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Quick Backstory: I'm a long-time IG player (since 3rd edition, if you call that a long time ) but I've never used a Valkyrie or Vendetta variant. When the 5th edition codex came out a few years ago I actually looked upon Valks/Vendettas with a bit of disdain (after all, IG is all about infantry and tanks!), but after realizing that I wanted to have a list that can run upwards of 2,000+ points I decided to purchase a Valk kit to expand the ol' army. Well, it's been sitting in the box collecting dust for the past several months until now -- I have a doubles tournament coming up next month and I want to use that Valk/Vendetta finally. Since I've never used one and have only seen them on rare occasion (I have not played against many IG players...), I have a few questions:
(1) Would it be better to build it into a Vendetta over a Valkyrie? I understand that this discussion has been gone through numerous times, that they are two different units with two different roles, and that the choice is based - at least in part - on the rest of your army composition (of which mine is primarily Chimelta squads, Infantry blobs, and Leman Russes). But in a vacuum people typically would say a Vendetta is "better," correct? Also, suppose those 6th edition rumors/rules are legit, will the Vendetta continue to be a strong(er) unit over a Valk?
(2) I'd like to hear strategies on how to use Vendettas in terms of deployment, movement, shooting, etc. I know that as a Fast vehicle it is important to always move your 6" every turn and fire. But do people typically start with the Vendetta on the board? Is it better to reserve? What type of unit/vehicle should I be firing at? And when should flat out/more than 6" movement be used?
Thanks in advance for your advice,
I love the vendetta, it allow me to play very aggressive, tactic, that put most of my opponents off guard. During the scout move, I always run my vendetta 24" getting close enough to a target, then on my turn I either drop troops if they can move on the target, that is 6" and 6" assault against vehicles with multiple melt bombs. This always leaves the vendetta free to engage another target. do with with 3 vet teams and 3 vendettas, that is 6 very forward aggressive strikes. It runs a great diversion, the opponents are forced to react, and can loose key assets. This allow me to engage my ground troops against the mission objectives.
I would field valkyries with MRP if I was up against a horde force, other than that, I use the Vendettas lascanons to supplement an aggressive offense against priority targets, with the support of a manticore, in the rear.
My vet teams are always demolitions doctrine, with with melta guns or flamers.
"Coming in Vendettas / Valkyries, airborne troops, The Emperor gave us wings", unknown 181st Elysian Drop Regiment.
The Lexian System, the Imperial expansion continues.
I usually put my Valkyries in the back then move flat out with a company command squad or storm trooper squad with plasma or melta guns inside. Then jump out and fire away with plasma or melta guns. It's risky but its really devastating. Like madcat said its a great diversion and forces your opponent to react. But when your turn is over those guys are pretty much good as dead.
When I take Vendettas I usually put one in one corner of the board and the other on the other side of the board so you can shoot from a long distance from 2 places forcing your opponent to go after one of them or take on your main force that i keep in the middle of the board.
In general I find Vendettas to be the most useful, especially in mechanized lists where long-range anti-transport is usually lacking. If you have a lot of autocannon/lascannon teams, then they might not be needed.
Vendetta's generally like to sit back and shoot like nuts, but a cheap scoring unit inside is great (PCS w/ 4 flamers, SWS w/ 3 flamers, or Veterans w/ 3 flamers and maybe grenadiers if you plan on doing some weird stuff with them).
Vakyries should ALWAYS have to rocket pods. Which are S4 so the Valk can gun it 12" a turn and still fire all of it's weapons. In this regard, Valkyries are your fast troop transports. Carry a melta squad.....drop the meltas off so they can kill a transport/vehicle and the Valk can clean up the passengers with it's rockets.I always start mine on the board. Having the 3 TL-Lascannon starting turn 1 is too valuable to loose in a lot of list. I keep them deployed near the back then use scout moves to position them.(2) I'd like to hear strategies on how to use Vendettas in terms of deployment, movement, shooting, etc. I know that as a Fast vehicle it is important to always move your 6" every turn and fire. But do people typically start with the Vendetta on the board? Is it better to reserve? What type of unit/vehicle should I be firing at? And when should flat out/more than 6" movement be used?
If I'm going 1st try to bait the enemy to deploy a certain way and then rearrange using the Vendetta scout move to go after better targets and throw the enemy off from the bat.
If going second I make sure to move flat-out in the scout move to claim the cover save. The birds will attract a lot of attention, but it's fun seeing the enemy waste a lot of shots turn 1 when you have a 4+ cover. Makes them fairly survivable (minus the immobilization bit).
Main targets should be:
1) Low AV (10-12) transports
2) Low AV (10-12) artillery
3) Multi-Wound heavy infantry (Nobz, Palladins, Broadsides, Crisis Suits, etc) and characters without the independent character rule (Mephistion, Crowe, etc)
4) Heavy Infantry (Terminators, etc)
5) Heavy transports (Ghost Arks, Landraiders, Catacomb Barges, Monoliths...kinda)
6) Heavy tanks (Russes)
Though the above is just a general guideline. Some armies have higher priority targets. For example if against Tau and you see Hammer Heads and Broadsides, gun for those things first.
Flat-Out should be used whenever you get a stunned/shaken result, need to book it somewhere to contest/hold an objective, or need to bait the enemy with a juicy target.
There's an argument to be made for using the one-shot missiles on a Valk/Vendy, especially if you're only fielding one skimmer. Once they've shot their load, they become a much smaller threat and are more likely to survive until game's end. Carrying an anti-personnel unit inside a Valk means you can kill a transport with the one-shots and then bring your passengers out to finish off their passengers. Better odds of survival that way.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard