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Made in us
The Last Chancer Who Survived





Norristown, PA

I've been trying to think of good ways to change my guard around to an airborne special forces kind of army using all vets and valks. I am thinking it would have a full 6 units of vets, and 2 company command squads, and probably a psyker squad too. So that's 9 units for 9 valks I will probably build them as 6 valks and 3 vendettas.

Anyway, what kind of equipment do I want with those squads? load them all up with special weapons? I was thinking 2 demolitions teams w/ meltas & demo charge, 2 grenadiers with plasmaguns, 2 units with grenade lauchers (or 1 with GL and 1 with Flamers?). But then, what do I want to put in the company command squads? An astropath in each sounds like a good idea so I'll get +2 to my reserves instead of +1. Maybe a medic but they are kinda pricey.

And then what about playing? if they're all in their planes, I'll have to roll for them to come in, and then they're gonna have to fly around in groups of 3. The whole squadron will all have to shoot the same target and then I guess their men will all have to deploy together too and I guess form their own little platoon.

And then, what about heavy support? if I put any tanks down, they'll be the only targets around available and blown to bitz on turn 1.

So what would be a good way to pull off an army like this? I won't be doing any tourneys with it, just friendly games & apocalypse.

 
   
Made in us
Pulsating Possessed Chaos Marine




Denver, CO

Okay I was going to say that you are way over on points until you said that it was for friendly games and apoc .

I'm currently planning an 1850pt list with 6 valkryies in it.

I would keep your command squads simple with giving them 4 melta guns, astropath, and if you have extra points bodyguards. Or if you feel the need for plasma in your list give your command squad 3 plasma and a medic (for re-rolls on get's hot).

I would split your vets evenly between demo charge, melta's, and heavy flamer/dual flamer for anti-infantry.

Another good one is to take some storm troopers as elites. They can deep strike on their own and fit the airborne theme very well.

Actually the squadron's do have to shoot the same target but the squads inside can deploy independently and do whatever they want. An interesting one I'm looking at is doing a 24" move and dropping 3 squads off as I jet onto the table.

Just always reserve's the tanks (which you can do in fith) and have them come on your table side just make sure you give them long range guns.

   
Made in gb
Towering Hierophant Bio-Titan



UK

I think its a bit overkill.. there are more ways to make Aircav than simple valkyries.. How about this;

2x Company command squad (with medipacks, gunz & regimental standards)

4x Veterans with more guns (ranging from groups in either anti-horde, anti-heavy infantry or anti-tank. Dont mix per group)

2x 3 Valkyries. One squad all vendettary & one squad all valkyrie (with rocket pods!) 6 str 4 ap 5 24" large blasts will ruin even a Space marines day. 9 tl-lascannons can actually multi-task into pretty much anything aswell. As can 3 multi-lasers into side armor (rocket-pod valkyries) although not aswell.

Groups fall into a company command squad & 2 squads of vets. When you drop in, you drop in hard with a fully-functional infantry fighting unit. The company command squad supports the vets with orders while the vets do thier (now improved) buisness. Ofcource the company command squad can shoot too but with a medic, reg standard, a vox, theres only one guardsmen left for one special weapon.
Its a judgement call where-ever to give the vets nothing, 4+ save or camo-cloaks.

Pskyers need transport. Too much of a prime target, they also need fire-points - which the valkyrie chassis dont have. Chimeras or not at all.

Storm-troopers will work well as varible deepstriking or infiltrating trump-cards & will work especially well for foward deploying command squads able to issue them orders.

Your third fast-attack slot can be dedicated to a 7th single valkyrie loaded up with flamer-wielding vets - this is your anti horde now sorted (along with the standard rocket-pod valkyries) This gives you three main seperatly mobile troop hubs without going into overkill on points.

I also think Marbo & his demo pack would also be a good addition to this kind of army.

HTH

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
The Last Chancer Who Survived





Norristown, PA

Yeah I was thinking of stormtroopers also, just as normal deep strikers. I want to wait and see if those rumored plastic models ever come out. And it'll take me a year or so to buy and build and paint all those valks anyway.

I'm gonna start small and just get 1 squadron first. I was thinking about the rocket pods but it seemed kind of pricey. I was also hoping to add lascannons instead of multlasers so I have some anti-tank if I need it. Maybe doing it as 2 squadrons + stormtroopers would be better (and cheaper). But then, what do I do with those psykers? if I stick a lone chimera on the board it'll be a charred husk on turn 2. I guess I could hold it in reserve, but then it can't fly out real far the turn it comes in like a valk can.

I also have 3 hellhounds so I could do a squadron of them also. Other than that the other tanks I have is 1 russ, 1 demolisher and 2 basilisks.

I may also keep 1 regular platoon going since I have a bunch of HW teams

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Okay.. looks like you wanna have a partial airbourne element & that element will include the entirety of your troops - which is fine.

Support that lone psyker chimera with camo netting & Leman-russ hulls. Weaken resolve is not a psychic shooting attack, it simply requires LOS, so cover-saves arent an issue. While that psychic blast is a psyhic shooting attack & cover saves do matter; Psychic shooting attacks are assault weapons. I believe, so you can move that chimera 6" a turn to get a good bead.

In squads of three, two vets will be best supported by a company command squad. They will keep them in the fight, improve rolls against anti-vehicle shooting & improve shots against units in cover.

Those rocket pods are defensive weapons so you can move 12", fire two large blasts & the multi-laser each turn. Its 30pts but it allows you to keep shooting every turn. If you want ordenance weapons for the "2d6 & pick the highest" get a weapon of str 9-10. So that means either a LRBT, Manticore, meduas. While vendettas can get anti-troop missile, its one shot & there are better str 4 ap 5 ignoring cover weapons (Like a flamer vet squad!). & While you could equip h.bolters sponsons to your valkyries to use instead/after of letting loose your one-shot missile - its underwhelming firepower with a 6" movement speed. One large blast against a horde will score atleast 5 hits. A pair of h.bolters @ bs3 will score about 3 hits per go.

Um - sorry if im ranting.

This message was edited 1 time. Last update was at 2009/05/01 17:31:05


 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
The Last Chancer Who Survived





Norristown, PA

ah.. defensive weapons.. suddenly it all makes sense didn't notice that. So then I guess it's better to just keep the multilaser too for even more shots? if I'm gonna give them pods I'm not gonna be shooting at tanks

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Ayup - made me a happy panda when I had a look. Troops should cry vs these weapons.. annd.. your allowing yourself good amounts of mobility.

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
Made in us
Rampaging Furioso Blood Angel Dreadnought





SC, USA

If you deepstrike a vendetta can it fire it's LC's? I know DS counts as movement, but how much movement does it count as?
   
Made in gb
Towering Hierophant Bio-Titan



UK

Umm.. I think deep-striking vehicles means a vehicle counts as moving at cruising speed which = One offensive & all defensive weapons, for a fask-skimmer.

Thats the beauty of valkyries & rocket-pods, they can get away with this & maintain full firepower. Its also the beautfy of thier Scout USR; It allows them to outflank & arriving from the board egde, I think, is simply at the slower combat speed which = All weapons (bar ordenance - unless your a leman russ )

 H.B.M.C. wrote:
Friend of mine just sent me this:

"The Tyranid Codex, where I learned the truth about despair, as will you. There's a reason why this codex is the worst hell on earth... Hope. ."
Too be fair.. it's all worked out quite well!

Heh.  
   
 
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