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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Well, this correlates to the <a href="http://www.dakkadakka.com/dakkaforum/posts/list/241014.page" target="_new" rel="nofollow">AirCav thread</a> I have started. This army is an attempt to use the same infantry models, but in a different way. I kept the all-Veteran core almost the exact same, but have taken out parts of the airborne element and tossed everyone in Chimeras. The Valks/Vendettas act as gunships or as temporary transports, should I wish to use them (or, if I am not mistaken, you can choose to put a squad in one and leave its Dedicated Transport empty - right? I could be wrong). <br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Company Command Squad<br /> w/ 4x Plasma guns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [165]<br /> <br /> Company Command Squad<br /> w/ 4x Plasma guns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [165]<br /> <br /> Troops:<br /> Veteran Squad<br /> w/ 3x Plasma guns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [170]<br /> <br /> Veteran Squad<br /> w/ 3x Meltaguns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [155]<br /> <br /> Veteran Squad<br /> w/ 3x Meltaguns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [155]<br /> <br /> Veteran Squad<br /> w/ 3x Meltaguns<br /> Chimera<br /> w/ Heavy Flamer, Multi-laser<br /> [155]<br /> <br /> Fast Attack:<br /> 2x Valkyrie<br /> w/ Multiple Rocket Pods<br /> [260]<br /> <br /> 2x Vendetta<br /> [260]<br /> <br /> [1485]<br /> <i><br /> Anti-Horde:</i> 6 Heavy Flamers, 18 Multi-laser shots, 2 Rocket Pod Large Blasts - per turn! That should do the trick. <br /> <i>Anti-Tank: </i>9 Meltaguns. Really, do I need much more? The Multi-lasers and plasma guns can get light vehicles, too!<br /> <i>Anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>:</i> Plasma and Melta love.<br /> <br /> One major drawback is <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>, which I have 14 of. Also, I have 15 points left unspent and have no idea just where to put them.<br /> <br /> Thoughts?]]></description>
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				<pubDate><![CDATA[Sat, 23 May 2009 11:34:27]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Anyone have any help to offer?]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 08:43:32]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Re:[1500] Vet Mech (Revised)</title>
				<description><![CDATA[  Spend the 15 points on a powerfist <img src="/s/i/a/6d3c0a908a3861135dfaebde91c0ecf6.gif" border="0"> they're cheaper now ]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 10:01:18]]> GMT</pubDate>
				<author><![CDATA[ Werdes]]></author>
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				<title>Re:[1500] Vet Mech (Revised)</title>
				<description><![CDATA[   Or maybe add a few Voxes? Although the main tactics seems to be "drive-by-shooting", to keep the PBI`s safe, they can come handy. For those situations where you absolutely want to make sure that Monster/Tank gets eliminated or your PBI´s are otherwise forced to abandon the safety of the Chimeras. ]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 10:25:17]]> GMT</pubDate>
				<author><![CDATA[ A-P]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I would make one <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with meltas and give plasma to another vet squad. With the points saved buy an Officer of the Fleet and put him into the plasma <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>.]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 11:59:57]]> GMT</pubDate>
				<author><![CDATA[ Jokuhuna]]></author>
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				<title>Re:[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ What Jokunhuna said - deep-striking or/and outflanking could hurt you quite badly.<br /> <br /> Also.. split up the vendetta's into two seperate squads. 6 twin-linked lascannons vs one vehicle (bar landraider/monolith) is overkill. Itll allow you to take on more units per turn. <br /> <br /> <blockquote><div><cite>em_en_oh_pee wrote:</cite><br /> <i><br /> Anti-Horde:</i> 6 Heavy Flamers, <b>24 Multi-laser shots</b>, <b>4 Rocket Pod Large Blasts</b> - per turn! That should do the trick. <br /> <i>Anti-Tank: </i>9 Meltaguns. Really, do I need much more? The Multi-lasers and plasma guns can get light vehicles, too!<br /> <i>Anti-<span class="glossaryitem" onmouseover='gp(93);'>MC</span>/<span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>:</i> Plasma and Melta love.<br /> </div></blockquote><br /> <br /> Just thought <span class="glossaryitem" onmouseover='gp(269);'>Id</span> correct this for you. You have MOAR than you posted! (N.b- you can always put a veteran squad or two into a valkyrie or/and vendetta. Need to really use that melta goodness, 24" flat-out move in & drop them with 6" of a hardy vehicle).