Switch Theme:

Vanguard Vets  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Deadly Dark Eldar Warrior





I have seen many people bash them. In high level games (2000+) I take a full 10 man squad with jetpacks and 1 lightning claw on each and they do a lot of damage. Under 2000 however there not effective. Is there a good build for vanguard under 2000 or should I ignore them in under 2000.


Automatically Appended Next Post:
Oops this was supposed to be in tactics

This message was edited 1 time. Last update was at 2013/07/16 04:42:24


3k (roughly)
4k
2k 
   
Made in us
Skillful Swordsman





Best Coast

i don't have much in the way of builds. i usually play 1500 point games and always take 5. it might just be my playstyle or luck, but they ALWAYS outplay my sternguard, which seem to not do much for me. i run 5 with a powerfist and usually stick my chaplain in there with them. hopefully we'll see a bit of a boost in the new codex with either a points reduction or another new ability which will help them stand out from the standard assault marines beyond the extra attack... maybe letting them use heroic intervention if an IC is included in the unit. it would make sense, fluff-wise at least. i mean, if the vanguard the sense to assault the turn they deep strike in, i'd assume that someone on an IC lever would also be just as skilled.

This message was edited 1 time. Last update was at 2013/07/16 06:01:58


ogryn flesh: like beer goggles for miniatures.

"But do not despise the lore that has come down from the distant years; for oft it may chance that old wives keep in memory word of things that once were needful for the wise to know."



 
   
Made in us
Deadly Dark Eldar Warrior





I use sternguard as my "suicide squad" and they are very effective. I give them 10 combi melta or combi flamers and combat squad and drop in there front and ill blow up easily there point cost. Vanguard in big games will outperform them very easy but once I dip I can't. maybe I am running to many of them but I am hoping that they do get a boost. Usually I infiltrate an assault squad with shrike and link up with the vanguard once they drop on the sternguard drop pod locator beacon.

3k (roughly)
4k
2k 
   
Made in us
Locked in the Tower of Amareo




Sternguard are too pricey to suicide. I drop in stuff to support them and apply pressure with ASMs to try to keep them alive. Oh, yeah, and give them Corbulo.
   
Made in gb
Regular Dakkanaut





I love BA Vanguard Veterans.

10 man squad, no packs, load the Seargent however you like - each other model gets two hand flamers. Stick them in a Drop Pod.

Yay for 18 flamer templates t1.


If you like you can drop a Veteran and add a libby with Biomancy into the DP - hoping to roll up Enfeeble. Makes those Str3 hits hurt a whole lot more.

I am currently taking commissions.

http://www.facebook.com/EastgatePaintingStudio
 
   
Made in us
Locked in the Tower of Amareo




The libby won't have warp charge the turn he drops I don't think, so that doesn't work.
   
Made in us
Deadly Dark Eldar Warrior





So if they drop pod does the heroic intervention thing still apply.

3k (roughly)
4k
2k 
   
Made in us
Locked in the Tower of Amareo




No. They must use jump packs for heroic intervention. Vanguards are garbage, even BA ones. Every time my opponent brings them, they are a liability.
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Martel732 wrote:
The libby won't have warp charge the turn he drops I don't think, so that doesn't work.


Not exactly. He has his warp points to spend however he likes; however, you can't use maledictions or blessing unless the unit was on the table at the beginning of the turn (i.e., didn't just come in from reserves).

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in us
Locked in the Tower of Amareo




So the warp charge can be generated while he hasn't come in from reserve yet?
   
Made in us
Decrepit Dakkanaut






New Orleans, LA

Martel732 wrote:
So the warp charge can be generated while he hasn't come in from reserve yet?


???

I think we're talking past each other or I'm unclear what you're asking.

1. You get your warp charges every player turn.
2. No, you don't use psychic powers while in reserve.
3. You can't cast blessings or maledictions unless you are on the table at the beginning of the turn.

DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
 
   
Made in gb
Regular Dakkanaut





Yeah, he can't use Enfeeble when he drops - but he can use the Psychic Shooting attack he generates with his other power.

I am currently taking commissions.

http://www.facebook.com/EastgatePaintingStudio
 
   
Made in us
Locked in the Tower of Amareo




I'm just asking for the timing on how the psyker gets warp charge in reserves. I'm not saying you are wrong, I just didn't think this was the case.
   
Made in gb
Regular Dakkanaut





You generate Warp Charge points at the start of your Movement phase.

You arrive from Deepstrike at the start of your Movement phase.

They are not mutually exclusive.

I am currently taking commissions.

http://www.facebook.com/EastgatePaintingStudio
 
   
Made in us
Locked in the Tower of Amareo




Aha. Okay. I've been playing that wrong. (Although it has rarely mattered for me)
   
 
Forum Index » 40K General Discussion
Go to: