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![[Post New]](/s/i/i.gif) 2019/11/24 07:27:53
Subject: Smash Captain vs Vanguard Vets.
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Wicked Wych With a Whip
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So Captain Smash fether is a Captain with a jump pack Thunder Hammer and maybe a warlord trait and relic right? He is pretty awesome. Before the bonus attack all space marines got he had what 6 attacks and a fight twice? 3 times if he died.
So 5 Van vets get 16 attacks including the sargent. And a fightbtwice. Death guard (blood angles) get 21, 26 with the Sanguinter near by. Wolf guard can get 3 or 4 extra attacks each if you can overlap the bubbles properly. 1 for that rock, 2 different warlord traits, 1 for a named charcter.
Seems even better than a smash Captain but I haven't noticed any one using them or talking about it.
Am I missing something?
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This message was edited 1 time. Last update was at 2019/11/24 12:30:18
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![[Post New]](/s/i/i.gif) 2019/11/24 11:38:32
Subject: Smash Captain vs Vanguard Vets.
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Plastictrees
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Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2019/11/25 01:06:45
Subject: Smash Captain vs Vanguard Vets.
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Wicked Wych With a Whip
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Flavius Infernus wrote:Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
Ahh that makes sense. Still I would think a 5 man squad with 12 inches of movement would bevable to find places to hide. You've played them not me but I'm suprised.
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![[Post New]](/s/i/i.gif) 2019/11/25 01:41:46
Subject: Smash Captain vs Vanguard Vets.
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Decrepit Dakkanaut
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Headlss wrote: Flavius Infernus wrote:Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
Ahh that makes sense. Still I would think a 5 man squad with 12 inches of movement would bevable to find places to hide. You've played them not me but I'm suprised.
Relics come into play too. Even the super simple Master Crafted weapon will be better for a Captain than trying to throw it on a Sergeant really.
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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) 2019/11/25 02:18:25
Subject: Re:Smash Captain vs Vanguard Vets.
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Ancient Venerable Dark Angels Dreadnought
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That being said, my RG are running 8 VVs right now, 4 hammers, 2 claws, 2 SS/CS. Deepstrike with Shrike and near Chaplain with +2 to charge.Can only get 1 character plus change for equal points cost.
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![[Post New]](/s/i/i.gif) 2019/11/25 14:17:50
Subject: Smash Captain vs Vanguard Vets.
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Plastictrees
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Headlss wrote: Flavius Infernus wrote:Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
Ahh that makes sense. Still I would think a 5 man squad with 12 inches of movement would bevable to find places to hide. You've played them not me but I'm suprised.
Thunderfire cannons are in pretty much every space marine army in my meta, so cover doesn't help and outranging them is impractical. The Tremor Shells don't affect Vanguard Vets, but two volleys of TFC in devastator doctrine will kill 2-4 of them about 70% of the time. If they all have storm shields, that drops to about 1-2 models, but it's not unusual to see 3 TFC, which is enough to cripple a unit of 8 to the point where they can't do anything useful anymore.
You can drop them from orbit, but RG are not Blood Angels, and trying to charge 9" off a drop has a lot of fail points:
-In my local meta, more armies have Phobos Infiltrators than not. You can't even declare a charge outside 12", and Infiltrators are surprisingly hard to shift.
-You have to start the chaplain on the board, have to pull off the 3+ roll in the right turn, and have to get him to the right spot to get the +2" (this will get a little easier with the master of sanctity reroll)
-Even with Shrike's reroll, that's a 43% fail on the charge. If you fail, your VV unit is dead. (A character who fails a charge can still hide behind a chaff unit for a turn.)
-Forget about charging a repulsor/impulsor from deepstrike
Overall I've found that it's better for RG to start the Jump Pack Assault guys on the table and use movement to get them into range. That way you don't depend on coming up with the magical 9 at the key moment or else losing your 200-point unit. They survive a little better if you also are sending assault centurions and 2-3 characters (smash captains and a chaplain) and maybe some scouts and whatever else you have all at the same time.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2019/11/25 23:00:59
Subject: Smash Captain vs Vanguard Vets.
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Longtime Dakkanaut
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In the case of Blood Angel Smash Captains, they have a couple of other things in their favour over Van Vets. Firstly, the Red Rampage stratagem gives them an extra D3 attacks. Secondly the Relic Jump Pack negates overwatch which is potentially huge against some targets.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2019/11/26 04:06:53
Subject: Smash Captain vs Vanguard Vets.
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Ancient Venerable Dark Angels Dreadnought
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Flavius Infernus wrote:Headlss wrote: Flavius Infernus wrote:Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
Ahh that makes sense. Still I would think a 5 man squad with 12 inches of movement would bevable to find places to hide. You've played them not me but I'm suprised.
