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Made in au
Slippery Scout Biker





OZ

Hey everyone, I've just started putting together a land speeder and i just wanted everyones opinion on what the most effective build would be? i want the upgrades cause i've got the points to spare but i dont know whether to go with the typhoon or the tornado variant and which upgrade do i pick if i go with the tornado?

Sons of Draconis 1500pts and climbing

CHUCK NORRIS ATE BARTS SHORTS
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Made in us
Lord of the Fleet





Texas

I think the most efficient loadouts are either Typhoon Launchers with HB or HF/MM (especially with vulkan) One gives pretty good long range mobile support while the other can get up close and fight almost anything

 
   
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Hurr! Ogryn Bone 'Ead!



CT

Do you want Long ranged mobile fire support? Do you want something to be up Close and Lay down a hard hitting specialized attack on the target?

MM/HF Speeders are a High Risk, High Reward platform with shorter range. If you are running Salamanders they become pretty potent and are still economical.
The Typhoon is more relegated to staying back and lending fire support from range. Its still pretty versatile and in my experience tends to live a little longer.

The assault cannon/heavy bolter or duel heavy bolter are less utilized load outs that can force some decent saves on lower model count squads but I don't have much experience with them. The duel HB variant is rather cheap though. Neither of those setups are as flexible as the typhoon or MM/HF setups IMHO.
just my thoughts.

Cheers,
~Volkan

This message was edited 2 times. Last update was at 2010/11/25 07:39:35


 
   
Made in au
Slippery Scout Biker





OZ

Thanks or the quick reply guys. Maybe if i tell you guys the rest of my set up it would help. I'm running two tactical squads with pedro backing them up, a land raider redeemer with an assualt termie squad running th/ss, a thunderfire cannon, and an assualt squad. I bought the speeder on a whim last time i bought models so i dont know where it would really fit into the list so far?

Sons of Draconis 1500pts and climbing

CHUCK NORRIS ATE BARTS SHORTS
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Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

kenshin620 wrote:I think the most efficient loadouts are either Typhoon Launchers with HB or HF/MM (especially with vulkan) One gives pretty good long range mobile support while the other can get up close and fight almost anything


This,

I run a squadron of two with typhoon launchers and heavy bolters in both my Space Wolf list and my Ultramarines list they are always effective and with some careful manoeuvring you can get a cover save most of the time. The HF/MM works well but will generally die pretty quickly just make sure you have appeased the dice gods because if you fail to hit with that mm it is a waste of points.

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Made in au
Slippery Scout Biker





OZ

Well I'm Gluing the typhoon together now lol... couldn't wait and i love the look of the missile pods. please keep your posts coming in though. i'll have to test run the speeder and there is no reason i cant run them in a squadron like ed does lol

Sons of Draconis 1500pts and climbing

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Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

Ed_Bodger wrote:
kenshin620 wrote:I think the most efficient loadouts are either Typhoon Launchers with HB or HF/MM (especially with vulkan) One gives pretty good long range mobile support while the other can get up close and fight almost anything


This,

I run a squadron of two with typhoon launchers and heavy bolters in both my Space Wolf list and my Ultramarines list they are always effective and with some careful maneuvering you can get a cover save most of the time. The HF/MM works well but will generally die pretty quickly just make sure you have appeased the dice gods because if you fail to hit with that mm it is a waste of points.


Running them in squadrons actually makes them weaker. By running them in squadrons they are destroyed on immobilized results. In addition instead of presenting two 90pt targets that are hardly worth shooting at when you have the rhino w/ 200pts of tactical marines or the 120 ish point dreadnought or predator. You are presenting an extremely soft 180pt target is easily destroyed/disrupted. Run singly my speeders tend to survive until 4th or 5th turn. Longer if the enemy was unsuccessful in destroying my more potent armor. But I tend to run armor heavy w/ a Land Raider, 2 Vindis, 2 rhinos, and 2 speeders. Leaving a Pair of vindicators unmolested while you focus fire on speeders will usually lose you some expensive models.

Serperating them also allows you more flexibility in choosing your targets.

This message was edited 2 times. Last update was at 2010/11/25 11:54:55


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Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

Thank you for that input as I said in my earlier post I have found them to be very, very effective in squadrons Your mileage obviously varies.

