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March 21, 2012 by lloyd
Darrell looks at the Vanguard Veteran special rule Heroic Intervention and how you can use it better.
I personally think VV are overpriced in the C:SM codex. In the BA codex they are 10 pts cheaper and have the Descent of Angels rule. That makes them worth it in my opinion. With my Vanilla Marines, I can never justify the points cost.
BA VV loose decent of angles for the heroic intervention, tho it would be awesome if they had both, it certainly would have a nice wiff of cheese all over it. the extra stinky kind the sort ur meant to savor
Actually they do! While they don’t have it in their special rules, if you look at pg. 62 in the BA Codex, it states: “In addition, a Blood Angels model with a jump pack has the Descent of Angels special rule (see page 23).” Which means that VV get it if they take Jump Packs. So it is awesome!! Savour that cheese!!
sweet tasty cheese! consider it savored. my BA friend will be pleased with his new stinky edition. I how ever will not lol
I had to check the same thing for my group since there is a new BA player in. And at first said why dont they have the rule? And then checked the jumpacks description and there it was. And also , unlike assault marines, vanguard veterans dont come equiped with jumppacks from the start so thats why the rule isnt in their profile.
Yeah the vets are great, instead of strom shields id rather go for more guys. If you have 8 vets you get an extra inch for that second circle which might help you to actually get the charge… so my VV squad would look like this: 8 vets , JP, 4LCs -> 300Pts (for BA )
Or go to the deepstrike problems chart. It depends on the situation.
I have played against a 600point squad of these guys. They never get their points worth. The problem is they never strike first against me, then I tie they up in combat long enough to bring in bigger soldiers. The last time I played the 600 point squad they killed 200 points worth. The last time I played a smaller squad kitted out the same way I killed 4 out of 5 with shooting from dire avengers. In my opinion you should put as many of these guys in you army as you can so it will be easier for me to win.
I think how you arm your vanguard really changes most depending on what you’re up against, against IG, eldar or tau, I’d seriously consider using them with just the pistols and chain-swords and using the points to ad more models then letting the extra dice shine. Chaos the LC/SS combo and fire em at terminators. Really with the space marine codex there’s no one be-all-and-end-all solution for any unit, you need to think about which units are doing what role, then tie them together to support each other , and with the deep strike units, what you’re going to do if they don’t make that perfect “Big Damn Heroes” entrance, most vanguard units come out at about 300-400 points you want to bear that in mind when you chose were to send them- Is it worth the risk to squeeze them into a gap between terrain to hunt down the terminators(for instance in the video, I’d have drop them the other side of the termis in the clear…) or is it better to drop them down in the clear to chew on a grunt CSM squad that might not be worth as many points, but is a scoring unit, and its worth just as many kill-points?
I really love VV’s, but you are right they very expensive, even though i only play 1500pts i still have the 5 metal models converted so i have sergeant with relic blade and 4 guys bolt pistol and power weapon.
Im actually really interested in vanguard at the moment. Tried 8 of them with a chaplain out the other week there, just gave the sgt a thunder hammer, but it didnt matter cuz they got Dark Reaper’d before I could do much. The remaining 2 vets, chap and sgt managed to destroy a guardian squad then fly across the back of the board and put a hammer through a leman russ, so they still did well. Seriously painful to loose as theyre so expensive but I think theyre great. Definately storm shields all the way!
Hate Dark Reapers. I call them Pancake Launching Shrove BA*********DS! Lost so much to them in the recent past.
I’d say, chaplain, storm shields, lightning claws and thunderhammer are the way to go if you have the points but they fit my Crimson Fist fluff nicely. No tactical squads or assault squads, just scouts a vets! (I use my Howling Griffons to make up the other missing essential squads).
They are not worth the points in SM codex. You usually wonyt have the locator beacon when they come and with 2d6 scatter it is realy risky as you can easilly end up too close or too far. If they come from the reserves too early, you ususally have no target for them, as most units are in transports in the early stages of the game and also five models even with 3+/3++ are not going to last long.alone in the open. If they arrive too late, than lots of your points are doing nothing half of the game.
If there is some nice target for them, than they might at least do something, but for example against 30 boyz with nob, they are useless.
Also if you are using them with chaplain, they cant do the heroic intervention (so you are paying for something you are not using).
yea darrell i’m going to add storm shilds to my wolf claws .that would be cool
Deep striking is too much of a gamble, in my opinion anyway.
I have a 610pt squad of these fellers i like to use in apocalypse games. 10 man squad with jump packs, sergeant with a relic blade and 9 pairs of lightning claws. Another good way to get them on target is scout bikes with a locator beacon on the sergeant, (because they can move… FAST) turbo boost them on their scout move or outflank them and you can have a locator beacon within 6″ of your enemy’s favourite unit. Then, 39 power weapon attacks, 3 at strength 6 the rest with re-rolls. Bye-bye terminators or mega armoured nobz
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