Dark Angels Company Veterans Tactica

 
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  #1 Old 05-07-11, 01:51 PM Dark Angels Company Veterans Tactica
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Dark Angels Company Veterans Tactica

Easily the most overlooked unit in the DA codex, they are a useful unit that can fulfill a variety of roles from close combat specialist to close range fire support.

1. Melta Death
For just 200 points you can have 4 combi melta armed and one MG armed vets dropping out of the sky, much in the style of Chaos Chosen. This is ideal for anti-mech lists where Deathwing are not suitable (Cityfights) or a cheaper option is required without the need for CC prowess. To increase effectiveness, they can also be equipped with meltabombs, or storm shields for more survivability, but be careful of rising costs, and always ensure they up their points before dying

2. Anti-horde
Similiar to 1, but this time with combi-flamers and flamers, with either a razorback or rhino. Use them to patrol the middle ground and punish any large infantry formations such as IG blobs, Ork mobs or gaunt swarms. For added effectiveness team them up with a Libby for the Hellfire addition.

3. Anti-armour
Again, similar to before, but with combi-plasmas, plasma gun and plasma cannon, all from the safety of a LC razorback. Use them to guard your home objective, or zoom over to a recently deep striked termy unit and plasma-death them to kingdom come. Just try not to get into combat....

4. Light skirmishers
Basically following a similar role to scouts, give them BP/CCW, with maybe one PF just in case of walkers, then cause havoc. Works very well 10 strong when jumping out of a LR to assault large infantry formations or heavy weapons teams. Just try not to get tangled with anything CC orientated.

5. Anti - CC
Tool them up with power weapons and plasma pistols, then watch them cause havoc amongst PF termies, MEQ, Necrons or even GK. Just try not to get outnumbered as they are quite pricey.

6. Command squad subsitute
Tailor them to either ranged or assault, max the squad, get an HQ or two, then stick them all in a Land Raider. Though this is VERY expensive and has the ability to fail quite spectacularly, it is effective against Orks, MEQ and TEQ. It does have a tendency to over-kill and is not always the best option, but fun for apocalypse games.

7. Mixed short ranged fire support
Tool them up with a variety of combis, special weapons, heavy weapons and bolters, depending on points, then sit them on an objective in a razorback and shoot anything that comes near. Good for supporting assaults or tactical squads ttrying to hold objectives.

8. Terminator Substitutes
Give a squad of them either twin LCs or TH/SS, then use them as you would DW in a landraider. The best thing? You can take 10. Though they are more expensive, they can get a job done more easily, and frightens the shit out of your opponents.

9. Anti - TEQ
SS+PW & Drop Pod.
Unit has a 3++ and 2 power weapon hits each. This means they hit before powerfists and Thunder hammers. But also have the defense to survive the coming reprisal.
The Drop pod allows them to react very quickly to attacks. Most Terminator units will either teleport or charge via a landraider. This allows you to counter them very quickly.

The only combinations I would not advise for Vets are:
  • All bolters - a waste of a good elites slot that could be used better
  • All PF - Initiative 1 means they will get cut down before they strike
  • Anything over 300 points - massive point sink which can be one-shotted by a battlecannon... need I say more?
  • On foot, isolated and without support - vets are a support team or retinue for an HQ - do not rely on them to survive alone for extended periods of time as they simply aren't tough enough
Hope this encourages more people to use Vets, as they are simply too good to miss
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Last edited by spanner94ezekiel; 05-08-11 at 06:51 PM.
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  #2 Old 05-07-11, 04:14 PM Dark Angels Company Veterans Tactica
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<bump> - had an error in the posting of this thread
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  #3 Old 05-07-11, 04:54 PM Dark Angels Company Veterans Tactica
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As a side note, you can't fire out of a razorback so better off with a rhino. Bring special weapons in pairs, ie 2 combi flamer, 1 combi melta and a full melta. Since two members can fire from the top hatch this will allow you to fire the right weapon for the job while not wasting time with a third hiding inside.
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  #4 Old 05-09-11, 01:14 PM Dark Angels Company Veterans Tactica
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Thanks for an interesting tactica just when I am about to assemble a squad of Veterans.

I am leaning towards the Anti-teq variant. But instead of paying x points in buying the shields, I will probably pay x+75 points to field Azrael with the veterans. It will give the vets a weaker invulnerable save, but ten extra power weapon attacks, plus Azrael's bunch of Str 6 power weapon attacks.
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  #5 Old 05-21-11, 04:08 AM Dark Angels Company Veterans Tactica
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Nicely done, I was kinda hoping to get to use the vet I had built with sword and shield, though I built him like that purely because he looked cool. Quite useful, thanks.
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  #6 Old 05-21-11, 08:26 PM Dark Angels Company Veterans Tactica
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Interesting tactics there. Good job dude, have some rep!
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  #7 Old 07-29-11, 10:49 AM Dark Angels Company Veterans Tactica
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Note on any role that takes SS:
train of thought is that IF you replace the SS with Azreal, hear me out before you say anything, Azreal gives the squad a 4+ invun save which is the same as the SS but unlike the SS his save doesn't stop you getting the extra attack for 2 cc weps. So taking into accound that a full squad of 10 taking SS is 100 points for the SS, with azreal you don't need to spend them on the SS. which equates to more or less him costing the same as another HQ with the same benefits to the squad despite being a MAJOR point sink. If that makes any sense at all
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  #8 Old 07-29-11, 01:52 PM Dark Angels Company Veterans Tactica
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Quote:
Originally Posted by Asurestar View Post
Note on any role that takes SS:
train of thought is that IF you replace the SS with Azreal, hear me out before you say anything, Azreal gives the squad a 4+ invun save which is the same as the SS but unlike the SS his save doesn't stop you getting the extra attack for 2 cc weps. So taking into accound that a full squad of 10 taking SS is 100 points for the SS, with azreal you don't need to spend them on the SS. which equates to more or less him costing the same as another HQ with the same benefits to the squad despite being a MAJOR point sink. If that makes any sense at all
Quick reminder- the DA FAQ has fixed SS to be a 3+ invlunerable like everyone else's (finally!)
It's also important to remember that if Azrael gets ganked (eg by a Vindicare) you've lost the invlunerable for the entire squad. Personally, if I trusted GW not to change them into Sternguard in the next DA codex and bork it, I'd go with the SS+PW option. Cheap, and relatively scarey- and you can add a Librarian with SS+FW for extra hurt.

Aside: Forge World have an update on the site for Imperial Armour Vol 2 that has the full up-to-date rules for Mortis dreads. Get yer 2x TL LL dreads here!
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  #9 Old 09-12-11, 10:05 AM Dark Angels Company Veterans Tactica
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I ended up giving my Veterans the following equipment:
1 meltagun
9 Stormbolters
1 powerfist
1 powerweapon
2 meltabombs

So ten veterans in all. Together with Azrael the shot out one Bloodthirster in one turn and continued to wreak havoc among other lesser daemons.
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  #10 Old 09-12-11, 10:21 PM Dark Angels Company Veterans Tactica
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Interesting choice. Personally, I avoid stormbolters unless I want a dedicated short-ranged shooty unit, because the no +1 weapon bonus in CC. Personally, I take either: MB, Melta, and 4 power weapons in a rhino; or 3 combis and two meltas/plasmas agan in a rhino for cheap options I can spam to overwhelm opponents instead of the deathstar technique as it's more flexible. Just don't underestimate a 5 man squad with 3 power weapons as a dirt cheap counter-assault unit
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