<br /> <br /> Also - as for <span class="glossaryitem" onmouseover='gp(316);'>KP</span>'s, your immune to any weapon from the front -front armor - (which you provide a very wide extending wall of) of <span class="glossaryitem" onmouseover='gp(123);'>str</span> 5 or less. Thatll help loads when trying to deal with high <span class="glossaryitem" onmouseover='gp(316);'>KP</span> armies. <br /> <br /> <br /> Lastly; 4 <span class="glossaryitem" onmouseover='gp(123);'>str</span> 4 rocket pods, I think, will start to get to the threshold of putting enough wounds on high-save T4 types that you can actually cause some damage. Point them at marines & if all hit (you would be lucky, but its not that far-fetched) about 4-5 will die! Include the scatter laser shots, & your laughing!<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 25 May 2009 14:10:29]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ <blockquote><div><cite>Jokuhuna wrote:</cite>I would make one <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> with meltas and give plasma to another vet squad. With the points saved buy an Officer of the Fleet and put him into the plasma <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>.</div></blockquote><br /> <br /> That seems like a good plan. ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 08:16:58]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ You need an <span class="glossaryitem" onmouseover='gp(272);'>Inq</span> with mystics if you are playing mech <span class="glossaryitem" onmouseover='gp(69);'>IG</span> otherwise drop pods, land speeders, daemons etc will be too difficult and you will lose alot of tanks.<br /> <br /> <span class="glossaryitem" onmouseover='gp(269);'>Id</span> also personally drop the plasmas off the command squad for meltas (since bring it down on themselves, with 4 meltas = insta pop any tank) and the 2 valksand get 2 leman russes to act as a shield for your chimeras but thats up to you.]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 12:10:08]]> GMT</pubDate>
				<author><![CDATA[ Jpr]]></author>
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				<title>Re:[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Inquisitors are cheap & cheesy, if anyone could ever use that term. I see no mention of allies or anything similiar in my shiny new <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex so basically its wording from out-dated codexes that related to older version of the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> codex.<br /> <br /> Also, that <span class="glossaryitem" onmouseover='gp(4);'>4D6</span>" range is by no means a surety in terms of coverage for an army line, with a 14" avarge plus itll require you to either have those troops on foot = an easy easy <span class="glossaryitem" onmouseover='gp(316);'>KP</span> or in a transport which will either cost you 55pts of un-used dedicated chimera (which they jump into first turn) or even more expensive valkyries..which wont work well if thier acting as a static placement. <br /> <br /> Officer of the fleet, along with clever board-edge hugging & troop buffer-zone using deployement, will help deter/protect against deep-striking threats likes pods, speeders & demons. Melta is only effective at 6-12" otherwise its just as risky as that lascannon 48" away.. & that can be protected against by blanketing your vehicles with troops.. (dont have any, goin full mech - then use <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> to your advantage). Auto-deep-striking units like drop-pods still have to roll on the mishap if they scatter off of the board egde & with the numbers <span class="glossaryitem" onmouseover='gp(69);'>IG</span> can field... just simply deploy from the board egde all - in solid block. ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 12:34:37]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ IQ + Mystics in a Valk/Detta covers quite a bit of ground with its massive footprint.  It basically makes the net a 20" average.  Also if the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> play knows the opposing army is going to contain deepstrikers it is extremely easy for him to maneuver the Valk/Detta carrying the IQ into positions to deny the opposing player ideal landing zones for fear of getting hammered by free shots from something like a squadron of Russes/variants.]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 15:44:45]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ <blockquote><div><cite>Caffran9 wrote:</cite>IQ + Mystics in a Valk/Detta covers quite a bit of ground with its massive footprint.  It basically makes the net a 20" average.  Also if the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> play knows the opposing army is going to contain deepstrikers it is extremely easy for him to maneuver the Valk/Detta carrying the IQ into positions to deny the opposing player ideal landing zones for fear of getting hammered by free shots from something like a squadron of Russes/variants.