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Hi All,

 

In a similar vein to my last post about Breachers, Tell me why you run Vets, and how you load them out.

 

Looking at the points, a 10 man squad is only 25 points more than a similarly equipped tactical squad at base loadout, but the options you have are wide and varied.

 

So what do people do? I've always been of the opinion you should run a couple of tactical squads, as they're core troops. But looking at it closer, and with the Pride RoW, am I missing a trick?

 

Thanks 

So I ran veterans with 2 plasmaguns each and a power wespon on the sergeant in a zm game and they are BRUTAL. Due to cold&void bolters WILL mess you up and 40 attacls on the charge also WILL result in wounds.

 

I still think you should keep them kind of cheap but even when left naked for 25 points you get 2 more attacks. Squads that are supposed to be mobile in my opinion should be veterans if points permit. Also: 2 plasma guns increase their bite A Lot.

Edited by Marshal Vespasian

10 man squad with 8 combi-meltas and 2 meltaguns in a Termite is comical, especially if you give them Melta Bombs and Machine Killers. They appear, erase a vehicle/superheavy/unit from existence then are free to do the same next turn if not dealt with. 380pts or so, and to be honest totally worth it for the threat value they pose (that's including AA and Power Fist on the Sergeant) but not the Termite they're in.

I see them as objective cappers with (better) incidental shooting, not as units that I want to engage specific enemies with. Templars, Terminators, heavy or tactical support squads as would be in the category of units that are supposed to engage specific targets and as a secondary use maybe cap an objective. At least in my head. Edited by Marshal Vespasian

I don't own enough models to use large swathes of tacticals so for me Veterans are often the way to go. And I'd say they are pretty damn good for the price though they are oh so fragile. So for me Rhino is mandatory - it ain't much but it's better than nothing.

 

I employ two different loadouts. Long gone are the days of Sniper veterans camping in my zone (RIP). I use the Machine Killers vets with combi-meltas+meltas and bombs. They are very expensive and fragile but get the job done - i should probably start using Pod or Thermite like The Ironic Warrior.

Another one is hybrid melee with a few combi-plasmas with weaponmasters. Also quite pricey but flexible, and if I get to shoot the combis I'm usually satisfied with this investment.

In order to get them close to enemy zone asap I usually use Sevatar's Master of Ambush to minimise the risk of dying before using combis.

I'm considering a 5 man unit with Stalkers, Multi-Melta Rhino, 1 Plasmagun and 4 Combi-Plasma in a Recon Company list.

 

Hopefully turn up early with a Command Rhino on the board and toast somebody.

 

Also, probably boring but 5 in a pod in OA with Machine Killers, 1 Meltagun, 4 Combi-Meltas and a Master of Signal attached.

Edited by Hfran Morkai

I play as WE these days, quite often with allied Alpha Legion.

 

For WE: Weaponmasters (WS5, Sergeant 6 in challenges), Apothecary, some Power Weapons, Melta Bombs. Accompanied by Chaplain or Champion. I have used this in ZM very successfully.

 

For Alpha Legion: forget Rhinos. 10 guys in a Terrax, 8 combi meltas, 2 meltaguns, Machine Killers AND Tank Hunters. Will destroy Glaives in one turn.

I use them all the time with my Sons of Horus, outflanking in a rhino, deathdealers makes them even better when you get within 12". A lot of the upgrades are definitely a trap as Marshall Vespasian mentioned, I think you need to gear them to a specific role. I run mine all with combi-plasmas, a unit of 7-10 in a rhino with multi-melta, no other upgrades.

I tend to run my EC Veterans in one of two ways, the first is with 10 combi meltas and meltabombs if I can spare the points with Machine Killers trait in a Drop Pod, usually an Anvillus, and have them come in and nuke a tank. Sure armoured cermaite is normally everywhere but a lot of the non spartan chassis lords of war are rear armour twelve and don't appreciate 10 effective S9 ap 1 shots out of deepstrike. Even against av 14 shooting effective S9 shots you have a semi reasonable chance to kill a spartan.

 

The other way I tend to run my veterans is a 10 man weapon master unit with Phoenix spears and Arti armour on the sergeant, 3 power swords and 2 axes and meltabombs. This squad I usually use either as an escort for my characters in ZM or have them come in an anvillus and harass the enemy back lines. they put out a decent number of attacks on the charge, with 12 ap3 hits to help mince power armour and 12 ap 2 attacks to hack down terminators, 4 of which are at initiative and the remaining four guys just have chainswords just to help keep the price down. The meltabombs are also there so they can't be tied up by dreadnoughts and can threaten the occasional tank or two 

I play as WE these days, quite often with allied Alpha Legion.

 

For WE: Weaponmasters (WS5, Sergeant 6 in challenges), Apothecary, some Power Weapons, Melta Bombs. Accompanied by Chaplain or Champion. I have used this in ZM very successfully.

 

For Alpha Legion: forget Rhinos. 10 guys in a Terrax, 8 combi meltas, 2 meltaguns, Machine Killers AND Tank Hunters. Will destroy Glaives in one turn.

Agreed. If you’re taking Dynat, you can even deep strike them and it gets bananas if you don’t deal with them. To date, they killed

 

3x Spartans

7x Carnadons(2 squadrons)

And Corax twice.

 

Sure, they die miserably in a turn or two but they almost always make their points back.

Since painting speed means I only ever have a hope of a small army (which I know is not really how people like to play 30k!) then ‘Chosen Duty’ is the obvious Rite of War for me and Veterans make the building and painting a lot more interesting. Started with Alpha Legion and banestrike ammo; not going too crazy on other upgrades to make the most of it, but even a little bit of melta can spook your opponent. Will probably infiltrate them.

 

Nice to see in this thread that not every sergeant has artificer armour and powerfist.

Edited by LameBeard

I've yet to finish the ones for my Dark Angels, but here's what I have planned:

- Sergeant: Combi-Plasma, Calibanite Warblade

- 2 Heavy Bolters: Molecular Acid Shells

- 1 Combi-Grenade Launcher: Stasis Shell

- 9 Power Swords

Essentially, the idea is to have a squad that can do both shooty and melee, and with the Stasis Shell, I can cheat to win combat easier because of the 30k Dark Angels Weaboo Fightan Magic powers Mastery of the Blade ability :P

I plan on having both my SoH and Ultras tactical squads both with combi-volkites and a even spread of power swords and axes with weapon masters in a rhino(SoH) and a Proteus(Ultras) because who doesn't want to shoot Assault 2 weapons with +2 to wound with extra hits on failed before assaulting with +1 BS? Sure it costs a lot but damn will hit hurt when it hits.

  • 2 weeks later...

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