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Made in us
Dakka Veteran




I love it, its an awesome tank. AV13 on the front with the ability to move up 18" on turn one you will be firing it off on turn 2. Paired with Psykers with Divination to provide rerolls and possible 4+ invulns or ignore cover this tank is a beast. Oh you are in cover, well now yer not, an have a Str10 Ap2 hit in the face. An with it being ordinance, everything has to fear this tank even Land Raiders. An the best part is that it has 3 hull points, Missiles have to get lucky to slow it, autocannons can't slow it, Str 9 or 10 is the only thing that can really slow the Vindicator now. An like I said pair it with Divination to really make this a tank to be feared expecially in a 3 pack.
   
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Rough Rider with Boomstick





I don't think it ignores cover.
   
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Veteran Wolf Guard Squad Leader



DC Metro

The ignores cover is from a Divination power, if you roll it. The problem the Vindicator suffers is that 5/6 penetrating hits will stop you from firing it next turn because it has only one gun and you can't snapfire blast weapons.
   
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Dakka Veteran




DaddyWarcrimes wrote:The ignores cover is from a Divination power, if you roll it. The problem the Vindicator suffers is that 5/6 penetrating hits will stop you from firing it next turn because it has only one gun and you can't snapfire blast weapons.


That's why you roll with three of them an get as many divination powers as you can on them, especially the 4+ invuln. They would have to have a lot of str 8+ weapons to make that happen. Long fang spam would be a problem for them. That's why I say pair em with IG an add in demolishes an vendettas
   
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Road-Raging Blood Angel Biker





You have a storm bolter as part of the cost (IIRC, away from book), so 4.5/6 penetrating hits.

   
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Steady Space Marine Vet Sergeant





United Kingdom

You have a stormbolter base, and an additional stormbolter for 10 points. Potentially making it a 1/3 chance of blowing off the cannon from a weapon destroyed.

   
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Quick-fingered Warlord Moderatus






Alright, as a seige player who runs 2 vindicators, I have to add my problems about these tanks that I myself love.

Vindicator weaknesses are:
-very short range on the gun (24")
-low side and rear armor value (AV11)
-pretty darn slow (Blood angels ignore this)
-low amount of hullpoints for the type of punishment it gets.

Strengths are:
-big gun will absolutely wreck Marines, tanks, fortifications, terminators, dreads ect.
-whole blast template is Str 10
-only about 115-130 pts


AV 13 is great on this tank, but it's only on the front. all another player would have to do is get the right angle on the tank and they would be hitting AV11, so anything thats mobile and can pen a rhino would have a field day on it. I would suggest screening the sides with rhinos or other vindicators to try and negate this. Haveing it run along side things like land raiders would help with target saturation, as will having long range support to try and take out most things that will threaten your tanks.

Demolisher cannon's can destroy almost anything, but they will still scatter with a bad roll. some games they will absolutely destroy everything and almost win me the game, other times they will just die in the 2nd turn. these tanks will draw a crazy amount of fire for what they are able to do to everything, and I really wish they had more hull points.

sorry if my message was hard to understand, it is very hard to concentrate where I am. what I a, trying to say is that to never place all your hope into one unit for a game. try to build a list that will complement your strengths and cover your weaknesses and try and have fun.



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Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

How is it awesome now? You have to have a psycher babysit it and hope for a 1 in 6 chance to get the ignore cover power?

It was always good, even better for blood angels. Now you can make it re-roll to hit and ignore cover. Cool. My broadsides can do that too, str 10 ap 1 ignore cover, and they already re-roll to hit. Wait, I could have them ignore cover with markerlights. Well ballz.

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Battleship Captain





NYC

valace2 wrote:I love it, its an awesome tank. AV13 on the front with the ability to move up 18" on turn one you will be firing it off on turn 2. Paired with Psykers with Divination to provide rerolls and possible 4+ invulns or ignore cover this tank is a beast. Oh you are in cover, well now yer not, an have a Str10 Ap2 hit in the face. An with it being ordinance, everything has to fear this tank even Land Raiders. An the best part is that it has 3 hull points, Missiles have to get lucky to slow it, autocannons can't slow it, Str 9 or 10 is the only thing that can really slow the Vindicator now. An like I said pair it with Divination to really make this a tank to be feared expecially in a 3 pack.


Where is the discussion or the tactics?

Or am I to list facts about another unit?

I love the Valkyrie, AV12 front, it can move like 5 miles per turn, firing all its weapons. Paired with anything and it cant die because skyfire is like nowhere. Str4 AP6 Templates to the face with rocket pods. Field like 15 of them yo, it be dat ill shizz.

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I could be wrong, but I thought the ignores cover power from Divination only affects the psyker and his unit.

