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Made in us
Brainy Zoanthrope






I have Blood Angels I'm over 1000 points now and heavy support is becoming a very important slot in my army, I was thinking take a Stormraven a Devastator Squad and a Predator for bigger point games but if the Vindicator could do one of these jobs better (and I would be taking a Land Raider(s) and rhino(s) and baal predator(s) so those would be doing their jobs already)

   
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The Daemon Possessing Fulgrim's Body





Devon, UK

Fast Vindicators are awesome, as they partially negate one of the chief drawbacks of the gun (short range)

Just one is no good though, they need to run in pairs at least, but there isn't an army in the game that they can't hurt, and some they are utterly terrifying to.

You need practice though, as despite the 13 armour on the front, they are still fundamentally a Rhino, so keeping them alive takes some practice (I've been using a pair for most of this year, and still make mistakes with deployment and movement)

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Executing Exarch





The Twilight Zone

Azreal covered most of the points. And BA have an advantage with fast vindi's.

The main strength of vindi's is the splat cannon. It can hurt all armies, and many fear them. For not that much cost you can wage psychological war on your opponent. Their second role is to increase armor saturation. If they are the only tank you field, they go down quick. However, with a friend or other rhinos/razorbacks they can hold up fine. Your opponent can generally only kill so much before you hit their lines and cause havoc.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
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Trigger-Happy Baal Predator Pilot




SoCal

As said above, they're great in pairs, but still fragile. Against the various multi wound, TEQ/MEQ stuff (looking at you crisis suits and centurions) they can be awesome

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Made in au
War Walker Pilot with Withering Fire




Str 10 Ap 2 Large Blast is what they bring. That's probably enough, despite it's tiny range, to make most players gak their pants and shoot everything at it.

So long as you can shield their side armour, they are tough.

As I play Eldar, getting side armour with some S6/S7 ignore cover weapons is simple, so I don't fear them anymore.


And the model looks pretty awesome when it's got the seige shield. Without it, it's like seeing someone without their glasses for the first time.


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Made in us
Brainy Zoanthrope






So it sounds like they're a devastating linebreaker against IG and Tau (mostly those for line-breaking but others like 'Nids or Necrons or Chaos too) and that they're not the strongest so it might be smart to put a Land Raider or Rhino or something in front of it that wouldn't be bringing as much potential assrape as the Vindis. And two with a StormRaven would be great! Especially since that seems like a 2000+ point list I would still be able to take Devs too.

   
Made in us
Death-Dealing Ultramarine Devastator





I run two Vindicators as the backbone of my Marines lists. They are invaluable man, possibly one of the best units we have at our disposal. Especially if you are running a strong mech element in your list (Rhinos/Razors, Preds, LR's, etc) they fit in perfectly and add armor saturation.

The Str10 AP2 large blasts are a serious serious threat to basically anything in the game, and they will present a very real psychological threat that you will literally see affecting your opponents decisions.

They really work best in pairs, as has been mentioned, and they do have the weakness of AV11 side armor, but that can be mitigated with cover/LoS. My two Vindicators survive most games, and even under intense pressure they still do their job by giving me 2-3 turns of deciding where the main clash is, and taking the heat off of everything else in my force.

I highly doubt that you would have any regrets if you put Vindicators in your list. Getting to toss around those fat pie plates is always the highlight of every shooting phase.

- For Macragge, Guilliman, and the Emperor
They're one of the legions with the lost Primarchs, their primarch currently wandering around dazed and confused in an alternate reality where he is known as Jean Luc Picard.

MagickalMemories wrote:
A Vindicator without a dozer blade just looks like a Rhino with an erection.

Kilkrazy wrote:All we moderators hate each other intensely, but we hate users even more and that keeps us tight.
 
   
Made in kr
Blood Angel Neophyte Undergoing Surgeries






I agree that two Vinds is amazing.

However, I run them differently. In my 2K list, I only take one Vindicator but have it flanked by two Baal predators. The (dakka not flame) predators prevent side armor shots and also kill most infantry that get close to the Vindicator. Now, you are still vulnerable to deep strike from the rear armor but if you put the preds rear armor in a V shape behind the vindicator it makes shots to all but the front armor nearly impossible to get. The fact that the flying v of death is all fast really helps too.


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Boosting Space Marine Biker




@ UltraTacSgt Are you running them as BA or vanilla? I'm writing an IH list at 2000pts and debating between preds or vindis.

Cheers

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Land Raider Pilot on Cruise Control





Denver

What do Vindicators bring to the table?



