I’ve been thinking about the Vanguard Vets. Some comments suggested a reworking of their load out.
I’m not a “maths guy”, but I’ve done my best! The conclusion I’ve reached is that the load out I have is probably the most effective. I think it balances survivability, flexibility and efficiency reasonably well, while at the same time being pretty hard hitting. Other combinations (power mace, axes, melta bombs) just didn’t feel right. I have however made one change to the Vets, and some consequential changes to the rest of the list.
On occasion the storm shields and the power fist feel like over kill, and with adding the Grav Cents, I have an alternative for killing big stuff with 2+ saves. So, I’ve stripped back one of the VV units to take out the power fists and storm shields, and replace them with lightening claws. What it means is I’ll need to be a little more selective on what each squad assaults. Ideally I need to making sure there are no high initiative AP3 attacks, or 2+ armour saves, in units the Lightening Claw guys go after.
On the back of that decision I’ve made a few more changes to the rest of the list, to get this.
Talon Strike Force
Battel Demi-Company
Chaplin, bike
Tac Squad, melta, combi melta, Drop Pod
Tac Squad, melta, combi melta, Drop Pod
Tac Squad, melta, combi melta, Drop Pod
3 Man Bike Squad
3 Grav Cents
Shadowstrike Kill Team
5 Scouts, Bolters
5 Scouts, Bolters
7 Vanguard, , 4 Bolt Pistol and CCW, 3 Twin Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
7 Vanguard, 2 Storm Shields, 2 Bolt Pistol and CCW, 3 Power Fist + Lightening Claw
Combined Arms Detachment (White Scars)
Techmarine, Hunters Eye
5 Scouts
5 Scouts
Drop Pod
Drop Pod
Drop Pod
The main changes are beefing up the Centurions to 3 Grav Cannons, changing the CAD to White Scars chapter tactics to get the ignores cover relic on the Tech Marine (to go with the Cents), and adding in a 6th Drop Pod. I do this at the expense of the 2 units of bikes.
So, I’ve sacrificed some survivability and kill power in one VV squad, and some mobility to make the Cents much more powerful, and give me more deployment flexibility (with the additional drop pod).
Do you find it is worth the points to give the VV both a PF and LC?
ReplyDeleteAbsolutely - it's only 20pts (VV get a discount) and it gives either the LC or the PF an extra attack (so 4 attacks one charge), and it allows me to choose S4 AP3 hits at I4, or S8 AP2 hits at I1. Makes them incredibly flexible.
ReplyDeleteBut then you get either 4 LC or 4 PF attacks, rather than 3 PF AND 3 LC. Granted spreading out weapons makes casualties matter more -- and that is definitely a thing.
DeleteI do like this list a lot though. I'm not a huge fan of bikes (asthetic, not rules) so would go a different direction. But I like what you have done. I'd be tempted to get a combi-weapon on the scout sgts in pods just for extra alpha ability but points are so tight it's a tough call.
@Winterman - could you elaborate on your first paragraph? Are you saying that you can get 3 PF attacks AND 3LC attacks on one model? I always thought it was either or.
ReplyDeleteI mean if you moved the LCs off the fist guy and onto another model. Basically your setup you have to choose 4 fist or 4 LC on the charge. If you spread the weapons you now get 3 Fist AND 3 LC on the charge for the same amount of points. I'm not sure its better due to casualty and overkill, but its something I think about while trying to come up with the best Vanguard loadout.
DeleteAhhhh....now I understand. It's an option I guess, but that means 6 guys, so it's way more expensive. I think doubling up is just more efficient.
ReplyDelete