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Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

I just recently came into possession of two Land Speeders and I haven't even put them together yet.

I have a 1500 pt army, and I hope to see what you guys think for loadout. I have dedicated anti-transport already in the list, so I'd rather not do the MM/HF suicide load-out.

I've heard of the Typhoon platform for anti-tank and infantry support, but how does AC work now with the flat out shooting rules for anti-infantry/horde?

Thanks!

2000 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I like my HB/Typhhoon combos

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

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Made in us
Plummeting Black Templar Thunderhawk Pilot





Def either the TML/HB or MM/HF load out.

I just dont think the asscan/HB is worth the points
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

Alright, so assuming I went with the Typhoon load-out, how should I run them?

Keep them behind my rhinos and use them as long range missile support?
(very noobish here, so I apologize in advance.)

2000 
   
Made in us
Perfect Shot Black Templar Predator Pilot





The Veiled Region

scrabblez wrote:Alright, so assuming I went with the Typhoon load-out, how should I run them?

Keep them behind my rhinos and use them as long range missile support?
(very noobish here, so I apologize in advance.)


That is the best way to use them. Unless you want to try and split them up and run up the flanks to get side/rear shots (since they are only Str 8).
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

This is from my Space Wolf Synergy Thread:

How do you use [abuse] them?
>Tank Hunting:
Take those Multi-Melta Tornados. Spend the first turn at full speed and get behind the lines, or use Deep Strike to get there. Remember Cover Is Your Friend.
>Close Fire Support: Load them up with Assault Cannons, Heavy Bolters, and start humming “Flight of the Valkuries”. Stay close to one unit and fire on its target until it is engaged in Close Combat and then find something else to shoot at.
>Long Range Fire Support: Heavy Bolters and a Typhoon. Hang back and fire from cover. If you find a good place you can fire and still get cover, stay there until something gets close and then scoot away and fire at that unit.

Some observations about “Weapons Packages” and 6th Edition:
>I have not tried the HF/HF trick, but I think the HF/HF one is gone as you loose the ability to move and fire the second Heavy Flamer.
>The Heavy Flamer/Multi-Melta makes a good Multi-Tasker, but now it is now a Suicide Unit. to make full use of them you have to get close and with the new Vehicle Assault Rules, you are Dead.
>Double Multi-Melta looks good on paper, but once more you will become a Suicide Unit.
>Double Heavy Bolter looks real good as a Fire Support Platform with lots of shooting.
>Assault Cannon is going to make a Land Speeder an excellent Light Armor Killer. Mix it with the Heavy Bolter and you will have a decent Horde killer and the Multi Melta and Decent Tank Hunter. I would go with the Multi-Melta.
>The Typhoon Launcher changes the job of the Land Speeder. When mixed with any weapon, but the Heavy Bolter you still need to get close. With the Heavy Bolter you never have to even leave your deployment zone to kill stuff.

I have recently been using the HB/Typhoon Squadron of three. They have proven themselves as excellent Transport Hunters. I load them up with just the Heavy Bolter and the Typhoon Missile Launcher and use them in my backfield flitting about as combat speed taking out a different target each time. I usually fire the Pair of Krak Missiles or Frag Missiles at Full Ballistic Skill and Snap Fire the Heavy Bolters.
Attacking Transports: This gives me 6 Krak Missile Shots; that 4 should hit and 9 Heavy Bolter shots that 2 usually hit. That comes up to 6 solid hits, this usually gives me 2-3 Glancing hits and a penetrating hit. This is usually is all you need.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

Alright, I like the idea of Typhoon platforms. However, I know for a FACT I'll be up against a Seer Council on bikes this weekend.

Not to tailor my list for just anti-eldar, but just curious as to how they will stand up to another group of speeders that can pretty much ignore everything I throw at them?

2000 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

Heavy bolter and typhoon missiles is a standard most people run. It provdies execellent anti tank. Adding a multi-melta over the bolter is a good idea too.

If you need some light armor and horde control, then assault cannon and heavy bolter is a cheap option, with rending being a bonus.

Other than that, you don't want anything due to using a heavy flamer from a platform that can easily die from nearly anything in melee hurts.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, a Seer Council can cripple against massive small arms fire but not against a few high strength shots. If you manage to get a psychic hood close to them and the Farseer cannot cast fortune, the Council is generally gone.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

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Made in us
Member of the Ethereal Council






I like the MM/AC
It is a threat to anything on the battlefield. With luck you can even take out a land raider with the AC or infantry with it.

