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Made in au
Sneaky Sniper Drone





Bundaberg

Hey guys.

I'm looking for the best loadout for a land speeder squadron of 3.

Of course, I run a fast assault army and wonder if it is best for me to put 2 multimeltas on each of the landspeeders and let them take on the heavy tanks. Or should I put all anti-inf on them and let my melta tac squad take care of the large tanks?

Another suggestion of mine is to put multi-melta's and heavy flamers or heavy bolters on each landspeeder. Making them versatile.


I will also note that I sometimes run a landspeeder storm with a shotgun/melta bomb scout squad. I would also like to group all four land speeders up at the beginning of the game. So that the landspeeders can back up the scouts.

Thanks.

If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in us
Decrepit Dakkanaut




The missile launcher is the way to go, no doubt.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

I actually run my Raptor Wing speeders with assault cannons. They need to be up close for their special rules, and a higher number of shots works out better if they Jink.

5250 pts
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Imperial Knights: 375 pts
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Made in us
Fresh-Faced New User




Id split it into two squadrons. Take 2 with dual MMs in the first squadron and take one with either a HB and Typhoon missile launcher and HB for backfield support or one with a HB/AC for anti infantry. 4 MMS is enough to tear up and non (9hp) superheavies and will even be a serious threat to Imperial Knights and other superheavies with 6 HPs. The Typhoon is great for backfield anti infantry support or even ripping up transports.

You could also run a DS speeder with dual heavy flamers but a bad drop is pretty my children a waste of a FA slot. Definitely run the dual MMS though. Aside from my devrstator cents my most effective AT comes from.the FA slot. The best part is that it's cheap too.
   
Made in ca
Angry Blood Angel Assault marine




Having experienced extensively with speeders, the only variant I've found to be really efficient is double heavy bolters.
   
Made in gb
Stalwart Dark Angels Space Marine




London

I always go for TML and HB for my RW. I'd consider MMs but I have more than enough to deal with tanks on my bikes.
   
Made in us
Regular Dakkanaut






keep them at a distance, and load them with heavy bolters....

or, deep strike them in and load them with heavy flamers.

 
   
Made in nz
Longtime Dakkanaut





New Zealand

Since you have a fast assault army, I reckon you want to overwhelm your opponent by getting as many threats in his face as fast as possible, rather than have part of your army sniping from a distance. So short-ranged nasty stuff like assault cannon would seem the best fit for you.
   
Made in ca
Angry Blood Angel Assault marine




 Clang wrote:
Since you have a fast assault army, I reckon you want to overwhelm your opponent by getting as many threats in his face as fast as possible, rather than have part of your army sniping from a distance. So short-ranged nasty stuff like assault cannon would seem the best fit for you.


Too expensive a weapon on too flimsy a platform.
   
Made in us
Oozing Plague Marine Terminator





I am running them in a dual Raptor wing, so keeping them cheap and at a distance is key. They're just a turn 2 guarantee, but I'll add the second heavy bolter.
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

 Nightlord1987 wrote:
I am running them in a dual Raptor wing, so keeping them cheap and at a distance is key. They're just a turn 2 guarantee, but I'll add the second heavy bolter.
So you don't want them to give Shred and Tank Hunters against a target?

5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts 
   
Made in us
Oozing Plague Marine Terminator





Merely an additional bonus, but not worth sacrificing the speeder by wandering in too close.

If I had the spare points, I might consider the typhoon, but lately my lists have all been about low points investment.
   
Made in us
Regular Dakkanaut





I just acquired the Raptor Wing and I outfitted my two Speeders with dual Heavy Flamers. The Turn 2 guarantee is what you pay the tax for and the extras are extras. I have yet to get it on the field but my thinking was to keep the Speeders out of LoS for Turn one and then jet them up to mark a target. Since the bonus carries over until another target is designated, the survivability of the Speeders isn't crucial. With two Talons and a LRR barfing out Hammernators, hopefully there are higher priorities than the Speeders for my opponent to think about. Plus, with the target designation not having to be shot at by the Speeders, they can flambé some infantry while the Talons do the heavier lifting.

All theory so far, though. Deep Striking them may prove to be a better idea.
   
Made in gb
Stitch Counter





The North

I've not used my marines since 6th - though I always used to run 3 speeders with heavy meltas and heavy flamers.

They're relatively flexible for placing 3 heavy flame templates on squads and seemed to have relative success popping vehicles.

It's not as hardcore anti-armour as say paying the extra tax for 2MM per speeder, but by the same token it's able to deal with infantry that exit wrecks and in buildings.


I duno, it's just what I prefer.

This message was edited 1 time. Last update was at 2016/03/13 23:00:29


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in gb
Member of a Lodge? I Can't Say






I have 5 landspeeders in my white scars army. All of them are armed with MM and TML so they can deal with tanks and hoards. I run 2 CADs keeping them all independent so I can either split their fire into multiple targets or concentrate fire to make sure something is dead.

“Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls.
The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does.
That is why we are the Eaters of Worlds, and the War Hounds no longer."
– Eighth Captain, Khârn 
   
Made in us
Slippery Ultramarine Scout Biker




San Ramon, California

I like HB or AC with the Missle Launcher option. Gonna be a very killy shock unit if you load it that way. You should pack enough anti armor in the rest of your list though.
   
Made in au
Sneaky Sniper Drone





Bundaberg

Thanks guys.

I like some of these suggestions. However, I only really get to play games under 1500 points. So of course, I like to find the cheapest options.

I been coming up with a few different Speeder lists and found my favorite options, the first being the cheapest.

HB with HB
HB wtih AC
HB with TML
MM with MM

Of course, the anti-inf are always the cheapest.

Dantes Baals wrote:
Take 2 with dual MMs in the first squadron and take one with either a HB and Typhoon missile launcher or one with a HB/AC for anti infantry.

I really like this idea. That way I don't have my anti-inf shooting at the tanks. And if I ever want to, I can always throw in a basic LS to take the damage before the AC/TML LS takes it. Of course, that means I will be running about 260pts worth of Speeders on the table. But as you said...
Dantes Baals wrote:
Aside from my devastator cents my most effective AT comes from.the FA slot.

However, I have about 50% more chance at losing these than the cents.

How do you guys feel about a list that includes 3 Grav Cents and a Librarian (That can possibly get that +4 Invon or FNP save onto the squad) dropping down in front of the enemy. Of course, this option is really risky. But it has proven to take out land raiders, terminator squads, monoliths and any other 2+ save model or 4 HP tank. For 325pts extra I have something big to distract the enemy while my small anti-inf LSs' pick off small squads. BTW, by turn 2, my Tactical Squads are ready to back up and put more anti-inf shots into the enemy army.
Hm, after suggesting that, I already feel like it's better to not take the Cents, as it wouldn't be as effective against hoard armies.

Anyway, that being said in the wrong thread... I will get back onto topic.

I see that a lot of you are liking the HB with TML, and of course, thinking about it deeply. It would be a little effective to have my missile support jumping around like a Tau player. However, I am guessing that you guys like shooty armies.
Then again, this could replace my devastator squad, that usually gets cooped up in one spot for the entity of the game. So I have the ability to jump out of weapons or assault range. Annoying the hell out of the deamonite player. I actually like this idea now!
Instead of an
Deschenus Maximus wrote:
Too expensive a weapon on too flimsy a platform.
which an AC proves to be.
I can run either 2 MM-combo LSs and 1 TML LS-.
------------------or 1 MM-combo LS- and 2 TML LSs.

The only problem here is that I do not know what to take! Both choices have advantages and disadvantages.
Do I only take one MM LS and risk it blowing up in my face, with no backup? But have 4 Missie Launchers out of the enemy's reach?
Or, do I take 2 MM LSs, and risk having too much anti tank on the field.
Either way the LSS will be tagging along with the MM Land speeders. I suppose I could replace one of the MM land speeders with the Storm and save 5 pts on a Land Speeder? But then again, I cannot take an extra MM on it.

God darn, the choices are endless...

So, after all of that. What do you guys think about the following?

[Troop]
Scout Squad
Bolters or Shotguns
Melta Bomb
[Transport]
Land Speeder Storm
MM

[Fast]
1 Land Speeder
MM-combo

2 Land Speeders
HB + TML

This all costs about 320 points.

Of course, I would also have other stuff on the table. But would this make a great anti-tank detachment thing? I have the TMLs ready to back up the MM speeders with anti-tank or anti-inf. And if anything bad happens to the MMs. I still have a scout squad ready to assult the closest vehicle or the softest enemy unit.


Please tell me if this post it too long. I've bee writing reports all day and just realized that this goes on a bit long.

If in Danger or in Doubt
Run in Circles
Scream and Shout

Ironklawmadgutsmek wrote:
ON A 2+ I GET TO HIT YOU OVER THE HEAD WITH THE RULEBOOK
 
   
Made in us
Regular Dakkanaut




It's kind of hard to say what load out your regular land speeders should take being that I'm.unaware who your opponents are, but I typically run one squadron of two dual MM speeders and I run a HF on my LSS. The LSS is a transport that takes objectives from infantry. If you load it up with CCW scouts, the Cerberus, the HF, plus the damage done by the 5 BP shots and 16 attacks immediately after, and the objective should be yours.

Also, this way each squadron has a particular role. LSS for anti infantry /objective grabbing and the other squadron zooming around with 4 MMs turning armor into butter.

I still run the HB/ML set up, but only in smaller games as they really are beat at horde control or stripping HPs off of light armor. Both of which will be pretty low on the threat list in any game above 1250.


BTW: I definitely wouldn't drop the libby/cents too close to your opponents units. Especially the scary ones. Drop them where they can get to cover. Also keep in mind that they are slow and purposeful so their grav cannons essentially have a 30" range. There are definitely ways to deal their damage from a distance or from cover and not have your 400 point unit assaulted to death or tarpitted.

This message was edited 2 times. Last update was at 2016/03/15 07:09:27


 
   
 
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