Switch Theme:

Landspeeder Storms  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut






I'm looking at finally getting around to building my Ultramarines. Decided on droppod Sternguard, scout recon, and bikes. 3 builds to vary my games.

What I'm looking for is information on player experience with Storms.

My plan is to play 2 to 3 of them. If I go first...The thought is to scout move them and set up 1st turn assault. Storm will have heavy flamer and the scouts will have shotguns. Sgt will have powerfist, combi-melta, and meltabombs. Looking to multi charge as many troop transports as possible. Between the krak grenades, Sgt PF auto-hitting, there should be alot of wreckage.

Want to use snipers and techmarines amongst other units. Plan is still in works...

2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1

Armies:
1850+ pts. 3000+ pts. 2000+

40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits  
   
Made in us
Longtime Dakkanaut






Does anyone play them? No info to share?

2012 tourney record:
Eldar 18W-2L-5D Overall x4
Deathwing 21W-7L-6D Overall x4 Best General x1 Best Appearance x3, 19th place Adepticon 40k Champs.
Space Wolves 2W-0L-1D Best Painted x1

Armies:
1850+ pts. 3000+ pts. 2000+

40k bits go to my ebay... http://stores.shop.ebay.com/K-K-Gaming-and-Bits  
   
Made in us
Stealthy Warhound Titan Princeps






storms have ALOT of drawbacks...

1) They take up a fast slot per speeder... alot of good marine options are in the fast attack slot.

2) They are worth 2 killpoints for a very vulnerable unit.

3) They are expensive for what they do. ~150 points for a storm + scouts is a bit much.

4) They are not reliable against anything... unless you get first turn, in which case your opponent will probably block the first turn charge with infantry, you don't know when they will come in from reserves... odds are quite poor you'll get them to outflank where you want on turn 2... and even then, 5 scouts isn't exactly a viable close combat force.

Storms + scouts have alot of drawbacks. I'd rather spend them on something traditional, like a 5 man tac squad in a razorback w/ TLLC, for example. scoring, and provides longer ranged firepower in a more stable platform. Or if you really like speeders, 2x multimelta + heavy flamer speeders is less points than the storm squad, takes up 1 force org slot, and is harder to gain killpoints from because of the squadron rules. (gotta kill both to get the KP)
   
Made in us
Focused Dark Angels Land Raider Pilot







I field a Dark Angels army however when I want to use my storms i play them as vanilla marines. Horst is right the storms and a 5 man scout squad isnt a great weapon but when you wait it out they can capture objectives in the end and also they serve as a threat not a great one but they put units in the way of your opponent. He or she then has to choose who to engage and if you do it right the enemy picks one or wastes no concentrated fire on both yur main line and yur 3x storms and scouts. I run this tatic backed up by combat squads in razorbacks, the volley of fire due to their low cost in points is worth it and if the enemy doesnt engage yoru scouts they either have to contest with heavy bolter or krak missile fire from the rear. which if shoot at vehicles can make a difference.



 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

I'll say this; land speeder storms are brutal. Simply put, they're wave serpents with multi-meltas. That is insanely good against a lot of the current armys. The only issue is they are very squishy, so everyone I've ever faced with em has always deep struck them. If you down thats the first thing a good opponent will focus down! one guy this weekend dropped 3 behind my lines and took out both my vindicators in one turn :(

Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
1st Place Special Mission tourney 12/15/18 (Battlereps)
2nd Place ITC tourney 08/20/18 ( Battlerep)
3rd Place ITC Tourney 06/08/18(Battlereps
   
Made in us
Growlin' Guntrukk Driver with Killacannon





Dayton, Ohio

The thing about the storm is it's a suicide speeder.

Multi-melta, and cheep scout squad with meltabombs can pop two tanks first turn with a scout move and potentially make their points back twice over, this can be countered by reserving everything.

However, a MM storm can still be used like a normal MM speeder, only this one is scoring, and has a bunch of S4 shots hiding inside (because it's open topped, the squad can shoot out of it) Not the best use of it's points, but it's better than trying to outflank it.

This message was edited 1 time. Last update was at 2009/09/29 05:53:33


Arctik_Firangi wrote:Spelling? Well excuse me, I thought we were discussing the rules as written.
Don't worry, I'm a certified speed freek
Know who else are speed freeks? and  
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

I think you want the reverse. Combi-flamer on the sergeant and multi-melta on the storm. Why waste the fire of the other 4 scouts?

I agree they are pricey but perhaps a combination of 2 storms and a squadron of 3 regular speeders. That puts multiple fast targets and the squadron is a real threat. Remember you can always deep strike or outflank if you don't get first turn.

If you are planning scouts+drop pods what are you drop podding in tacticals? dreads? sternguard? Dreads and speeders will give your opponent tough vehicle choices tacs and scouts provide a lot of objective holding. I am not really sold on overload of sternguard - indeed powerful firepower but no ability to hold objectives and just as tough to kill as a tactical. You thinking maybe one and then tacs or going cheap with scout squads?

2000
2000
WIP
3000
8000 
   
Made in us
Moustache-twirling Princeps





PDX

I hear they are solid choices, for those who want a nasty assault unit. Combat Blades and Bolt Pistols, with a PWeapon and Combi Sarge with a Heavy Flamer LSS is pretty mean. The lowered leadership from the LSS on the opposing unit is meant to get them to break, if I remember right, allowing you to sweep them up a bit easier.

Anyhow, not sure if they are worth it, but I do love the model.

   
Made in us
Preacher of the Emperor




Boston, MA

Storms have a place in a well balanced list, but I tend to gain alot more utility out of attack bikes, scout bikes and speeders in my FA slots than a storm. Now, if I could buy them as a troops choice as a dedicated transport for a small scout squad...that would be awesome. But overall they are a nice piece that can be customized to do a couple of different things and can plug a hole in the army list. Also surprisingly good when outflanking and an opponent has never seen them before...
   
Made in us
Rotting Sorcerer of Nurgle





They are a 'fun' unit.
They can do some unique things and offer some cool combos.

But, for me, having 2 soft kill points on the table is not my cup of tea.
Banking on certain situations to go your way for some of their strategies is stupid IMO.

Their combat ability is not steller. In addition, you generally do NOT want the extra ld breaking, unless somehow the scouts beat a really expensive unit. Two round combats are much more effective, but they don’t have the numbers to sustain them.

So either way they die…not good for Objectives/Kill points.

The only sure thing they can do if they get first turn. Is to plant grenades or melta bombs on a tank. But that only works once vs. each opponent, and if you are in an open list environment it’s not hard to block.

There are so many ‘ifs’ with this unit to be effective or to pull of combos…I don’t think it’s worth it when the niche just gets narrower and narrower.

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.
 
   
Made in gb
Fresh-Faced New User




Like several other posts ,they are a bit fragile and its a bit of a one way journey.
However i usually try to use them with scouts, with shotguns and pw to attack small but lethal forces (ie reapers)
I think the 4 d6 scatter has a more pychological than real effect on enemys deep striking so make sure you tell your opponent before they DS how far they might be scattering!
Love the model but a bit confusing for your opponent as to whether there are troops embarked or not and what wargear they have without having half dozen various models in various states!

havn't been playing long so only my view.

This message was edited 1 time. Last update was at 2009/09/29 14:51:12


 
   
 
Forum Index » 40K General Discussion
Go to: