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Made in us
Privateer





The paint dungeon, Arizona

So, going through my SM Stuff I realized I have an abundance of speeders collecting dust. So I took a peek at their codex entry, and one option kinda stood out more than the rest given the current rules.

The Typhoon launcher, while a pricey upgrade- is basically 2 regular missile launchers without crappy TL rules . So, a squadron of 3 at 270 points can push out 6 Missle shots per turn- thats alot on side or rear armor. Also-in an anti troop/horde roll, they can fire their HB's and fire defensive frag missles- 6 frag blasts and 9 HB shots is alot of dakka, even Vs MEQ's.

Thats all while moving fast to keep the cover save up too. With missiles having 48" and the HB's at 36", they can stand off a ways and avoid the current trend of Melta madness. They'll surely suck some AC fire, but most units with Ac's are also very vulnerable to the fire they can put out...so it evens out.

Has anyone played, or had to face this sort of setup? And how would you counter it if it was played decently? (kept at long range, used to flank your units)
   
Made in us
Been Around the Block




One big error - you can never fire the missle launcher as a defensive weapon. It's either in the description of defensive weapons or of the launcher that you always count as firing at the higher strength for determining defensive weapon capabilities.

Aside from that, much of your analysis is spot on; I find them to be a fantastic addition to the fast attack slot.
   
Made in us
Privateer





The paint dungeon, Arizona

Hmmm, could you be more specific on the weapon rule? The Typhoon/Lanspeeder description only says to choose what type of missle to fire. And pg 58 of the BRB on defensive weapons doesnt say anything about weapons that can fire off of 2 statlines.
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Yeah... I've never seen/heard of that rule either. I personally like my Typhoons. The give you a nice, mobile, stand-off weapons platform. They simply eat light infantry and can threaten MEQs and light vehicles. I really love them against my normal Tau opponent, as most of his stuff has 4+ invulnerable/cover saves anyway, I can use the Typhoon's speed to keep cover between the Speeder and it's targets/victims.

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Made in us
Regular Dakkanaut




I've never seen anything about that rule, but I have used typhoons a bit. I really thought they were great on paper.. In practice, I have found them to be a bit underwhelming. 2 S8 shots for anti-armor each is still a little weak overall for the cost when trying to control transports, whereas even at 24" range, a speeder or attack bike with multi-melta is a little stronger.

Granted, the Typhoon has flexibility in that it can serve as anti-infantry as well, but I havent really had much use for them in that role when I used them.
   
Made in us
Fixture of Dakka



Chicago, Illinois

It looks awesome on paper in reality not so much.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Privateer





The paint dungeon, Arizona

0ldsk00l wrote:I've never seen anything about that rule, but I have used typhoons a bit. I really thought they were great on paper.. In practice, I have found them to be a bit underwhelming. 2 S8 shots for anti-armor each is still a little weak overall for the cost when trying to control transports, whereas even at 24" range, a speeder or attack bike with multi-melta is a little stronger.

Granted, the Typhoon has flexibility in that it can serve as anti-infantry as well, but I havent really had much use for them in that role when I used them.


The MM is stronger against heavy armor, but Im looking at it aw more of a heavy autocannon in terms of use- hence specifically stating s8 shots on side/rear armor. Also, MM's require being very close, where a weight of fire can be brought down on the speeder. Outside of rapidfire range it seems they'd be much safer.

Hollismason wrote:It looks awesome on paper in reality not so much.


Thanks for your opinion- but Im looking for experiences and actual information.


   
Made in us
Sinewy Scourge





Bothell, WA

One of the people I regularly play at tournaments runs the 270 point squad. The trick with this unit is to use it right, always targeting things with a AV of 12 or under or infantry with a 3+ or worse armor save.

When attacking AV 10 or 11 even the heavy bolters can cause damage. Against hordes you can pump out 6 frag blasts and 9 heavy bolter shots while moving up to 12 inches. All from 36 inches away!

