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
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.
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