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As some of you know i am currently putting together a Steel Legion Airborne army that will have the following:
-x6 Vendettas w/ Door Gunners
-x3 Deep Striking Storm Trooper Squads w/ x2 Meltas
-x5 Veteran Squads
The only snag i am having with my list is what to equip my Veterans with as i feel i have plenty of Anti-Tank but lacking very much along the lines of Anti-infantry capabilities. I was wondering if giving all my veterans grenade launchers for their special weapon would be a smart choice as i could use krak grenades against light vehicles and tough infantry and use the frag grenades for the many horde lists (especially Nids) that are out there. Tell me what you all think and please any help is appreciated, would this be a smart idea?
i think you should run at least one of your vendetta squads as valkyries instead giving them the dual blast template will certainly help with anti infantry.. but failing that, i think your nuts to consider grenade launchers will reliably do anti hoarde work.. for god sakes man they're str 3 blasts! If i had to choose a versatile layout i'd take 2 plasma and one flamer.. one flamer template will often do alot more than 3 scattering blasts from frag grenades because of the extra str and the no scatter part.
another option is just to have some hoarde killers, a popular variant is the triple flamer demolitions squad.. it does everything.. kills terminators or meq's, flames the hell out of hoardes and can blow tanks sky high with melta bombs..
on a relevant sidenote.. your taking storm troopers.. they have the special rule which allows you to reroll scatter when you deepstrike.. am i to assume correctly that because the "deep strike rules apply as normal" when you jump from a speeding valkyrie that you can reroll the scatter every time?
With Airborne assault they do get to reroll scatters and i do believe its because they are jumping out of a Valkyrie/Vendetta supposedly. The reason im not a fan of the flamer teams is because well plainly i have to get very close to use them, lately ive been using my demo charge when the enemy gets close to me after i have shot the crap out of them for a few turns and it has worked very well.
well if you are close enough to use a demo charge. youre also close enough to flame.. you can do both in the same turn if you need to.. theres very little that can stand up to 3 flamers and a demo charge in one round of shooting.. and lets face it.. getting close isnt a problem for aircav.. you just drop off and fly off..
The only issue i have with the flamers is that with the new nids and their swarms of 30 guants i dont think 3 flamers and a potential demo charge will be able to do it. Dont get me wrong i love the idea of flamers i just dont know if it would be effective if i came across something like the guants or some elite infantry with great saves or if my demo charge misfires.
It's hard to get ANY performance out of a Valkyrie's passengers due to the lack of firing points and the plentiful movement involved. I would actually recommend issuing heavy bolters and have your Veterans play gunline for a turn or two, then mount up when the enemy gets close. By the way, who is leading your army? A commanding Primaris psyker or two might also solve your dilemma.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The Emperor Protects
IG Best Gen 1st overall of 10 DE 4th overall of 6
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Yeah, I'll add my support to the flamers + demo. It's a wonderful combination for anti-infantry and it gives you the opportunity to do a melta-bomb rush on turn 1 if you need to.
Someone was asking how well they'd do vs. gaunts. Well if each flamer hits 6 guys that's 12 dead gaunts. If the Demo charge hits 8 more it's 7 more dead gaunts. Add in 12 more shotgun shots for an average of 4 more wounds.
23 dead gaunts in 1 turn of shooting will do some real damage.
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either way.. 40k is quite balanced as far as tabletop games go, you cant reliably expect to take out 30 guys with 10 when the difference is 2 points per guy, if you wanna tackle a mob of 30 gaunts your going to need some sort of edge, to be honest id go with the valkyrie missile pods, two str 4 pie plates per turn @ ap6 is perfect for gaunts and orks, youll get loads of wounds, then the flamers can finish them off if they get too close (which really shouldnt happen because your valkyrie can fire all the templates and the multi laser moving 12'', so you get to your objective and circle it laying down suppressive fire while your vendettas go after the anti air.
I see what you guys mean and believe me im starting to really like the idea of flamers, but what would do when i come across a eldar jetbike list or mech eldar? Wouldnt my flamers be pretty much useless at that point? And would it be wise to give all my veterans without special weapons shotguns?