Unless you are running an army based around Vulkan and his rerolls the Missle Launcher/Heavy bolter land speeder squad is a very effective tool that nearly every space marine army would do well to have.

The counter however is simple, Run my land raider straight at the squad and open up with the assault cannon, or an 85 point preditor with autocannon & heavy bolters can cause some damage at range. I've even wrecked all three once with a very lucky shooting phase from a thunderfire.

This message was edited 1 time. Last update was at 2009/07/21 17:32:23


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Made in us
Awesome Autarch






Las Vegas, NV

I love them and they are my favorite build for the speeder.

Two of them is 180, you keep them at max range and snipe light and medium tanks, or use the blast marker with heavy bolters to attack infantry.

I think they are a fantastic unit. 4 krak missles that can move 12", shoot and costs only 180 is a great value. Add in the fact that they can double as anti infantry and IMO, you have a very good unit.

In a list with threats approaching the enemy, they will not be a high target priority. As always, it is about list synergy, but these guys are just so useful with their speed, range and hitting power. I love em.

   
Made in dk
Stormin' Stompa





I love them.

I use them (usually a squadron of two or two singles running together) to shoot transports.
The anti-infantry value kinda goes without saying.
In my army they almost always keep at maximum range while taking comfort in the fact that my opponent usually focuses on the LR with terminators and the two Ironclads dropping in.
The three droppods in my army is usually used to create a "wall" which limits enemy movement while providing cover for my speeders. I consider the tradeoff in KPs worth it.

In short, they work great providing you provide your enemy with more tempting targets.

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Made in us
Regular Dakkanaut




I use atleast two in most of my SM lists now. They are great.

Being able to move 12 inches and fire 2 kraks or hb and two frags is a huge bonus.

I keep them at max range when ever I can from my target so the amount of things that can fire at them like ML's and Las cannons are mostly firing stuff that is more of a threat and closer such as LR's, termies, dreads, etc.
   
Made in us
Fixture of Dakka



Chicago, Illinois

My opponents always shoot mine :( w/ scatter lasers and then welp.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Privateer





The paint dungeon, Arizona

Hollismason wrote:My opponents always shoot mine :( w/ scatter lasers and then welp.


Anything that carries a scatter laser can easily be killed by a typhoon(except a wraithlord- those would take a turn or two with a squadron of 3).


I was thinking of breaking mine up into smaller units, but spreadin KP around like that seems to invite killing them off.
   
Made in us
Tunneling Trygon





FWIW it looks like it'd be pretty straightforward to magnetize the parts so you can swap the launcher racks on and off, so you're not stuck with one or the other.

That's the new kit at least.



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Made in us
Privateer





The paint dungeon, Arizona

Edit- stupid double post...

This message was edited 1 time. Last update was at 2009/07/22 09:06:57


 
   
Made in us
Privateer





The paint dungeon, Arizona

I'll be makin my own- the existing 'Mouseketeer' missle pack looks silly and makes me hum ' M I C.... K E Y... M O U S E....'

So, I'll probly steal my unused Havoc launchers and make some nose or wing mounted missle rack/pods for my speeders.
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







I like the mouseketeer look.... reminds me of some of the old battletech mechs.


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Made in us
Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

Yeah, reminds me of the Catapult, too.

I saw the change to the TML in this codex and jumped on it, haven't looked back. I can't find a more efficient 90 points of firepower anywhere.

I take two now, and I'm working on getting a third.

@ cervidal : Please quote rules from current editions. This rule no longer exists. Vehicle weapons count as the strength they are fired at, therefore, Frag missles can be fired as defensive weapons.

This allows the Typhoon to move 12" and fire to full effect against Infantry. 3 HB shots and 2 Str 4 Blast per speeder is a real deal. Three will ruin any horde's day.




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Dark Eldar WIP - ~800 points

 
   
Made in de
Boosting Black Templar Biker




I also use two of 'em. Usually i let them go alone for anytime i used them in a squadron something nasty at least crippled both if not destroying them. I also think a squadron of 3 isn't the big deal for they are too big a thread to be ignored by any enemy and too fragile especially thanks to squadron rules.





