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Made in us
Ork Boy Hangin' off a Trukk





I'm still trying to wrap my head around the changes that have come about in 6th edition. I'm planning on running a squad of TH/SS Terminators, and I'm faced with the question of whether to deep strike them or to take them in a land raider. I know that you can't assault the turn you deep strike, and you can't assault out of a land raider, so those two rules seem to sorta balance themselves out. I'm worried about deep strike mishaps, because this squad is going to be the big damage dealing unit in my list. If they don't show up until late in the game, it's gonna be a rough game.

What is everybody's recommendation? If I take an LR, what variant should I take? Since the LR would be getting right into the thick of the action, should go for the crusader?

Thanks in advance!

This message was edited 1 time. Last update was at 2012/11/27 05:23:56


 
   
Made in gb
Regular Dakkanaut




Umm, you CAN assault out of a Land Raider. Assault Vehicles still work like before. So no problem.

And yeah, either Crusader or Redeemer seem to be the popular wisdom.

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Made in us
Ork Boy Hangin' off a Trukk





DrDuckman wrote:
Umm, you CAN assault out of a Land Raider. Assault Vehicles still work like before.


clearly I am the 40k rules expert I think I am *facepalm* lol.

Thanks, I really appreciate it. I'm still learning here. it's going to take a bit of time.

Any advice between the crusader or the redeemer?
   
Made in us
Dark Angels Librarian with Book of Secrets






Crusader. Free frag grenades, larger capacity, and tons of anti-infantry firepower.
   
Made in us
Fresh-Faced New User







i think if you have enough drop pod with locator beacon, you can deliver them to use teleport..

when i delivered my terminators to use teleport after sterngurads drop, they gained aggro and stand to use SS, so you can save ur sterngurads.
and next turn, if they still alive, you can show ur TH/SS combo.

   
Made in ca
Hungry Little Ripper





Canada

Land Raider all the way, although I'm going to go with a Redeemer. Less range obviously but marine killing templates plus you get the frag launchers. It's 10 pts cheaper as well so you can thow the MM on top for some antitank.

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Made in us
Dark Angels Librarian with Book of Secrets






gobye wrote:


i think if you have enough drop pod with locator beacon, you can deliver them to use teleport..

when i delivered my terminators to use teleport after sterngurads drop, they gained aggro and stand to use SS, so you can save ur sterngurads.
and next turn, if they still alive, you can show ur TH/SS combo.



Gained aggro? I love needless jargon...

Using a shield of thunder hammer terminators could be an interesting tactic. Still a bigger fan of land raiders....
   
Made in us
Douglas Bader






Screw the Land Raider, take a Caestus ram. Why would anyone ever want to have a boring old LR when you can have a flying LR that rams everything to death and then drops terminators on the corpses?

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Dark Angels Librarian with Book of Secrets






gobye wrote:


i think if you have enough drop pod with locator beacon, you can deliver them to use teleport..

when i delivered my terminators to use teleport after sterngurads drop, they gained aggro and stand to use SS, so you can save ur sterngurads.
and next turn, if they still alive, you can show ur TH/SS combo.



And what happens if your terminators arrive before the drop pod does?

Feet on the ground is almost always the best solution.
   
Made in us
Douglas Bader






 SoloFalcon1138 wrote:
And what happens if your terminators arrive before the drop pod does?


You accept the shame of knowing that you screwed up your drop pod waves and forgot to drop the beacon first?

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in us
Ork Boy Hangin' off a Trukk





gobye wrote:


i think if you have enough drop pod with locator beacon, you can deliver them to use teleport..

when i delivered my terminators to use teleport after sterngurads drop, they gained aggro and stand to use SS, so you can save ur sterngurads.
and next turn, if they still alive, you can show ur TH/SS combo.



k it took me a few times to understand what you were saying here. So you're recommending a drop pod full of sternguard with a locator beacon. Termies then deep strike w/out scatter and take some of the firepower which would have otherwise been directed at the sternguard. Is that what you're saying?

I might be wrong though but that means that they can't arrive at the same time. The locator beacon has to be on the table at the beginning of the turn. So if your drop pod/locator beacon/sternguard arrive on turn 1, then you can only deepstrike w/out scatter during turn 2 at the earliest. So you have a full turn where sternguard are hanging out and getting shot to pieces.

I might be wrong about all of this, but it seems a bit risky.
   
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^ that too...
   
Made in us
Gore-Soaked Lunatic Witchhunter







I personally prefer Deep Strike, but I play Dark Angels so I have Deathwing Assault (half of Deathwing squads in Reserve drop on turn one) and Scout-move teleport-homer Ravenwing on my side. Land Raiders are a viable option, but I'd advise using them in larger games since in smaller games they're too big a chunk of your army to rest on the whims of the other guy not rushing it with a hundred-and-fifty-point suicide unit and neutering half your army.

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Made in us
Quick-fingered Warlord Moderatus






The land raider still seems like a tough box to smash, but ask yourself, do you want AP3 flamers, TL bolters, or lascannons?

This message was edited 1 time. Last update was at 2012/11/27 22:36:13


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Made in ca
Slippery Scout Biker





montreal

Using locator beacon can work but you have to bring a few of them.
First, half your pods round up drop turn one, you must have some of them alive turn 2, with the new reserve rules chances are that most your reserve will come in on turn 2 and since the beacon must be there at the begening of the turn...
If you do prefer to teleport them every tactical and scout sergeant can have a teleport beacon and biker scout can have a locator beacon.
Combine that with a goi librarian and you might have a fun list but that would not be competetive.
The thing is that, in order to keep your opponent from destroying the beacon you need you have to bring so many that it really handicap you.


