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Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Jump units have no permission to disembark 12" - though you can perform a "move" coming out you must still meet the limitation of disembarking within 6". You'd also run D6 rather than D3, though - *NO* idea where you got that from.

It's also pointless taking Vanguard to contest - Tactical Marines or Scouts would get the same disembark and run, *AND* they can not only contest but also claim the objective. However, as the Stormraven is an Assault Vehicle, you could actually attempt a charge. Vanguard could be useful if you want a shot at ripping a unit off the objective entirely, though that makes no difference unless you have Troops nearby as well.

But, with all of that - it's still not a good idea anyway, because you have 2 or 3 turns for the Stormraven to be shot out of the sky, unit and all.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Road-Raging Blood Angel Biker






 jetstumpy wrote:
 Flavius Infernus wrote:
If I'm remembering Death Company correctly, they get 4 attacks on the charge at str5?

Vanguard Vets get 4 attacks at str4 on the charge, plus one auto-hitting str4 attack (with rerolls to wound if you're playing Ravenguard). That sounds pretty close to me, since we're talking about sending them against models of T4 and less anyway. Also I'm assuming Ravenguard (thus always giving them the Hammer of Wrath) and planning to use the chaplain.

The major problem that regular ASM have against things like space wolves, which the OP mentions he faces a lot, is that space wolves get the same number of attacks as ASM. Blood Angels too. So if you're planning to take on even basic grey hunters, you need a 2:1 or better numerical advantage to win that fight.

Vanguard Vets with the extra attack and the HoW attack can take on space wolves 1:1 and win, even without power weapons or relic blades (or storm shields). And they leave your fast attack slots open.

10 Vanguard Vets with jumppacks and nothing else costs less than a storm raven. Take two units of VV instead of one and a SR, deploy them on the table, and even if one unit gets shot up on the way in, you can assault with the other unit in turn 2 without needing to depend on storm raven survivability or unreliable reserves rolls.

Reserves aren't generally an issue since I will run either Tigurius or Captain Sicarius, but I do see your point ablout using more Vets and dropping the raven. I plan on trying it both ways, but I love the idea of the vets pouring out of the back of a stormraven and crushing a squad without warning.


While the Blood angles are expensive you may consider allying them in. Then instead of taking your assualt squads, take a blood angels assualt squad or two. even a VV. Since on turn 2 they will almost always deepstrike and only scatter up to 6". Combine this with SS/PW. And you will wreck most defensive lines.


Automatically Appended Next Post:
Plus the priests for elite slot (yes expensivish)

This message was edited 1 time. Last update was at 2013/10/04 11:58:56


------------------------------------------------------------------
Why would you deep strike a lander raider?

Because i can and hey it worked didn't it?

BA-4k+ Gaurd 4K+
Tau 4k+ 
   
Made in us
Bounding Black Templar Assault Marine





Quincy, IL Hit me up if you are around and want to play

I would really say they shine the most in a ultra marine list in a pod and you bring 10 in with 2 melta bombs. Turn you land combat squad and then throw two gernades at what ever you are trying to kill, next turn pop reroll charge and tie up as much as you can!

Check out my battle reports at http://www.youtube.com/user/theblessing8386/videos and see the models you trade me duke it out! 
   
Made in gb
Lone Wolf Sentinel Pilot





UK

I've been looking at using this configuration, just for testing:

Sarge with Power Fist
2x Marines with bolt pistol, lightning claw
2x Marines with power axe, storm shield
Jump Packs
-215 points

This unit is fairly flexible and can tackle or have a go at some of the heavier weight CC units and low-mid effectiveness MC's, but really it comes in to its own if you add either a Captain or Chapter Master with the eternal shield, a CC weapon like a Thunderhammer and preferably artificer.

Using the Storm Raven is fluffy but I doubt it'd work. I've had far too many occasions where my Storm Eagle/Raven has died before deploying the unit inside and the gamble has not paid off.

The price point is interesting. A 3THSS/2LC Terminator assault squad has more small arms durability, 5+ invulnerables when the front dudes get white washed, and 2 thunderhammers where the Veterans have axes, as well as the extra LC.

The Vanguards are twice as mobile and reliable at getting in combat, and don't require an expensive method of delivery like a Land Raider, but do well with some consideration. Its obvious to see why people will always favour the boring old assault terminators but personally the power of the Vanguards single greatest advantage is worth quite a fair bit, and I think it might be worth the trade off.

This message was edited 1 time. Last update was at 2013/10/04 21:21:47


 
   
Made in us
Boom! Leman Russ Commander








You....can throw meltabombs?????????

.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

General Hobbs wrote:


You....can throw meltabombs?????????


No, but that wasn't what was actually mentioned. I presume theblessing8386 meant frag and krak grenades and that the melta bombs are for harder targets in the following turns.

This message was edited 1 time. Last update was at 2013/10/05 00:11:06


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Boom! Leman Russ Commander






 Super Ready wrote:
General Hobbs wrote:


You....can throw meltabombs?????????


No, but that wasn't what was actually mentioned. I presume theblessing8386 meant frag and krak grenades and that the melta bombs are for harder targets in the following turns.


I misread that. Don't have my rulebook handy, but you can throw 2 grenades and still shoot right? Throw a couple of plasma pistols in there as well.


.Only a fool believes there is such a thing as price gouging. Things have value determined by the creator or merchant. If you don't agree with that value, you are free not to purchase. 
   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

It's one grenade per unit - it's combat squadding that allows him to throw two. One model counts as firing from throwing, all other models can fire as normal, yes. Page 61 onwards.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in gb
Stabbin' Skarboy





armagedon

I've had a good amount of success with a unit of 8 mixed of powerweapons(serg with fist n claw or hammer and shield, plus 2 sword n 1 axe) n standard ccw jump packs are great to keep them hidden, we generally play with plenty of LOS blocking terrain so I can jump them around keeping them in position to snatch away an easy target! My misses necrons don't like seeing them swoop over a building and chew a huge chunk out of a hefty warrior/immortal/deathmark squad.

This message was edited 1 time. Last update was at 2013/10/06 08:57:05


3500pts1500pts2500pts4500pts3500pts2000pts 2000pts plus several small AOS armies  
   
 
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