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Do vypers work in units of 2? currently my army plan is to have 2 vypers but in seperate units. I am currently considering switching out a CC unit (scorps since i plan on 2) for some spiders and maybe some bikes. However since i have shinning spears (with Autarch) and vypers, i would be forced to put the vypers into a squad of 2.
Will vypers perform well in a squad of 2?
They can do, but it's risky. If you're going for it, stay cheap and cheerful - giving them anything more than shuriken cannons (maybe scatter lasers) offers your opponent some easy points.
I used to use squadrons of two in the past, and it works ok. But given them decent guns and it takes out a good chunk of your firepower when they inevitably get gunned down by bolters.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Yes, i was just going for dual sh cannons.
Speaking of which, i just purchases my first vyper box and i didnt see anyting for the underslung cannon, do i need to pick up a sprue someplace else, or am i missing it?
Nah u gotta get it somewhere else. But u tend to get extra ones from say falcons or WS.
gah no, ok:
1. if you want to build underslung cannons on vypers, the part you need is not the one off the serpent (which doest fit) or falcons (cos it doesnt have one), but rather the metal cannon off the shrieker jetbike, it can be ordered from battelwagonbits or GW diretly and costs £2.50 plus postage, simply replace the shuriken catapults with this part
2. size of vyper squad: (short rant)
All other factors asside, spread vypers as thinly as possible, ie, if you take 3 vypers, take 3 squads of 1 rather than 1 squad of 3.
The reason for this is twofold:
offensively: 3 squads of 1 can get into more places and hit more things than one squad of 3, you can take out 3 different transports, route 3 different IG squads and stand a better chance of hunting down evasive stuff
Defensively: anything that manges to get 2 or more glancing hits may take 2 or more vypers from a squad if it has 2 or more in it, also the result of crew stunend or shaken stops the vyper from moving, if it is on its own, this just represents a threat to the vyper, if it is with another vyper in a squad you have 2 choices.. keep the squad still and run the risk of all vypers in it taking penetrating hits.. or .. move the vyper(s) that are capable of moving, with the reault of the stunned or shaken vyper being destroyed because it is out of coherency
That covers most of the eldar world
Now there is another point:
for many years some of us loved jetbike/vyper armies
in Siam Hann you broke all the rules for vypers, putting bright lances on them for example - go figure! nowerdays this is not necessary but some of the same principles apply, squads of 2 or more vypers are feasible, but you need to consider a number of things -
1- the most effective way of getting value for points from these things is to max out shot numbers, either 2 cannon or cannon and scatter laser - the distinction is not really much unless you are fighting something with 5+ saves (IG?) the point is you are paying 10 points for a shot in either case, do you pay 60 for 6 shots or 70 for 7? me I use it as a points adjuster - get in there hard and fast, pick your targets, do the damage, the basis for this is not just the damage they do but also the firepower they draw off other things.
Typically my army at the moment has 6 wr walkers in 2 squads of 3, one with scatter lasers and one with shuriken cannon, the third HS slot is either a nightwing or war walker with bright lances
FA then gets filled with 3x2 vyper squadrons, add 2 large bike squads and I have 7 units all pouring an absurd ammount of str6 shots into him, whatever he shoots- sure he will take it down, but the others will get him
As an interesting point, the larger the vyper squad, the more impacxt a farseer with guide has (say 3 vypers with scatter lasers and cannon, that is 21 str6 shots, on average 10-11 hit, cast guide and 16 will hit on average, at str6 that is probably the best part of 14 wounds or so, even SM squads dont like that many saves
there are however other alternative uses - notably moving into area tterrain or behind cover and acting as static firepower units with the ability to redeploy very fast, this essentialy trades the "fast skimmer = glancing only rule for partially obscured=glancing only, the major problem is two fold: 1, the range of suriken cannon isnt brilliant for this tactic, 2, war walekrs do it better and cheaper (3 war walkers with scatter lasers = 180 points)
Last edited by Cheredanine; July 13th, 2007 at 09:57.
Everything you have been told is a lie!
typically spiders will give you one shot for just over 10 points
vypers will bring that in cheaper, vypers have better manouverability and range, spiders are more resilient, take you pick
Everything you have been told is a lie!
Two vypers arn't less effective than Warp Spiders, I usually field a squadron of two (Shuriken Cannon undermount and Scatter Laser) and they work quite nicely. I never use them as an offesnsive by themselves though.
I think every army needs spidars there so useful and also there fun i would take the squad and spidars.
''Quality Over Quantity''