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 Peregrine wrote:
Screw the Land Raider, take a Caestus ram. Why would anyone ever want to have a boring old LR when you can have a flying LR that rams everything to death and then drops terminators on the corpses?


Simply because we don't use that FW stuffs round here

   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

All of the delivery systems have their advantages and drawbacks


1) Land Raider

GOOD:
Fast moving
Has Guns
Gives terminators grenades
Immune to a lot of guns

BAD:
High Point Cost
Not always as durable as it seems (Melta, Lance, Haywire, Gauss, Vindicare, ect...)
Limited unit size


2) Deep Strike

GOOD:
No added point cost
Avoid enemy firepower for a turn or two
Board wide choice for placement

BAD:
Rely on reserve rolls
Risky Mishaps, or pay points for accuracy
Slow after arrival
Bunched up units on arrival with a bad run roll
Deep Strike defense (warp quake, Bubble warp units)


3) Gate of Infinity

GOOD:
Fast movement every turn you need it
Difficult to slow down (hard to kill the librarian in the middle of the unit)
Does not Rely on reserve rolls

BAD:
Can't Assault afterwards
All of the Risks of Deep striking
Psyker defense leads to wasted points (Runic Weapons, Runes of Warding, Shadow in the warp, the only ones that affect you though)


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DrDuckman wrote:
Umm, you CAN assault out of a Land Raider. Assault Vehicles still work like before. So no problem.

True, but remember that while Assaulting from Open Topped or Assault vehicles is still legal, it is only possible now if said vehicle has only moved at Combat Speed! Used to be you had a chance for a true "Alpha Strike". Basically, considering Deployment, Infiltration and Reserve rules for 6th, and barring an ignorant enemy moving into range on their turn, there is little to no chance of ever being able to charge anything on your first turn (or more accurately, within the span of only one of your turns anyways?) and even less chance if you actually win 1st turn! So even in the best case scenario, whichever method of inserting Assault Termies you choose, you have to consider how they are going to survive through at least one turn before they even get into action? I use Khan a lot lately, so Outflanking them in a 'Raider to contest objectives and tank-hunt rear/side armor has paid off for me game wise! Sadly I personally have never been able to utilize any LR, or the variants, to "charge out of" into combat since I started playing this game in 4th ed. and can only see it ever being possible in the rarest of circumstances and then only with a lot of "co-operation" (i.e: bad deployment/ movement!) from your opponent? I've been playing an escalating 'campaign' with my Necron friend and plan (want?) to take a full Assault Terminator squad with a Redeemer (5 in tank, 5 to DS) in our next game slated for 2000pts. Haven't solidified the list yet but trying for an all out 'Drop pod/Biker/Storm assault wave - Rhino shield - 1st turn charge - get as much, as close, as fast as you can - pick 1 or 2 things to shoot to death - hope enough choppy-ness survives till turn 2 and reinforcements arrive - kinda thing' ? Maybe I get lucky, take out a tank or 2 or maybe a squad and then hope that withstanding one or two rounds of fire from their accursed xenos weaponry is better than having to take fire for three or four or even more turns, before being able to charge!?!?

This message was edited 9 times. Last update was at 2012/11/28 05:35:39


]=[DAGGER> 
   
Made in us
Douglas Bader






Dagger wrote:
Basically, considering Deployment, Infiltration and Reserve rules for 6th, and barring an ignorant enemy moving into range on their turn, there is little to no chance of ever being able to charge anything on your first turn (or more accurately, within the span of only one of your turns anyways?) and even less chance if you actually win 1st turn


So what? There was zero chance of assaulting turn 1 with a Land Raider in 5th (move 12", disembark 4", assault 6" = 22" total, with a minimum distance between models of 24.0000001"), so having zero chance in 5th isn't really a big change.

 svendrex wrote:
All of the delivery systems have their advantages and drawbacks
1) Land Raider
2) Deep Strike
3) Gate of Infinity


4) Caestus Assault Ram

GOOD:
Fast
AV 13, immune to melta, and a flyer, so very well protected.
Melta cannon is the best weapon of all the options.
Can actually hurt things once the terminators are delivered.
It kills you by RAMMING YOU TO DEATH. What more can you ask for?

BAD:
Most expensive option, by at least a 50-point margin.
Can't assault or even shoot until the turn after you arrive from reserve, which is turn 3 or later.
If you get really unlucky and take a "locked velocity" damage result you can never disembark.
Transport capacity for 10 terminators tempts you to make bad decisions and take more than a Land Raider can hold.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in au
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Australia

Peregrine you are the FW High Priest and no mistake.

Moving a raider more than 6 if you have first turn means meltaguns back, so often you moved combat speed anyway.

Particularily if you only have 6 termis, i think two combat victories is a good outcome. Especially if they take down a real nasty. So holding their assault for a turn is ok if using a raider, although of course that means deploying to support that, ie not a single pod of sternguard out alone.

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Imo take a lr if you dont know what kind just see what you need more of. If you need more anti armor take the basic lr with a milti melta. Or if you have enough anti armor go with the crusader with assault launcher but if you are running a th/ss squad take a lib with null zone or a chaplain as your hq to go with the termis

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