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Made in us
Numberless Necron Warrior





I've heard so much that they're worth it (this is DA codex btw) and I was curious how to use them effectively. The AV 10 is very squishy, but if you constanty go for cover saves you wont be able to shoot, so i'm curious. How do you all use em effectively?

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Made in us
Badass "Sister Sin"






Camas, WA

DeathBy....Death wrote:I've heard so much that they're worth it (this is DA codex btw) and I was curious how to use them effectively. The AV 10 is very squishy, but if you constanty go for cover saves you wont be able to shoot, so i'm curious. How do you all use em effectively?

Keep in mind that you can still get cover and fire by using terrain and other vehicles. Because of the arrangement of the typhoon launchers, you can often draw line of sight while obscuring more than 50% of your speeder. Also, if you take them in a squadron, you only need to do that for one of them.

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Made in us
Numberless Necron Warrior





Unfortunately for the squadron thing I can only have one TML per squad, so i'd need them to be 3 seperate FA choices.

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Made in us
Badass "Sister Sin"






Camas, WA

DeathBy....Death wrote:Unfortunately for the squadron thing I can only have one TML per squad, so i'd need them to be 3 seperate FA choices.


Ahh, I was thinking of other SM codexes. Try hiding one behind a rhino/razorback and see if you can get 50% coverage.

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Made in us
Numberless Necron Warrior





I was planning on running Deathwing, so I wont be having any of those unfortunately. I know Landspeeders aren't fluffy for Deathwing though.

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Made in us
Badass "Sister Sin"






Camas, WA

DeathBy....Death wrote:I was planning on running Deathwing, so I wont be having any of those unfortunately. I know Landspeeders aren't fluffy for Deathwing though.

Ahh, then you'll have to rely on table terrain, which is tougher.

Just say you have a Ravenwing contingent attached.

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Made in us
Flashy Flashgitz






You probably won't have to flat out all that much, with a 48" range you should stay out of range of most danger. Hanging them back and using narrow LoS works awesome. However, if I can I just move flat out the first couple of turns for hugging the side of the table to get into the side, maybe even back armor if possible.

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Made in us
Longtime Dakkanaut



Beaver Dam, WI

Typhoon speeders are great -

1. You have reach out and touch range with 48" and 2 missiles.

2. You have speedy anti-personnel. Move 12" and fire the heavy bolter and two frag missiles.

3. You can go the ultimate Anti-tank - Multi melta (free upgrade in DA codex) and the cheap typhoon upgrade and look at getting a 6" move and 3 S8 shots!!

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Keep them far back. They tend to get shot at quite a bit less when they are 30+ inches from the enemy.

When focused on, they do go -piff- into a cloud of powered armored bits, but it surprising how long they survive.
   
Made in us
Numberless Necron Warrior





Ok, so the main idea i'm getting is keep them at just out of Lascannon range and just boost 12" a turn and fire? I was going to run TML/ MM btw.

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Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

DeathBy....Death wrote:Ok, so the main idea i'm getting is keep them at just out of Lascannon range and just boost 12" a turn and fire? I was going to run TML/ MM btw.
Keeping them out of LC range is tricky. Thats a 48" range that LC's can 'reach out and touch someone'. Your goal is to keep out of MM range.

You see, most armies pack enough short ranged fire to obliterate any AV 10 vehicle within 12". When people are deep striking their speeders, its a suicide mission, as all the MG/PG/SB/AC that are in their list now have something to shoot at, where otherwise their targets are unavailable.

Keeping your speeders at 40" away means that your opponent has to choose between targeting a speeder, or that vindicator or rhino with his ML. That is why the typhoon is usually ignored, as they are viewed as small threats.
Save their MM for a counter-assault, like to crush that LR that has gotten close, or to get that dread that podded in. I would not expect it to be a main weapon, just a nice backup if things went bad.
   
Made in us
Bounding Ultramarine Assault Trooper





Macragge

DeathBy....Death wrote:Ok, so the main idea i'm getting is keep them at just out of Lascannon range and just boost 12" a turn and fire? I was going to run TML/ MM btw.


Yep. Keep them at maximum range and your enemy will concentrate on other threats. If you're facing a more assault-oriented army with fewer ranged threats, push them forward and let the MM and kraks go to work on enemy transports.

To be honest, even if the MM upgrade is free in the DA codex, I wouldn't take it, for two reasons:

- Increased threat. People are scared of multi-meltas, and it would give them a reason to shoot the fragile speeder where just a Typhoon missile launcher might not be cause enough to do so.
- Decreased range. I like the ability to move 12" and fire a heavy bolter and two frags. It also lets the speeder do double duty as anti-infantry. To get maximum advantage from both of its guns, the TML/MM speeder has to move only 6" and get closer to the enemy.

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Made in us
Longtime Dakkanaut



Beaver Dam, WI

Roboute wrote:
DeathBy....Death wrote:Ok, so the main idea i'm getting is keep them at just out of Lascannon range and just boost 12" a turn and fire? I was going to run TML/ MM btw.


Yep. Keep them at maximum range and your enemy will concentrate on other threats. If you're facing a more assault-oriented army with fewer ranged threats, push them forward and let the MM and kraks go to work on enemy transports.

To be honest, even if the MM upgrade is free in the DA codex, I wouldn't take it, for two reasons:

- Increased threat. People are scared of multi-meltas, and it would give them a reason to shoot the fragile speeder where just a Typhoon missile launcher might not be cause enough to do so.
- Decreased range. I like the ability to move 12" and fire a heavy bolter and two frags. It also lets the speeder do double duty as anti-infantry. To get maximum advantage from both of its guns, the TML/MM speeder has to move only 6" and get closer to the enemy.


In general I agree. The MM upgrade is nice because it is free. You have to look at the rest of your list and make sure you are comfortable with your AT ability otherwise simply add it on and you are good to go.

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Made in gb
Longtime Dakkanaut




MM is hard to get into a deathwing list. Now it is true most of the time it is out of range, but I find it is the threat of being able to come forward and melt works wonders. If they keep their tanks out of 24'' then you should be doing all right.
   
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Shas'o Commanding the Hunter Kadre





Richmond, VA

Hide them behind your vehicles to get cover and shoot. Otherwise just hide them behind terrain and shoot. AV 10 is weak, but so long as you keep other vehicles on the table, your opponent will have too much to shoot at.

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Longtime Dakkanaut




I should add that if the enemy shoots lascannons at a typhoon which has a cover save then you will be smiling as a deathwing player.
   
 
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