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HARDENED VETERANS He hits this section on the head of the nail. There really is nothing else for me to add to it.
Normally, you are only allowed one veteran squad. But with an extra doctrine point, you 0-1 limit is lifted.
Now, as you can see, the stats of a Veteran, are a tad higher than your average guardsmen. They have BS4, LD 8, and they can infiltrate right off the bat. The mandatory Veteran Sergeant, is a steal too. For only 13 points, he is a slightly bumped up JO, who can hide within the squad. This means invisable powerfists.
But before you go rushing about buying every upgrade, decide which kind of veteran squad you want.
1.) A line bolsterer. Basically, these just beef up your firing line
2.) A counter assault unit. Basically, they stay behind your lines, and counter attack anything that hits your lines
3.) Objective taker. You can infiltrate them right on the objective. With thier added weapons, they'll last until reinforcements arrive. Note: most veteran squads can be easily configured for this task. So no special section will be given. Though counter assault units don't really work all too well at this.
4.) Tank Hunters. Infiltrate them, just to kill tanks.
5.) Harriers. They harry and tie up advacing units.
In my opinion, Vets, are a much stronger choice than Storm Troopers. Why? Well basically, the only thing better that storm troopers have are the hellguns (which are near worthless) and the carapace armor. If you take the carapace armor doctrine, it doesn't even matter, now does it?
Now lets get to arming your veteran squad, should you decide to take them.
You get to take 3 special weapons, a heavy weapon, and various choices for standard weapons.
I will list each type of veteran squad, as well as which weapons work best, and how to use them.
1.) Line Bolsterer Veteran Squads.
Generally, you wanna make them 10 strong, to beef out numbers and such.
Recommended weapons for Line squads are:
Lasguns
Plasmaguns
Autocannons, or heavy bolters
Lasguns, are an obvious choice, for they're the longest ranged standard weapon at 24'' Though weak, enough shots form lasguns will drop nearly anything.
Plasmaguns, have a similar range to the lasgun, also at 24'' It also is the strongest medium range weapon available. The S7 and the AP2, will drop marines like flies, and (hopefully) knock out approaching light transports, such as rhinos.
Autocannons are a good all around choice. The high strength and medium rate of fire, ensure that you'll wound things easily. Such as big Tyranids, orks, and marines. Also, chances are, you can knock out enemy transports to boot.
Heavy Bolters are a good cheap anti-infantry weapon. The reason why I recommend the autocannon and heavy bolters as squad weapons, is because when you fire at a squad, the squadmates shots aren't wasted.
The sergeant, has a relagated role here. He really isn't as important as before but is still of use. I recommend giving him a storm bolter as its cheap and he can gun down approaching nasties.
Tactics: Place a Line squad along with the rest of firing line squads. The added weaponry as well as the BS will help hammer away at approaching targets. All they do, basically, is bolster a line sections firing effectivness.
Though, since they're not moving, it still not a bad idea to get a chimera. Just for even more heavy weapon support and another tank never really hurt.
2.) Counter Assault Veteran Squads
Also, you want to beef these guys out as they'll be in the thick of fighting. 10 is a good number.
Recommended weapons fpr Counter Assault Squads are:
Laspistols and close combat weapons
Flamers
Laspistols and close combat weapons, just so they get an extra attack in close combat. The laspistols can still fire a shot, and you'll have 3 attacks per guardsman. So that 40 S3 attacks on the charge, without taking upgrades. That is not to be sniffed at.
The flamers are good weapons, because of thier short range isn't a problem, and you can really soften up an enemy squad with 3 flamer templates.
The sergeant, I recommend, be armed with a powerfist. Since he is a sergeant, he can't be targeted, so you have an invisable powerfist. Or if your cheap, a power weapon. Just kit this guy out for assault, though don't waste points on things like carapace armor, or plasma pistols.
Tactics: Just sit them behind your main lines. When the enemy assaults one of your line squads, these guys can deliver a mean punch in close combat. Though I recommend deploying them as infiltrators, just for the chance that you can see that they're a shooty army, and not planning to assault.
Lets say your facing a super shooty marine army, I recommend infiltrating as close as possible. That way, they provide a distraction, and might tie up a squad for a turn or 2.
Unit Combos: I'd say priests, for the added close combat punch, and commissars for the same reason. Extra power weapons, if fun for the whole family. If you give them these, I'd say put them in a chimera. Every seat is filled, everyone is happy.
Say this unit attacked a space marine command squad.
