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 Post subject: Tactica: Vindicators
PostPosted: Wed Mar 18, 2009 3:29 pm 
Master Artificier
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Tactica: Vindicator


To quote the codex: “The Vindicator is a rhino based siege tank that boasts the most devastating weapon in the space marines armoury – The demolisher cannon.” So, we have a big gun strapped to a rhino. How can that not be fun.

Pros
Ordnance blast at str 10 AP2
A direct hit will usually take out pretty much anything from LRs to whole terminator squads
Siege shield ensures it has no problems with terrain – it just goes through it
Cheaper than a decent dread
Fear factor – its very presence will force your opponent to consider his plans


Cons
Attracts as much attention as a LR but lacks the armour
Short range weapon
No secondary weapon so effectively useless after the first weapon destroyed result (unless you really like stormbolters)
Vulnerable like most tanks to assault and even small arms fire to the rear
Small arc of fire to front only, which if immobilized can take it out the game

Overview
The Vindicator is a no nonsense tank that knows its role and does it well. It is not an obvious fluffy choice as far as Raven Guard go, who usually avoid siege warfare and the direct nature of the Vindicator. But for the player willing to side step a lil and look at the tank with a fresh perspective it opens up new tactical options that can compliment a Raven Guard list.

The tank is very cheap but capable of massive amounts of damage when used right, you have to understand that it has it’s drawbacks and be able to maximize it’s devastating potential.

Builds?
Options are thin on the ground; you get the big gun and a few bells and whistles.

One in particular is of interest – The siege shield. For 10pts this will allow you to pretty much never worry about terrain. This is vital as the Vindicators short range often means it will be moving to obtain range and line of sight. The slightly cheaper dozer blade is worth a look if points are tight.

Avoid HK missiles, 10pts is a waste for something that is one shot and could miss. The extra armour seems a bit pricey, but can be valuable when the shots start coming your way (which by golly they will)

How many?
Some units just work better in numbers greater than 1. This is very true of the Vindicator. On its own it will likely frustrate as your opponent will do his utmost to take the tank out quickly, and as it’s a rhino chassis he will have a decent chance. Having one shot means a miss is more costly which can crank up the angst.

Take 2. They are cheap so it wont break the point bank, it will also give your opponent a bighead ache and ensure that you get at least one pivotal shot off in the game. The kind of shot that wipes out his super unit and turns the game. On a good day both tanks will rack up a host of kills and cause general mayhem.

3 is verging on too much but many players do take the maximum 3. It is a fear inducing site and one only the most skilled and prepared opponent will manage

Deployment
The tanks short range of 24” will mean it either has to deploy close or spend a turn moving and not firing. You should be looking for cover in the centre of the board to maximize range and protection. If you have to move then consider popping its smoke launchers. A good hit will ruin the tanks day as a weapon destroyed or immobilized will effectively take it out the game. It’s small arc of fire is a weakness you must not let the enemy take advantage off.

So deploy wisely, looking for ways to protect its vulnerable sides and rear. Have troops close in order to deter any deep striking assault troops. Look to fire on your first turn, as your opponent will fire something at it in his. The vindicator needs to dig in a lil, it needs something to cover its weak spots.

You can hide them for a different game, targeting a vacant objective maybe and inviting enemy troops to take it before you yell ‘fire in the hole’. Or leave them as a constant threat that could appear at any time. But in general you should be trying to get that big gun making noise every turn.

Targets
Well, there is very little a str 10 AP2 large blast wont damage. But you may well have limited time until the tank is taken out by a determined opponent. With that in mind he may well hide his units, in fact that is a favored anti-vindi trick to watch out for. This also gives the rest of your force time to breath, re-deploy or flush them out. In short, your using the fear factor to your advantage.

Tanks, large masses of troops, MC’s or heavily armored elite choices make great targets. Remember that a direct hit on a tank can shatter even the toughest of armor, as you roll 2D6 and pick the highest to add to 10. Just be mindful of the short range and limited arc of fire.

