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Made in be
Scarred Ultramarine Tyrannic War Veteran





The Fortress Of Macragge

So hi all Joske here

euhm what i want to explain in this thread are some tactics for using your landspeeders on the battlefield.
I don't know how common are some tactics but here are some I use and are very effective..

what I came up with:

1. Contest an objectif -> to make from a loss a draw, or from a draw to a win!!

sitation: four objectifs for example, your enemy is holding one, you are holding one, a third one is yours, or from the opponent or just not claimed yet.. and the last objectif is a place of fight: you and your opponent are fighting heavy for its control.

Tactic :What you got to do.. keep your speeder(s) in the back of your army, they have great range so dont worry ther will always something they can shoot at. your opponent will try to fight you of the fourth objectif, just keep up the pressure ther so you can hold it or at least contestit, than in one of the final turns make shure ur speeders are out of the line of sight (not necessary actually) but make shure your opponen will never expect your next move.. then use his flatout abbility and race him over to the objectif your opponent is holding for hte entire game.. hi will not expect this (unless he read this thread ) you claim a 3+ cover save and most troop units haven't got a lot of standard weps who are good at destroying vehicles so with ur coversave and 2" or 3" from him away you contest the objective.. if he damages you hard enoug to let you explode you can at least take some his guys in the mealstrom of fire.. but that's not the point. I hope you get this one tactic, I used it against necrons and i worked perfect..

2.deny scary vehicles to move rapidly acros he battlefield.

situation: you have a player in front of you who is going to use his land raider, monolith, wartrukk, deffdread, or wathever big mean vehicle he can come up with and specialy rapid transport vehicles.
1 requirment for this tactic to make him work perfect is to get him in a narrow space or next to other vehicles..

Tactic: turn 1 or 2 again turboboost a speeder squad of 1 basic speeder (50pts) right in front of the vehicle.. ur opponent will look like "wtf?? what are you doing? ur waisting ur speeder because he's dead in my next shooting fase.." wrong, you still have a 3+ cover save and assault units will need 6's to even hit you.. so ur opponent has three options, shooting you (ur wpeeder will maybe not survie it but than hey whats 50 pts really? not a big loss for u.. but for ur opponent it means no movement and 1 turn of shooting on the speeders wich means he doesn't shoot other more valuable units.. and if ur speeder gets immobilised (and crashes) he becomes immpasible terrain.. the vehicle will have to move around it or has to take another route!! than second the units he's carrying can disembark and try to reach it in closecombat, but still: 1 turn disembarking and assaulting and again 1 turn to get back in the trasport an only at turn three they can move again.. so with ur 50pts ur holding easy a 500 or 600 pts unit busy for three turns.. not bad ey?? and the third option is ramming ur speeder but ramming over 1" or 2" isen't really much of a threat.. and he won't even think of it in time

3. Lots and lots of typhoons..

more of a land speeder based army.. wich means you can fire every turn 12 cigarette or krak missiles for only 540 pts.. not so bad IMO but keep in mind to defend your speeders.. they are hardhitting fast vehicles but fragile..

4. scout move: flatout

with a speeder you can go flatout in ur scout move (landspeeder storm) wich can make you claim 1 objective even before the game has even started! then put a teleport homer on ur scout sergeant and on turn 2 or 3 you can deepstrike some termies or assault marines on the objective.. somethin to think about.. and effective IMO just make shure ur scouts don't get shot before ur deepstrikers come in.. so ur deepstrikers kill the enemies and ur scouts (troops) are HOLDING the objectif and not contesting..





PS: parking a 50pts speeder in frotn of a monolith is huge fun he cant teleport his necrons to his front portal and cant shoot his large blast because ur speeder is too close and is busy for an entire turn shooting ur speeder and just pray he doesnt shoot him so can contest an objectif in the next turn..



adds?? coments??


5000pts W15-D10-L6



 
   
Made in be
Hardened Veteran Guardsman





a planet named Brennian Prime

I use my speeder to outflank enemy tanks so I can hit them with a nice misile hit
But nice tactics.

I'm a Space Marine (Ultramarine) ,Imperial guard ,Tyranid and Ordo Xenos Player for 40k and I play also Warhammer and Lotr but not much. 
   
