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Made in us
Slippery Scout Biker




Terra

I've played with Land Speeders and come to accept that they are basically flying targets made of wood that get a shot or two off before my opponents cough to hard and then they explode.

With that being said, I have had some success running two patterns of Land Speeder with my Salamanders list lately.

3 Land Speeders with HF/MM Deep Striking in using a Locator Beacon and burning and scorching alongside the dreadnoughts I've dropped earlier OR:

3 Land Speeders with HB/AC that start on the table and stay mid to long range and just shoot infantry or light vehicles that get to close.

How do all of YOU build/use your land speeders?

This message was edited 1 time. Last update was at 2010/08/27 20:09:58


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Made in us
Long-Range Ultramarine Land Speeder Pilot







There is only one type of land speeder: The Typhoon.

Sure the MM/HF is fairly powerful and be a nice one-shot wonder. But Typhoon/HB is where it's at! 2 missiles at 48" that can move 12" and still shoot? Or, remember that frags are defensive weapons so move 12" shoot the HB and 2 frags.

The 48" range on the ML means you will be out of range of most enemies, so this pattern is much more survivable than the "throw away" MM/HF variety.

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Made in us
Stalwart Dark Angels Space Marine




Washington, DC

HF/MM are good because they're relatively inexpensive, highly mobile, and can effectively take out vehicles or infantry as necessary. They're also pretty good for being fire magnets, meaning that if the enemy is shooting at them then they're not shooting at other more important targets.

HB/AC was good in 4th edition, but in 5th edition with the new SM codex I have found the Typhoon pattern with a HB to be much better. Two krak missile shots at 48" makes it great for taking out light and medium armored vehicles (3+ armored units) or to put out two blast templates for infantry killing which works quite well in tandem with the 36" range HB. The long range also allows you keep these back a bit farther than you normally would with other speeders, which means they'll often times get ignored.

Personally, I play with the Typhoon pattern because it suits my army better and they have always been an effective choice to put on the table.

Edit:
Kolath wrote: Or, remember that frags are defensive weapons so move 12" shoot the HB and 2 frags


I completely overlooked that fact. Yet even more evidence for why more people should take the Typhoon.

This message was edited 1 time. Last update was at 2010/08/27 20:22:44


 
   
Made in us
Legendary Dogfighter




Garden Grove, CA

Don't forget that the Typhoon is vulnerable to only a few AT weapons because of it's long range: Autocannons, lascannons, missile launchers, etc. whereas that MM/HF is vulernable to everything S4 and above.

"Do not practice until you get it right, practice until you can not get it wrong." In other words, stop effing up.
 
   
Made in us
Cackling Chaos Conscript





Chicago

Don't overlook Double Heavy Bolters speeders. Thier CHEAP point wise and pump 6 S5 shots. Take two and blanket smalled units to force saves. Great for single units w/ Multiple wound. Deamon princes and smalll Thunder cav units sping to mind.

They aren't Typhoons, but you get 3 for 2. Most Fast Attack choices in the SM armies tend to be more suicidal (spare Thunder Cav). Double HB speeder alow you to stay are range and hammer units. Helps keep the Kill points low and the body count high.


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Made in ca
Dark Angels Librarian with Book of Secrets






Connecticut

Kolath wrote:There is only one type of land speeder: The Typhoon.

Sure the MM/HF is fairly powerful and be a nice one-shot wonder. But Typhoon/HB is where it's at! 2 missiles at 48" that can move 12" and still shoot? Or, remember that frags are defensive weapons so move 12" shoot the HB and 2 frags.

The 48" range on the ML means you will be out of range of most enemies, so this pattern is much more survivable than the "throw away" MM/HF variety.
This....

I used to not think that my typhoons would be worth it and they would get plucked down quickly. Oddly enough on most games they survive and they do the important job of cracking open rhinos and other transports at long range.

Edit : They are also a good source of STR 8 weapons vs. thunderpuppies, the Doom of Cheeze, etc...

This message was edited 1 time. Last update was at 2010/08/28 02:13:34


 
   
Made in au
Devestating Grey Knight Dreadknight





I always wanted to field 3 landspeeders, but the assault cannon doubling their cost majorly put me off. If they were 20 points less, theyd be awesome, but for a 10 10 10 vehicle, its a bit of a glass cannon.

HF/MM land speeders are number 1 choice for killing av14, they are very, very good. Theres not many units you can have 3 fast heavy flamers in.

Typhoons are a solid choice too. Nothing is really crap. (hey wait...is it possible to do AC/MM..that would rape tanks..)
   
Made in us
Lord of the Fleet





Texas

Only weapon I wish was on the landspeeder would be an autocannon. but that would be too stupid though, using it with the missile launchers for awesome range and rhino popping.

fan of flamers and multimeltas with vulkan. and as everyone said the missile launchers for everything else

This message was edited 2 times. Last update was at 2010/08/28 13:22:55


 
   
Made in ca
Rough Rider with Boomstick





Ontario

Dual Multi-Melta Squadrons is where it's at. According to common sense, tanks have a severe allergy to 6 s8 ap1 melta shots.

Against a Land Raider - 4 hit, 2.33 penetrate, 1 wrecked result. Almost 100% guarenteed to be blowed up, or your moniez back.

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The Conquerer






Waiting for my shill money from Spiral Arm Studios

Typhoons FTW



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Made in ca
Dark Angels Librarian with Book of Secrets






Connecticut

JSK-Fox wrote:Dual Multi-Melta Squadrons is where it's at. According to common sense, tanks have a severe allergy to 6 s8 ap1 melta shots.

Against a Land Raider - 4 hit, 2.33 penetrate, 1 wrecked result. Almost 100% guarenteed to be blowed up, or your moniez back.
To find the exact chance, or a pretty good chance of what a MM does to a land raider, you can use the simhammer.

Go to http://www.simhammer.com and use the vehicle Simhammer. Each non-vulcan MM has ~20.97% of destroying a LR. If they are twin-linked, then each MM goes up to a 27.46% of LR destruction. With 6 shots you have a reasonable chance to destroy the LR.

The problem with the 6 land speeder solution is at 60 points a pop, 6 of them costs 360 points. Investing 360 points to destroy one 250 point tank is a gamble, as the speeders will get shot down quickly that close to the enemy.

   
Made in us
Legendary Dogfighter




Garden Grove, CA

They are also pretty slow. If you want to get both shots off, you can only move 6", this means the speeder has to be ~18" away. Or, the speeder can be ~24" away and then you move up 12" to get the enemy tank, but that made the other MM pointless.

"Do not practice until you get it right, practice until you can not get it wrong." In other words, stop effing up.
 
   
 
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