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![[Post New]](/s/i/i.gif) 2013/04/04 22:12:55
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Been Around the Block
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How you guys use this combo?
Do you guys take the long route, hugging cover saves on your way to the desired target?
Or do you take the shortest route possible, drive right into open terrain and hope the AV14 holds up?
Ex: move flat out (12") on your first turn. Then on your next turn you can drive 6" disembark 6" and assault right into enemy deployment.
Do you move in 6" increments with a ton of units in front to absorb fire/give cover saves?
Im curious what method has worked best for my fellow SM.
**lucky BA get to deep strike**
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This message was edited 1 time. Last update was at 2013/04/04 22:13:08
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![[Post New]](/s/i/i.gif) 2013/04/04 23:12:17
Subject: Re:Using a Landraider Cruisader and Termies (TH/SS)
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Chalice-Wielding Sanguinary High Priest
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The latter...dash and hope...but if there is terrain on the way by all means use it. But don't forget smoke launchers for the cover save, instead of going flat out.
Deep striking Land Raiders is actually awful unless you get locator beacons, it's far too easy to mishap. Even if you land perfectly, any contents can't assault on the turn you arrive, and that's a turn wasted, assuming it even appeared on turn 2.
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"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch |
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![[Post New]](/s/i/i.gif) 2013/04/04 23:34:55
Subject: Re:Using a Landraider Cruisader and Termies (TH/SS)
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Been Around the Block
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Super Ready wrote:The latter...dash and hope...but if there is terrain on the way by all means use it. But don't forget smoke launchers for the cover save, instead of going flat out.
Ahhh yes, smoke launchers. Forgot about those. Good Call!
Deep striking Land Raiders is actually awful unless you get locator beacons, it's far too easy to mishap. Even if you land perfectly, any contents can't assault on the turn you arrive, and that's a turn wasted, assuming it even appeared on turn 2.
Damn i didn't think they'd yank your assault move, that makes DS LR a fairly useless tactic... unless you're playing on a crazy long table. hehe.
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![[Post New]](/s/i/i.gif) 2013/04/04 23:38:00
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Locked in the Tower of Amareo
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Nothing can ever assault after arriving via deep strike except vanguards, who suck. This has the side effect of making deep striking assault troops very iffy, since the opponent has at least one turn to do as they like.
This is why I deep strike sternguards and fragnoughts in drop pods. They do all their damage in the shooting phase.
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![[Post New]](/s/i/i.gif) 2013/04/04 23:38:53
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Been Around the Block
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Martel732 wrote:Nothing can ever assault after arriving via deep strike except vanguards, who suck. This has the side effect of making deep striking assault troops very iffy, since the opponent has at least one turn to do as they like.
This is why I deep strike sternguards and fragnoughts in drop pods. They do all their damage in the shooting phase.
That sweet, sweet, special ammunition. too good.
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![[Post New]](/s/i/i.gif) 2013/04/04 23:41:51
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Locked in the Tower of Amareo
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The key is *not* suiciding them. The sternguard have to fire at least twice to really be cost effective. That's why I back them up with a fragnought or tactical squad with plasma in a my jumper/drop list. 2/3 of the time, the third pod will arrive on the second turn, to provide more back up.
Plus, assault marines can close the distance quickly as well.
I have even been known to use deathwind launchers to make the pods more of a legitimate target. The deathwind launcher is quite nice if your pod drops within 12" of a squad that doesn't like to move.
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![[Post New]](/s/i/i.gif) 2013/04/05 19:02:35
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Regular Dakkanaut
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Lucious Drop Pod and a Dreadnaught, if your meta accepts FW stuff, can DS then assault. I've always wanted to try this...
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![[Post New]](/s/i/i.gif) 2013/04/05 19:48:22
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Locked in the Tower of Amareo
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I've been hit by lucious drop pods. They are good.
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![[Post New]](/s/i/i.gif) 2013/04/05 21:08:14
Subject: Re:Using a Landraider Cruisader and Termies (TH/SS)
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Hellish Haemonculus
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I either move in 6' increments until I get within assault range, or just do the dash-and-hope. Although I'm not averse to a cover-hugging approach if I need it. (There's always been a lot of Tau players around here, so I end up staring down the barrel of a lot of Str 10 weapons.) Usually I just start the Raider behind cover, though, and don't worry my head over dangerous terrain rolls.
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![[Post New]](/s/i/i.gif) 2013/04/05 21:27:10
Subject: Using a Landraider Cruisader and Termies (TH/SS)
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Been Around the Block
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Moridan wrote:Lucious Drop Pod and a Dreadnaught, if your meta accepts FW stuff, can DS then assault. I've always wanted to try this...
Wow those things look pretty bad-ass! what's the carrying capacity?
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![[Post New]](/s/i/i.gif) 2013/04/05 22:00:45
Subject: Re:Using a Landraider Cruisader and Termies (TH/SS)
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Dakka Veteran
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Lucius Drop pods: can only hold a dreadnought, take up a FA slot, and the dread coming out of it has to take a dangerous terrain test as part of it.
Oh and they cost the same as a normal pod + 1 sternguard.
They're.. good but that dangerous terrain test is really what puts the nail in the coffin, it's just waaayyyy too risky to immobilize yourself and essentially lose the dread.
Far better is a seige dread in a normal pod. You come out and barbeque whatever you want. Cheap, safe, and a threat they cant ignore. Pairs well with melta sternguard.
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