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Alright I've played my first two games and tied then lost. I don't expect to be winning immediately or anything but I know I haven't been playing my vendettas right.
In my 1000 point list I have:
- 2 Vendettas each carrying melta vets
- infantry platoon with 4 infantry squads each with an autocannon and GL, PCS autocannon as well
- Naked Leman russ
- CCS with an autocannon and standard
The problem I've noticed is my 100 point melta vets mostly end up sitting in the vendettas most of the game. They have very nice range so they seem to be good for hanging back and firing but if I want to use the vets I have to move them up, and moving 6" so I can still fire takes way too long. I don't like putting AV12 infront of a meltagun just to unload my vets but maybe Im not playing agressive enough.
I'd like to know how any of you would play vendettas with vets in them or if maybe thats not even a good choice as they seem to have very juxtaposed ranges of engagement.
I'm thinking of replacing the two vendettas with two chimeras for the vets and using the extra points to add a Demolisher to to my list. Help!
Last edited by AppleCookie; October 31st, 2009 at 17:41.
Well, try outflanking your vendettas, delivering your vets, then turbo boosting back to your lines where they (vendettas) will stay for the rest of the game.
Use the Scouts special rule on them to turbo boost 24" right next to the enemy before the game even starts. Then, even if they go first, you have already moved and can claim the cover save. If you go first, then you can unload the melta vets right next to the tank, then move 6 inches freely and shoot all your weapons. And then the melta vets can shoot their target and/or charge it afterword and slap some melta bombs on it (which auto-hit because he hasn't had a chance to move yet)
If you get first turn, you basically have a 38 inch charge range with meltagun/demolitions vets, almost guaranteeing a vehicle kill.
I WANNA GET STUCK IN WIT DA BOYZ
They have range, so you may as well sit them back and don't get into range to get shot down. Stick cheapo infantry in there (PCS and SWS work well) and put your Vets in Chimeras. Ups your armor count and splits up your anti-armor units.
Outflank with them. It's a garanteed vehicle kill. You choose where on the board edge you enter - towards yours or theirs. An astropath is an exellent, exellent addition to your force for getting them early, and where you want.
At 1000 points you don't want 20% of your force sitting in a vehicle doing nothing. They don't need to be anti armour for games that size (you have 2x vendettas, remember?)
I am curious, where's your HQ choice?
Ops sorry about that, the bottom thing is supposed to say CCS with Autocannon and standard not PCS. Ill change it.
I wouldn't put melta vets in vendettas. Melta requires you to drop the vets close to target, requiring fast movement. The Vendetta's require you to move slowly to get your points worth. I would put them in Valk's. The other option is to put sniper vets in a vendetta and just move them to an objective to hold it and then if they get shot down they can still be useful in a higher number of situations than the meltas. Just keep in mind that if you do this last option it is probable that your Vendettas will be very high priority targets.
I wouldn't outflank Vendettas. They have a huge range and can pretty much fire from turn 1 on to full effect. Very few weapons have a similar range, or those that do don't come in such numbers to reliably put down Vendettas. Every turn you wait in reserve is wasting 3 TL lascannons.
Thanks for all the advice, for my 1500 point list I will be adding two chimeras anyways so Im going to buy them and use them in my 1000 point list for now.
My new question is, in your oppinion what should I drop to add them? I have three options as I see it, as I dont want to drop any infantry, I love having lots.
1.) Drop both Vendettas to be replaced by two Chimeras and a Demolisher
2.) Drop one Vendetta to be replaced by two Chimeras and demolitions for one vet squad
3.) Drop the naked Russ to be replaced by two Chimeras and a scout sentinel
Then, take the ac out of the pcs, and add three flamers (+5 points)
Put this squad in one vendetta. add autocannon to vets, replace melta's with grenade launchers. (-5 points)
swap a melta in the remaining airbourne squad for a heavy flamer. (your ten points)
OR swap that same melta for a flamer and add a power fist to the sgnt. (10, again)
Admittedly, scout sents with H Flamers are fun, especially with an astropath, but i rarely play less than 1500, so i never have a FA slot left after flyers. They never make the cut i na serious game.
(2x vends with HB's, Valk with MRP & HB's, 3x vets - 2x with Fist, Flamer & 2x melta's, 1x vets with Fist, H Flamer, Demo & 2x flamers/meltas. oh, all have shotguns)