Inquisitor Soren
09-10-2009, 08:25 PM
Alright guys I got a question/poll to test the, seemingly, infinite internet wisdom...lol
This came up in a discussion between my brother and myself, and I have to admit I feel Vanguard are better...
Which is better, present your arguments, I don't care about 'they both suck', or 'that is fail' I want a reasonable tactical discussion.
Here is my pros/cons list...
Pros: 2+ Armor (Overwhelm-able), Lightning Claws w/5+ Invul or TH/SS, Deepstrike, Combat Squads, Combat Tactics, ATSKNF, Land Raider possible Dedicated Transport.
Cons: Slow, Expensive Transport, Deep Strike Situational due to lack of ranged weapons, Fire Magnet.
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Pros: 3+ Armor, Diverse Weapon Options (Including SS), Cheap Transport Options, Jump Pack Option (Giving them the Deepstrike option, increased movement, and the possibility of Heroic Intervention), Combat Squads, Combat Tactics, ATSKNF, Heroic Intervention.
Cons: 3+ Armor can be flimsy with Battle Cannons abounding, Expensive when kitted, Deep Strike decent depending on luck and situation due to Heroic Intervention but cannot be counted upon, Possible Fire Magnet, Cheap Transports are flimsy, can suffer from lack of ranged weapons.
One last thing, for the life of me I can't remember but I'm 99% sure that units with jump-packs are unable to ride in transports, but can someone quote this for posterity. Thanks
My personal view is that depending on what effect I would want on the enemy chooses which one I would take. Assault Terms are good for both psychological effect and fire magnet-ing, with the rare actual contact with the enemy. While Vanguard tend to be underestimated can be used to devastating combat effect on an unaware foe or simply an unlucky or incautious foe.
Let us also leave Shrike out of this...for now...
This came up in a discussion between my brother and myself, and I have to admit I feel Vanguard are better...
Which is better, present your arguments, I don't care about 'they both suck', or 'that is fail' I want a reasonable tactical discussion.
Here is my pros/cons list...
Pros: 2+ Armor (Overwhelm-able), Lightning Claws w/5+ Invul or TH/SS, Deepstrike, Combat Squads, Combat Tactics, ATSKNF, Land Raider possible Dedicated Transport.
Cons: Slow, Expensive Transport, Deep Strike Situational due to lack of ranged weapons, Fire Magnet.
-
Pros: 3+ Armor, Diverse Weapon Options (Including SS), Cheap Transport Options, Jump Pack Option (Giving them the Deepstrike option, increased movement, and the possibility of Heroic Intervention), Combat Squads, Combat Tactics, ATSKNF, Heroic Intervention.
Cons: 3+ Armor can be flimsy with Battle Cannons abounding, Expensive when kitted, Deep Strike decent depending on luck and situation due to Heroic Intervention but cannot be counted upon, Possible Fire Magnet, Cheap Transports are flimsy, can suffer from lack of ranged weapons.
One last thing, for the life of me I can't remember but I'm 99% sure that units with jump-packs are unable to ride in transports, but can someone quote this for posterity. Thanks
My personal view is that depending on what effect I would want on the enemy chooses which one I would take. Assault Terms are good for both psychological effect and fire magnet-ing, with the rare actual contact with the enemy. While Vanguard tend to be underestimated can be used to devastating combat effect on an unaware foe or simply an unlucky or incautious foe.
Let us also leave Shrike out of this...for now...