 
   
Made in gb
Lord of the Fleet






0ldsk00l wrote: 2 S8 shots for anti-armor each is still a little weak overall for the cost when trying to control transports, whereas even at 24" range, a speeder or attack bike with multi-melta is a little stronger.


At 24" a Multimelta is a S8 weapon with no bonuses. How is that better than 2xS8 weapons for less than double the cost?

I like typhoons. Over the course of a game they can really do some damage, especially against lightly armoured squads. MM speeders are great but they tend to be suicide units.
   
Made in fi
Sneaky Striking Scorpion






Finland

Scott-S6 wrote:At 24" a Multimelta is a S8 weapon with no bonuses. How is that better than 2xS8 weapons for less than double the cost?


With no bonuses? AP 1 is a great bonus imo.




 
   
Made in us
Privateer





The paint dungeon, Arizona

SuperioR wrote:
Scott-S6 wrote:At 24" a Multimelta is a S8 weapon with no bonuses. How is that better than 2xS8 weapons for less than double the cost?


With no bonuses? AP 1 is a great bonus imo.


Only if it manages to glance/pen. Past 12", 2 Krak missiles will get more damage results than a single MM will, more rolls on the chart seem better than a single with a +1
   
Made in ca
Twisted Trueborn with Blaster





our local white scars player sometimes runs 2 squadrons of 3.

They are cheap for the ammount of lead they can dish out, good AT and very good AI. Something you might consider of course is to run 2 typhoon combined with one regular HB speeder to take the brunt of any shooting.

And of course 2 speeders can take advantage of cover better than 3 speeders. I play BT and I WISH I had the new typhoon.


 
   
Made in us
Longtime Dakkanaut




I like the Typhoon, but for my money the most bang for your buck comes from a double Heavy Bolter Land Speeder for 60pts. A squadron of three costs 180pts and you have 18 heavy bolter shots moving 6".
   
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Sagitarius with a Big F'in Gun




Grass Valley CA

Defensive Weapons are all weapons S4 or under so yes they would be defensive
I have never tried out land speeders as i kinda dont want to buy a ton and find out i hate em

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Made in us
Longtime Dakkanaut




Thats been my plan as I build them so far. I was thinking of running 2 as seperate units as flankers away from the main unit to play with that 48" rang for side shots.

Hope more old fools come to their senses and start giving you their money instead of those Union Jack Blood suckers...  
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

As someone else said, they are decent light armour killers, can harass medium armour and are great against infantry. Keep them in the back, they die quickly as they close in, so use their mobility to keep them out of harms way.

It also seemed like you thought you could get the SMF save while shooting, this is impossible, as you have to move over 12" to get it, so then you can't shoot.

Wouldn't advise to use more than two in a squad, they get expensive fast, and they do die easily if your opponent focus on them. If you have available FA slots, split them up

   
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Long-Range Ultramarine Land Speeder Pilot




Dallas, TX

I use my two to sit waaay back, all the way on my line most of the time. Isolated and alone, it's a free KP to the enemy, floating along behind a rhino column, it's like having a super cheap Dev squad that can move and fire and get cover saves. The Typhoon is the epitome of long-range supression fire.



Ultramarines Second Company - ~4000 points

Dark Eldar WIP - ~800 points

 
   
Made in gb
Towering Hierophant Bio-Titan



UK

Combine 2-3 Typhoon landspeeders with one Terminator & landraider assault ground with another lone drop-podding Dredenought (or Ironclad)

Mix well.

Serve raw.

Pew pew.

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Too be fair.. it's all worked out quite well!

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Made in us
Stalwart Ultramarine Tactical Marine






I used a 3 Typhoon Squadron at Ard Boyz.Killed Kans,chimeras,and Defilers as well as putting down quite a few CSM Thousand sons.And they work really good against the whole Nob biker squad.Fail the cover save and you have yourself a dead nob or three.

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