Pro:

A big pie plate at Str 10 AP2.
AV13 Front


Con:

Heavy Support Choice
24" range
Big Target Priority

To me, the pro's far outweigh the cons. I usually run them near a LR to help mitigate LoS while they work to get in range (assuming I can't get them in range/shooting on turn 1)

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Made in il
Warplord Titan Princeps of Tzeentch






I don't think "Big Target Priority " is a con actually.
Its even more of a pro, as it forces the enemy attention to it while other stuff run while.


Personally, I find the vindis to be the most threatening in a fully-mech list, where they are side-to-side with baals, razors, etc-for a full "where to place my anti-tank?" effect.

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Longtime Dakkanaut





Agreed, they will be a large target priority for your opponent which means that you can build the rest of your army to take advantage of that. One of the best combos I have seen is x2 Vindicators and a single Whirlwind. The Whirlwind is very much underused and I cannot understand why, especially with so many Tau gunline lists. Zip those guys forward and bombard from the rear with a Whirlwind, it wrecks gunline armies.

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Made in us
Locked in the Tower of Amareo




Use marines to ally to themselves and get double vindi, double whirlwind
   
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Fixture of Dakka




Temple Prime

We can do better.

Siege Assault Vanguard. Four squads (the list trades one fast attack slot for another heavy) of three Vindicators each.

Why would you ever need twelve vindicators?

Because FETH YOU, that's why.

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Death-Dealing Ultramarine Devastator





Jamo wrote:
@ UltraTacSgt Are you running them as BA or vanilla? I'm writing an IH list at 2000pts and debating between preds or vindis.

Cheers


I run them out of standard Codex Marines with Dozer Blades. I debated the same thing and took the Vindicators. I decided that I can get lascannons, autocannons, and heavy bolters on other things from the codex, but only the Vindicator brings the Demolisher Cannon. I have never for a single second regretted my choice.

Hope that helps, I know that can be a tough decision.

- For Macragge, Guilliman, and the Emperor
They're one of the legions with the lost Primarchs, their primarch currently wandering around dazed and confused in an alternate reality where he is known as Jean Luc Picard.

MagickalMemories wrote:
A Vindicator without a dozer blade just looks like a Rhino with an erection.

Kilkrazy wrote:All we moderators hate each other intensely, but we hate users even more and that keeps us tight.
 
   
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Speedy Swiftclaw Biker





They bring Pie Plates of love and doom

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Jamo wrote:
@ I'm writing an IH list at 2000pts and debating between preds or vindis.

Cheers


Ya im on this same debat and the other debat on is wether or not speeders are better or worse, I wrote a list with 4 vindis in it, cant decide on 1 LR or 5 speeders with ac/HB.
   
Made in sg
Wondering Why the Emperor Left





Terra

If I'm not wrong, there is a land raider variant called the land raider ares which sported a demolisher cannon, siege shield, hull mounted assault cannon and twin linked heavy flamers. I'm not aware of any experimental rules for it but I can imagine it would be a beast on the table albeit no transport
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Because pics say it all

This message was edited 2 times. Last update was at 2013/09/27 09:39:58


I have been toying about with the idea of 3 10men sternie squad w/combi weapons with Pedro, chappie and a librarian with null zone and done shield all in drop pod 
   
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Longtime Dakkanaut




Macclesfield, UK

 darthnatus wrote:
I have Blood Angels I'm over 1000 points now and heavy support is becoming a very important slot in my army, I was thinking take a Stormraven a Devastator Squad and a Predator for bigger point games but if the Vindicator could do one of these jobs better (and I would be taking a Land Raider(s) and rhino(s) and baal predator(s) so those would be doing their jobs already)


"What do Vindicators bring to the table?"

24", S10 AP2 blasts.

Remember the BA Vindi is also a fast vehicle, so you can move and fire that blast.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

STR 10 templates are no joke. They can really mess up vehicles.
   
Made in gb
Drakhun





They bring pie plates of DOOOOM!!!!!!


Seriously, hide it near an objective and dare the opponent to come and get it. Seeing as BA vinds are fast, they will reliably kill anything on the table in one hit that isn't a MC. And even a few which are.

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Screaming Shining Spear





Central Pennsylvania

They also do well against bike armies that rely on that Tough 5 to soak a lot of fire. Dropping that template on a squad of Ravenwing Knights for the Invuln/Cover or die save...is fun.

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Don't your silly supercharged vindi also scout?

they bring to the table one heck of a threat range.