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Blood-Raging Khorne Berserker





New Jersey

dnanoodle wrote:I could be wrong, but I thought the ignores cover power from Divination only affects the psyker and his unit.


This is correct. I thought I could do the same thing, then realized I cheated someone. lolz I felt bad after rereading the rule. The reroll missed hits can be shot at another friendly unit though.

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juraigamer wrote:How is it awesome now? You have to have a psycher babysit it and hope for a 1 in 6 chance to get the ignore cover power?

It was always good, even better for blood angels. Now you can make it re-roll to hit and ignore cover. Cool. My broadsides can do that too, str 10 ap 1 ignore cover, and they already re-roll to hit. Wait, I could have them ignore cover with markerlights. Well ballz.


It's awesome because blast templates now do full damage.

I've been playing them in place of devastators (BA lists) and they're monsters. If you put 3 on the field, your opponent basically either has to deal with them, or you'll start breaking him.

Even without the psyker, full damage and a decent ballistics skill means you're likely to do a lot of damage. The fact that it's fast is just an added bonus, but I was still getting shots off in turn 1 anyway.


 
   
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Fixture of Dakka





I object to the usage of "now" in the thread title. Such implies there was a time when vindicators weren't awesome, which would be a falsehood.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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If you're worried about not being able to snap fire, play BT-160 point vindicators that move 12'' and fire till its gun is destroyed or it dies muahahahahah

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Melbourne, Australia

DarknessEternal wrote:I object to the usage of "now" in the thread title. Such implies there was a time when vindicators weren't awesome, which would be a falsehood.

FALSEHOOD IS HERESY!

I had one of these things and it never proved useful, but I'm an amazingly underqualified general. But the whole template now being st10 is amazing and ap2 is needed to bust vehicles even slightly reliably.
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

One vindicator is a dead vindicator.

2-3 are a wrecking crew.

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Dakka Veteran




juraigamer wrote:How is it awesome now? You have to have a psycher babysit it and hope for a 1 in 6 chance to get the ignore cover power?

It was always good, even better for blood angels. Now you can make it re-roll to hit and ignore cover. Cool. My broadsides can do that too, str 10 ap 1 ignore cover, and they already re-roll to hit. Wait, I could have them ignore cover with markerlights. Well ballz.


Yes but can your broadsides do that after I fly in with 2 Vendettas and put 6 TL Lascannon shots into them. People need to start thinking big picture.
   
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Longtime Dakkanaut





Still seems like a one shot wonder to me. You better hope that one shot makes its points back.
   
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Longtime Dakkanaut




Indiana

It is still AV 13, which requires at least strength 8 to get a pen. The problem is not the one vindicator. If it is the only tough vehicle in the list it will drop relatively quickly. However add on 1-2 predators/vindicators to it and maybe a land raider dedicated transport and now the vindi is much more survivable.

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Riverside CA

Yes I show the one Chaos Vindicator I face all the time with my Space Wolves give it lot of respect, but I don’t fear it. I can usually take it in one volley the moment I want to. Even if I don’t glace it to death I can keep it quiet from turn 1 with a Land Speeder with a Typhoon Launcher on it, with three it dies quickly as it is easy to get to the side armor. The one time I faced 3 of them I was tabled by turn 3, but that way my Grey Knights.

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Leth wrote:It is still AV 13, which requires at least strength 8 to get a pen. The problem is not the one vindicator. If it is the only tough vehicle in the list it will drop relatively quickly. However add on 1-2 predators/vindicators to it and maybe a land raider dedicated transport and now the vindi is much more survivable.


It still has to get fairly close to shoot anything, and that AV10 rear won't hold up long to anything in assault.
   
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Longtime Dakkanaut




Indiana

30 inch effective range(36 in blood angels) where it can still fire is not bad. Also if they are in a position to assault your vindicator which will have(short of them getting double 6's on the charge) 1-2 turns of shooting minimum against them then either you rolled badly or something else has gone very wrong. Not many units can stand up to two vindi shots in the face, combined with the rest of your army.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Slippery Ultramarine Scout Biker





Kings Bay, GA

valace2 wrote:
juraigamer wrote:How is it awesome now? You have to have a psycher babysit it and hope for a 1 in 6 chance to get the ignore cover power?

It was always good, even better for blood angels. Now you can make it re-roll to hit and ignore cover. Cool. My broadsides can do that too, str 10 ap 1 ignore cover, and they already re-roll to hit. Wait, I could have them ignore cover with markerlights. Well ballz.


Yes but can your broadsides do that after I fly in with 2 Vendettas and put 6 TL Lascannon shots into them. People need to start thinking big picture.


How is the vindicator going to do that after facing the same vendettas?

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