</div></blockquote><br /> <br /> Using a valkyrie to transport a squad costing 42 pts is a waste. What it does - v.useful vs deep-strikers but easily avoided. While you can react with your deployement of the inquisitor, the deep-striker can react with which wave goes down first/where. <span class="glossaryitem" onmouseover='gp(269);'>Id</span> be quite happy to set up a tactical squad, right on the flank, at range.. wait till your army spreads out/I knock a few holes in it - Then use my standard reserves <span class="glossaryitem" onmouseover='gp(471);'>DS</span>'ers to drop in & say <span class="glossaryitem" onmouseover='gp(604);'>HI</span>. <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 16:12:01]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ 32 points is a waste for making things that normally pose incredible threats to mech/vet style <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies literally a non-issue?  I disagree.<br /> <br /> My list has a Vendetta in it that will normally be empy anyway. It works perfectly for me and doesn't alter my list composition much at all in order to include it.<br /> <br /> If that tactical squad  falls out of Mystic range then they're almost certainly out of 1/2 range with their melta weapons and I get to shoot them before they can shoot their heavy weapons.  Seems like I'm dictating play by forcing them to land out of their effective range and firing first in this situation.  It should be very obvious that we can go back and forth with silly theory I do this you do this, however in my experience thus far the IQ/Mystics has made otherwise tough matches into games that are very, very, winnable by denying the opposing player comfortable access to a decent portion of the table without risk of losing the units they don't want to lose (such as deepstriking Oblits).  Because of this even if they rect by landing outside of the bubble, they're very likely in suboptimal positions and I've had a large influence on where they're landing, thus imposing a sort of control over how they are playing their game.<br /> <br /> Edit:  For what its worth I'm not demanding that an IQ/Mystics be included in this list, or any list at all, I'm simply trying to provide the reasons why it should be strongly considered when building an army.  It is by no means necessary in any way, but it is a powerful tool against quite a few tough armies out there.]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 16:41:17]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I have to agree strongly on the InquisiMystic Valkyrie. <br /> <br /> My valk would also run empty in my standard Mech Vet list so throwing the Inquisitor in there is a no brainer. If my enemy does not run lots of <span class="glossaryitem" onmouseover='gp(471);'>DS</span>, well I have 32 pts wasted. no big deal. The Valkyrie is then free to be a more mobile anti horde platform.<br /> <br /> Your claim that it is easily avoided misses the point, if you avoid them then they have already made thier points back by keeping you out of short range melta shots. <br /> <br /> That is thier job, stop point blank melta shots. They do that amazingly well. <br /> <br /> I also would point out that the old guard codex did not say anything about allies either, nor did the old marine codex, it did not have to as the rules for allies have allways been exclusively in the <span class="glossaryitem" onmouseover='gp(30);'>DH</span>/<span class="glossaryitem" onmouseover='gp(144);'>WH</span> books themselves. The fact that the Marine and Guard codexes have changed does nothing to alter the wording of the Inquisitor books. <br /> <br /> It does render many of the choices for inducted guard obsolete however. ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 17:00:48]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ It is an option I have already considered. I am not sure I will see enough of that sort of thing to warrant it. I have a list and I did just toss them into one of my gunships. At 32 points its hard to ignore, but for general all-comers lists, the upgraded list will have a Master of the Fleet, most likely.]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 18:16:45]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ It does depend on your metagame, if you dont see a lot of <span class="glossaryitem" onmouseover='gp(471);'>DS</span> meltas, then you dont need to worry about it. <br /> <br /> Just know that in any competitive tournament environment expect to see a lot of fast moving and deep strking meltagun delivery platforms. Obliterators, Landspeeders, Pirhannas, Fusion Blaster Crisis Suits ect...<br /> <br /> Knowing your own local metagame environment is a good key though to knowing which trends to ignore. ]]></description>
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				<pubDate><![CDATA[Tue, 26 May 2009 19:23:17]]> GMT</pubDate>
				<author><![CDATA[ bigtmac68]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Company Command Squad <br /> w/ 4x Plasma guns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [165] <br /> <br /> Company Command Squad <br /> w/ 3x Plasma guns, Officer of the Fleet<br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [180]<br /> <br /> Troops: <br /> Veteran Squad <br /> w/ 3x Plasma guns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [170] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Fast Attack: <br /> 2x Valkyrie <br /> w/ Multiple Rocket Pods <br /> [260] <br /> <br /> Vendetta <br /> [130] <br /> <br /> Vendetta <br /> [130] <br /> <br /> [1500]<br /> <br /> How does that look? If I must, I can always swap the Officer for the Inquisitors and Mystics, just being 2 points over. No big deal, for my local stuff. All I really had to do was drop a single Plasma, which I will miss, but shouldn't break me. The smidge of protection from outflanking will be handy, along with the negative reserves impact on my opponent.]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 05:25:55]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I would run the Vendettas as 2 units of 1 Vendetta to improve target saturation and help spread the lascannon shots around to multiple enemy targets when possible.  <br /> <br /> I like it though personally I think I would drop a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> and Vet squad to get at least one strong Russ variant (probably an Executioner or Demolisher with <span class="glossaryitem" onmouseover='gp(331);'>PC</span> sponsons and then maybe a naked Russ to accompany it if there were enough points left over).]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 05:42:21]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Why the tanks? Just to carry on the armor theme?]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 06:21:59]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I'm not a huge fan of all the plasma guns in the command squads.  They're very expensive and are very easy to kill.  Guardsmen can really feel the pain from overheats.  I'd suggest switching out all the plasma guns on the <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> for grenade launchers.  Doing so will save you 40 points per squad, and you can fire the grenade launchers 24" while moving in the chimeras.  Getting out is pretty much not an option.  While they're not as destructive, you don't have to worry about overheats and they're still effective against a good range of units.  Any bunched up enemy will cringe when a cheap unit gets to fire 4 blast weapons at it, even if they are only <span class="glossaryitem" onmouseover='gp(123);'>str</span>. 3.  Maybe its because I don't face a whole lot of <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span>, but grenade launchers have been worth it for me.  While they're not overpowering, they're flexible and cheap.  It also prevents them from taking a whole lot of fire so they have a better chance to be around longer issuing orders.  ]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 07:04:32]]> GMT</pubDate>
				<author><![CDATA[ JourneyPsycheOut]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I see a ton of <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Lots of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span>, as well. <span class="glossaryitem" onmouseover='gp(380);'>GLs</span> won't cut it for me and it is ~17% chance of overheat, with a 33% chnace I can save it with 5+ Armor. If its a <span class="glossaryitem" onmouseover='gp(93);'>MC</span> or light vehicle that I need to kill, I can twin-link them, making it even better. With all those Heavy Flamers, Multi-lasers, and MRPs, I don't need much for horde, but I need to be really wary of <span class="glossaryitem" onmouseover='gp(93);'>MCs</span> and tanks, that can wreck up my av12 stuff.]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 07:32:40]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ The army is cool. I want something similar to your list for my <span class="glossaryitem" onmouseover='gp(69);'>IG</span> army. But you should feel terror about <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>. Especially with mech <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>!]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 09:56:12]]> GMT</pubDate>
				<author><![CDATA[ RUNE]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ ...why?<br /> <br /> 10 Plasmaguns say I eat up <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span>, as well as 9 Meltas. Since those guns defeat their saves, what is the worry?]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 09:59:03]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ My experience says plamaguns kills itself if you wait some turns <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> And 4 rush rhinos with a lot of marines, with predators, land speeders (with melta cannons), 1 whirlwind and some outflank units can smash this list. On my LGFS I usually see this <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> list.]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 10:13:55]]> GMT</pubDate>