In an age of cover saves be aware of this too. You want to make that AP 2 count so pick on units in the open or maneuver to deny the cover save (his unit has to have at least 50% obscured to claim it for the squad)

The Fear factor
There is no doubt that it is a tank that cant be ignored, your opponent knows that a well placed shot could ruin his day. He will either be hell bent on taking it/them out or hiding his forces until it is dealt with. Either way you are having an effect on his thinking or strategy, which leaves you to work on yours.

A couple of Vindicators make great moving shields for assault troops or tacticals ready to take advantage of cleared objectives, they also mean that heavy weapons fire will not be targeting your transports or support. Use this time wisely and make it count.

Effects on your units
It may sound obvious, but do keep your other units out of its fire arc. It is a huge template that can scatter. Don’t pie plate a unit that your assault troops are about to charge, if it scatters you don’t want it taking out your guys. It needs to be up front making holes, not sniping at the back.

Don’t hug it with squads, as it will be coming under fire and if it blows up it could well take casualties from your squad. A scattered plasma template wont go down well with hiding tacs behind the tank.

Sergeant Chronus

For 70pts you can add Chronus to your Vindicator. His high BS will help the big gun hit home with even more accuracy, which is important with a tank that has one gun. He also ignores crew shaken and stunned, which again helps when the tank is a one trick pony that needs to be firing, also handy to avoid crippling assaults by driving off when before you had no choice.

Still, 70pts is not exactly that cheap and if you do take two Vindicators then you start to rack up the points, but worth considering.


Conclusion
The Vindicator is a great and cheap tank with a scary reputation. It is vulnerable and will attract a lot of fire power from an opponent that is awake. But it is a true smile inducing tank that will cause your opponent many tears and you much fun. Know its limitations, weakness and the importance of cover and clever deployment. Try them in pairs, they just seem to work better that way. Don’t get troops in its way and do all you can to protect them from nasty assaults. Enjoy!

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 Post subject:
PostPosted: Thu Mar 19, 2009 6:35 am 
Veteran Sergeant
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Very nice. This is my Heavy Support of choice.

The rude awakening I received a few weeks ago: the Cannon can be used the same turn the tank moves. It's 2D6 scatter, but a 1/3 chance of "on target" hitting means I'l be more than happy to move and shoot.

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 Post subject:
PostPosted: Thu Mar 19, 2009 7:56 am 
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Yup.. it scares the hell out of everyone. Even my Berserkers :).. SM Vindis are great. They are 10 points cheaper than Chaos some more.

Just remember that Siegeshield does not mean your Vindis can suddenly climb the back of a wrecked Rhino. I saw someone did that and it was a real sight indeed.

I'm not an expert at Vindis, rarely use them. But seems like you covers everything. Good job Lev.


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 Post subject:
PostPosted: Thu Mar 19, 2009 5:52 pm 
White Raven
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Location: Hebburnium - Newcastle
hehe the vindi's are brilliant :D and yes Levhow can they NOT be fun, those who have mentioned a scaredness of the demolisher canon, never fight an apoc game versus me, armoured Leman russ demolisher squadron and two vindis :D

mmmmm pie plate heaven.

anyways well done lev another brilliant addition to the corax charter

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 Post subject:
PostPosted: Fri Mar 20, 2009 3:41 am 
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Good Job Lev, i like it very much :)

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 Post subject: Re: Tactica: Vindicators
PostPosted: Thu Dec 03, 2009 12:55 am 
Shadow Captain
Joined: Fri Feb 20, 2009 4:35 am
Posts: 274
Well, I just purchased two. Will add them to the list and report back. Fun scouts supported by vindis. I always wondered how I'd use the points I saved in troops!


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 Post subject: Re: Tactica: Vindicators
PostPosted: Thu Dec 03, 2009 9:10 am 
Shadow Captain
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Joined: Mon Mar 30, 2009 1:56 pm
Posts: 307
I'm not a big fan of vindicators.

