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Unit of the Week: Company Veterans


Jolemai

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Welcome to the Blood Angels Unit of the Week Series!

Following the release of the 8th edition Codex, there is no better time to discuss all the unique units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Company Veterans


What are you thoughts here folks? How best would you use a Company Veterans?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • Footslog, jump pack (Index) or transport? Weapon choices?
  • What are you babysitting with this unit, or are you running them solo?
  • How are you buffing this unit?
  • Stratagems?


Over to you

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I've used a small squad of 4 with jumppacks and 3 plasmaguns, and a plasma pistol on the sgt, and they've done very well for me. The ability to just pop them down where you want, and within rapid fire range is just great, and the reposition Upon Wings of Fire offers is well worth the CPs. A Combi-plasma would probably be better than the pistol, but the pistol is cheap, and I already have the model built.

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So far I only used a small foot-slogging squad of 2-3 as bodyguards for Mephiston. Often in a Rhino. I usually give the sergeant dual LCs, and the other two got CSs with additional SS if I have the points. They do great in that role and once Mephy is safely delivered to combat, they can either stick around or look for some opportunity targets

Recently I'm thinking a lot about expanding their numbers to form a separate or even multiple units.
They are great cheap and pretty resilient fillers for Elite slots if for some reason we would like to go character heavy or sqeeze a Brigade into some small-point games. 

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Since the Company Veterans with Jump Packs are a separate datasheet, I'd say only without. The next candidate for the unit of the week should be the CVs with JPs though.

Incorrect, jump packs are a unit upgrade. You're thinking of Company Veterans on Bikes which we can't take.

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Company vets with stormbolter and chainsword are rarely a bad choice. Inexpensive and if need be they can intercept hit for your captains.

 

Seems like the perfect unit to drop with a Captain Smash and clear a chaff screen for him, offering some protection if he does fail that clutch charge.

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Company vets with stormbolter and chainsword are rarely a bad choice. Inexpensive and if need be they can intercept hit for your captains.

Seems like the perfect unit to drop with a Captain Smash and clear a chaff screen for him, offering some protection if he does fail that clutch charge.

TBH if he fails the charge he does not need protection because of character rule. It’s more to soak up in melee when 3++ fails.
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Something I messed around with a few months back, but haven't recently:

 

RAW, Company Vets can intercept wounds for Librarian Dreadnoughts.

 

Now that's certainly interesting ... I might be tempted to kitbash myself two Company Vets to use as my Chief Librarian (Dreadnought) personal guard and say they too are Knight of Blood who used to be serving in the Deathwatch during the Devastation of Baal like my Chapter Master. :D

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I've run a small unit of Company Vets with storm bolter and chainsword a few times now as bodyguards for foot slogging characters - often Mephiston. They protect the character from being shot the first couple of turns, add some nice anti-infantry shots as they close in and then take on the wound soaking role if their character gets targeted in melee. I don't think I'd give them any extra kit for that bodyguard role, they perform the job nicely with the basics and it keeps the points loss relatively low for each model that is lost via wound soaking. They've been a regular for me in my last few games, though I'd think twice about using them for wound intercepting in kill point games.

 

I have a similar escort for Seth in my small Flesh Tearers detachment, but they drop the storm bolter for a second chainsword. It's purely for fluff as the storm bolter gives more flexibility in use but I just can't see a flesh tearer opting for that when he could be more stabby.

 

I'm now looking at building another unit of Company Vets as full plasma and storm shield with the new points changes. It's something I considered at the start of 8th but didn't as the points felt just that little bit too high, but now both plasma and shields are dropping along with the veteran body that unit is suddenly going to be a whole lot cheaper. Heck, I might build a few squads to deploy in the new Storm Eagle I'm building - with that transport space, a Captain and Lieutenant surrounded by plasma Veterans could make quite the impact.

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Since sanguiniary guard received no love in CA, but Dante got a big drop. .. I am tempted to use a few sanguiniary guard models with sword and Angelus as "counts as" jump pack company veterans with power sword and storm bolter.

 

Means that an affordable Dante would be accompanied by golden warriors who could actually take a bullet for him.

 

But is that too much proxying?

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Yea that gets tricky.

 

I've proxied a lot of different things in my day, but SG-as-Vets is a case where it can be uninentionally misleading. Often times with proxying models are unepxected enough that the brain can easily "translate" what they're looking at. But since for most of the course of the game it has been logical to see Dante accompanied by Sang Guard (for both fluff and crunch), opponents may not be able to "translate" what they are looking at over the course of a game, especially in the heat of the moment.

 

I'd like to think it would work, but as @SfPanzer says it really is going to be how your opponent perceives it, and as such, I don't think you should be annoyed if someone pushes back on that one.

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I'm going to magnetize a bunch of melee and range weapons as well as magnetize JP. There's a lot that can be said for the SB/CS losdout. Maybe throw in couple of power weapons to taste. Their bodyguard rule seems useful what do people think about TH/SS to escort Cpt Smash, the main role being extra TH hits against tuff targets like daemon primarchs, knights and the like, which admittedly VV could do just as well, but they could take hits for him if needed. Could even break them up into MSU, as IIRC you can only target one enemy unit in the combat phase, however I could be completely wrong on this one as I don't have my BRB handy, in which case disregard my last point.
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I'm going to magnetize a bunch of melee and range weapons as well as magnetize JP. There's a lot that can be said for the SB/CS losdout. Maybe throw in couple of power weapons to taste. Their bodyguard rule seems useful what do people think about TH/SS to escort Cpt Smash, the main role being extra TH hits against tuff targets like daemon primarchs, knights and the like, which admittedly VV could do just as well, but they could take hits for him if needed. Could even break them up into MSU, as IIRC you can only target one enemy unit in the combat phase, however I could be completely wrong on this one as I don't have my BRB handy, in which case disregard my last point.

The only problem there would seem to be cost. You really want the bodyguard unit to not be costing too many points... veterans with jump pack and thunder hammer sounds expensive per ablative wound.

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