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Made in us
Decrepit Dakkanaut






Omadon's Realm

Got some of the scary velociraptor-mantis robots recently and have been wondering how best to use them, most especially with an eye to keeping a cortex controller with them given their fleet and scouting.

Also weapon loadouts and upgrades? I figure the biocorrosive rounds are a must and the irad cleanser as well, but what about grenades?



 
   
Made in gb
Aspirant Tech-Adept





Brizzle

Grenades are a must for charging into cover, Bio rounds are also a pretty solid choice. I prefer the lightning gun to cleanser as with vorax you tend to be the one charging and from usually near the max charge range, so the cleansers rarely get many shots.

If you're running legio cybernetica then cortex range shouldn't be a problem. If not then a jet pack magos with some thallax can keep up pretty well, but even so, the only turn you'll be out of range is your first charge which doesn't matter too much
   
Made in gb
Towering Hierophant Bio-Titan





Fareham

I'll agree that grenades are a must.

Bio corrosive rounds are also worth it IMO, S3 shooting in 30k is pretty useless, so poisoned earns it's money back.
While it cuts your range a lot, your better off being close anyway.
The blades are pretty useful.

I'm a fan of a cleanser though.
It's nice for mopping up units or weakening them ready for a charge.

   
Made in us
Did Fulgrim Just Behead Ferrus?





Fort Worth, TX

I keep them cheap and just let them be that great big annoying wasp you can't afford to ignore. I usually just "fire and forget" with them, by pointing them at the enemy and letting them how, cortex range be damned. They tend to be rather marvellous at distracting at least a quarter of my opponent's army as a harassment unit.

And don't discount those rotor cannons. Three Vorax can put out quite a lot of shots that still kill a few marines on their way in.

"Through the darkness of future past, the magician longs to see.
One chants out between two worlds: Fire, walk with me."
- Twin Peaks
"You listen to me. While I will admit to a certain cynicism, the fact is that I am a naysayer and hatchetman in the fight against violence. I pride myself in taking a punch and I'll gladly take another because I choose to live my life in the company of Gandhi and King. My concerns are global. I reject absolutely revenge, aggression, and retaliation. The foundation of such a method... is love. I love you Sheriff Truman." - Twin Peaks 
   
Made in us
Regular Dakkanaut




Praevian.

   
Made in us
Decrepit Dakkanaut






Omadon's Realm



How does the praevian keep up with them fleeting? (they were principally bought for my Dark Mech, but should I ever want to use them in my Alphas, advice is still welcome)



 
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

 MeanGreenStompa wrote:


How does the praevian keep up with them fleeting? (they were principally bought for my Dark Mech, but should I ever want to use them in my Alphas, advice is still welcome)


Can't a Praevian take a jump pack?

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
Made in us
Decrepit Dakkanaut






Omadon's Realm

 Vector Strike wrote:
 MeanGreenStompa wrote:


How does the praevian keep up with them fleeting? (they were principally bought for my Dark Mech, but should I ever want to use them in my Alphas, advice is still welcome)


Can't a Praevian take a jump pack?


No. I believe there was some misprint scuffle about it, but it was clarified that although it said 'may not take jet pack' this included jump pack.



 
   
Made in us
Regular Dakkanaut




Fleet is just a re-roll to charge, the whole unit benefits much like a single model with a jump pack can grant you re-rolls on charging for the whole unit.
   
Made in br
Fireknife Shas'el




Lisbon, Portugal

HandofMars wrote:
Fleet is just a re-roll to charge, the whole unit benefits much like a single model with a jump pack can grant you re-rolls on charging for the whole unit.


Not anymore. The 40k FAQ points out that only the model with jump pack can use the re-rolled distance, while the others must use the old roll. Fleet specifically says that the entire unit must have it for it to work.

AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union

 Unit1126PLL wrote:
"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"

 Shadenuat wrote:
Voted Astra Militarum for a chance for them to get nerfed instead of my own army.
 
   
 
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