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Any good advice on how to prevent(or minimize) assaults on my tanks, especially multi-assaults on two or more vehicles? Wave serpents moving 24", then dropping fire dragons in my back field next turn..., Ork bikers/snikrot/stormboyz all coming from every direction...FAST!!, turn 2 or 3, etc...
Any good advice on how to use a vendetta loaded with demo vets(meltas x3/democharge/lascannon), it just isn't working like I want it to...maybe split the 2 units - put vets in chimera (so over-done...), drop the heavy weapon team (and lose flexibility for objective camping...), use the Vendetta as a stand-alone unit or transport a generic troop squad instead?
about defending tanks from multi assaults, you should read this article:
Vendettas are high value targets even when empty. Lots of firepower and only moderate AV12. Put a 130 point dangerous meltavet unit inside and it immediately jumps to the top of the enemy target priority. Ditch the veterans lascannon btw.
Here are 4 tactical uses of vendettas:
1. Fire Support: Vendettas can be used in your backfield as valuable sources of longrange antitank. I usually add HB door gunners too to give the skimmer a secondary use of popping MEQ targets or helping out against hordes when all the enmy tanks are dead. They usually move flat out on the scout move before the game to give a 4+ save on turn one. Even if you get first turn there is a risk of the initiative being stolen. Vendettas then plod around 6" a turn and fire all weapons. In this role the vets inside just make you more of a target and end up killing some veterans when you eventually explode. It does however allow you to boost speed and move aggressively to drop off passengers for close in melta and democharge shots at the appropiate time, if of course you are still alive.
2. Outflanking: This can be done with them either empty or to deliver passengers. An astropath will help them arrive early and on your chosen flank. Delivering vets is a good use here if the enemy have tanks within about 20" of a table edge. Positioning your objectives in these flank zones can mean you will usually get to use this tactic. It is possible to design whole armies to outflank using several skimmers, penal legion and a large Al'Rahim platoon.
3. Medevac: Simmilar to Fire Support it is my favourite use of vendettas. You operate empty in the backfield as above giving plenty of fire support. When one of your squads takes a lot of casualties (but passes it's morale test) have the vendetta move close and embark the 1-2 man survivour unit onboard. Now the vendetta is a scoring unit and you may also save a kill point.
4. Alpha Strike: The final use is the most fun involving the alphastrike. Assuming you go first you deploy your vendetta with vets on board in the middle of your lines towards the front. The enemy then deploy and you choose a valuable target such as a land raider or wave serpent with a high threat squad inside. In the scout move you move flat out up to 24" and position yourself 12-13" away from said target. Then prey to the Emperor that the enemy doesn't steal initiative. Assuming not, you disembark 2" on turn 1 before the vendetta moves and advance the veterans 6" towards the target. Fire meltas at about 5" range then assault if it is still there and attach 10 meltabobs to a target tank that didn't move on its previous turn. If you can get multicharges sometimes it is best not to fire the meltaguns so you can multicharge 3 wave serpents for example. It works wonders on vehicle squadrons too. Wind back to the movement phase and you can move the vendetta after the troops disembark. It could advance or retreat 6" or 12" firing one or all lascannon accordingly or it could move 24" flat out and get out of danger. In the following enemy turn the vet squad usually dies so make sure it was worth it or do it with 3 vendettas at once and try to sanitise an area of enemy with some firesupport from the rest of your army so the veterans may survive to get a second shot or reembark. If you haven't paid for demolitions other squads can still do this against tanks with rear armour 10 by using the humble krak grenade. Not quite as effective but the squad you risk can be a lot cheaper.
Quorn! - Protein for the Protein God.
This is very good stuff!
Thanks to all who replied...
Why would firing the meltas prevent you from performing the multicharge you mentioned, 3 serpents, in your example?
as long as you picked the right one (prob middle one?), assault moves should allow you to still multi-assault, yes?
If you kill the middle one with meltagun fire then you cannot charge anyone else as you must charge the unit you shot at. This may mean you are better off not firing in order to get 3 meltabomb hits on all waveserpents.
You could charge the passengers of a wave serpent that explodes but you are at about 5" range from the serpent so passengers deployed in the footprint of the serpent's hull could be deployed towards the rear of that footprint if the opposing player knows his stuff. There would also be a difficult terrain test for the crater.
If the serpent was just wrecked then the eldar passnegers would deploy behind the serpent's rear door and be even further away.
Quorn! - Protein for the Protein God.
Oh, yeah...brain fart there...didn't even consider the serpent could be destroyed
I played Eldar last night and I had a heck of a time with those damn things, only killed 1/3, immob one and one unscathed
But I did acheive victory for the Emperor (6-4 KP)
One trick to discourage this tactic is adding a priest (no upgrade needed) to the demovet squad. This allows the demovets to charge the Wave Serpent if their guns don't do the job. Rerolling to hit with meltabombs should be good for three penetrating hits.Wave serpents moving 24", then dropping fire dragons in my back field next turn
If the Fire Dragons aren't pinned from losing their ride then they must choose between killing the Vendetta and killing the Veterans. They can't even exploit the "charge the passengers of the vehicle you just shot and killed" loophole.
A variant on this tactic is a sacrificial Vendetta. Fly it out by itself, somewhere your big guns have good LOS to, and let the Fire Dragons kill it. Then you can kill the Fire Dragons. Even if you don't kill them all, it'll be Turn 4 before they can hit a second vehicle.
For outflankers and such, try bringing an infantry blob of 20 men, no upgrades. Line them up along the table edge you want protected and you can prevent a lot of outflank opportunities. Cap the end of the 'line' with a PCS chimera for best results.
Do you bring a Fleet Officer?
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
Yes, I bring the Astropath and the Officer of the fleet, I like how those work with the reserve rolls/flanking units from both armies...
I brought both sentinel squads and the demo-vetdetta in on turn 2, right where I wanted them! His warwalkers didnt arrive til turn 3(he rolled a 6, can't stop that...), then they shot down my vendetta and the one fire dragon unit I couldn't pop slagged my executuioner/medusa on turn 3...they all died next turn with what I had left
Here is my list - 1500:
CCS - officer of fleet, astropath, chimera, sniper x2, Lascannon
PCS; AC, GLx2
Squad x2; AC, GL
PCS; AC, GLx2
Squad x2; AC, GL
Veterans; melta x3, lascannon, demolitions/demo charge
Scout Sentinel x1
Scout Sentinel x2 w/smoke launchers
Executioner, lascannon, plasma sponson x2
LRBT, lascannon, no sponson
Medusa w/bastion breachers
Last edited by warhammerpainters; April 27th, 2012 at 18:52.