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![[Post New]](/s/i/i.gif) 2016/04/12 02:11:44
Subject: Astra Militarum: Mechanized Veterans.
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Dakka Veteran
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Hey mates. Looking to get some feedback as I am in the process of mixing up my list to try new ideas and currently I'm debating on how many Mechanized Vet Squads to field. Right now in games of 1500 to 2000 points, I field anywhere from 4x to 6x Vet Squads (or Grenadiers depending on the list), with each Squad having 2x Meltaguns.
For me so far, this has worked out very well, but there are games where I do feel that it may a bit overkill as I could use the points for other things. Anyways, Which IG list do you run (Standard or FW), how many Vet Squads (or the equivalent) do you run in your list, and how do you load them out? And what units do you use to support them. Appreciate the feedback.
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This message was edited 1 time. Last update was at 2016/04/12 02:15:26
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![[Post New]](/s/i/i.gif) 2016/04/12 06:30:59
Subject: Astra Militarum: Mechanized Veterans.
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Death-Dealing Devastator
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I don't generally run my Guard in Chimeras (I use my Veterans to form a static gunline while my blobs push forward), but consensus is usually that the full compliment of special weapons is wise, so I'd be going for all the Plasma against anything with a blanket 3+ save or better (and Carapace Armour to mitigate some of the over-heating), Meltas against mechanised foes (and the Demolitions doctrine, if you have the points). Flamers can work, but the circumstances are more limited than the other two options. Four of these units in any combination should be sufficient to achieve most common objectives, if suitably supported. Obviously you need a Company HQ to run behind them, also in a Chimera. Either that or a Tank Commander (Pask, if you fancy).
When it comes to support, you have some great options in the Guard Codex. The standard Russ can take on all sorts of targets from extreme range, while Wyverns will absolutely decimate light infantry. Vulture gunships are among the best (read 'most versatile') aerial units in the game for their cost. When it comes to dealing with things like Centurions, Paladins, Deathwing Knights and such, I have a real soft spot for the Bane Wolf acid-sprayer.
However you go, remember that your enjoyment of the game is the most important thing. If you find that you're not having fun with a build, don't be afraid to re-write it.
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This message was edited 1 time. Last update was at 2016/04/12 06:40:07
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![[Post New]](/s/i/i.gif) 2016/04/12 13:46:35
Subject: Astra Militarum: Mechanized Veterans.
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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I use a demolition squad, fully melta.
The problem it has is getting close enough to the target, but really hurt when they get there. The demo charge can make a big difference, if it goes far enough in the right direction. I have yet to get close enough to use the melta bombs, though. I really need to get more squads of them, but I usually play at 1000 points.
If I was using Valkyries, I would put them in there, but they're wasting time while in reserve. It is either that, or risking getting popped when moving into range.
Melta guns have a habit of fluffing their rolls, and either fail to hit or damage more than they should.
I usually to to keep a complimentary Hellhound variant with them. Being able to have 2+ AT vehicles of different types works better than just 1, or mixing types (flamer, S6, or similar).
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![[Post New]](/s/i/i.gif) 2016/04/12 13:52:42
Subject: Astra Militarum: Mechanized Veterans.
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Ollanius Pius - Savior of the Emperor
Gathering the Informations.
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Ironwolf45 wrote:Hey mates. Looking to get some feedback as I am in the process of mixing up my list to try new ideas and currently I'm debating on how many Mechanized Vet Squads to field. Right now in games of 1500 to 2000 points, I field anywhere from 4x to 6x Vet Squads (or Grenadiers depending on the list), with each Squad having 2x Meltaguns.
For me so far, this has worked out very well, but there are games where I do feel that it may a bit overkill as I could use the points for other things. Anyways, Which IG list do you run (Standard or FW), how many Vet Squads (or the equivalent) do you run in your list, and how do you load them out? And what units do you use to support them. Appreciate the feedback.
You might want to look at the Cadian formation called the "Emperor's Blade Assault Company". It's Mechanized Veterans with a Company Command Squad and a squad of Hellhounds. The formation has some really nice special rules.
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![[Post New]](/s/i/i.gif) 2016/04/14 12:14:27
Subject: Astra Militarum: Mechanized Veterans.
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Longtime Dakkanaut
Orlando
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I fielded a 6 unit mech vet company with half 3xmelta squads and half 3xplasma squads along with a CCS with all melta in a chimera, four Leman Russes of various types(two were demolishers) and two Wyverns vs last edition of elder with three WKs multiple bike squads and other odds and ends. It was a blowout with me wiping a bike squad a turn with the wyverns in cover and the infantry swarming the WKs with mass ap 1 and 2 and simple mass fire from the tracks. I might have lost a LR and possibly a chimera but not entirely sure.
That said, it was a fairly boring list to play. No pizazz, no style, not my kind of list. If I do IG again, I will stick to Airborne.
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If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM! |
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![[Post New]](/s/i/i.gif) 2016/04/14 15:06:26
Subject: Re:Astra Militarum: Mechanized Veterans.
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Preacher of the Emperor
Hanford, CA, AKA The Eye of Terror
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For me I never equip them with more weapons than there are hatches on the vehicle, with the exception of maybe a heavy flamer, meaning that typically I will run 2x melta or plasma and a heavy flamer points permitting. No point in ever using 3 since only 2 can fire, and the flamer is good for overwatch and if you do jump out you're going to be close range anyways
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17,000 points (Valhallan)
10,000 points
6,000 points (Order of Our Martyred Lady)
Proud Countess of House Terryn hosting 7 Knights, 2 Dominus Knights, and 8 Armigers
Stormcast Eternals: 7,000 points
"Remember, Orks are weak and cowardly, they are easily beat in close combat and their tusks, while menacing, can easily be pulled out with a sharp tug"
-Imperial Guard Uplifting Primer |
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![[Post New]](/s/i/i.gif) 2016/04/16 06:18:37
Subject: Re:Astra Militarum: Mechanized Veterans.
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Boom! Leman Russ Commander
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generalchaos34 wrote:For me I never equip them with more weapons than there are hatches on the vehicle, with the exception of maybe a heavy flamer, meaning that typically I will run 2x melta or plasma and a heavy flamer points permitting. No point in ever using 3 since only 2 can fire, and the flamer is good for overwatch and if you do jump out you're going to be close range anyways
Statistically you more than likely you will have a plasma gun over heat so personally plasma squads should run a 3 specials.
Honestly if your running vets I've heard people say that at minimum you should have at least 1 vet unit in chimera per 500pts. Obviously if you need more troops add more but just saying for a minimum that's what I would do as well. When I run vets in chimeras I will never field less than 3. I will always aim for 3+ and usually I will use them as a mobile element.
Also I've heard some people have success with running vets with heavy weapons and sitting back and letting the dedicated troop transport drive around and grab objectives. And once the enemy is damaged enough let the troops slowly walk up the board then.
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