Made in be
Scarred Ultramarine Tyrannic War Veteran





The Fortress Of Macragge

thx

5000pts W15-D10-L6



 
   
Made in ph
Hardened Veteran Guardsman




Rather than waste a good speeder, why not just park your speeder (with a muli-melta and maybe an extra Tornado melta) along the side or rear armor of the target tank? For 60 to 80 points, you're taking out maybe 100-300 points.

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Made in se
Ferocious Black Templar Castellan






Sweden

L_Dawg wrote:Rather than waste a good speeder, why not just park your speeder (with a muli-melta and maybe an extra Tornado melta) along the side or rear armor of the target tank? For 60 to 80 points, you're taking out maybe 100-300 points.


Because you need to get there in the first place, thus placing yourself in the line of fire of the enemy army? AV10 isn't really much to hang in a christmas tree, even on a skimmer.

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Made in us
Space Marine Scout with Sniper Rifle






"you claim a 3+ cover save"

Turboboost gives a 3+ cover save. Moving Flat Out gives a 4+ obscured (vehicle cover) save, no?

As for your speeder blocking a vehicle, being as you are a skimmer, when a vehicle chooses to ram there is a 50% chance it will pass right under you. That's risking 50 points on a 50/50 chance of delaying\ one turn of movement, and losing one KP.

That being said, I always field a minimum of two speeders in every list I run, from 500 points up. Using them for distraction and mobile firepower, and jack-in-the-box objective contesting are all fantastic ideas, and great ways to get the most out of these valuable units!


Anyone have insight as to the effectiveness of MM/HF Speeders?

(4/6)*(3/6)*(2/6) 
   
Made in ph
Hardened Veteran Guardsman




AlmightyWalrus wrote:
L_Dawg wrote:Rather than waste a good speeder, why not just park your speeder (with a muli-melta and maybe an extra Tornado melta) along the side or rear armor of the target tank? For 60 to 80 points, you're taking out maybe 100-300 points.


Because you need to get there in the first place, thus placing yourself in the line of fire of the enemy army? AV10 isn't really much to hang in a christmas tree, even on a skimmer.

You take out a tank in the process so you're more than earning your points back.
Ezekial wrote:"you claim a 3+ cover save"

Turboboost gives a 3+ cover save. Moving Flat Out gives a 4+ obscured (vehicle cover) save, no?

As for your speeder blocking a vehicle, being as you are a skimmer, when a vehicle chooses to ram there is a 50% chance it will pass right under you. That's risking 50 points on a 50/50 chance of delaying\ one turn of movement, and losing one KP.

That being said, I always field a minimum of two speeders in every list I run, from 500 points up. Using them for distraction and mobile firepower, and jack-in-the-box objective contesting are all fantastic ideas, and great ways to get the most out of these valuable units!


Anyone have insight as to the effectiveness of MM/HF Speeders?

I'm guessing it would be great if you get a good roll for deep strike.

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Made in gb
Ancient Ultramarine Venerable Dreadnought





UK

Good basics, thanks mate!

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Made in be
Scarred Ultramarine Tyrannic War Veteran





The Fortress Of Macragge

Ezekial wrote:"you claim a 3+ cover save"

Turboboost gives a 3+ cover save. Moving Flat Out gives a 4+ obscured (vehicle cover) save, no?


I meant turboboosting srr my bad..

@L_Dwang: the most of the tactics above rest on the turbobooster principle.. shur you can shoot vehicles in the sidearmour.. no prob.. but the problem is to get there.. you see?? turbo is no weps shooting and next turn you wil be shot.. if I don't use them to drop scouts on an objective (LSS) than they are my long range fire support.. (typhoons ofcours) and if i need them to stop vehilces than i use the reg 50 pts speeder..

@Ezekial: yes ramming is probably the best way to get it out of the way.. but not everyone thinks of that emidiatly.. only players who have used it in the past and I am not likely to fight 40k veterans who play already 10 years or so.. and I aint no prof myself so I just posted some things i made up and use efectiveley on the board already..





5000pts W15-D10-L6



 
   
 
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