Switch Theme:

Platoons or Veterans?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Lone Wolf Sentinel Pilot





It's as simple as that, which is better in the current meta? I'm debating between running a base platoon with flamers or melta on the PCS in chimeras, or running chimera vets loaded up with melta and plasma.
   
Made in us
Boom! Leman Russ Commander





Princeton, WV

Not sure myself. I just started a IG army myself. I got at least 100 bodies for platoons. I was thinking I was going to use them so I could spam heavy weapon teams. I got 10 lascannons and enough bits to make another 15 teams. Of course I deal with a lot of Wraithknights (one guy has five).
   
Made in us
Regular Dakkanaut





What does the rest of your army look like? If you need DZ defense, a blob platoon with Autocannons and a priest are good for that, if you want something more mobile with a heavier punch in a smaller package, Vets are good for that.
   
Made in ca
Regular Dakkanaut




In my experience, platoons are better because: A) they can take some fire when blobbed up. B) can be decent in melee with a priest and the right upgrades C) work very well with Coteaz for defending long range tanks or artillery and D) can protect your heavy weapons by positioning them properly.

I guess it depends on who you are playing but my poor veterans always die horribly because their chimeras are destroyed very early and they have too few numbers to survive any fire once they are disembarked.
   
Made in us
Rookie Pilot



Ohiowa

As said, depends since the two squads fulfill different roles. Vets are hammers with better special weapons and better BS. They can be made more durable with chimeras and camo gear, but I wouldn't count on them for staying power unless you are spamming them to the tune of 6-10 squads. That said, they are great when combined with drop pods.

Platoons show well when supported by psychic powers and the right upgrades. Personally, I wouldn't leave home without a conclave and desert raiders from IA3. This makes them a cheap super unit, letting attached characters bounce wounds forever before having to take a hit to their damage output or scoring abilities. Las cannons, force axes, and melta bombs are a staple. Also requires fewer orders issuing models to be on the table since you get more bang for each order buck with the blob.

For those arguing the output of vets, recall that a platoon command squad has the exact same close range firepower as does the vet squad and can fit in pods etc. just as easily. The issue comes if you want to mechanize. In this case, I feel like you can take platoons, but I'd use the platoons on the ground and put special weapons squads in the chimeras so you have both blobs and mechanized special weapons.

All in all, it's up to you. Supported blobs are great. Veterans are awesome in their simplicity.
   
Made in us
Fiery Bright Wizard






Idaho

simple as this:

Infantry spam: platoons
Heavily mechanized: veterans


I'll never be able to repay CA for making GW realize that The Old World was a cash cow, left to die in a field.  
   
Made in gb
Pyromaniac Hellhound Pilot






I used to run mech vets last edition and now run platoons (going heavy on conscripts with priests)

I think the way to go at the moment is 20-30 man platoons with heavy weapons and a 30-40 man conscript blob with a priest. They're a pain to shift and can handle infantry squads much more than their points value. Not as strong against armour though - you'd need to find that elsewhere in your list.

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in ca
Longtime Dakkanaut





Canada

I normally run a mix of both, Platoons are solid line infantry on foot with a Commissar/Priest to keep them from running, while Vets are best tooled up with special weapons, loaded into a Chimera and sent to kill stuff and take mid-field objectives.


 
   
Made in us
Regular Dakkanaut




 More Dakka wrote:
I normally run a mix of both, Platoons are solid line infantry on foot with a Commissar/Priest to keep them from running, while Vets are best tooled up with special weapons, loaded into a Chimera and sent to kill stuff and take mid-field objectives.



This is the way I run it, too.

 
   
Made in gb
Hardened Veteran Guardsman




Guildford

I've only played three games with my IG, despite purchasing most of the army in November... I run a mech list and include three Vets with meltas in Chimeras for 1,500 point games. They're great for quickly taking objectives and cause a little annoyance here and there. I have found that they're often targeted early and taken out before they get a chance to bust whatever they're racing towards.

I haven't tried running platoons yet, but I have played against a guard player who had a thirty many blob. It was more of an annoyance than anything, but was easily handled with three Wyverns dropping blasts left, right and centre!

3,500 (and building) ASM
3,000 Blood Angels
1500 Eldar (abandoned)

AoS - Beastclaw Raiders, Ironjawz, Night Goblins, and Ogors - Destruction remains unvanquished!  
   
Made in us
Omnipotent Necron Overlord






Vets in Chimera are not that good but not that bad. Vets in drop pod are amazing. Platoons with LC or AC stick around all game and you get a platoon command which does some serious damage. I find platoons end up being great places to place characters - Aint no body want to shoot at a 30 man blob in 4+ cover.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Stalwart Veteran Guard Sergeant





USA

Quite simply, if you haven't gathered this from all the other posters, neither are "Better" as they have different functions.

I've played many matches with both vets and blobs and varying mixes of the two.

