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Best Loadout for a pure CC Vanguard Unit

vanguard CC pure jump pack close combat

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#1
Inquisitor Red

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What do you guys think is the best load out for a pure CC Vanguard Unit? 

 

 



#2
Vel'Cona

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http://www.bolterand...-vanguard-vets/


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#3
Claws and Effect

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Claws.
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#4
Lemondish

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Claws.

 

The only right answer ;)



#5
Vel'Cona

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Claws.

 

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#6
Moostick

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I really wanted claws to be good.

If they fix Inferno Pistol prices, they could be a pretty funny anti-tank unit. Double fisting inferno pistols anyone?

#7
mjrwaud

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Are lightning claws actually ever worth it? I also really like them and have a few VVs and terminators built with them... but they never really seem to be the best tool for any job.



#8
Moostick

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Oh, they're terrible. Absolutely not worth the cost for a pair. Consistently the best looking, but worst performing VV unit.

They're stuck in a weird zone with S4 where the reroll to wound isn't that useful against chaff for the cost and 2 chainsword would probably do a comparable job for much less, while also not enough to do well against high T models either because you still need to roll 5+.

Look so good though.

#9
mjrwaud

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Oh, they're terrible. Absolutely not worth the cost for a pair. Consistently the best looking, but worst performing VV unit.

They're stuck in a weird zone with S4 where the reroll to wound isn't that useful against chaff for the cost and 2 chainsword would probably do a comparable job for much less, while also not enough to do well against high T models either because you still need to roll 5+.

Look so good though.

 

Bummer... the -2 AP doesn't make that big a difference?

I guess looks aren't everything... :(



#10
ashc

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Lightning claws used to be boss in previous editions but gw have not realised how some of their iconic equipment and units have suffered in the edition changeover - either the rules don't represent what these things used to do and hence their reputation, or they've well overpriced them expecting them to be good.

Is the double pistol setup worth doing? - I've always wondered.
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#11
Moostick

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Oh, they're terrible. Absolutely not worth the cost for a pair. Consistently the best looking, but worst performing VV unit.

They're stuck in a weird zone with S4 where the reroll to wound isn't that useful against chaff for the cost and 2 chainsword would probably do a comparable job for much less, while also not enough to do well against high T models either because you still need to roll 5+.

Look so good though.


Bummer... the -2 AP doesn't make that big a difference?
I guess looks aren't everything... :(

Based on some very, very rough estimations, I think 5 VVs with dual LC compared to 5 VVs with dual chainswords will do around 2 more wounds a fight phase against most targets. It's better, but probably not worth the cost hike.
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#12
Mobius0288

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Axes in each vanguard might a better job for slightly cheaper, and now we have rerolls in the form of mission tactics and the +1 to wound. But definitely like my THs (referenced in the link above).


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#13
Lemondish

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Oh, they're terrible. Absolutely not worth the cost for a pair. Consistently the best looking, but worst performing VV unit.

They're stuck in a weird zone with S4 where the reroll to wound isn't that useful against chaff for the cost and 2 chainsword would probably do a comparable job for much less, while also not enough to do well against high T models either because you still need to roll 5+.

Look so good though.

Bummer... the -2 AP doesn't make that big a difference?
I guess looks aren't everything... :(
Based on some very, very rough estimations, I think 5 VVs with dual LC compared to 5 VVs with dual chainswords will do around 2 more wounds a fight phase against most targets. It's better, but probably not worth the cost hike.

I think I'd only ever hand the LCs to the Sergeant and a Black Shield, but no more than that. Point is to add to their bite, not make it all they do of course.

#14
Claws and Effect

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16 attacks that reroll to wound is nothing to sneeze at.

Choose your targets carefully. Claws are for infantry mulching, not big game hunting. I actually use power fists for big stuff. They aren't as consistent as hammers, but they're slightly cheaper and that matters when you're putting them on a whole squad.
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#15
Mobius0288

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16 attacks that reroll to wound is nothing to sneeze at.

Choose your targets carefully. Claws are for infantry mulching, not big game hunting. I actually use power fists for big stuff. They aren't as consistent as hammers, but they're slightly cheaper and that matters when you're putting them on a whole squad.

 

Exactly. Because of that fact, I've been considering another couple of Vanguard squads just so I can kit them out with some power fists.


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#16
Vel'Cona

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16 attacks that reroll to wound is nothing to sneeze at.

Choose your targets carefully. Claws are for infantry mulching, not big game hunting. I actually use power fists for big stuff. They aren't as consistent as hammers, but they're slightly cheaper and that matters when you're putting them on a whole squad.

 

Exactly. Because of that fact, I've been considering another couple of Vanguard squads just so I can kit them out with some power fists.

 

 

That's a funny way of saying "Thunder Hammers" :P


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#17
Claws and Effect

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16 attacks that reroll to wound is nothing to sneeze at.

Choose your targets carefully. Claws are for infantry mulching, not big game hunting. I actually use power fists for big stuff. They aren't as consistent as hammers, but they're slightly cheaper and that matters when you're putting them on a whole squad.

Exactly. Because of that fact, I've been considering another couple of Vanguard squads just so I can kit them out with some power fists.
That's a funny way of saying "Thunder Hammers" :P
I'd rather average 2 damage per hit and save 20 points on the squad.

I'm actually leaning toward power lances for my Kill Team guys. Going to pick up a Grey Knights Strike Squad and steal all their arms.

Edited by Claws and Effect, 18 May 2018 - 01:59 PM.


#18
Vel'Cona

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I'd rather average 2 damage per hit and save 20 points on the squad.

I'm actually leaning toward power lances for my Kill Team guys. Going to pick up a Grey Knights Strike Squad and steal all their arms.

 

Fair enough on the THs, I just really love the static hitting power of the hammers, I guess :P

 

I want to see pics of your power lance Veterans when they get built up! :)


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#19
Claws and Effect

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I'd rather average 2 damage per hit and save 20 points on the squad.

I'm actually leaning toward power lances for my Kill Team guys. Going to pick up a Grey Knights Strike Squad and steal all their arms.


Fair enough on the THs, I just really love the static hitting power of the hammers, I guess :P

I want to see pics of your power lance Veterans when they get built up! :)

My Watch Captain is sporting a hammer and always has the +1 damage Warlord Trait.

His average damage is better than a HTH and he still gets to pack an inferno pistol. He's a monster close up.
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#20
Vel'Cona

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My Watch Captain is sporting a hammer and always has the +1 damage Warlord Trait.

His average damage is better than a HTH and he still gets to pack an inferno pistol. He's a monster close up.

 

Also you get to shout "IT'S HAMMERTIME!" when he charges :lol:


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#21
Claws and Effect

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My Watch Captain is sporting a hammer and always has the +1 damage Warlord Trait.

His average damage is better than a HTH and he still gets to pack an inferno pistol. He's a monster close up.


Also you get to shout "IT'S HAMMERTIME!" when he charges :lol:

If you've seen Infinity War you know what my nearby dreadnought says when he charges.

#22
Black_Knight

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Full Hammer plus Shields and as Vel'Cona said shout "Hammer Time" as you fail the charge :S 







Also tagged with one or more of these keywords: vanguard, CC, pure, jump, pack, close, combat

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