 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

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Send help!

 
   
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UK

The Vindicator puts a sum of wounds on heavy infantry squads and tackles hordes. And that's pretty much it for effective fire.

I don't use them for a number of reasons:

1) I'd take Tri-Las Preds, Devastators, Thunderfire Cannons and everything else in HS over them any day of the week - despite the fact none of them fulfil quite the same role (bar the TFC, which is a million times better at wiping a lot of scoring units off objectives and gives you bolster defences and a Techmarine to boot)

2) They suck against MC's, and cripple your ability to deal with them by restricting access to units that shave wounds off them effectively. (as in 1))

3) They require your opponent to present valuable targets to you. Sure, its great on that one occasion you're facing something like maybe Draigowing, but when your opponent is on the other side of the board and it takes 1-2 turns just to get into position, only to fire a single pie plate (that might miss) at a unit like Firewarriors or a squad of 5 MEQ possibly at best that doesn't exactly make for efficient points return.

4) Defence mechanisms are too common. Bikes get low jink saves, infantry cower in hard cover, you get Deathstars that aren't intimidated (such as the Farsight bomb or the Screamer Star) in the slightest, amongst a host of other things.

5) The famous time repeated point that they're a massive target priority and they're easy to neutralize.

This message was edited 3 times. Last update was at 2013/09/27 18:06:18


 
   
Made in us
Death-Dealing Ultramarine Devastator





 Mr.Omega wrote:
The Vindicator puts a sum of wounds on heavy infantry squads and tackles hordes. And that's pretty much it for effective fire.

I don't use them for a number of reasons:

1) I'd take Tri-Las Preds, Devastators, Thunderfire Cannons and everything else in HS over them any day of the week - despite the fact none of them fulfil quite the same role (bar the TFC, which is a million times better at wiping a lot of scoring units off objectives and gives you bolster defences and a Techmarine to boot)

2) They suck against MC's, and cripple your ability to deal with them by restricting access to units that shave wounds off them effectively. (as in 1))

3) They require your opponent to present valuable targets to you. Sure, its great on that one occasion you're facing something like maybe Draigowing, but when your opponent is on the other side of the board and it takes 1-2 turns just to get into position, only to fire a single pie plate (that might miss) at a unit like Firewarriors or a squad of 5 MEQ possibly at best that doesn't exactly make for efficient points return.

4) Defence mechanisms are too common. Bikes get low jink saves, infantry cower in hard cover, you get Deathstars that aren't intimidated (such as the Farsight bomb or the Screamer Star) in the slightest, amongst a host of other things.

5) The famous time repeated point that they're a massive target priority and they're easy to neutralize.


I disagree.

1. All of those units fill different roles than the Vindicator. They can be specialized to do a better job of a single task, but none of them can cover all bases (anti-troop/elite/armor, armor saturation, threat saturation) the way a Vindicator can.

2. I agree that the least efficient use of a Vindicator is shooting MC's. That said, if you are taking Vindi's then you should know to take other things in your list that are capable of hurting MC's (Sternguard, Typhoons, plasma, melta, weight of fire).

3.Vindicators are pretty averagely costed for Heavy Support options. They destroy everything from the lowliest cultist to a decked out terminator to an armored vehicle with the same impunity. High value is not required for them to kill a target.

4. These defense mechanisms apply equally to everything that might be trying to kill a unit. They are no more or less affective against a Vindicator than anything else that is shooting at them. Barring special rules like Ignores Cover, of course.

5. Vindicators are not any easier to neutralize than any other Space Marine tank save the Land Raider. The Predator can simply hide behind cover at range and is usually so much less threatening that it doesn't receive the attention that the Vindicator would. With intelligent play and tactics you can quite easily keep your Vindicators getting cover saves and not exposing their side armor. Many will agree with me that bringing Vindicators, with their high target priority, allows you to dictate the terms of a battle to a greater degree than anything except maybe drop podding, and there is value to be had in that.

Another neglected benefit of Vindicators is anti-armor. It is hard to miss with the large blast plate and Str10 Ap2 Ordinance makes your odds quite high of penetrating or otherwise damaging an armored target. A tri-las Predator or LC Devestators are only better than the Vindicator at ranged anti-armor and MC's and then will be far less useful than the Vindicator against anything else.

Vindicators simply give a Space Marine player supreme versatility.

- For Macragge, Guilliman, and the Emperor
They're one of the legions with the lost Primarchs, their primarch currently wandering around dazed and confused in an alternate reality where he is known as Jean Luc Picard.