Want a more mobile force that can drive up and pretty reliably melta gun a vehicle or MC from the safety of their AV12 transport? Go with Vets.
Want a less mobile force with a measure of flexibility (because orders are awesome) and fearless? Go with Infantry blobs and let the prayers and hymns begin with priests!
Want the best of both worlds? Mix and match accordingly but be tactical about your unit placements and their functions.

My two cents.

- 10,000 pts 
   
Made in au
Missionary On A Mission




Australia

Consider Commissars instead of Priests if you are blobbing a platoon up to form a gunline. The reason being is that Priests make you Fearless, which is great!, but also prevents you from Going to Ground, which is not so great. Given that you can use a Senior Officer to issue the Get Back in the Fight! order to ignore the penalty of Going to Ground, you can easily get 3+ cover saves in ruins or behind an ADL to make your blob of Guardsmen surprisingly resilient (Ignores Cover notwithstanding of course).

This message was edited 1 time. Last update was at 2016/03/24 01:01:11



 
   
Made in gb
Boosting Black Templar Biker






I've been working on an IG detachment for my army, and i've found it depends on how you want your guardsmen to play.

Platoons are great at area denial through mass of bodies on objectives, which really helps anchor your battle lines, or for bubble-wrapping your tanks. They're also a ridiculous offensive tool via orders. I'd give them a flamer minimum (30 guys in a squad, 2 flamers per 10 men iirc, that's a damn painful overwatch!). HWT are great backfield units, stick 'em in ruins, on your objective, whatever.

Vets are best for a true mechanized force (incidentally, more my style of play). Stick 10 in a Chimera, load them up with Meltaguns/Plasmaguns, and just melt anything you drive by. Plus, they're great at quickly stealing objectives (which large blobs cannot do since they're footslogging) since they're the only mobile troops choice you have really.

It's a balance of defence V offence. Pure Meltavet spam is incredibly aggressive and mobile, though will never use orders like blobs do since you shouldn't be entrenched or sitting around unless capping objectives late-game.
Blobs tend to be used as a defensive gunline, but can be used as a massive footslogging-order taking march of doom across the board.
   
Made in us
Stalwart Veteran Guard Sergeant





USA

 GoonBandito wrote:
Consider Commissars instead of Priests if you are blobbing a platoon up to form a gunline. The reason being is that Priests make you Fearless, which is great!, but also prevents you from Going to Ground, which is not so great. Given that you can use a Senior Officer to issue the Get Back in the Fight! order to ignore the penalty of Going to Ground, you can easily get 3+ cover saves in ruins or behind an ADL to make your blob of Guardsmen surprisingly resilient (Ignores Cover notwithstanding of course).


There's a tradeoff. A priest benefits from being an IC (2+ LOS), a 4++, and gives hatred and battle hymns which can turn a blob into a very dangerous meelee combatant. The commissar lets you retreat if your weapons are useless and go to ground. The tactics you go for largely decide which is better for an army. As a side note the commissr also has that slight chance of letting your enemy decide what model he executes.

- 10,000 pts 
   
Made in ca
Fighter Ace






 GoonBandito wrote:
Consider Commissars instead of Priests if you are blobbing a platoon up to form a gunline. The reason being is that Priests make you Fearless, which is great!, but also prevents you from Going to Ground, which is not so great. Given that you can use a Senior Officer to issue the Get Back in the Fight! order to ignore the penalty of Going to Ground, you can easily get 3+ cover saves in ruins or behind an ADL to make your blob of Guardsmen surprisingly resilient (Ignores Cover notwithstanding of course).


Just wanted to point out quickly that GTG behind ADLs gives you a 2+ cover.

Hymns are nice too, but passing a LD test at 7 isn't a given.
   
Made in us
Slashing Veteran Sword Bretheren






question regarding LD check that the priest takes. Whenever you are called upon to make a LD check, don't you use the highest LD model in the unit?

DR:80+S++G++MB--IPw40k12#+D++++A++/fWD013R++T(T)DM+

"War is the greatest act of worship, and I perform it gladly for my Lord.... Praise Be"
-Invictus Potens, Black Templar Dreadnought 
   
Made in gb
Pyromaniac Hellhound Pilot






It's FAQed to be just the priest's base leadership I believe, so you can't just stick a commissar or inquisitor in to make the war hymns more likely

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

It has been orders that made my Infantry work well.
Company command squads orders work on both types of unit.
Platoon command squads orders do too, but you have to take infantry units to get them, and the orders are not as good.
But, orders cannot be issues into vehicles or buildings, so do not work as well on mech-vets, until they get out.

So, if you are staying on foot, get as many command squads as you can.
If in vehicles, other HQs and add-ons may be better.
Trenches and ADL allow orders too.

This message was edited 1 time. Last update was at 2016/03/30 14:03:27


6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
 
Forum Index » 40K General Discussion
Go to: