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		<title><![CDATA[Latest posts for the thread "Vanguard Vets for C:SM"]]></title>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ I am seeking advice on any particular load outs for my Vanguard vets. If there's a combination that you have had a lot of luck with please share. I'm going to be purchasing a box vanguard vets, sternguard vets, and a Black Templar upgrade kit to make a few different and dynamic models. I know I want to do probably 2-3 <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> guys, but am kind of at a loss beyond that. I was thinking of some power sword/power axe combos as well. Points aren't really an issue, I'm just trying to have fun with them while still being somewhat competitive. Thanks for any help. ]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 11:29:12]]> GMT</pubDate>
				<author><![CDATA[ Templar_Grist]]></author>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ If you aren’t worried about points, Things get real fuzzy, fast.  While it’s not as bad as it used to be, <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> still walk the tightrope about how many points you sink into them, vs. how much you get out.<br /> <br /> A 5ppm power weapons it seems silly not to give everyone one.  Previously, I’d advocate only a scant handful, to keep points down.  But for points invested to killing power, these are a good buy.  the only reason to hold back is if you want to find the magic sweet spot where you maim a unit on the charge, but stick in <span class="glossaryitem" onmouseover='gp(19);'>CC</span> to avoid being shot at while finishing things up on your opponent’s turn.  You then can charge some fresh meat on your next turn.<br /> <br /> You want 2-3 stormshields.  Keep these between the squad and plasma.<br /> <br /> What does your list need help killing?  Odds are you are going to want both AP2 and 3.  That’s probably axes and swords.  <span class="glossaryitem" onmouseover='gp(80);'>LCs</span> are an option.  A hidden fist can be nice to have, but they can get pricy.  Tossing a few melta bombs in the squad will often be useful.<br /> <br /> From a purely practical POV, I’d try to keep the number of different weapons down.  2 options, maybe with the sarge standing alone.  When I put my <span class="glossaryitem" onmouseover='gp(671);'>VVs</span> together, I wanted to include all sorts of toys.  After all, these are the cream of the chapter’s close combat marines, given open access to the armory.  So when I put all 10 of them on the table, I had axes, swords, claws, spears, mauls, and chainswords swinging around in a giant mess of a squad.  The mechanics of figuring out who was still alive, who needed to pile in, what dice to roll, etc was a <i>massive</i> PITA.<br /> <br /> I can’t recommend <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(105);'>PF</span> for a 1W model.  While technically a very nice combo, for the points it costs, I’d keep it on captains.  It does make a a very flexible blender though.<br /> <br /> Axe/sword is another good combo.  Gives you flexibility to use what you need, and on <span class="glossaryitem" onmouseover='gp(671);'>VV</span> not prohibitively expensive.  I’d personally mix some marines with swords/pistols, and some with axe/pistols, rather then doubling up.  But this is not <i>so</i> overpriced that it’s totally going to sink the squad.  Should look awesome as well.<br /> <br /> Taking what you say you want to build a a guide, I’d put together a 5 man squad like this:<br /> <span class="glossaryitem" onmouseover='gp(105);'>PF</span>/<span class="glossaryitem" onmouseover='gp(80);'>LC</span> sarge<br /> <span class="glossaryitem" onmouseover='gp(105);'>PF</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span><br /> 2x axe/sword<br /> <br /> As a note, when I built my <span class="glossaryitem" onmouseover='gp(457);'>JP</span> captain, I wanted the fist/claw blender, but went for the extra 5 points to upgrade the fist to a <span class="glossaryitem" onmouseover='gp(224);'>TH</span>.  Not because I think it’s worth it, but for looks.]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 15:03:28]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ Very solid and helpful insight, thank you. For the points cost, I have to agree to only have 1-2 of/<span class="glossaryitem" onmouseover='gp(80);'>lc</span> dudes. I may do a <span class="glossaryitem" onmouseover='gp(221);'>ss</span>/<span class="glossaryitem" onmouseover='gp(333);'>PA</span> model to prevent losing a point sink in battle as well. At least I'll have alternatives to a mix and match as needed]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 15:29:17]]> GMT</pubDate>
				<author><![CDATA[ Templar_Grist]]></author>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ Magnetization is always an option, if you want to keep the door open for the cool stuff, but still be playable.  Marine arms and backpacks are probably one of the easier things to do.<br /> <br /> For what it’s worth, my “shelf” deployment is <span class="glossaryitem" onmouseover='gp(80);'>LC</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> sarge, 2xAxe/<span class="glossaryitem" onmouseover='gp(221);'>SS</span>, PSw/<span class="glossaryitem" onmouseover='gp(260);'>BP</span>, PSp/<span class="glossaryitem" onmouseover='gp(260);'>BP</span>, and then 5xBP/<span class="glossaryitem" onmouseover='gp(20);'>CCW</span> guys in the back.  Should be a pair of melta bombs in there as well.  The were put together under the last codex, when the power weapons were more expensive.  Getting some more put together and magnetized is on my list of things to do, now that they are cheeper.<br /> <br /> <a href="http://www.dakkadakka.com/gallery/751921-VV%20front%205.html" target="_new" rel="nofollow"><img src="http://images.dakkadakka.com/gallery/2015/10/20/751921_sm-VV%20front%205.jpg" border="0" /></a><br /> <a href="http://www.dakkadakka.com/gallery/751922-VV%20back%205.html" target="_new" rel="nofollow"><img src="http://images.dakkadakka.com/gallery/2015/10/20/751922_sm-VV%20back%205.jpg" border="0" /></a>]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 15:39:38]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ I generally run two each with <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(442);'>PS</span> and <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(333);'>PA</span>, then the sarge with dual lightning claws and melta bombs (throw a krak grenade before you charge). True, not much AP2, but the axes are much cheaper than the fists. If I need more power, I'll put a Captain or Chaplain with them.]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 15:48:00]]> GMT</pubDate>
				<author><![CDATA[ jade_angel]]></author>
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				<title>Vanguard Vets for C:SM</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/679455/8442573.page"><b>jade_angel wrote:</b></a><br/>I generally run two each with <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(442);'>PS</span> and <span class="glossaryitem" onmouseover='gp(260);'>BP</span>/<span class="glossaryitem" onmouseover='gp(333);'>PA</span>, then the sarge with dual lightning claws and melta bombs (throw a krak grenade before you charge). True, not much AP2, but the axes are much cheaper than the fists. If I need more power, I'll put a Captain or Chaplain with them.</div></blockquote><br /> <br /> Sounds like a decent plan.  My one suggestion would be to move the <span class="glossaryitem" onmouseover='gp(254);'>MBs</span> off the sarge and onto a normal vet.  That way if the sarge is singled out early, the bomb is safe.  Also useful if you want to multi charge a unit and a tank.  I’ve done things like plow into a squad that just hopped out of their rhino.  One or two guys (who might not have been able to reach the squad anyway) take some time out to blow up the transport, while the bulk of the squad blenders the guys who just got out.<br /> <br /> You don’t normally have the option to put <span class="glossaryitem" onmouseover='gp(254);'>MBs</span> on the rank and file.  It’s a good thing to do when you can.]]></description>
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				<pubDate><![CDATA[Wed, 10 Feb 2016 15:53:13]]> GMT</pubDate>
				<author><![CDATA[ Nevelon]]></author>
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