Commissar
Bolt pistol, power weapon
Priest
Bolt pistol, power weapon
Hardened Veteran Sergeant
Bolt pistol, power fist
2 Hardened Veterans with flamers
7 Hardened Veterans with laspistols and close combat weapons.
Chimera
Multi-laser, heavy bolter, pintle heavy stubber
On the charge, thats
7 S3 shooting attacks
6 S4 shooting attacks
2 Flamer shots
3 S6 shooting attacks
3 S5 shooting attacks
and
4 S6 powerfist attacks with rerolls
8 S3 power weapon attacks with rerolls
21 S3 regular attacks with rerolls
Thats 54 attacks. Chances are, most of them will hit, which means alot fo dead marines. This combo just gets deadlier with doctrines.
This unit aslo makes a decent assault unit.
4) Tank Hunter Veteran Squads
There is two ways to to this. Long range, or up close and personal.
Longe Range Tank Hunter Squad recommended weapons:
Lascannon
Plasmagun
Lasguns
If you do this right, you'll get a pretty good chance of at least one dead enemy tank.
Lascannon. When you infiltrate, position the squad so you can get the side (or rear if your lucky and your opponent is dumb) armor of the enemy tank. This weakened armor is excellent for you to take advantage of. Lets say you shoot at a leman russ, on the side, that AV12, pretty light stuff. Its pretty much dead or at least screwed up alittle for at least a turn.
Plasmaguns, for longe range special weapons, these are the way to go. After the tank gets killed, you might have to fend off vengeful enemy troops. Plasma guns excel at shooting them away at range. 3 is good. Also, if your close enough, a plasmagun might even glance the side armor of a weak tank. (Plasma weapons can glance up to AV13)
Lasguns, for pretty much the same reason as plasma guns. Fending off enemy troops.
For good ole' sarge, I'd say give him a storm bolter and a power weapon, in the off chance that the unit gets assaulted. Which very well might happen as they are pretty close to the enemy lines.
Tactics for Longe Range:
Infiltrate deploy them to the side in cover if available. Try to get a clear shot at a enemy tanks side armor angle. Let loose till the tank is dead. Afterwards, you might have the option to shoot at other vunerable tanks. If so take it. But, your enemy might try to go kill your men. In which case the cover and plasma guns will add to thier longevity.
Up Close and Personal Tank Hunter squad recommended weapons:
Meltaguns
Shotguns
Meltaguns, to kill tanks obviously.
Shotguns, to clear a path to the tanks in the event that there is guys in the way.
For the sergeant, I recommend meltabombs and a power weapon. So as to kill men in the way, and bomb the tank in the event that the melta guns don't do the job.
Tactics for Up Close....
Infiltrate them as close as you can to desired dead tank. Preferably one free from alot of supporting infantry. In the movement phase rush them towards the tank. In the shooting phase, use your army to pound any infantry in thier way. If there is still alot, use the squad to shoot and then assault. Make sure to keep the melta gunners and the sergeant alive. If you can, take pot shots at the tank.
Good Unit Combinations
A commissar, and or a psycher can work good here. The commissar with melta bombs and a power weapon will help out in an assault and killing the tank. The psycher, can either help kill infantry or use machine curse if your lucky enough to get a useable power. A chimera might be helpful if your want them to rush out form your lines. They'll survive longer, but so will the tank. Also, the tank can help clear out infantry and what not and ferry them to the next tank if you succeed.
5.) Harrier Veteran Squads
Use these to tie up the enemy advance. I recommend a mixture of standard weapons, though I would steer clear of lasguns. Shot guns and laspistols and close combat weapons both work equally well. Its really up to you.
Other Recommended Weapons:
Plasma guns
Melta guns
Flamers
Heavy bolters
Use the plasma guns to shoot up enemy squads as they advance. Heavy bolter/plasma gun combos work well here. When they get close enough, rapid fire them, or assualt. Use your judegement.
Use flamer and melta gun combos, to shoot up enemy squads before assaulting them. Flamers can soften up any unit, and meltas take care of enemy tanks, tough characters, and marines easily.
For sergeants, I recommend a power weapon, and a surveyor. The surveyor, in case the enemy decides to place infiltraters near them, you get a free shot.
Tactics for Harrier Veteran Squads
Place them in percieved high traffic areas, or in a chunk of terrain near the middle of the board. When the enemy gets close enough, assault them or shoot them to bits. I recommend assaulting them, so the rest of your army has one less target to worry about in the shooting phase.
Good Unit Combinations
Commissars, for added close combat punch
Priests, for the added punch, and the rerolls in the assault.
Chimera, for added fire support until the enemy gets close. In a really short range squad, you can put them in the chimera, so as to benefit from the things armor and the side lasguns.
Good Chimera weapons I think would be:
Pintle mounted heavy stubber
multi-laser
heavy bolter
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Last edited by That_Guy; 11-01-2007 at 09:46 PM.
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