				<author><![CDATA[ RUNE]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Plasmaguns may kill one or two of my vets, but the rapidfire hell they unleash on Marines is worth it. At 1500, you aren't fitting all of that in any list, either. Whirlwind doesn't bother me much and the Predator might last the first turn, if my Vendetta doesn't knock it out. Not that it matters what we say, because it all comes down to the person playing and the dice.]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 10:26:08]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ <blockquote><div><cite>em_en_oh_pee wrote:</cite><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: <br /> Company Command Squad <br /> w/ 4x Plasma guns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [165] <br /> <br /> Company Command Squad <br /> w/ 3x Plasma guns, Officer of the Fleet<br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [180]<br /> <br /> Troops: <br /> Veteran Squad <br /> w/ 3x Plasma guns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [170] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Veteran Squad <br /> w/ 3x Meltaguns <br /> Chimera <br /> w/ Heavy Flamer, Multi-laser <br /> [155] <br /> <br /> Fast Attack: <br /> 2x Valkyrie <br /> w/ Multiple Rocket Pods <br /> [260] <br /> <br /> Vendetta <br /> [130] <br /> <br /> Vendetta <br /> [130] <br /> <br /> [1500]<br /> <br /> How does that look? If I must, I can always swap the Officer for the Inquisitors and Mystics, just being 2 points over. No big deal, for my local stuff. All I really had to do was drop a single Plasma, which I will miss, but shouldn't break me. The smidge of protection from outflanking will be handy, along with the negative reserves impact on my opponent.</div></blockquote>#<br /> <br /> Drop a melta-vet chimera. Stick em in one of the valkyrie/vendettas. Gives you a few more points, saves you a <span class="glossaryitem" onmouseover='gp(316);'>KP</span> & gives you a bit more flexibility. You loose out on some h.bolter/m.laser/h.flamer firepower, aswell as a few lasguns - but you can still you those melta-guns to full effect, when you need to.<br /> <br /> With the points, go all out - those <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> are in chimeras so while weak & expensively vunerable, thier protected by AV12/10/10.. - and get a 4th plasma gun on the second <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span>. The officer of the fleet is an additional model & doesnt replace a veteran guardsmen. Then I reckon the final 40 points could buy you two camo-nets for your two company-command vehicles = When you deploy, keep these guys towards the centre of your gunline, aswell as slightly recessed in the gunline (only by an inch or so). They keep quite a nice field of fire from the firepoint but also have 3+ cover saves from the side archs and can pop smoke for 3+ if needs be.<br /> <br /> But, just thought <span class="glossaryitem" onmouseover='gp(269);'>id</span> mention, you cannot give orders to squads embarked in vehicles. This includes the company command squad - the chimera allows them to send orders but it also prevents them from recieving orders. ]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 10:36:00]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ I can still deploy them in the Valkyrie if I need to, right? Just because I take a Dedicated Transport doesn't mean they need to be in it. Not sure if I am sold on this list though, anyhow. I am so loving the AirCav list I have, I might just skip this one entirely to save on money and splurge on some Elysians or some such.]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 10:41:02]]> GMT</pubDate>
				<author><![CDATA[ em_en_oh_pee]]></author>
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				<title>Re:[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ Ayup - Even if you buy them a dedicated troop transport (Chimera), you can deploy that empty & have the vets/whomever deploy in the valkyries. ]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 12:23:17]]> GMT</pubDate>
				<author><![CDATA[ Razerous]]></author>
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				<title>[1500] Vet Mech (Revised)</title>
				<description><![CDATA[ <blockquote><div><cite>em_en_oh_pee wrote:</cite>Why the tanks? Just to carry on the armor theme?</div></blockquote><br /> <br /> Well, it fits the theme which is good, but the Russ platforms are VERY strong, especially the Demolisher and Executioner.  They really do wonders against anything resilient (5 plasma cannon shots against whatever is going to do serious damage, likewise a demolisher cannon + 2 <span class="glossaryitem" onmouseover='gp(331);'>PC</span> blasts is great output coming from one model as well) and will especially help you in the face of things like Bloodcrushers and Nob Bikes.  It also provides you with a very resilient stone in your armored line yourself, which you can use to get cover saves onto your Chimeras and such if you need to protect them.  AV14 can soak up quite a bit of punishment.  In my own list (albeit at 1750pts though) I play 3 Vendettas, then 3 units in Chimeras and 3 Demolisher/Executioners.  It functions somewhat like a brick, so in games where I need to protect my troops and such, the Russes take the front line in the formation.  In games where the firepower coming fro mthe Russes is very necessary, the Chimeras run the screen.  Basically it is a heavily armored brick on the table, with the Vendettas coming on a flank(s).]]></description>
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				<pubDate><![CDATA[Wed, 27 May 2009 14:40:04]]> GMT</pubDate>
				<author><![CDATA[ Caffran9]]></author>
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