iwilldominateyou wrote:
why would i kit my vets to kill terminators?
Hb sponsors on vendettas are not silly 10 points for 2 heavy bolters what if i come against a tyranid army?
Hb may cause a wound which is defiantly worth 10 points.
and tanks will be able to score if we play big guns never tire 1/5 games and also vendettas will be able to score in the other game.
and not to mention for point costs vendettas are by far the best flyer in the game near to
DE flyers.
for 140 points getting 3 twin linked lascannons and 2 heavy bolters is cheap and not to mention its a flyer.
and for the sternguard what makes you think they will get close enough?
haven't you read what my tanks are doing? 3+ cover save so that's even if they manage to kill my tank my troops will get out.
but then what makes you think sternguard wont be my priority unit? i small unit of 10 wont even survive 1 turn of my tanks.
but hey that's what i have seen from my armies do to others in throne of skulls.
There's a mixture of good things in here with some obvious missed opportunities. I find executioners amusing but you're paying a lot of points (250 = 1/6 of your army each) for stuff that can kill itself now that 'gets hot!' effects vehicles. I never really saw the point of executioners over the reliable old demolisher which is cheaper and will shred everything in its path. The Camo Net + Aegis Line trick is cute but you're paying a lot for the privilege when the av14 is the primary defence of the leman russ. Yes your opponent will struggle to shift them, but he might just ignore them.
2 x 10 man guard squads in 1500 points will mean you win few if any games. Most armies at that level can shred something that small with ease in a turn. Relying on it being Kill Points or Big Guns is not a viable strategy. The worse thing is you have turned your veteran squad, possible the cheapest method of getting 3 special weapons into a scoring bs4 squad into a unit that can't hurt anything.
What is the point of the command squad? Find five points and get a Primaris Psyker, at least he add
2d6 str6 shots to your firebase. You don't have any infantry to use the better orders on. If you want to stick with the command squad, consider some of the advisers. You have a third of your army in reserve but for a 30points astropath you can have them come in on 2+ turn 2.
Vendettas are amazing - but you're not using their transport capacity which can be a game winner in most games. Veterans in Vendettas carrying plasma or melta, and potentially a demo charge, are great fun. Once the Vendettas can disabled all the anti-tank, they can hover to drop off the cargo. Or zoom past and air drop them late game.
If you are going for cheap scoring units with no upgrades, go infantry platoon.
In terms of units presenting a threat you have 6, 3 deployed that are slow, 3 that are in reserve. That's it.
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What people are referring to with sternguard is that they WILL be in drop pods. Many marine armies have the ability to drop pod in anti-tank with great precision on their turn 1, ensuring they get a close range first shot. All of a sudden your castled up russes become trapped amongst stationary pods can will be torn apart in short order by close range meltas (sternguard, dreadnaughts, grey hunters, blood angels assault marines, etc). Full drop pod armies aren't super common but a pod or three is a common component of an
MEQ army.
There are many many armies that will either be at your door before vendettas can have an effect (ork speed rush, dark eldar, necron wraiths, drop pods, blood angels jumpers, grey knight deep strikers, tyranid spores, any flying
MCs) or have the ability to deal with your flyers (cron air, storm ravens, lootas).
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Just off the top of my head:
Company Command Squad, Master of the Fleet (keeps off enemy reserves), Astropaths (gets those vendettas in the game fast), Master of Ordnance (love this guy, stops them hiding) - 140
Veteran Squad, 3 Meltaguns - 100 (goes in Vendetta 1)
Veteran Squad, 3 Plasma Guns - 115 (goes in Vendetta 2)
Platoon Command Squad, 3 Meltaguns - 65 (goes in Vendettas 3)
Infantry Squad, Autocannon - 60
Infantry Squad, Autocannon - 60
Infantry Squad, Autocannon - 60
Leman Russ - 150
Leman Russ Demolisher - 165
Leman Russ Demolisher - 165
Vendetta,
HB - 140
Vendetta,
HB - 140
Vendetta,
HB - 140
1500
This way you have 4-6 scoring units, 3 of which are mobile AND potent. You're bring the hurt to anything hiding with your
MoO. You get the jump on reserving opponents. Anyone coming straight at you will get "demolished". You could even swap the vanilla russ for an earthshaker for extra fun. Don't forget the amusing new barrage weapon rules that allow you to snipe out models in a unit with a 'Hit' result on the scatter dice.