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![[Post New]](/s/i/i.gif) 2015/10/29 14:43:43
Subject: Guard Veterans - Special Weapon magic number?
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Stalwart Veteran Guard Sergeant
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A long debated topic, I'm sure, but I'm trying to find the most optimised Veteran Squad loadouts. I play Mech mostly and I love some suicidal meltavets, but what is the magic number of meltaguns in a chimera? 3 and disembark, or 2 to driveby?
Plus, any other ideas on optimised Veteran squads - one of my favourite loadouts at the moment is Forward Sentries, Camo and an Autocannon for 87pts.
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![[Post New]](/s/i/i.gif) 2015/10/29 14:46:04
Subject: Guard Veterans - Special Weapon magic number?
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Ultramarine Librarian with Freaky Familiar
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I prefer two. If your Chimera vets are outside of their metal box then something has gone terrible wrong and they are about to die. Veterans love their metal boxes.
I would give a squad three specials if you were either going to footslog them with camo cloaks or dump them out of a Valkyrie. Or if you just want to bum rush the enemy.
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2015/10/29 19:40:21
Subject: Re:Guard Veterans - Special Weapon magic number?
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Whiteshield Conscript Trooper
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I've had pretty good results with two specials (either melta or plasma) and a flamer/heavy flamer for when the chimera gets charged afterwards.
Agree 100% about not getting out. You bail you fail.
If you're not going mobile the first turn and you have extra points, missile launcher or lascannon has been pretty good to me too.
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![[Post New]](/s/i/i.gif) 2015/10/29 20:57:56
Subject: Re:Guard Veterans - Special Weapon magic number?
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Storm Trooper with Maglight
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Hello Guys.
I still prefer 3 meltaguns for vet's inside a chimera, despite the limited firing ports. I has been said that if you are counting on 3 weapons to fire, something has gone terribly wrong. Well not so much, because now chimeras are not so durable. And even a moderately prepared opponent will have many ways to wreck these chimeras quite too fast. Having your veterans disembarked is in fact quite common. So I hope for the best but plan for though times. However I perfectly understand the rationale for the 2 meltasguns + 1 flamer load-out, and think it is viable too.
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longtime Astra Militarum neckbeard |
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![[Post New]](/s/i/i.gif) 2015/10/29 23:05:27
Subject: Guard Veterans - Special Weapon magic number?
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Decrepit Dakkanaut
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Honestly, if the Veterans are going to be charged, they are going to lose. A Flamer for overwatch will not change that. Stick with three of the same weapon for consistent results.
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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![[Post New]](/s/i/i.gif) 2015/10/30 16:46:15
Subject: Guard Veterans - Special Weapon magic number?
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Whiteshield Conscript Trooper
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Slayer-Fan123 wrote:Honestly, if the Veterans are going to be charged, they are going to lose. A Flamer for overwatch will not change that. Stick with three of the same weapon for consistent results.
I agree with you 95%.
Sometimes you get charged by the last 1-3 remaining guys of a squad you almost wiped. That flamer might make the difference then. I also like taking a guy or two out of a full squad before they wipe out my squishy humans.
But you are mostly right.
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![[Post New]](/s/i/i.gif) 2015/10/30 18:12:33
Subject: Guard Veterans - Special Weapon magic number?
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Rookie Pilot
Ohiowa
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Depends. I like 3 because drive-bys can't benefit from orders which can boost up those weapons to pretty impressive levels. As far as guard goes, I really try and get as high a density of special weapons as I can.
This has three benefits:
1) Points per not las gun shot is generally lower
2) Units are smaller, so CC will eliminate them leaving that unit vulnerable to more shooting
3) Larger units will still get melted with enough concentrated fire, so why pay for ablative wounds who are going to evaporate anyway?
Now, this doesn't deal with the benefits of blobs, which are there, to be sure, but we're talking about special weapons here.
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![[Post New]](/s/i/i.gif) 2015/10/30 18:47:40
Subject: Guard Veterans - Special Weapon magic number?
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Longtime Dakkanaut
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I'm leaning towards 3 still. I know 3 in a Chimera is still great (you often have to reverse it ass backwards then disembark 6" to get in the golden melta range).
Also, for Plasmas I am thinking 3 is also good, since there's decent odds one of them will die at some point, and again you can hail-Mary out of the back and shoot 6 shots a total 24" from your starting position.
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![[Post New]](/s/i/i.gif) 2015/10/31 04:43:19
Subject: Guard Veterans - Special Weapon magic number?
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Shrieking Traitor Sentinel Pilot
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Vets are where you get the most out of your special weapons with bs 4. As many as you can.
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![[Post New]](/s/i/i.gif) 2015/11/02 01:38:36
Subject: Re:Guard Veterans - Special Weapon magic number?
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Willing Inquisitorial Excruciator
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I always take meltas in 3s. Unless I'm firing against something soft like a AV10-11 or against a walker, I'm getting out to shoot all three meltas. The squad likely costs a lot less than my target, and if they do their job, then any survivors are just gravy.
When I run plasma, I go with 2 plasma and one lascannon. But I understand that that may not be a popular choice among some players.
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![[Post New]](/s/i/i.gif) 2015/11/02 01:43:18
Subject: Re:Guard Veterans - Special Weapon magic number?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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I always run them with three. Sometimes they'll have to get out, quite often actually (to get into melta or plasma doulbe-tap range, may need that extra bit of movement to get LoS, their transport may get destroyed, you're deploying them from a non-Chimera transport like a Valkyrie, etc). Additionally, it gives you some redundancy if you take any casualties, for example, from Gets Hot rolles or if your guys disembarked and lost a couple guys before re-embarking.
The case for taking that 3rd special weapon is strong, particularly when it augments the squads firepower so much for such a relatively small additional investment, I find the case for taking just two special weapons to be a significantly weaker option.
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This message was edited 1 time. Last update was at 2015/11/02 01:43:28
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2015/11/02 01:47:28
Subject: Guard Veterans - Special Weapon magic number?
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Ultramarine Master with Gauntlets of Macragge
What's left of Cadia
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I usually run mine with 3 specials (plasma or melta) although I have had some success with just 2 special weapons.
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TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
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