Thunderfire cannons are in pretty much every space marine army in my meta, so cover doesn't help and outranging them is impractical. The Tremor Shells don't affect Vanguard Vets, but two volleys of TFC in devastator doctrine will kill 2-4 of them about 70% of the time. If they all have storm shields, that drops to about 1-2 models, but it's not unusual to see 3 TFC, which is enough to cripple a unit of 8 to the point where they can't do anything useful anymore.
You can drop them from orbit, but RG are not Blood Angels, and trying to charge 9" off a drop has a lot of fail points:
-In my local meta, more armies have Phobos Infiltrators than not. You can't even declare a charge outside 12", and Infiltrators are surprisingly hard to shift.
-You have to start the chaplain on the board, have to pull off the 3+ roll in the right turn, and have to get him to the right spot to get the +2" (this will get a little easier with the master of sanctity reroll)
-Even with Shrike's reroll, that's a 43% fail on the charge. If you fail, your VV unit is dead. (A character who fails a charge can still hide behind a chaff unit for a turn.)
-Forget about charging a repulsor/impulsor from deepstrike
Overall I've found that it's better for RG to start the Jump Pack Assault guys on the table and use movement to get them into range. That way you don't depend on coming up with the magical 9 at the key moment or else losing your 200-point unit. They survive a little better if you also are sending assault centurions and 2-3 characters (smash captains and a chaplain) and maybe some scouts and whatever else you have all at the same time.
If you have a JP Chaplain moved up the table with +2" to charge, it makes the charge from deepstrike a 7, with rerolls.
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![[Post New]](/s/i/i.gif) 2019/11/26 04:14:17
Subject: Smash Captain vs Vanguard Vets.
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Wicked Wych With a Whip
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I might be lucky in terrain. I have never had a table where I could hide a whole army, but I have never had any trouble hidind a 5 man squad.
Vets with jump packs should be able to find cover enough to get into threat range. And if they hit you with 3 Thunder fire cannons, well thats a bad match up but you did bring more army right? Artillery shooting at your storm troopers aren't shooting at your heavy weapons.
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![[Post New]](/s/i/i.gif) 2019/11/26 17:30:12
Subject: Smash Captain vs Vanguard Vets.
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Plastictrees
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bullyboy wrote: Flavius Infernus wrote:Headlss wrote: Flavius Infernus wrote:Character targeting rules protect a smash captain until he gets into combat.
My Vanguard Vets nearly always have to eat at least one turn of shooting (and don't always survive it) before they can get stuck in.
Ahh that makes sense. Still I would think a 5 man squad with 12 inches of movement would bevable to find places to hide. You've played them not me but I'm suprised.
Thunderfire cannons are in pretty much every space marine army in my meta, so cover doesn't help and outranging them is impractical. The Tremor Shells don't affect Vanguard Vets, but two volleys of TFC in devastator doctrine will kill 2-4 of them about 70% of the time. If they all have storm shields, that drops to about 1-2 models, but it's not unusual to see 3 TFC, which is enough to cripple a unit of 8 to the point where they can't do anything useful anymore.
You can drop them from orbit, but RG are not Blood Angels, and trying to charge 9" off a drop has a lot of fail points:
-In my local meta, more armies have Phobos Infiltrators than not. You can't even declare a charge outside 12", and Infiltrators are surprisingly hard to shift.
-You have to start the chaplain on the board, have to pull off the 3+ roll in the right turn, and have to get him to the right spot to get the +2" (this will get a little easier with the master of sanctity reroll)
-Even with Shrike's reroll, that's a 43% fail on the charge. If you fail, your VV unit is dead. (A character who fails a charge can still hide behind a chaff unit for a turn.)
-Forget about charging a repulsor/impulsor from deepstrike
Overall I've found that it's better for RG to start the Jump Pack Assault guys on the table and use movement to get them into range. That way you don't depend on coming up with the magical 9 at the key moment or else losing your 200-point unit. They survive a little better if you also are sending assault centurions and 2-3 characters (smash captains and a chaplain) and maybe some scouts and whatever else you have all at the same time.
If you have a JP Chaplain moved up the table with +2" to charge, it makes the charge from deepstrike a 7, with rerolls.
Right, that's my point. There's a 33% fail on the litany, and about a 17% fail on the rerolled 7 on top of that, and you have to have everybody in the right spot at the right time. For me, that's too random. I'd rather just move up the table.
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"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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![[Post New]](/s/i/i.gif) 2019/11/26 23:24:28
Subject: Smash Captain vs Vanguard Vets.
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Wicked Wych With a Whip
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Since you can't deep strike t1 and you can move 24 inches easy in 2 turns with jet packs I ususally deploy on the board.
I do with dark elfs (in spaaace) any way but its the same idea with jump troops.
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