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The army i went with at 500 pts was
2 squads of 9 vangaurd i think- the warlord had 2 plasma calivers
2 dagoons
1 squad of 5 ironstriders
the rangers simply cant match the vangaurd in fire power against any unit and the range isnt a big deal because 500 pts is a smaller board and all your units have scout anyways. On top of that the vangaurds CC and over watch is a lot better as well.
dagoons provide anti tank with 2 being 8 str 8 hits (not to mention taser) initiative 6 on the charge and av 11 2 hull points with 5+ cover makes it really hard for them to die in low point battles if your smart, and dunestrider makes them move very quick and crusader gives even more potential with sweeping advanve
basically your priority targets are the few units that can kill the dagoon.
against a space marine 500 pts( 2 tac squads 5 bikes [1 was a librarian]and 5 scouts) my vangaurd killed the bikes and 1 tac squad turn one simply because of the number of hits at bs 6 with 30 dice
its important to note you cant charge turn 1 on a scout move so be prepared for your vangaurd to do the work with the dagoons and ironstriders as a safety net
the only problems you might face is night fighting turn one or not going first because you may lose some vangaurd. just be smart and put them in cover in the middle of the board
ironstriders are better vs infiltraiters in low point because infiltrate isnt a big benefit as you cant get into cc turn one anyways and theyre stronger in CC in my opinion. i ran mine base. they both do have FnP so they are resistent not to mention 2 wounds each, and if they do get into troube in CC boost theyre weapon skill to 7
i would say be sure to charge with the dagoons and ironstriders and get charged with vangaurd and know what every weapon does so you dont miss out on anything
if you wanted swap out the ironstriders for more dagoons and vangaurd.
Automatically Appended Next Post: I would only pick rangers because i could put them on a far away objective and theyed be out of the way of the rest of my army when I stampede forward but I've tabled my openents turn 3 so
In terms of weapon knowledge vangaurds rad gun the tazer lance and ironstriders all get buffs on 6's don't forget about them and don't forget about the ironstriders grenades and furious charge- turn one buff BS to max as your troops can't get into CC with the scout move unless they get charged, from there decide whats more important at that turn and how much is it important- the CC or shooting Automatically Appended Next Post: Also by running the Skitarii 2 troops you get scout and crusader andyour Warloard gains preferred enemy which is why you give his unit the Gets hot weapon- and to ucan also reroll your warlord trait Automatically Appended Next Post: The Skitarii detachment * Automatically Appended Next Post: Sorry this is a lot lol
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