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Made in gb
Nervous Hellblaster Crewman




I use Vespid as an anti-marine unit in my tau army and i currently put them in cover and when the space marines get close, but if they have a land raider it doesn't always work out. Are there any other ways to use them?
   
Made in us
Human Auxiliary to the Empire



Harrisburg, PA

Not really, no. If you really want to use Vespids to kill marines (and honestly just pumping them full of dakka from your gunlines or plasma from the XV-8s is a better way to kill marines), just use Broadsides to pop the Rhinos or LRs then lay into the Marines when they scramble out.

This message was edited 2 times. Last update was at 2013/03/06 13:58:38


 
   
Made in ie
Stealthy Grot Snipa




Ap3 on a gun is good but with the range required to do it, you'll be boltered before you get the chance, I also have no idea how tau would struggle to kill marines with their s5 rapid fire weapons

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in us
Dakka Veteran





Not yet, wait until they get updated
   
Made in us
Regular Dakkanaut



Northern MN

no.

RAWRR! 
   
Made in gb
Stealthy Space Wolves Scout



Rynn's World

I like them,even with the pistol range weapon.They will definitely be going into my allied contingent.They may fold easily but i think they are worth a risk.

: 3000+
: 2000+
: 2000+
 
   
Made in ca
Trustworthy Shas'vre




They are a very tricky unit to use successfully. You pretty much need to deep strike them, and if you don't have a target for them the turn they come in, they can always drop right into terrain safely with that reroll on the dangerous terrain check.

The threat of them is something better than their actual ability on the table. Your opponent does know where or when they are coming, but he knows they will do a fair bit of damage when they do appear.

As for what to point them at, there are a couple of worthy options. Heavy support squads like Devastators and Long Fangs hiding in the backfield are a good choice. The other option is that unit of fast moving 3+ save assaulters that you are going to try to wipe out before they hit you lines. Helping finish them off is a big deal. You might also be able to block any survivors from assaulting something more important.

But again, really tricky to pull off. Those who make them work have raised their deep strike game to an art form.

Tau and Space Wolves since 5th Edition. 
   
Made in us
Fresh-Faced New User





I think Vespids are worth despite the 'high death' factor they have. Every player who has fought tau know to fear certain things out of the codex even if they are easy to kill. Vespid are just such a unit. My group of players knows to kill Vespids dead, which means all my other stuff is not getting killed.

If you want to use vespids think of DS them onto the field or use terrain to cover them as they are considered jump/jet infantry. So with 6th they can cover a lot of ground. Use vehicles or terrain to offer them cover.




 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

As mentioned they are tricky to use, being glass cannons and all.

They do bring something tau need though, speed and ap3 guns. I tend to use them to protect a flank and/or hunt enemy MC's, you'd be surprised how well 11 of them shooting at BS 5 do at killing MEQ MC's.

When using them, you must be patient. Used properly they can down whole squads with ease, for cheaper than the cheapest 10 man MEQ.

Desert Hunters of Vior'la The Purge Iron Hands Adepts of Pestilence Tallaran Desert Raiders Grey Knight Teleport Assault Force
Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

 Peregrine wrote:
SCREEE I'M A SEAGULL SCREE SCREEEE!!!!!
 
   
Made in us
Fireknife Shas'el






Short answer: No.
Long answer: NOOOOOoooooooo.

I really have a problem with a unit that has to get that close to the enemy to use it's primary weapon. That's also their only real purpose, move up and shoot. However if that plan fails they just put themselves into a nice and convenient rapidfire or assault range. Like they didn't want your enemy to be bothered with stomping down the field to murder them, so the met them half way.

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Regular Dakkanaut




I second Savageconvoy's NOOOOOooooooo.

I also feel the need to add that considering their point cost, Vespid Neutron blasters are absolute garbage. Everybody sees that AP3 stat and assumes it will be stellar against MEQ, but you need to also consider the cost, range and ROF, all of which are simply terrible.

Both Firewarriors and Kroot actually inflict higher casualties/points against MEQ than Vespids at any range. They are also both more survivable and score.

If you want a disruptive unit to give your opponent a headache, I suggest bringing along a couple 20 man kroot squad instead of vespid. They can infiltrate/outflank, put out enough weight of fire to harm MEQs, grab back field objectives and can be surprisingly tough to remove if you use cover and play them wisely. (Oddly enough, within 12", Kroot are actually the most point efficient MEQ killers in the codex).
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

Coupled with the fact that it's half a chance that the shots will hit, they aren't very good, you'll probably kill 3 marines with a squad of 10 but then lose about half your squad when the marines return fire!
   
Made in ca
Trustworthy Shas'vre




Well Vespid can gain from Markerlights, so it is possible to lay the hurt with them pretty good if you decide to.

Though most of the time your marker tokens are probably best used on something else.

Tau and Space Wolves since 5th Edition. 
   
 
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