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veterans in a chirmera with x3 meltaguns
So designing a competitive army (its in list if you want to check it out ) and hit a road block; should i go with a chimera with veterans and 3 meltaguns or a vendetta? Post reasons on why you picked what you choose. With a vedetta you are not allowed to put veterans in it cause i don't have room in my list.
Last edited by Dat Guy; July 28th, 2009 at 05:43.
I hate white scars!!
Ravenwing all the way!!
Fit both in. Having only one answer for tanks is easy for your opponent to deal with. Personally i like the vendetta for tank hunting but some games it just has a huge bullseye on it tail. Vets with meltas are also vicious when having to deal with anything in power or marine armor if there arent any vehicles to shot at. So yea, a flexable army is what I usually try to build and it works.
If you want to put a poll up with this you can go to the thread tools just above your first post and set up a poll from there.
Also I think that a vendetta would be a better choice, chimeta vets can't pop tanks early in the game and they won't do very well if their chimera gets blown up. If you put some vets with meltaguns in a vendetta you can ensure 1-2 vehicle kills on turn 1.
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I hate white scars!!
Ravenwing all the way!!
Yeah again, this is another poll that depends on how you like to run your army. Vendettas certainly can get accurate, high strength firepower on target early, but for most kinds of armor, Melta packing vets will have a better chance of bringing down tanks. You just have to get them close enough.
Formerly known as SimulatedSnowman
Either way, take two, especially if you go for the vendetta (you will lose one in a game, so make sure you have the back up). If you take melta vets, again two squads each in a chimera, or vary it out. I actually have my vets with meltas in valks, drop them off, and the valks split, whilst I use my CC command to pack in four meltas. Works for me.
I have 2 Vendettas and 2 sets of melta vets in my army. In the games I have played I have been far happier with the Vendettas (Which I run empty). The Vets are nice but They get cut down quicly and the only way of getting them within effective range turn 1 is a Valkyrie and now the squad is 230 points.
I am running 2x vendettas with a vet squad inside.
I outflank them, and they ruin armour.
The Last game I played vs guard was 2000 points. (a good example of armour removal requirements)
I took all infantry bar the vendettas (and a sentinal, but that doesn't reall matter for this), and packed my line squads and "static" vets with lascannons (6 total) not to mention 3 missile launchers and a fistfull of autocannons.
I'd concentrated all my anti tank infantry on his 3x russes, and managed to:
Turn 1 - Stunned x1, Immobalise x1.
Turn 2 - One vendetta turned up. I moved it on 6" and saved firing it until last in case I destroyed a russ with my other fire / stunned them etc.
I stunned 2 (inc. the immobalised one.) with the infantry. My vendetta opened up on the 3rds side armour, penetrated and glanced, and it blew up.
Turn 3 - my other vend turned up, after a turns shooting by the infantry (including "Bring it down" all this time BTW.) shooting from the infantry was fairly ineffective - I acheived stunned and another immobalised result. The 2x vends then opened up, Blowing one up, and wrecking the other.
It has to be said, in his turn 4 he had ran forwards with a squad of melta gun and power fist vets, and nailed a vendetta.
The vets I was carrying inside the vendetta got out with their powerfist, flamer and 2x meltas and 7x shotguns, (although 2x died disembarking) passed pinning and promptly shot up and charged the squad, (killing them down to the HW team and 1x man.)
In his turn they were counter charged by another squad. Then my vets met their end.
The other vendetta's transported squad (identical) then disembarked before I moved it, flamed, shot and charged the infantry, butchering the opponent's men. (The vendetta softened up the squad with 2x heavy bolters and 3x TL lascannons first.) Then the vets sat on an objective and scored it.
They're awsome and they slaughter armour.
I keep on finding that appearing on a weaker side and shooting across the board is the best tactic, if your opponent moves forwards to charge you get your squad out and nail them. (Don't move the vendetta before disembarking and move & charge the transported vets as per normal)
I really want to crowbar HQ psykers in to add to the devastation, but I'm runningh this list with so many infantry i need the regimental HQ's for orders (and an astropath. may as well have that one in reserve - you can still give orders the turn you come on)
My unluckiest loss so far was by being tank shocked by a vindicator (I'd knocked it's weapon off, and stunned it when i'd appeared but it had extra armour and the dice decided to slap me.) mind you, my vet squad got out, (passed pinning) and nailed his nearby scout squad, removing his troops - a scoring unit.
Oh, get the heavy bolters. You just must for only xx points.
Last edited by stayscrunchyinmilk; July 29th, 2009 at 18:46.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065