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I'm well aware that Vanguard units are overpriced for what they can do, but if you were going to assemble a unit anyway, what would you consider the best value wargear for cost?
I'm assembling some Vanguard marines for the love of modelling really (experimenting with resin bitz), but if I ever do play them I'd rather that the unit not be a total dead weight! :p
They don't really need equipment to be effective. Heroic Intervention lets them be where they're needed and that's a pretty strong baseline. If you're coming from a modeling perspective, maybe a squad of 5 with jump packs and one power weapon? Use a locator beacon on a Drop Pod to guide them in safely and I expect you'll get results good enough to justify their expense.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I only use mine in friendly games, but I tool them up with Relic Blade, 8x LC and 1x TH, all with Stormshields. Stupidly expensive but capable of taking out pretty much any major threat. Just keep em away from hordes! I only use them because it's the only way to get a 10 man squad with power weapons and jump packs, and sometimes something big needs a damn good kicking.
If you'd really love to use them, I suggest taking them with just jump packs and 2 Melta Bombs. The Sarge gets a free power weapon anyway. MAYBE take a lightning claw for more powerweapon stuff, but anything more and the cost gets truly mind-blowing.
That way you can deliver 20 attacks to any infantry unit or 2 Meltabombs (and 3 Kraks) to any tank unit. The reason I say take 2 Meltabombs is most tanks move 1mm or so to get the 4+ to hit so with 2 you should get a hit. The problem as you know is you'll pretty much always be more expensive than the unit you want to kill, so it's for precision strikes against high value targets only!
Don't take 10; 5 can do any job just fine and 10 has a HUGE scatter footprint!
Of course the precision strike becomes more useful with Locator Beacons around, but thats a whole new list style.
And make sure you strike really aggressively, like right next to the enemy; makes you more likely to stay within the magic 6" of their unit. A mishap is bad, but almost the same as a failed intervention since you'd be blown off the table anyway. Assuming you need a direct hit, where any scatter causes a mishap (not a real situation of course; many scatters will still put you in range) you have a 55% chance of either a direct hit or to be put back in reserve for later (and a 44% chance of being either dead, or sat in deep strike formation next to a load of enemies, whcih is kind of the same thing!)
I take 10 for a huge amount of punch - sure my unit is expensive, but with locator beacons it's dangerous, and you can get a turn 1 charge on multiple units if you infiltrate them with Shrike
I'd put a relic blade on the Sergeant, and maybe sprinkle around a couple meltabombs for some extra anti-tank punch. They really don't need much in the way of upgrades.
I've got 5 x VV with JPs, Glaive Encarmine (BA but pretty similar to SM), TH, LC, 2 x SS, 4 x Melta bombs at 270. You really don't need more than half the squad with SS or with special weapons due to wound allocation. I know thats an expensive unit, but I mostly have them for the looks. If you wanted effective, just go with 1 x TH and 4 x melta bombs. Cheap, and with a decent scatter can make their points back on the charge with reasonable frequency.
And now my bitter hands cradle broken glassOf what was everything... - Black by Pearl Jam