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Vostroyan Firstborn rules/unique options and getting the most out of them.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Blood-Drenched Death Company Marine





Mississippi

Ok, so I have a decently large Vostroyan army and am looking to break them out of mothballs for a little fun on the tabletop soon.

I intend to try and use the heirloom weapons rule as widely as I can, obviously, which unfortunately means I would be limited to not really using Flamers, Heavy Flamers, and Meltaguns. That's not to say those weapons are not going to be used, but they will be less present and used in a specific way (drop special weapon squad or a Veteran Squad with 3 meltaguns hopping out of a Valkyrie for example). That said, I intend to run Plasma Guns and Lascannons in my Infantry Squads, with vox casters. I also plan on running cheap screening squads with lasguns and one sniper rifle and a vox caster in them.

Similarly the unique order is kinda different, encouraging you to stay stuck in and still get to shoot instead of falling back and using get back in the fight.

The Vostroyan Relic and warlord trait are both fun and fluffy, and unique, but obviously the combo of grand strategist WL trait and the CP gain relic are superior from a competitive standpoint. Still, I want to field the Vostroyan Relic armor because having a 2+ save and T:4 on a guardsman commander is hilarious to me.

Heirloom weapons also works very well on any of the Demolisher pattern Leman Russes (Punisher, Executioner and Demolisher) giving them 30" range on the Punisher/Demolisher and 42" range in the Executioner. I intend to run a punisher, a standard LRBT, and an Eradicator for my primary heavy tanks, with Griffon mortar tanks providing indirect support fire.

Would love some fellow guard players to offer insight on what works for them, and the 'must take' options. I will note, I own no conscripts, and don't plan on running any.

Thanks for the feedback in advance and take it easy.

-Red__Thirst-



You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in fi
Water-Caste Negotiator





Generally vox casters are considered waste of points when you can just get more commanders.

Vostroyan stratagem is really good on super-heavy or tank commander. I think plasma guns benefit the most from their trait. Rapid firing overcharged plasma to 15" is good. Second one are demolisher pattern Russes as you pointed out.

-Heresy grows from idleness- 
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

Yes, I prefer plasma for my Infantry squads and lascannons. Sadly I only have 3 plasma guns and 3 lascannon HWT bases (I have more flamers and meltaguns at present).

That said, the case can be made fo sniper rifles too in a pure 'cheap screen' Lasgun squad The lasguns all go 30" and the sniper rifles are super cheap and range out to 42". I may run two squads and use a command point to combine them. Not sure.

I'm strongly considering running a squad of Wyrdvane Psykers in the list to give some psychic support (I have a 9 man squad of them.)

Lots of options. List building will continue for now.

Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in us
Regular Dakkanaut




Which baneblade variants are the best for Vostroyan?

Which vehicles benefit the most from a vostroyan build?

Thanks for creating this thread. Good to see some Vostroyan love out there.
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

perrin23860 wrote:
Which baneblade variants are the best for Vostroyan?

Which vehicles benefit the most from a vostroyan build?

Thanks for creating this thread. Good to see some Vostroyan love out there.


Glad to assist, I know there are precious few of us out there.

Baneblade Variant I personally prefer is the Hellhammer variant, which makes a mockery of cover and hits harder than the baneblade, at a MUCH reduced range (2D6 shots, ST:10, AP:-4, D:3, and units hit by it never gain any bonus to their save from being in cover. It's terrifying.). That said, it's still got a 36" range weapon, which becomes a 42" range main gun with the Heirloom Weapons rule. That increases to 52" range with it's 10" movement profile, so it's got enough reach to hit most anything on the board on a standard table,

Were I to run a Baneblade variant, I would run the Hellhammer. It basically deletes units off the board that don't have an Invulnerable save each turn.

I find the units that benefit most are most any leman russ demolisher variant (Demolisher, Executioner, Punisher) and the Eradicator pattern as well, which also gets boosted up to 42" range along side the Executioner. The Exterminator (Autocannon variant) also gets some good use, allowing it to fire it's turret Autocannons out to 54" before it moves, letting it hit lascannon toting infantry without worry of return fire unless those lascannons move up and subsequently suffer a penalty to hit for moving.

