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Post by Empirespy on Dec 10, 2012 17:26:12 GMT -5
I played a game the other day (Battle report may be coming) in which I had some trouble with two vendettas, the problem being I couldn't hit it. I was chucking serious numbers at it, but couldn't do anything to it. Now whilst reviewing the rules to find any weaknesses, I came across the evade rule. If, after all that effort in hitting it, my opponent chooses, he can get a 5/4+ save?!? Is it just me or does this seam ludicrous? Thoughts, -Empirespy
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Post by dangerrod on Dec 10, 2012 19:12:31 GMT -5
It does seem that way at first, but once he's evaded he can only "sanp-fire "his weapons the following turn which seriously hurts the effectiveness of the Vendetta.
As for taking them down, plenty of rapid firing Plasma/AutoCannon/Missile Launchers/Lascannons while using "Bring It Down" have worked well for me before.
Or you could just take a Vendetta as well!
What I have found with flyers is that placement is everything! Try to think where he's going to bring them on and what do you have to combat that. A good deterrent would be a Quad Gun.
Although none of this matters if you can hit but not penertrate the armour, thats where praying to the dice gods may help! I've seen both my Vendettas go do in the same turn to snap-shots from Missile Launchers and rapid-firing Gaus weapons!
Danger Rod
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Post by Trickstick on Dec 10, 2012 19:32:10 GMT -5
Don't forget, the decision to evade must be made after hitting but before penetration rolls are made. They can't wait to see if you pen and then opt to evade. A small point but it can be very important, as you may scare them into lowering their fire power. It could be a good idea to just force them to evade and then move on to another target.
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Post by treadiculous on Dec 11, 2012 4:43:11 GMT -5
Consider what happens if a techpreist was inside, then it can self repair as it flys around...
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Post by hendrik on Dec 11, 2012 11:57:11 GMT -5
an important thing to keep in mind is not to spend too much shooting at it. sure, if i fire everything at it it might just be gone, but you just spend an entire turn trying to take 1 small chunck of your opponents list down. key to winning with a guard army (or any other force) is target priority. while the vendetta is a serious threat it simply isn't worth focussing your entire force on it when that firepower could effectivly be used to better results elsewhere. if you really want your force to be able to deal with flyers i'd say sacrifice 200 pts and get a vendetta +hydra platform yourself. in >2000pts games it might be hard to sacrifice a HS slot for it but hey, this combo will get any flyer down
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Post by Rolling Thunder on Dec 11, 2012 16:12:56 GMT -5
Consider what happens if a techpreist was inside, then it can self repair as it flys around... .... I see conversion material.
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Post by WestRider on Dec 15, 2012 21:45:34 GMT -5
Yep. It's covered in the FAQ.
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Post by tiberius183 on Dec 25, 2012 15:17:28 GMT -5
I thought about doing the whole techpriest plus servitors riding vendettas, bit it would be a pretty expensive upgrade at about 90+ pts. Not really worth it as they are already pretty durable as is.
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