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![[Post New]](/s/i/i.gif) 2019/08/25 01:20:09
Subject: SM Land Speeders: Running them in 8th.
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Dakka Veteran
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Hey mates. With the new Codex that was just released and from looking at the changes, Land Speeders benefited from a much needed point decrease and upgrades with the Chapter Tactics, Doctrines, and all the other fun things included in the new Codex. With that being the case, I am currently debating on what route to go for them and this is how I see it:
* Land Speeder Typhoon: Anti-Tank version of the Land Speeder, it's the variant that I think will be the most popular due to the fact it benefits from the Devestator Doctrine Turn 1 and it can snipe enemy Armor Units from a distance without having to get close or use the Frag Missiles for Anti-Infantry. Drawback is that it is by far the most expensive of all the variants, suffers -1 to hit whenever it moves, and sadly the Typhoon Missile Launcher only has 2x Krak Shots (2D6 Frag Shots) for how expensive it is. 99% of the time it goes with a Hvy. Bolter fielded by the Co-Pilot due to the range and an extra 3x shots, and a Squadron of 3x has the potential to do a lot of damage, but the price tag point wise can be a factor.
* Land Speeder "Dakka" Tornado: One that was popular in the past and one with a lot of potential now, purpose of this variant is to dish out as many shots as possible and if your running a Squadron of them, it can be very effective. By taking the Assault Cannon and Co-Pilot Hvy. Bolter, it can dish out 9x shots a turn (6x S6, 3x S5) and take advantage of that by not being too hampered by moving around the table. One of the cheaper options in terms of weaponry and a Squadron of 3x can do a ton of damage to an unsuspecting unit, and dont forget they can be a decent unit in CC now with the Shock Assault rule.
* Land Speeder "Flame" Tornado: Unique variation of the Tornado that really hasn't seen much action barring Salamander Players, it is very simple and direct in its use on the tabletop. Armed with 2x Hvy. Flames, whole purpose of this one is to simply utilize its movement to get as close as possible and torch anything in it's way, with a Squadron of 3x capable of putting out 6x S5 D6 shots that Auto-Hit in a single shooting phase. Has potential, but Salamander players should strongly consider it with their "Flamestorm" Strategem and a Dual-Hvy. Flamer Tornado is the cheapest version.
* Land Speeder "Jack" Tornado: Short for "Jack-of-all-Trades", whole purpose of this variant is to be effective in both shooting Infantry as well as vehicles and heavy units. Co-Pilot weapon in this case is the Multi-Melta, with the option being either the Assault Cannon or the Hvy. Flamer for the weapon underneath and at that point, it depends on what you personally prefer. Hvy. Flamer is the cheaper option, but the Assault Cannon guarantees you at least 6 shots but it's up to you.
* Granted you can run a Land Speeder with the single Co-Pilot Weapon (either a Hvy. Bolter, Hvy. Flamer, or Multi-Melta) and run it like that. But if your going to do that, you would be better off fielding an Attack Bike imo.
Just my thoughts so feel free to share how you plan on fielding your Land Speeders or which variant do you like or plan on taking and why .
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This message was edited 1 time. Last update was at 2019/08/25 01:24:43
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![[Post New]](/s/i/i.gif) 2019/08/25 07:10:45
Subject: SM Land Speeders: Running them in 8th.
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Ladies Love the Vibro-Cannon Operator
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Well, their role is similar to that of Vypers. They can fill gaps in the shooty combat line. If this last pesky Berzerker refuses to die, the Vyper can do it (easily). I wouldn't overextend the use of Landspeeders. If they operate on their own say behind enemy lines they will not last long as they are rather fragile. With the right tactics they can be quite useful. The enemy is hard pressed to shoot them or mostly more juicy targets and this is what helps to keep them alive.
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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 |
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![[Post New]](/s/i/i.gif) 2019/08/25 07:21:32
Subject: SM Land Speeders: Running them in 8th.
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Inquisitorial Keeper of the Xenobanks
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Use them with the Ultramarines super doctrine and they finally don't have the -1 to hit when moving.
But still, without double melta speeder, I don't see a real reason to run some
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![[Post New]](/s/i/i.gif) 2019/08/25 07:23:43
Subject: SM Land Speeders: Running them in 8th.
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Ladies Love the Vibro-Cannon Operator
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godardc wrote:Use them with the Ultramarines super doctrine and they finally don't have the -1 to hit when moving.
But still, without double melta speeder, I don't see a real reason to run some
The problem is that melta weapons are hit or miss.
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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 |
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![[Post New]](/s/i/i.gif) 2019/08/25 08:46:48
Subject: SM Land Speeders: Running them in 8th.
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Nihilistic Necron Lord
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godardc wrote:Use them with the Ultramarines super doctrine and they finally don't have the -1 to hit when moving.
But still, without double melta speeder, I don't see a real reason to run some
Melta is pathetic.
I feel like running a unit of 3 with double heavy flamer and long range marksmen will be nasty. Thats a threat range of 31". 11" 6D6 autohitting shots S5 AP-1 D1. AP-2 on the first turn. Use the 2CP strat to give them a 4+ inv first turn. Or fly them in cover.
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This message was edited 1 time. Last update was at 2019/08/25 08:47:45
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![[Post New]](/s/i/i.gif) 2019/08/25 08:59:21
Subject: SM Land Speeders: Running them in 8th.
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Inquisitorial Keeper of the Xenobanks
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With a 3 double flamers squadron, you do what, 14 wounds ? That's about 6 primaris or a squad of 14 geq on T1
For about 210 points, I really hope you opponent plays with chaff units and not primaris !
I'm not convinced speeders are really playable
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This message was edited 4 times. Last update was at 2019/08/25 09:03:26
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![[Post New]](/s/i/i.gif) 2019/08/25 10:26:06
Subject: SM Land Speeders: Running them in 8th.
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Perfect Shot Dark Angels Predator Pilot
Sesto San Giovanni, Italy
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I used the dual flame version with the Ravenwing thanks to the stratagem that allows to advance (thus gain a 4++), shoot and charge to clear chaff or open screen and engage shooty units.
Of course it's fragile it is here for target priority.
Honestly the -1 with heavy weapons is unbeareable: maybe ultramarines can do something with them, but without their doctrines I think only flamers can be effective (and more often than not you will have to reroll the number of shots).
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I can't condone a place where abusers and abused are threated the same: it's destined to doom, so there is no reason to participate in it. |
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![[Post New]](/s/i/i.gif) 2019/08/25 10:51:54
Subject: Re:SM Land Speeders: Running them in 8th.
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Nihilistic Necron Lord
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6D6 is 21 hits. Wounds depend on toughness and sv. Add a whirlwind to auto hit with the datalink telemetry strat. Use suppression fire to auto hit again with the whirlwind.
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