Also, a lesser noticed tank that I think benefits greatly is the Devil Dog. Slap a Multimelta in the hull and you have D3+1 30" (15" range half range melta bonus dice). Granted, if you move you're only hitting on a 5+ with those D3+1 shots, but it could be quite effective at dealing with hard targets/armor, especially if you move up turn 1, pop smoke, then turn 2 remain stationary.

Similarly the Hellhound is also a good option with the Multimelta in the hull. If you're in range of the main turret weapon, you should be in range of the 15" half range of the 30" hull multimelta.

Any of the artillery tanks are good, as they all have greater than 24" range artillery shells and benefit greatly from the added range to reach hard-to-target squads on the fringes of the board. I'm personally particularly partial to Griffon Mortars, but Wyverns and other artillery are also excellent.

Hopefully that helps. Take it easy.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in dk
Longtime Dakkanaut




1) Wyrdwane Psykers are a total waste

2) Sniper Rilfles are a total waste

3) Vox casters are not a total waste, but probably still not worth it. Get more commanders instead.

4) Plasmas and lascannons are good options, but you might want to put them in separate squads. Special weapons squads with plasmas are also good

5) The most important weapon in an infantry-squad is the lasgun. It is almosst always worth shooting your heavy weapon with 5+ if it means getting your infantry into-rapid-fire range.
   
Made in ca
Hardened Veteran Guardsman





Combine 2 infantry squads, issue FRFSRF, use Vostroyan stratagem, be in range of Yarrick, use relic to issue another order to same squad, issue re-roll wound rolls of 1. Effective?
   
Made in us
Shadowy Grot Kommittee Memba






 Otto von Bludd wrote:
Combine 2 infantry squads, issue FRFSRF, use Vostroyan stratagem, be in range of Yarrick, use relic to issue another order to same squad, issue re-roll wound rolls of 1. Effective?


Not particularly, seeing as you've just sunk like 400 points into buffing 20 lasguns?

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Sadistic Inquisitorial Excruciator




And 2 CP.


Sniper rifles arn't bad for two points, and a certainly an infinately better use of your points than 5pt Voxes.

Disclaimer - I am a Games Workshop Shareholder. 
   
Made in gb
Longtime Dakkanaut




the_scotsman wrote:
 Otto von Bludd wrote:
Combine 2 infantry squads, issue FRFSRF, use Vostroyan stratagem, be in range of Yarrick, use relic to issue another order to same squad, issue re-roll wound rolls of 1. Effective?


Not particularly, seeing as you've just sunk like 400 points into buffing 20 lasguns?


240 points and 2CP. Neat little interaction, but, as stated, might not be worth it in terms of “efficiency”.
   
Made in us
Heroic Senior Officer





Western Kentucky

I'd argue even your screening squads will want plasma, but that's kind of a to taste thing.

Also, you'll find your unique order is more handy than it first appears. You should always fall back if you can and use get back in the fight, but sometimes that's simply not an option. Unlike other regiments, you have a plan B in that situation. Valhalla's is stronger (since you can have contingency units in the rear that fire into the screen) but even the vostroyan one can help save your bacon.

I've run them a couple of times out of curiosity and have to say that extended rapid fire range is great. Unfortunately it's yet another regiment trait that encourages plasma spam, but hey it's what works right now.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Blood-Drenched Death Company Marine





Mississippi

I got a game in with the army yesterday and have to say, a command Leman Russ Punisher is terrifying. Hands down, it put in some amazing work before finally being destroyed.

Overall, I'm liking what I'm seeing with the army. More playtesting will occur, but I am really liking the Vostroyans rules.

Take it easy for now.

-Red__Thirst-

You don't know me son, so I'll explain this to you once: If I ever kill you, you'll be awake, you'll be facing me, and you'll be armed.  
   
Made in nz
Camouflaged Zero





Auckland, New Zealand

I usually look to spam their strategem so try to get as much CP as I can. Then look to use it on plasma special weapons teams and rough riders. If you don't want scions, the rough riders are good to get around behind and you can keep distance with the added range on the plasmas.

If your attack is going too well, you have walked into an ambush

The easy way is always mined

 
   
 
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