5000pts 6000pts 3000pts
 
   
Made in ca
Guarded Grey Knight Terminator





Calgary, Alberta

You can no longer hood buff powers, incidentally.

Assault cannons for punching through AV14 is like single lascannons at the same role. You'll get an effect here and there but you're not going to generate reliable damage.

6e Fast shooting rules allow you to play 36" gunboat with HB/Typhoon, or super aggressive double MM. New flat-out rules let them cover up to 30" a turn and take 4+ cover with them, so you can reasonably flank. Pick based on the rest of your list. If you're running more aggressive midfield elements like Sternguard and a TH/SS counterattack element, you'll be able to use the MM setup more effectively. Whatever you do, don't just run one. They really can die to bolters now.

It's worth putting in the extra time to magnetize all your options for speeders if you can.

One unbreakable shield against the coming darkness, One last blade forged in defiance of fate.
 
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Give your speeders magnets!!
   
Made in us
Sneaky Lictor





Oakland, CA

Magnetize, use whatever you want.

"To crush your opponents, see their figures removed from the table and to hear the lamentations of TFG." -Zathras 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Anpu's analysis is quite nice. There is no best choice for a Landspeeder per se. Landspeeders are gap fillers of an army.
Want to have long lange fire support? Go with cyclones.
Want to have flamer templates? Go with heavy flamers.
Want to have an escort for your tanks? Go with assault cannons.
The list goes on.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in gb
Pete Haines




Nottingham

A friend of mine has had pretty good success with double multi-melta speeders for tank hunting. You can fire both at full BS at cruising speed, and any vehicle shot at will probably die.
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

Typhoon/HB is my personal favorite. They can project fire all over the board, and don't have to get close to do it. They do damage, but aren't so irritating to get bumped up to the top of my opponents fire-priority list.

I field MM (and sometimes MM/HF) speeders as suicide units. I like ACs, but to use them, you need to be in bolter range. Massed S4 shots can bring you down, so that's not a good place to be. And the 40 points for the AC bump the price past what I'm willing to pay for a suicide unit.

The changes to fast skimmer firing in 6th has made me eye the double weapon options.

HB/HB is a hang back and shoot option. Just like the Typhoon/HB, but without the krak missiles and 30 points cheeper. With directional wound allocation, the ability to slam 6 heavy bolter rounds in from the angle of your choosing is very tempting.

MM/MM can do ugly things to squadrons, and help mitigate bad die rolling against single targets. It's still a "I'm going to trade my 80 point skimmer for your 250+ point tank" The question is if you want the versatility of the HF so you can go after different targets, or the spare MM to ensure the kill.

Double HF, on a platform mobile enough to align the template just so, can cause a huge amount of wounds.

There are few models that cry out for magnets more then speeders. They have a lot of options, and most of them are good. I'm not sure about the new kits (2/3 or mine are 3rd ed, the last is 2nd) but my plastic speeders have enough grab in the weapon mount that I can swap the gunner's weapon without any effort. Just don't glue it; a press fit is enough to keep it there for the game.

Poster-stiky tac will also work in a pinch. I used it to keep a cyclone missile launcher stuck to the top of one of my speeders for years until I bought magnets. It should also be strong enough to keep a plastic bit stuck to the bottom of a speeder.

   
Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

While all the different loadouts have their uses, I would say go with either Typhoon/HB or AC/HB. You say you already have anti-tank, but keeping the longer-ranged weaponry will also keep you out of harm's way for most armies' 24" default glancing fire.
Against Eldar, granted, that's not all that helpful with their extra speed. But elsewhere it'll allow you to whizz about out of harm's way.

This is how I'd advise to run them - pick a target, and try to keep cover so that there is only line-of-sight to your speeders from that target and as little else as possible. This will give you cover saves allowing you to fire more instead of having to rely on Jinking. If there's little or no cover, you'll have to make judgement calls between going faster or firing more. Above all - stay at the outside of your range. This will minimise the amount of return fire you get.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Anpu42 wrote:This is from my Space Wolf Synergy Thread:

Spoiler:
How do you use [abuse] them?
>Tank Hunting:
Take those Multi-Melta Tornados. Spend the first turn at full speed and get behind the lines, or use Deep Strike to get there. Remember Cover Is Your Friend.
>Close Fire Support: Load them up with Assault Cannons, Heavy Bolters, and start humming “Flight of the Valkuries”. Stay close to one unit and fire on its target until it is engaged in Close Combat and then find something else to shoot at.
>Long Range Fire Support: Heavy Bolters and a Typhoon. Hang back and fire from cover. If you find a good place you can fire and still get cover, stay there until something gets close and then scoot away and fire at that unit.

