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Made in ca
Imperial Recruit in Training



Canada

Hey all,

So as a fairly new Guard player, I'm curious as to wether or not it would be worth it to put vox casters in my infantry squads. Are they worth it, or should I just drop them completely?
   
Made in us
Storm Trooper with Maglight





Denver

Drop them and buy more officers to increase your order count (or whatever else you want to do with the points savings).

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

*This means published works by professional artists, not me of course. 
   
Made in ca
Imperial Recruit in Training



Canada

So would I just keep the officers around the squads I wanted to give orders to?
   
Made in us
Regular Dakkanaut




Washington State

They're ok on a mechanized platoon. I like to run a Platoon Commander and a Company Commander in a Chimera with 3 guard squads, two in Tauroxes. You can leave the Company commander inside the Chimera and use the Command Vehicle stratagem to order two squads at 18" range from the tank. With the PC that give an order to each squad for only 15 pts.
   
Made in us
Storm Trooper with Maglight





Denver

Velvet_Thunder wrote:
So would I just keep the officers around the squads I wanted to give orders to?


Yes. With order radius it is not terribly constricting.

Interested in gaming related original artwork?* You can view my collection of 40k, BattleTech, L5R and other miscellaneous pieces at https://www.comicartfans.com/GalleryDetail.asp?GCat=158415

*This means published works by professional artists, not me of course. 
   
Made in us
Heroic Senior Officer





Western Kentucky

For reference, 4 vox casters buys you a platoon commander, 6 buys you a company commander. Usually you're better off just buying more officers. There are exceptions however.

The first would be you have a very limited pool of officers due to slot constraints, like some odd ball tournaments that limit your slots or leagues just starting up. In this case you only have a couple of officers and so to deal with the fact they can't be everywhere at once, Voxes let them order wherever it is needed or hide out of the line of fire should your opponent have snipers. This way if your two squads who need orders are on opposite sides of the board, you can still give them orders. This also works for vets that are outflankers or riding up the field in transports although again, normally you'd just bring another officer.

The second, and more specific example, is Cadians. Cadians have a few different ways to spam a stupid amount of orders. Without Voxes, they require you to bunch your army up into a little murder ball that assault units just love to get mixed up in. Voxes let you use "Superior tactical Training" to order units outside of 6" and let your "free" orders affect units within 6", letting officers like Creed or a Master of Command Commander to order a whole platoon around without them having to be bunched up.

Outside of these specific examples, Voxes are kind of situational and usually only brought to look cool or because you have the models. It's nice if you have very tall buildings or terrain to order guys 6" up a building but normally if they're going to need orders you just put an officer up there with them. Perhaps you need to fall back from combat and the officer nearby died in the assault, so now another officer down the line can order them to get back in the fight. The one big use they'd have is if you need a unit to absolutely book it across the table and the officer cannot follow them. They can advance with their first move out of the officers range and then be given "move move move" to move again. Voxes are fine for casual games and a lot of fun to use, but as you can see normally have fairly niche uses and are hardly necessary.

'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
Regular Dakkanaut




Washington State

Don't forget the "fire on my position" stratagem. That's always a fun surprise for a vox equipped squad to pull.
   
Made in us
Heroic Senior Officer





Western Kentucky

 necrontyrOG wrote:
Don't forget the "fire on my position" stratagem. That's always a fun surprise for a vox equipped squad to pull.

Hence my rule of cool comment

'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 es
Grim Dark Angels Interrogator-Chaplain




Vigo. Spain.

I think vox-casters will become much more usefull with the 0-3 limitation in tournaments.

 Crimson Devil wrote:

Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:
Forcing a 40k player to keep playing 7th is basically a hate crime.

 
   
Made in ca
Imperial Recruit in Training



Canada

 necrontyrOG wrote:
They're ok on a mechanized platoon. I like to run a Platoon Commander and a Company Commander in a Chimera with 3 guard squads, two in Tauroxes. You can leave the Company commander inside the Chimera and use the Command Vehicle stratagem to order two squads at 18" range from the tank. With the PC that give an order to each squad for only 15 pts.


Well my army is gonna be based around a mechanized framework so that was my more or less my mindset for using Voxes
   
Made in us
Preacher of the Emperor





Hanford, CA, AKA The Eye of Terror

 Galas wrote:
I think vox-casters will become much more usefull with the 0-3 limitation in tournaments.


Probably, I still dont understand why they didnt just give voxes an unlimited range, for their point cost and the value they add it would be a worthwhile reason to take them instead of covering a very specific strategy.

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"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 
   
Made in us
Regular Dakkanaut




Washington State

Velvet_Thunder wrote:
 necrontyrOG wrote:
They're ok on a mechanized platoon. I like to run a Platoon Commander and a Company Commander in a Chimera with 3 guard squads, two in Tauroxes. You can leave the Company commander inside the Chimera and use the Command Vehicle stratagem to order two squads at 18" range from the tank. With the PC that give an order to each squad for only 15 pts.