MagickalMemories wrote:
A Vindicator without a dozer blade just looks like a Rhino with an erection.

Kilkrazy wrote:All we moderators hate each other intensely, but we hate users even more and that keeps us tight.
 
   
Made in us
Trigger-Happy Baal Predator Pilot






 Senortaco wrote:
If I'm not wrong, there is a land raider variant called the land raider ares which sported a demolisher cannon, siege shield, hull mounted assault cannon and twin linked heavy flamers. I'm not aware of any experimental rules for it but I can imagine it would be a beast on the table albeit no transport


I would love to find some rules for that, but forge world doesn't even sell that model any more, leading me to believe that it has been retired :(
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

I don't think they ever sold that model.

It was always an Appoc model you had to build yourself out of a Landraider kit and a Vindicator kit.

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Belly wrote:

And the model looks pretty awesome when it's got the seige shield. Without it, it's like seeing someone without their glasses for the first time.

That is literally the best analogy I have ever heard...

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UK

 UltraTacSgt wrote:
 Mr.Omega wrote:
The Vindicator puts a sum of wounds on heavy infantry squads and tackles hordes. And that's pretty much it for effective fire.

I don't use them for a number of reasons:

1) I'd take Tri-Las Preds, Devastators, Thunderfire Cannons and everything else in HS over them any day of the week - despite the fact none of them fulfil quite the same role (bar the TFC, which is a million times better at wiping a lot of scoring units off objectives and gives you bolster defences and a Techmarine to boot)

2) They suck against MC's, and cripple your ability to deal with them by restricting access to units that shave wounds off them effectively. (as in 1))

3) They require your opponent to present valuable targets to you. Sure, its great on that one occasion you're facing something like maybe Draigowing, but when your opponent is on the other side of the board and it takes 1-2 turns just to get into position, only to fire a single pie plate (that might miss) at a unit like Firewarriors or a squad of 5 MEQ possibly at best that doesn't exactly make for efficient points return.

4) Defence mechanisms are too common. Bikes get low jink saves, infantry cower in hard cover, you get Deathstars that aren't intimidated (such as the Farsight bomb or the Screamer Star) in the slightest, amongst a host of other things.

5) The famous time repeated point that they're a massive target priority and they're easy to neutralize.


I disagree.

1. All of those units fill different roles than the Vindicator. They can be specialized to do a better job of a single task, but none of them can cover all bases (anti-troop/elite/armor, armor saturation, threat saturation) the way a Vindicator can.

A) Indeed, because I would prefer to fill my heavy support choice with those efficient solutions rather than a crappy all-round unit. A Tri-Las Predator solves MC and AT problems far, far better than the Vindicator does, and so what if you lose having a pie plate, if you find someone dumb enough to present a squad of heavy infantry with minimal cover, well good luck with that. You still need to move into range which means a turn doing nothing, which means its going to be a target priority if it presents any threat and since you need to move to get into range on a 6x4 board its going to be difficult to conceal the side armour unless your opponent has a crappy deployment or the terrain is extremely favourable.

B)The Predator/Dev Squad is just so much better at AT/Anti-MC (and if you neglect the latter, you die in this edition) I can't ever see a reason for not taking them in a list where you might have chosen Vindicators instead.


2. I agree that the least efficient use of a Vindicator is shooting MC's. That said, if you are taking Vindi's then you should know to take other things in your list that are capable of hurting MC's (Sternguard, Typhoons, plasma, melta, weight of fire).

Sternguard suck at killing MC's without combi-weapons. Typhoons are absurdly easy to kill and are absolutely worthless at killing Riptides or similar units. Plasma requires a short range delivery system, which is risky and unreliable unless you're using drop pods, in which case why the hell are you taking Vindicators. Not that I'm saying its even a bad idea to take plasma delivery systems - but the insurance of having backfield Anti-MC/AT is invaluable.

Melta is a joke. You can fire an entire company's worth of Tactical Squads at a Riptide and still at best shave half the wounds off it, depending on heavy/special weapons. Weight of fire is straight out the window, and requires everyone else to drop their tools and dedicate themselves to killing a single model.

3.Vindicators are pretty averagely costed for Heavy Support options. They destroy everything from the lowliest cultist to a decked out terminator to an armored vehicle with the same impunity. High value is not required for them to kill a target.