Some observations about “Weapons Packages” and 6th Edition:
>I have not tried the HF/HF trick, but I think the HF/HF one is gone as you loose the ability to move and fire the second Heavy Flamer.
>The Heavy Flamer/Multi-Melta makes a good Multi-Tasker, but now it is now a Suicide Unit. to make full use of them you have to get close and with the new Vehicle Assault Rules, you are Dead.
>Double Multi-Melta looks good on paper, but once more you will become a Suicide Unit.
>Double Heavy Bolter looks real good as a Fire Support Platform with lots of shooting.
>Assault Cannon is going to make a Land Speeder an excellent Light Armor Killer. Mix it with the Heavy Bolter and you will have a decent Horde killer and the Multi Melta and Decent Tank Hunter. I would go with the Multi-Melta.
>The Typhoon Launcher changes the job of the Land Speeder. When mixed with any weapon, but the Heavy Bolter you still need to get close. With the Heavy Bolter you never have to even leave your deployment zone to kill stuff.

I have recently been using the HB/Typhoon Squadron of three. They have proven themselves as excellent Transport Hunters. I load them up with just the Heavy Bolter and the Typhoon Missile Launcher and use them in my backfield flitting about as combat speed taking out a different target each time. I usually fire the Pair of Krak Missiles or Frag Missiles at Full Ballistic Skill and Snap Fire the Heavy Bolters.
Attacking Transports: This gives me 6 Krak Missile Shots; that 4 should hit and 9 Heavy Bolter shots that 2 usually hit. That comes up to 6 solid hits, this usually gives me 2-3 Glancing hits and a penetrating hit. This is usually is all you need.

I don't agree with everything from Anpu's thread, but he's pretty much spot on for Land Speeders.

They got the nerf bat square in the face in 6th edition. All the weapons they have are close range, except for the ML and HB which are long/mid range. If you are close enough to use a Multi-Melta or Assault Cannon or Heavy Flamer, you are close enough to take hits from a Tactical Squad. 10 SM with Bolters will ruin your day. They just need two 6's for Armor Penetration and your Speeder is dead.

Pretty much makes Heavy Flamers a liability for Speeders for me. I don't believe in suicide units.

Edit: I should add that I don't have much faith in 5+ Saves. They rarely work out for me. I think I'm handicapped from playing Space Wolves for so long.

This message was edited 1 time. Last update was at 2012/08/03 19:41:40


   
Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

Thanks for all of the replies gents (and ladies).

I'll be trying out the 'standard' typhoon loadout this weekend.

I'd love to magnetize them, however I have no magnets for it :/.

So, in that case I'll just be leaving the weapons off for now, and just stating what they are.

2000 
   
Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

So I tried out the Typhoon pattern this week in a 1500 point game against and Eldar player.

They worked great, picking off his War Walkers first turn and then just being a general nuisance all game. At one point, I had them unload 4 frag missiles and 6 HB shots on an objective he had. Had it not been Night Fighting, I think I could have totally wiped out the squad there.

All in all I was very impressed with their performance.

2000 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

6th edition brings more survivability for HB Typhoon LS.
Well atleast for those of us that needs pre measuring to keep at a safe distance while maximizing usage for both weapons xD

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Made in us
Blood Angel Neophyte Undergoing Surgeries



United States

LunaHound wrote:6th edition brings more survivability for HB Typhoon LS.
Well atleast for those of us that needs pre measuring to keep at a safe distance while maximizing usage for both weapons xD


Let me tell you how nice it was to sit JUST outside of small arms fire range and just blast away all day at troops that couldn't touch me .

2000 
   
Made in ca
Avatar of the Bloody-Handed God





Inactive

scrabblez wrote:
LunaHound wrote:6th edition brings more survivability for HB Typhoon LS.
Well atleast for those of us that needs pre measuring to keep at a safe distance while maximizing usage for both weapons xD


Let me tell you how nice it was to sit JUST outside of small arms fire range and just blast away all day at troops that couldn't touch me .

I know!!!! Im always on the receiving end of those extra heavy bolter shots ( especially when opponent brings 9 speeders )

/cries in a corner.

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Made in us
Veteran Wolf Guard Squad Leader



DC Metro

I've been iffy on my Typhoons so far. It might be that I see so many autocannons and aggressively moved psybacks that I can't outrange them. On the other hand, the double multimelta Tornados have been money in the bank.
   
 
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