Well my army is gonna be based around a mechanized framework so that was my more or less my mindset for using Voxes


They can be handy on a few squads then. Just remember that with that Stratagem you don't need to have your officer get out of the Chimera.
   
Made in ca
Imperial Recruit in Training



Canada

 MrMoustaffa wrote:
For reference, 4 vox casters buys you a platoon commander, 6 buys you a company commander. Usually you're better off just buying more officers. There are exceptions however.

The first would be you have a very limited pool of officers due to slot constraints, like some odd ball tournaments that limit your slots or leagues just starting up. In this case you only have a couple of officers and so to deal with the fact they can't be everywhere at once, Voxes let them order wherever it is needed or hide out of the line of fire should your opponent have snipers. This way if your two squads who need orders are on opposite sides of the board, you can still give them orders. This also works for vets that are outflankers or riding up the field in transports although again, normally you'd just bring another officer.

The second, and more specific example, is Cadians. Cadians have a few different ways to spam a stupid amount of orders. Without Voxes, they require you to bunch your army up into a little murder ball that assault units just love to get mixed up in. Voxes let you use "Superior tactical Training" to order units outside of 6" and let your "free" orders affect units within 6", letting officers like Creed or a Master of Command Commander to order a whole platoon around without them having to be bunched up.

Outside of these specific examples, Voxes are kind of situational and usually only brought to look cool or because you have the models. It's nice if you have very tall buildings or terrain to order guys 6" up a building but normally if they're going to need orders you just put an officer up there with them. Perhaps you need to fall back from combat and the officer nearby died in the assault, so now another officer down the line can order them to get back in the fight. The one big use they'd have is if you need a unit to absolutely book it across the table and the officer cannot follow them. They can advance with their first move out of the officers range and then be given "move move move" to move again. Voxes are fine for casual games and a lot of fun to use, but as you can see normally have fairly niche uses and are hardly necessary.


On your second example, I would be running a Cadian mechanized force, and I don't really enjoy the idea of the murderball, so in that intance Voxes would be okay as my forces would be more spread out
   
Made in gb
Death-Dealing Dark Angels Devastator




Sleeping in the Rock

They certainly have uses, as others have said, there's strategem use, and I can come in handy in some builds, but they're not massively useful. So i'd say bring them if you have a specific plan for them in mind. As others have said, you may be better off with more Officers. But at least they don't cost much.

"In Warfare, preparation is the key. Determine that which your foe prizes the most. Then site your heavy weapons so that they overlook it. In this way, you may be quite sure that you shall never want for targets."
— Lion El'Jonson


"What I cannot crush with words I will crush with the tanks of the Imperial Guard!"
- Lord Commander Solar Macharius
 
   
Made in ca
Junior Officer with Laspistol





London, Ontario

You don't need a murder ball, just officers spread out with 2-3 units nearby. 2 officers and 4 squads on the left, 2 officers and 5 squads in the middle, 1 officer and two squads on the right.

1 Scion Officer and 2 Scion squads to deep strike with.

I do not see a competitive reason to take Voxes.
   
Made in us
Pious Palatine





Tacoma, WA, USA

Voxes would be useful if they weren't more expensive than the man carrying them and required you to either have 2 or a Chimera + Command Point to use. Should probably be 2 points each.
   
Made in us
Regular Dakkanaut




 alextroy wrote:
Should probably be 2 points each.

Or give unlimited order range. It's a friggin' radio. You trying to tell me a RADIO SIGNAL travels a shorter distance than a grenade launcher can shoot? It wouldn't be broken to just remove the distance limit. Hell, I don't think I'd take them even then.
   
Made in us
Heroic Senior Officer





Western Kentucky

ThePorcupine wrote:
 alextroy wrote:
Should probably be 2 points each.

Or give unlimited order range. It's a friggin' radio. You trying to tell me a RADIO SIGNAL travels a shorter distance than a grenade launcher can shoot? It wouldn't be broken to just remove the distance limit. Hell, I don't think I'd take them even then.

From a rules perspective, guard would become the only army I'm aware of where their commanders would be able to buff units on the other side of the board. I can kind of see why they want to limit the range of orders mechanically but it definitely looks stupid from a gameplay perspective. Considering guard have without a doubt some of the best commander buffs in the game it makes sense they didn't want to give us unlimited range.

I mean after all, if we want to make that argument, why are space marine commanders, necrons, admech, swarmlords, Tau commanders, and every other army limited to 6-12" auras when some random schmuck with a radio on his back gets to go 18"? Even guilleman can't beat IG walkie Talkies technology

'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
Regular Dakkanaut




I really don't think it would be powerful. You'd be able to what.. give an infantry squad FRFSRF with several lasguns? Reroll 1s on plasma?... Whoop de doo.

Chaos regularly does MUCH worse from unlimited range with veterans of the long war, endless cacophony, etc.

Being able to "move move move" everywhere is the only order I can see causing issues.
   
 
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