You know what else kills Cultists, and does it 2-3 times better? Thunderfire Cannons which ignore cover and kill those cultists on 2's, wiping them off that vital objective in cover where a Vindicator will almost certainly fail to kill every single one. And cost 25 points less. And give you bolster defences, the Techmarine, multiple barrage, and are harder to kill. And fire from the first turn. Sure, they're not AP2, but they can put wounds on, and you should have other units capable of dealing with TEQ anyway.

Terminators get 5+ invulnerable saves at worst outside of cover, and its rare that people take them, much less present them in this form because of the weak invulnerable bar a few exceptions. You will not be killing vehicles easily even with S10 AP2 Ordnance.

4. These defense mechanisms apply equally to everything that might be trying to kill a unit. They are no more or less affective against a Vindicator than anything else that is shooting at them. Barring special rules like Ignores Cover, of course.


Yes, except its one short ranged shot against the defence mechanism vs 3/4 which can fire at long range, from the safety of cover often. Its for this reason that the following statement after the first is matter of factually wrong.

5. Vindicators are not any easier to neutralize than any other Space Marine tank save the Land Raider.

45 degree gun arc which you only have one of (so at best 50:50 chance not to lose the entire appeal straight away) short range, weak side armour which is often exposed, and if gets immobilized its practically useless unless your opponent is a complete idiot.

The Predator can simply hide behind cover at range and is usually so much less threatening that it doesn't receive the attention that the Vindicator would.

Uh, yes? This is exactly why the Predator and Devastator Squad is better.


With intelligent play and tactics you can quite easily keep your Vindicators getting cover saves and not exposing their side armor.

'Easily' is an exaggeration and is purely circumstantial - you go to a tournament with unfavourable cover in the midfield, 6x4 boards and you will find it is not 'easy' to avoid being hit on your side armour. Since you have to go forward and within short range you also face the risk of being destroyed in a charge or by short ranged heavy AT like melta.

Many will agree with me that bringing Vindicators, with their high target priority, allows you to dictate the terms of a battle to a greater degree than anything except maybe drop podding, and there is value to be had in that.

You should not be using your heavy support section costing between 250-375 points as a distraction. As a preventive measure they're largely useless- If the swooping crane kick has no defence, why do you walk into your opponent? This isn't chess where you need to take the place of the piece you're knocking out. In the 41st millennium you're going to find a long range AT weapon is just going to blow it up, or a piece that you can't reliably deal with (like an MC, or a Hammernator squad, or a horde with sufficient distance and S4+ method of CC) is going to come forward and destroy it.


Another neglected benefit of Vindicators is anti-armor. It is hard to miss with the large blast plate and Str10 Ap2 Ordinance makes your odds quite high of penetrating

Using Vindicators as anti-armour is nothing but a side benefit. You have a 29~% chance of instantly destroying an AV12 vehicle that you won't see often. Bearing in mind the circumstantial requirements (range, incompetence of the opponent, cover, which with common 5+ reduces that to 16%) this is not 'being good at AT'. There's a 25% chance of doing the same on an AV13 vehicle out of cover, 12%~ in cover.

For a Predator, the odds of destroying AV12 are 33% out of cover (this isn't factoring in the twinlinked top facing gun) on AV12, and and 22% on AV13 out of cover. In addition you have the safety and comfort of cover, far easier AV13 facing, range and you can fire from the first turn - effectively those odds can be considered doubled for this reason in a variety of instances.



The Predator doubles as a valuable contribution to anti-MC, which has outweighed AT in terms of need in most lists now.

or otherwise damaging an armored target. A tri-las Predator or LC Devestators are only better than the Vindicator at ranged anti-armor and MC's and then will be far less useful than the Vindicator against anything else.

Which is only hordes (which you should already be able to deal with otherwise and can otherwise use a Thunderfire to deal with far better) and heavy infantry, which they're not exactly useless against and you should already have a strong counter to anyway elsewhere.

Vindicators simply give a Space Marine player supreme versatility.

You mean 'crippling under-specialization'


This message was edited 2 times. Last update was at 2013/09/29 22:51:46


 
   
Made in ca
Trustworthy Shas'vre




I have never had the pleasure of being smacked by a Vindicator super pie plate of DOOM yet. But this is because I kill the lone Vindicator my opponent brings before it gets I to range to hurt me.

BA mitigates this somewhat with the extra speed, but really, the best way to run a Vindicator is to try to prevent it from being shot at. This means running it trough and behind terrain, escorting it with screening forces and/or providing something else important to shoot at (ie a second vindicator, Land raiders, Death Star units, etc).

Tau and Space Wolves since 5th Edition. 
   
 
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