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Battle Creek, MI

I run 2 squadrons of 2 Typhoons and they just wreck house. 4 Krak missiles coming out of a very mobile fire base is nice. You got the mobility to stay away from someone trying to use bolters and such to capitalize on your weak armor. So they have to use something heavier with better range which frees them up from firing at your other armor. It's win/win

   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

Actually, Im pretty sure SW can not run the Typhoon in squadrons.
If you check the speeder entry you will see that it says something along the lines of "A speeder may take a typhoon launcher" or something to the extent.
Dont have the codex with me so cant give the exact quote.

OnT
I find both the Typhoon and the MM/HF variant valuable but I tend to use the Typhoon variant more often. I usually get my melta from other units.

This message was edited 1 time. Last update was at 2010/11/25 13:20:59


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Right behind you. No, really.

MM/HF is my favorite.
So cheap but so gooood!

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Battle Creek, MI

tedurur wrote:Actually, Im pretty sure SW can not run the Typhoon in squadrons.
If you check the speeder entry you will see that it says something along the lines of "A speeder may take a typhoon launcher" or something to the extent.
Dont have the codex with me so cant give the exact quote.
Why would you take Typhoons in a SW list anyways... Long Fangs fill that role better. Better to take Thunderwolves instead for FA

This message was edited 1 time. Last update was at 2010/11/25 13:42:23


   
Made in gb
Veteran Wolf Guard Squad Leader





Bristol, England

tedurur wrote:Actually, Im pretty sure SW can not run the Typhoon in squadrons.
If you check the speeder entry you will see that it says something along the lines of "A speeder may take a typhoon launcher" or something to the extent.
Dont have the codex with me so cant give the exact quote.

OnT
I find both the Typhoon and the MM/HF variant valuable but I tend to use the Typhoon variant more often. I usually get my melta from other units.


I think you will find they can. I have the codex with me.

@ General Chaos because you have them as well as Long Fangs and not many people take three units of Thunder Wolves so it doesn't encroach on FA slots

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Lost in the warp while searching for a new codex

I have the codex infront of me now as well and its pretty clear that you can only have one typhoon/speeder squad. For all the other options it says "Any Land Speeder..." But the Typhoon ML which has its own bullet point states "Alternativly a Land Speeder may be upgraded..."

Anyway, this was pretty OT

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Veteran Wolf Guard Squad Leader





Bristol, England

Yes it says a land speeder but that does not limit it to one otherwise GW would do (0-1) like in every other circumstance. I have never had a problem playing in any tournament with the list and it has never been questioned. Perhaps you are not reading it correctly.

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Purposeful Hammerhead Pilot




Murrieta, CA

I think the intent of the wording is to keep someone from applying both the typhoon and the tornado upgrades to a speeder (who knows why anyone would want to sink that many points in an AV 10 death trap is beyond me, 90 for the typhoon is about pushing it)

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-Thaylen 
   
Made in se
Stubborn Dark Angels Veteran Sergeant



Lost in the warp while searching for a new codex

I think you are the one reading it wrong . Anyway I created a thread in YMDC for this.


Automatically Appended Next Post:
http://www.dakkadakka.com/dakkaforum/posts/list/330196.page

This message was edited 1 time. Last update was at 2010/11/25 16:48:51


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Mekboy Hammerin' Somethin'





Battle Creek, MI

Thaylen wrote:(who knows why anyone would want to sink that many points in an AV 10 death trap is beyond me, 90 for the typhoon is about pushing it)
When your playing Codex Marines they are good, when your playing SW it's a waste of points

   
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Murrieta, CA

General_Chaos wrote:
Thaylen wrote:(who knows why anyone would want to sink that many points in an AV 10 death trap is beyond me, 90 for the typhoon is about pushing it)
When your playing Codex Marines they are good, when your playing SW it's a waste of points


I agree that the typhoon is good at 90pts. I'm just saying the assault cannon is way too expensive given its short range and low durability. The multi-melta version has short range, but melta is extremely powerful to make up for it.

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-Thaylen 
   
Made in ca
Angered Reaver Arena Champion






Duplicate thread, see http://www.dakkadakka.com/dakkaforum/posts/list/330142.page

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