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![[Post New]](/s/i/i.gif) 2009/09/20 21:37:00
Subject: Land speeder Typhoon or not
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Bounding Assault Marine
england
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Ok just wanted you opinons
I run 2 Typoons since i feel with there range amout of shots and there moblity ,they are the best to use .
A lot of people say go MM and HF but i find this a bit more unrealable as to use the HF they have to be in close and to benfit from the MM the same go's .
I know its personal and how you play that really affects there ablity but i just feel the longer range and more shots is better .
I run a 2 LR 1500 pts army and have one Godhamer and one Redeemer( yes i like LR's) so for me having the long range support allowing the Redeemer to deliver the Assault termis is paramount .
I find that with the anti armour and anti troop choice of missile's they can really benifit my army i do have one MM ,HB land speeder but that's for running the back line or comming in to support the termis when they hit the other guys front line. if i didnt need the points for the rhino i would be running 3 Typoons
so guys whats your Land speeder of choice and why?
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![[Post New]](/s/i/i.gif) 2009/09/20 21:47:42
Subject: Re:Land speeder Typhoon or not
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Sinister Chaos Marine
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A Typhoon, because it's got lots of dakka, is flexible (choice of frag/krak) and maneuverable. Land speeders are quite fragile, and the HF/ MM loadout seems a bit suicidal to me. There is a quite recent thread where they get a lot of love
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Space_Potato wrote:Just Dave wrote:Simple Question Really, how do you think things would be different if Guilliman hadn't created the Codex Astartes?
Rape and pillage! Orks roaming the countryside, raping our churches and burning our women! |
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![[Post New]](/s/i/i.gif) 2009/09/21 00:11:37
Subject: Land speeder Typhoon or not
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Rotting Sorcerer of Nurgle
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I don't run speeders, I run attack bike squads, but, if I do run speeder squads, it would only be Typhoons.
Range to stary a bit safe, rate of fire that's withering.
Just a tad expensive for my tastes.
My 7 Cents.
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This is a little story about four people named Everybody, Somebody, Anybody, and Nobody.
There was an important job to be done and Everybody was sure that Somebody would do it.
Anybody could have done it, but Nobody did it.
Somebody got angry about that because it was Everybody's job.
Everybody thought that Anybody could do it, but Nobody realized that Everybody wouldn't do it.
It ended up that Everybody blamed Somebody when Nobody did what Anybody could have done.
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![[Post New]](/s/i/i.gif) 2009/09/21 09:55:49
Subject: Land speeder Typhoon or not
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Lord of the Fleet
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HF/MM speeders can be devestating but they rarely survive more than a turn or two after they get into attack range.
Typhoons are a little less impressive but they can hang back and plug away for the whole game. Being 24+ away means that your opponent needs to divert heavy weapons fire to destroy them and he'll usually have more important things to shoot.
Two frag missiles and a heavy bolter is not to be sneezed at against most infantry. Two or three of those and you do some fairly reasonable damage.
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![[Post New]](/s/i/i.gif) 2009/09/21 10:51:14
Subject: Land speeder Typhoon or not
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Ultramarine Land Raider Pilot on Cruise Control
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I like Typhoons and think they're the the best value speeder, you just have to use them right.
Where they shine is popping transports at range whilst keeping in cover. Once the transports are gone, a heavy bolter and a pair of frag missiles will finish off the now footslogging infantry nicely.
The main thing is to always use them in 2's or 3's, never let them fly solo...
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While you sleep, they'll be waiting...
Have you thought about the Axis of Evil pension scheme? |
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![[Post New]](/s/i/i.gif) 2009/09/21 14:32:22
Subject: Re:Land speeder Typhoon or not
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Sinewy Scourge
Long Island, New York, USA
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Sorry to duplicate post, I put this in an older thread by mistake, but here's my take on the typhoons.
I used 2 (not grouped together as a squadron) in a few games against my friend's Necrons.
First game, I destroyed his 3 destroyers the first round.
Next game, I took out 2 heavy destroyers and 2 destroyers in the first round. Keeping the speeder's seperate makes it possible to target 2 different units, no wasted shots.
Next game, he focused so much effort on taking out my speeders (he views them as a major threat, as well he should) that I was able to get my termie squad (with cyclone ML) into HTH with his warriors wiping them out in 2 turns.
I modeled mine like this;
Still have some finishing work to do on the painting, but it works well.
Bottom line, I like the typhoon variant, use it alot and find it to be very effective hit and run unit. 48" missile range allows you to stand off and fire to soften the enemy up. Quick enough to rush in and contest objectives late in the game. I'm currently working on a land speeder storm to add to the force for a late game sieze objective unit.
Time Wizard
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I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire. The man who lies low and awaits developments usually comes off second best. - Erwin Rommel
"For having lived long, I have experienced many instances of being obliged, by better information or fuller consideration, to change opinions, even on important subjects, which I once thought right but found to be otherwise." - Benjamin Franklin
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![[Post New]](/s/i/i.gif) 2009/09/21 15:05:11
Subject: Land speeder Typhoon or not
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Plastictrees
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After using a squadron of 3 for some months now I have a little bit to add to my comments in the other thread.
The typhoons are my firepower mvp. Many opponents aren't familiar with them still, but once they lose 15 orks from a mob of 30 or 4-5 marines from a single volley, they sit up and take notice. The squadron is also outstanding at taking out those light-medium armor vehicles, especially transports, that absolutely have to die. The tremendous redundancy in the dice overcomes even my die rolling, and I can typically expect 2-3 glances or pens from any given volley.
They have an advantage similar to that of Eldar speeders that they are fast enough to move to an angle where they're not shooting into or through cover. So you can deny vehicles in particular their cover saves by moving, which tremendously increases the ability to kill things at range.
They are extremely vulnerable to a ton of things in the game, though. Usually one burst of high-str, high-volume fire will at least shut them down for a turn. I'm a fan of speeders, and the drawback I see all the time with a depending on speeders for too much of your firepower is that once they die--which is pretty easy to do--you don't have anything left to shoot with. You have to coddle them, use extreme standoff tactics, and be willing to give up those heavy bolter shots if it means moving faster and further away to get a safe missile shot.
But in my experience they are much more survivable than my MM/HF speeders. I use both, and the MM/HF speeders never survive a game, but at least one of the typhoons usually makes it through to the end, and often all three if things go well.
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This message was edited 1 time. Last update was at 2009/09/21 15:06:58
"The complete or partial destruction of the enemy must be regarded as the sole object of all engagements.... Direct annihilation of the enemy's forces must always be the dominant consideration." Karl von Clausewitz |
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