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2 Veteran Squads (3 Meltas)
2 Infantry Squads (1 Melta + PCS in chimera)
Keep them empty and stick with my original strategy.
Iíve been a tournament this weekend and itís made me realise I need a 2nd Vendetta as I found out that the outflank move requires you not to have any part of the model over the board edge and a single vendetta deployed with your army is likely to get singled out,
At the moment all my veteran squads are mounted in chimeras and when I play capture and control I put a squad in a vendetta to go after the enemyís objective and use the empty chimera as a shield, in other missions the vets are better off shooting from the safety of their chimeras.
Now I have two Vendettas so I have three options nowÖ
Put a veteran squad with 3 meltas in each one for tank hunting however getting out to shoot anything but a lone vehicle is suicide and thatís 200pts worth of units that wonít be doing a lot of shooting.
Put two infantry squads in them with 1 Meltagun if possible and have a command squad in a chimera with 4 flamers. The squads are merely for grabbing objectives and donít pack much of a punch but since there in Vendettas itís not much of an issue. The command squad is another troops choice and with 4 flamers will be a good tank to have at the back of my chimera line for those close encounters.
Or Option 3
I stick with my current strategy which is keep the vendettas empty and transfer 1 squad for Capture and control missions and use the other to rescue squads who have lost their transport for the quick last minute grab.
What do you think?
Put a veteran squad with 3 meltas in each one for tank hunting however getting out to shoot anything but a lone vehicle is suicide and that’s 200pts worth of units that won’t be doing a lot of shooting.
Take out a land raider then come backand say that. If you place them right you may be able to hide long enough to take out 2 or 3 tanks. Don't forget your Vendettas don't have to shoot at the same targets you can lay down alot of fire power behind enemy lines.
The board edge thing is open to interpretation. Most people are fine with the base being on. Some requre the hull (not wings or tail) to be on. Very few require the full model to be on. At most, this means angling the Vendetta a bit when it comes on 6".
I've always done it from the base but he counts the whole hull which his says is why his 3 vendettas never outflank, I tried to argue but everyone around us agreed with him (something from the new FAQ maybe). I tried the whole angle thing but then my opponent started complaining that no part of the model may move more than 6 inches from the board edge pointing at the wing. It was the only game I didn't enjoy at the tournament; not because I was losing but because he was constantly reminding me of the rules, I hate those types of opponents.
Anyway instead of outflanking now I'll just use my scout move to turbo-boost up the sides of the board should he go first I will get the cover save and if it's too dangerous due to melta weapons for example I'll just turbo-boost across my deployment zone just to get the save.
There's nothing like that in the FAQ. I wish there were. Clarity would be nice.
Generally, I just leave them on the table anyway.
So no such rule exists and my vendetta can move 6 inches on from the board edge with their tail over the edge of the table?
As far as what to put in your Vendettas, I like to put a Special Weapons team with 2 flamers and a demo charge in them. It's essentially a cheap suicide squad for grabbing objectives and doing some damage before getting blown up. They're inexpensive enough that you can just leave them inside the Vendetta to make it scoring, but you can still use them to do some damage if they have to get out. I agree that vets are too expensive to risk out in the open like that, but also too expensive to just leave in the Vendetta to make it a scoring unit. Vets are better off in Chimeras. As far as one-shot surprise vehicle killers go, I've found deep striking stormtroopers fill that role quite well, especially with the Airborne Assault rule.
I like veteran squads with demolitions and either 3 meltaguns or 3 flamers.
3 meltas gives you a mobile AT unit, you can alpha strike with them but the meltas wont do much since the melta bombs provide a better alpha strike. They can be useful for killing vehicles later in the game since you cant just jump out of a moving verndetta and charge but the mel;taguns can always fire. The demo charge makes them a legitimmate threat against infantry especially MEQ/TEQ.
3 flamers gives you an alpha strike against vehicles with meltabombs or infantry with flamers/demo charge. They can also be used as a counter attack/objective grabing unit by clearing away enemies that arent hiding in vehicles, pretty damn good for horde control.
In 1750pts I use two of the flamer/demolition vet squads, although I havent playtested the meltas much as I only have 9 meltagunners in my collection thus far (I know i'm working on it).
So i'd go with the veteran squads over infantry squads, but try to find the points for demolitions, 200 points gives you two vet squads with 6 flamers and one demolitions upgrade, besides if you want to alpha strike with both squads krak grenades arent useless against immobile vehicles :p
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Vets with at least two meltas, a power fist and melta/flamer rate highly with me.
Your hull question, - what? This is being done wrong.
It has a base, so that is what you use. That is what you measure for it's movement, whether or not it is charged etc. If you move it on 6" at a angle you get to fire all your weapons (the base is what? 6.5 - 7" long but oval? don't put it on horizontally then.)
You measure shooting from and to the hull and work out LOS from it's weapons.
Adeptus Mechanicus Marines: http://www.librarium-online.com/foru...ml#post1655065
I don't think it's that definitive. The FAQ says you use standard rules (hull) with only two exceptions - embarking/disembarking and contesting objectives.
It also implies you need to swoop onto the board at cruising speed. However apoc rules actually cover this issue because of baneblades etc being unable to move more than 6 inches. They say it's fine to have it hang over the edge but you have to keep moving onto the table next turn. I think that's the best we'll get until either the air power supplement covers it or they release 6th.
As for what to put in the vendettas - special weapons teams surely?
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