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![[Post New]](/s/i/i.gif) 2013/11/27 23:09:11
Subject: Vespids
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Regular Dakkanaut
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So unless I am mistaken I can take 4 fast units if I take an ally either farsight or tau depending on wich is the main. My idea is to take two full vespid squads and 2 pathfinder squads with warfish; I set the fish right at the deployment edge scout them like 8 in and then have the vespids right behind the fish so at the start of my turn I run them up and embark in the fish then flat out. Next turn if the fish are alive I should be able to deploy them where ever the most dmg is (hopefully wiping out a squad). I don't know what do you guys think is it worth the points?
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![[Post New]](/s/i/i.gif) 2013/11/27 23:15:27
Subject: Vespids
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Dakka Veteran
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Unfortunately, it's not worth the points. Vespid just don't have the damage output. Consider this: an equivalent amount of points of Pathfinders (shooting their carbines) can deal more damage than Vespid...to marines out in the open (the best possible target for Vespid). You would be better off taking just about any other unit in the book.
Also, you can't embark/disembark and go flat-out on the same turn.
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![[Post New]](/s/i/i.gif) 2013/11/27 23:38:16
Subject: Vespids
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Big Mek in Kustom Dragster with Soopa-Gun
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Literally any other unit in the codex kills marines better than vespid, which is sad cuz thats what theyre suppose to do. Ionheads are roughly the same cost as a decent sized vespid squad, more durable, better range, and ISNT fragile as hell. Elites are usually full on tau lists, but not the heavy unless youre taking a lot of hammerheads as it is, in which case you already got an ionhead most likely.
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An ork with an idea tends to end with a bang.
14000pts Big 'n Bad Orkz
6000pts Admech/Knights
7500pts Necron Goldboys |
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![[Post New]](/s/i/i.gif) 2013/11/28 00:27:05
Subject: Re:Vespids
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Regular Dakkanaut
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:\ I was hoping I would hear that it would be some what ok but oh well at least I asked before I dropped like 150 on vespids only to regret it later. Thanks for the input
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![[Post New]](/s/i/i.gif) 2013/11/28 00:29:52
Subject: Vespids
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Legendary Master of the Chapter
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Pesha
Take a full out force org slot of em and watch every opponents head explode from the wacky. you would win EVERY game.
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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.
Oh my god I'm becoming martel.
Send help!
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![[Post New]](/s/i/i.gif) 2013/11/28 20:56:28
Subject: Re:Vespids
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Regular Dakkanaut
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Read the rule book again and unless its errratad you can flat out the turn you embark you just cant tank shock.
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![[Post New]](/s/i/i.gif) 2013/11/28 21:33:46
Subject: Re:Vespids
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Purposeful Hammerhead Pilot
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However being jump infantry, vespids cannot embark upon a devilfish :/ shame really since this would actually be quite a cool little trick, despite vespid still sucking (at least theyre far better than they were in the old book ey!) :(
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![[Post New]](/s/i/i.gif) 2013/11/28 21:57:36
Subject: Re:Vespids
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Regular Dakkanaut
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Really? I thought assault marines could embark or what ever the are called that what I was basing it off of xD ohh well gues ill go back to the rb thanks for telling me that. Sigh read the rb said I could which got my hopes up then I checked the codex... lame
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This message was edited 1 time. Last update was at 2013/11/28 22:09:00
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