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		<title><![CDATA[Latest posts for the thread "Astra Militarum: Mechanized Veterans."]]></title>
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				<title>Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ 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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list do you run (Standard or <span class="glossaryitem" onmouseover='gp(39);'>FW</span>), 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.]]></description>
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				<pubDate><![CDATA[Tue, 12 Apr 2016 02:11:44]]> GMT</pubDate>
				<author><![CDATA[ Ironwolf45]]></author>
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				<title>Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ 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 <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> to run behind them, also in a Chimera. Either that or a Tank Commander (Pask, if you fancy).<br /> <br /> 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.<br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Tue, 12 Apr 2016 06:30:59]]> GMT</pubDate>
				<author><![CDATA[ Spineyguy]]></author>
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				<title>Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ I use a demolition squad, fully melta.<br /> 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.<br /> <br /> 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.<br /> <br /> Melta guns have a habit of fluffing their rolls, and either fail to hit or damage more than they should. <br /> <br /> I usually to to keep a complimentary Hellhound variant with them. Being able to have 2+ <span class="glossaryitem" onmouseover='gp(482);'>AT</span> vehicles of different types works better than just 1, or mixing types (flamer, S6, or similar).]]></description>
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				<pubDate><![CDATA[Tue, 12 Apr 2016 13:46:35]]> GMT</pubDate>
				<author><![CDATA[ Skinnereal]]></author>
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				<title>Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/17389b693dd00f8f92a670a5e7a2bd7a.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/687143/8581708.page"><b>Ironwolf45 wrote:</b></a><br/>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.<br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(69);'>IG</span> list do you run (Standard or <span class="glossaryitem" onmouseover='gp(39);'>FW</span>), 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.</div></blockquote><br /> 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.]]></description>
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				<pubDate><![CDATA[Tue, 12 Apr 2016 13:52:42]]> GMT</pubDate>
				<author><![CDATA[ Kanluwen]]></author>
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				<title>Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ I fielded a 6 unit mech vet company with half 3xmelta squads and half 3xplasma squads along with a <span class="glossaryitem" onmouseover='gp(19);'><span class="glossaryitem" onmouseover='gp(338);'>CCS</span></span> 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 <span class="glossaryitem" onmouseover='gp(6);'>ap</span> 1 and 2 and simple mass fire from the tracks. I might have lost a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> and possibly a chimera but not entirely sure.<br /> <br /> That said, it was a fairly boring list to play. No pizazz, no style, not my kind of list. If I do <span class="glossaryitem" onmouseover='gp(69);'>IG</span> again, I will stick to Airborne.]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 12:14:27]]> GMT</pubDate>
				<author><![CDATA[ Col. Dash]]></author>
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				<title>Re:Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ 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]]></description>
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				<pubDate><![CDATA[Thu, 14 Apr 2016 15:06:26]]> GMT</pubDate>
				<author><![CDATA[ generalchaos34]]></author>
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				<title>Re:Astra Militarum: Mechanized Veterans.</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/4dfb65699cf45e577ab41e6b956f42a0.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/687143/8587162.page"><b>generalchaos34 wrote:</b></a><br/>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</div></blockquote><br /> <br /> Statistically you more than likely you will have a plasma gun over heat so personally plasma squads should run a 3 specials. <br /> <br /> 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. <br /> <br /> 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. ]]></description>
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				<pubDate><![CDATA[Sat, 16 Apr 2016 06:18:37]]> GMT</pubDate>
				<author><![CDATA[ tankboy145]]></author>
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