 2018 Share Posted January 4, 2018 I have 3 built with shields and meltaguns from 7th ed Yet to play them but I’m thinking off putting them, mephy and sternguard in a pod Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974100 Share on other sites More sharing options...
Charlo Posted January 4, 2018 Share Posted January 4, 2018 They're resilient until you realise when your opponent shoots them with anything that has AP0 they're just expensive normal marines ;) Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974104 Share on other sites More sharing options...
Aveangelismortis Posted January 4, 2018 Author Share Posted January 4, 2018 Oh true, they aren't anything super special, but if they can soak up damage that would otherwise be going right at a character or something, especially if paired with the Death company or sang guard. I figure they would be great at softening a chargable target or counter charge units before the opponents assault elements get hit. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974135 Share on other sites More sharing options...
olcottr Posted January 4, 2018 Share Posted January 4, 2018 That's how I roll. But don't bother with combi-weapons unless they're combi-flamers. Why degrade your hit roll on your special weapon for 1 or 2 bonus bolter shots? Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974165 Share on other sites More sharing options...
Remtek Posted January 4, 2018 Share Posted January 4, 2018 I have used them a lot, with a mix of plasma and stormbolters with roughly 2 stormshields per 5 models. You can take jump packs on them if you use the wargear options from index (flowchart) Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974179 Share on other sites More sharing options...
Lord_Caerolion Posted January 4, 2018 Share Posted January 4, 2018 Just remember that for whatever reason, the Sergeant cannot be given a storm shield. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974243 Share on other sites More sharing options...
Arkhanist Posted January 5, 2018 Share Posted January 5, 2018 Just remember that for whatever reason, the Sergeant cannot be given a storm shield. That got fixed in the index faq: Page 26 – Company Veterans, Wargear Options Change the second bullet point to read: ‘• Any model may replace their bolt pistol with a storm shield or an item from the Melee Weapons or Pistols lists.’ Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974366 Share on other sites More sharing options...
Lord_Caerolion Posted January 5, 2018 Share Posted January 5, 2018 Oh, awesome! Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974370 Share on other sites More sharing options...
Spagunk Posted January 5, 2018 Share Posted January 5, 2018 That's how I roll. But don't bother with combi-weapons unless they're combi-flamers. Why degrade your hit roll on your special weapon for 1 or 2 bonus bolter shots? You only suffer a -1 to hit if you fire BOTH combi-weapon profiles. So if you land them near something that requires solid hits, forgo the bolter part and just shoot the melta/plasma part. If it doesn't matter (I.E. a bunch of W1 models) then just shoot everything. Karhedron 1 Back to top Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974727 Share on other sites More sharing options...
Kallas Posted January 5, 2018 Share Posted January 5, 2018 Also, assuming that you don't specifically need the S/AP/D of the special weapon (such as when shooting at GEQs), you're statistically better off using both parts for volume of fire: 3+ Bolter; 2*0.66 = 1.32 hits 4+ Bolter; 2*0.5 = 1 hit 4+ Meltagun; 1*0.5 = 0.5 hits (1.5 including Bolter) 4+ Plasma; 2*0.5 = 1 hit (2 including Bolter) Etc. So if volume is needed, fire both (and don't overcharge your Plasma!) because while your success chance goes down, your actual hits increases. You suffer a 16% accuracy decrease but gain a 50-100% increase in volume of shots. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4974904 Share on other sites More sharing options...
Pendent Posted January 5, 2018 Share Posted January 5, 2018 Worth noting- you probably never want to overcharge combi-plasma when shooting both profiles, or really overcharge plasma ever if there's a penalty to-hit. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4975007 Share on other sites More sharing options...
Indefragable Posted January 8, 2018 Share Posted January 8, 2018 Yes, the Sgt can take a Shield, but personally, I would recommend you not. With the way Wound allocation works in 8th, you are almost always better having a single model loaded up and 4 ablative wounds then things spread around. I.e. if you want both shooty and stabby capability on your Vets, give both to the Sht. That way you can kill off the cheap guy’s first without fear of any degraded performance. Plus, the Sgt gives you the Ld9 so you want to keep him around if you can help it. In general I think Jump Vets are incredible for us. 2man units are also awesomely cheesy for abuse (in case you need to fill a 3rd Elite spot in a brigade). 2x Vets w/ stormbolter and chainsword can punch way above fair weight class. I had a two man unit drop in, shoot up an infantry squad totaling a lascannon, then charge a company commander before consolidating into the infantry squad and a basilisk, removing all 3x from a round shooting. With 2men for 32pts. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4977857 Share on other sites More sharing options...
dread05 Posted January 16, 2018 Share Posted January 16, 2018 I have a habbit of building thematic untis and not competitive but this is what I did. 4 company vets with plasma and 1 sergeant with combi plasma and power fist, acompanied by a captain with combi plasma and power fist. All have jump packs. The idea is to deepstrike them near the target and overcharge plasma shots. No stormshields tho, mainly because I couldnt make them fit on the models without them looking ridiculous. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4984128 Share on other sites More sharing options...
dakkamasta Posted January 16, 2018 Share Posted January 16, 2018 Jump company vets are the new assault marines for me. After several editions of our red armoured jump troops being lackluster (VV are still decent I guess), these guys have become my new standard generalist jump pack unit. I usually run them in 5 man squads and everyone takes chainswords and stormbolters. I've taken at least 10 in every 8th edition list and I've taken up to 20 a couple times. On the drop they put out 20 strength 4 shots, pretty respectable for a 5 man unit. They can then follow up with 16 attacks with +1 to wound on the charge. With the Ld 9 on the sergeant and only 5 models, morale is essentially a non issue. All of this sums up why I love them so much. They don't need ANY character support. Sure our characters can definitely make them better, but they're usually needed elsewhere. I love that they can drop away from the rest of your force, lay down a solid salvo of bolter fire, a solid amount of close combat attacks, whilst forcing the enemy to split his resources between the vets and the bulk of your force. They're great for dropping on to distant objectives that you don't want your more expensive units sitting on. Basically I see these guys as flying tactical marines, except better in every way. Link to comment https://bolterandchainsword.com/topic/343010-company-veteran-oddities/#findComment-4984242 Share on other sites More sharing options...
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