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For my Hardened veterain squad, I plan to infiltrate them to take out/distract key units.
Question is, should I take a heavy weapon? And if so which one? Mortar or Lascannon? And I'm not keen on taking plasma/melta guns.
I would recommend either 3 plasmaguns and a lascannon, for that AP2, high-strength goodness, or else 3 grenade launchers (or plasmaguns) and a heavy bolter, for the anti-personnel hose-down. It's also effective to be discrete, and just take a small 5-man squad with just a heavy weapon, but then they're a little fragile to be infiltrating.
I don't think mortars would be a good choice for vets at all - you lose the luxury of your high BS, and it doesn't make sense to infiltrate with them, since they're best used from a distance, out of line-of-sight.
Then again, the ability to take 3 special weapons also makes Vets good mobile units. You could just forget the heavy, and give them 3 grenade launchers, and maybe even a Vetsarge with a stormbolter, and that's a pretty mobile and shooty unit. You say you don't want plasma or melta, but 3 meltas makes a mean anti-tank unit, especially if they're infiltrating or deepstriking. 3 plasma is nasty against MEQ's, but limits their mobility.
Basically, anything is good, except for flamers and mortars, which I personally think aren't very effective, and plus they don't exploit the vets' biggest advantage - a higher BS.
Vets are great. The possibilities are endless. You could even be outrageous and give them all shotguns, or lp+ccw, with a vetsarge with a power weapon or whatever you want. Maybe even an honorificus.
I would just decide what your army is lacking, and role you want the vets to fill, and then start mix/matching weapons and tactics.
Tyranids: 2500 pts
Imperial Guard: 1000 pts
Witch Hunters: 1000 pts
What do you want your vet to do?
Also, if you are not keen on taking plasma/melta gun, there really isn't much option left for your vet to do... flamer definitely does not fit a IG's style.
I usually take a unit of Veterans only for their ability of carrying 3 Plasma Guns that hit on 3+, couple that with the ability to infiltrate.. 6 shots rapid firing isn't too hard to achieve... but if they do over heat and dies... boohoo.. I got more where they came from. In my army, my guardsman's life is cheap, but they die for a greater cause -- victory is all they want.
Anima Tactics - try it out!
to me thay seem great to pop into the back or side of your enemy with a lascannon and a few plasmaguns... it maybe great to disrupt your enemy's plans.
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Not ALL guards style, that is!flamer definitely does not fit a IG's style.Out of these two options, go with the lascannon. You will be infiltrating them, so you should get a better line of sight with that beastie than the lascannons in the rest of your army (if you deploy well).Mortar or Lascannon
A mortar would be just as effective in a normal 'hold the line' squad, so it is a waste to give one to a vet squad.Well, that doesn't leave much. Normally, i would recommend plasma first, and melta second, but if you want neither then how about this:And I'm not keen on taking plasma/melta guns
3 grenade launchers, 6 shotguns, powerfist/boltpistol for the sergeant. Makes for an ok assault unit. Not the best, but not the worst either. You could even give honourifica imperialis mundanus to the sergeant.
You could even replace one of the grenade launchers with a flamer, if you need, although it does waste the high BS that way.You really need plasma for this. Ah well- hope it works for you!take out/distract key units.
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Also, you should google "garfield minus garfield". Awesome.
I'm overcaffinated, so I'll speak plainly. Your restrictions seem intent on gimping your vets.
For this conversation I'll assume that by infiltrating this squad, they will be closer to the enemy, perhaps off to the side, as opposed to being used as a BS4 lascannon that happens to be deployed last for best effect.
Lasguns are not a very effective weapon, therefore your BS4+infiltration Veteran squad needs to load up on useful weaponry to be anything other than a bait unit. Bait, as in ten wounds for an enemy CC squad to use for the additional charge move.
That being said, a mortar is a weak idea because:
It has a 12" minimum range
doesn't utilize the BS4 of the unit
Is horrible under almost all circumstances
That leaves a lascannon, which is a nice terminator slayer and tankbuster. OK, that is great, but if you wanted something to hurt enemy infantry, especially for taking advantange of the BS4 vets, is the Heavy Bolter. However, the LC will be fine if you really want one.
Grenade Launchers are horrible for the points (except against maybe Tyranids and Orks), and flamers are for suicide squads that don't have BS4.
That leaves the truly useful weapons, prime among them is the plasma gun. 24" range and AP2. Sure you roll a 1 and have a 66% chance to die, but that is an 11.1% chance to kill your guy vs a 41.7% chance to kill an MEQ each turn. Worth it, and really creating the harrassment element you want.
As for the ole Cooker, the 12" range means a Meltagun squad should be mobile, which means you might as well drop the heavy weapon.
Otherwise, just go with what Cadaver Junkie said. Try to keep em cheap so they are less of a loss when they die valiantly.
Last edited by RecklessFable; May 31st, 2007 at 22:33.
RecklessFable's Journey to Mediocrity (Painting an IG army)
I've been addicted to World of Tanks lately and neglecting my IG... But it is so... much... fun!