UPDATED:
Another day another blog post, today moving on to the Elites choices in the Dark Angels Codex. I've managed to get a little done in the last day. The Flesh Hounds are now assembled after having them about a year, although 1 is still missing a head. I've also painted one of my Thunderwolf Cavalry, and am half way through the final one. Pictures will be up once they're done.
Another day another blog post, today moving on to the Elites choices in the Dark Angels Codex. I've managed to get a little done in the last day. The Flesh Hounds are now assembled after having them about a year, although 1 is still missing a head. I've also painted one of my Thunderwolf Cavalry, and am half way through the final one. Pictures will be up once they're done.
So that's me updated, now onto the
Company Veterans.
The Company Veterans are, in short, the
Dark Angels equivalent of Chosen, which as I recall, were pretty bad.
However, this is not necessarily the case with the Company Veterans.
In comparison to a Marine, yes, it doesn't look like you're getting
much for your points, base. And you're not, you lose the ability to
score and go up to almost 20pts per model and only gain +1 attack and
leadership.
The main difference between the 2
though is that the Veterans (like Chosen) can take a crap load of
options. I wouldn't bother with any of the close combat weapons, as
they all involve swapping your Bolter, including getting an
additional close combat weapon. To give you can example, you could
almost get 2 more Veterans for the cost of giving a single Vet a pair
of Lightning Claws.
There's not really much chance that
these guys will get into combat, they only get a 3+ save and when
tooled out for combat they are extremely expensive, meaning that
whenever you lose one it's costing you, plus with all of that
weaponry it's going to attract attention, even if coming out of a
Drop Pod your opponent still has a turn to shoot at them.
I also wouldn't bother with the other,
more defensive upgrades. The Combat Shield is crap, I'm not
increasing my points cost by 25% just to get a 6+ invulnerable. The
Storm Shield is only double this so in comparison it looks like a
bargain, but then you don't want to increase your points by 50% to
make your save invulnerable, especially when you're so susceptible to
small arms fire anyway due to your T4.
You also probably aren't going to want
to equip them with any heavy weapons. If you want a unit that just
stands there shooting a single heavy weapon each turn you can do just
as good a job with tactical marines, who are cheaper and score.
So what can Veterans do? The best
option here appears to be 'Drop Pod squad of Death'. For just over
160pts you can get 3 combi-meltas and a Meltagun dropping out of the
sky. The only problem with this is the short range, and the fact that
you're unlikely to get into melta range, Flamers also suffer from
this range problem.
But for 5pts more you can get 3
combi-plasmas and a Plasma gun. That's not too bad, the only problem
that I then see is whether that is really going to eliminate a
target. It will need to because otherwise you'll have a one hit
wonder squad that hasn't done much.
Let's say that you do get within
rapid-fire range, and that there is a 5 man tactical squad stood on
an objective. On average you'll cause 4.4 wounds from your Plasma
weapons, and 0.2 wounds from your Sergeant's Boltgun. So on average
you should just about kill that squad, before you consider whether
they're in cover, whether they've gone to ground, etc. That's not
fantastic for 170pts.
Due to the newly released FAQ, which sort of screwed this post over a little, this problem can now be solved by increasing squad size, as now every member of the squad has the option to take a combi-weapon. The problem that I see with this is that by giving the Veterans enough combi-plasmas to make them effective, you're also increasing their points cost quite significantly. You have to remember that they are still marines, and they'll drop in, cause lots of damage to a single squad, and then will just be marines with Boltguns.
So it's a case of balancing it. You don't want to make the squad too expensive so that they're overkill in the initial drop and so there's lots of redundant points in there that could have been used elsewhere, but then you don't want to scrimp so much that they don't cause enough damage on impact.
How many to stick in your squad depends entirely on which armies are in your local area. Lots of TEQ (terminator equivilants), more would be nice, not so much, I'm not sure that you even need this squad.
So it's a case of balancing it. You don't want to make the squad too expensive so that they're overkill in the initial drop and so there's lots of redundant points in there that could have been used elsewhere, but then you don't want to scrimp so much that they don't cause enough damage on impact.
How many to stick in your squad depends entirely on which armies are in your local area. Lots of TEQ (terminator equivilants), more would be nice, not so much, I'm not sure that you even need this squad.
So in short, the best way to run
Company Veterans is probably kitted out with
Plasma, in a Drop Pod.
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