I found dakka predators to be more efficient, and also cheaper.

-> A lot more range, more shooting opportunity.
-> with 4+ cover everywhere, AP2 is not that helpful.
-> You don't have multiple shots, so MC will still take only one wound from demolisher cannon.
-> more resilient, because you don't expose your side or rear armor as much as the Vindis, sitting at range.

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Iron hands Elder Ulgoth Force - 2000 pts
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 Post subject: Re: Tactica: Vindicators
PostPosted: Thu Dec 03, 2009 12:13 pm 
White Raven
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Joined: Tue Oct 14, 2008 10:04 am
Posts: 444

@Aldebaran
Besides the tactica basically being a reason TO take a vindicator while listing all its downfalls, I tend to agree with you. I've had far more luck with two dakka preds than two vindi's, though it has to be said, there is little else in my arsonel that can level a 20strong squad of orks in 2 hits!

I think the point is - the right weapon used in the right way at the right time is far better than any general purpose unit. For gamers on a budget (like almost all of us!) then a dakka pred may be a better buy, but if you can afford it (or your opponents let you proxy!) then a pair of vindi's might work better than a dakka pred in some situations, so changing your list to suite may be the best thing! (and list-changing isnt something to frown upon - the Raven Guard would never use the same 5 units against every enemy when they could utilise more specialist units!)

CR

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 Post subject: Re: Tactica: Vindicators
PostPosted: Thu Dec 03, 2009 7:40 pm 
Shadow Captain
Joined: Fri Feb 20, 2009 4:35 am
Posts: 274
For me, there is a certain kind of satisfaction to the destruction power of the huge cannon. I see your guys point. I like the siege shield both in appearance and mechanically. On a more visceral level, I like the appearance of the vindi, the predator reminds me of frail world war 2 british tanks like the churchill... I dunno... just my 2 cents.


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 Post subject: Re: Tactica: Vindicators
PostPosted: Thu Dec 03, 2009 8:33 pm 
Shadow Captain
Joined: Fri Feb 20, 2009 4:35 am
Posts: 274
Also, its 2 cents, with an akniowldegement that I've not used either preds or vindies...


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 Post subject: Re: Tactica: Vindicators
PostPosted: Mon Dec 07, 2009 9:39 pm 
Shadow Captain
Joined: Fri Feb 20, 2009 4:35 am
Posts: 274
Hey guys... Whats a dakka Pred? I looked through the predator tactica and online a bit, but I'm afraid I missed the boat. Would my 3rd heavy slot suffer if I had 2 vindicators, and a preadtor? I'm short points by 250 to make a 2k game, and almost all my slots are filled...

wierd huh? I blame it on my scouts... ;)

Pen


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 Post subject: Re: Tactica: Vindicators
PostPosted: Tue Dec 08, 2009 8:48 am 
Shadow Captain
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Joined: Mon Mar 30, 2009 1:56 pm
Posts: 307
A dakka preds is a 85 pts Predator equiped with an autocannon, and 2 heavy bolters on side sponsors.

Cheap 8 shots, all wounding T3 (eldar, mankind) on a 2+.
It can also put a wound or two on a carnifex or help destroying land speeders, for example.

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Raven Guard Solari Spearhead - 2600 pts
Iron hands Elder Ulgoth Force - 2000 pts
Last Game : vs Slaanesh
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 Post subject: Re: Tactica: Vindicators
PostPosted: Tue Dec 08, 2009 9:12 am 
Shadow Captain
Joined: Fri Feb 20, 2009 4:35 am
Posts: 274
cool thanks! I had thought maybe was the case.


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 Post subject: monolith's
PostPosted: Tue Dec 08, 2009 7:16 pm 
Recruit
Joined: Thu Sep 03, 2009 10:12 pm
Posts: 21
It really concern's me that vindicator's are our only ranged weapon that can bring down a monolith with ease. unless i am missing something in the codex. Don't really look at ranged to much as i am all about the assault.


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