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Are Marine players using terminator squads in Land Raiders and how are they doing in 7th ed?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Sure Space Wolves Land Raider Pilot





As a space wolf player starting back in 4th ed I bought but never really used my Land Raider, Rhino Rush was always the way to go, although now that the only vehicle you can charge out of is the Land Raider I wanted to know if the 250 points is worth it? I'm thinking about picking up a 4 man squad of Wolf Guard in Terminator Armor and a Wolf Lord in Terminator Armor and put them in a Land Raider. Now for 250 points my LR would need to be able to go tank hunting as well as deliver my squad into combat. The "power of the machine spirit" special rule is pretty cool allowing me to move 6" and still fire both TL Lascannons or 12" and fire 1 at its normal BS... I think the 4 hull points might also give it some sustainability. Also, if I do go this option, the turn my unit charges, I can move 6" with the LR, unload my unit up to 6" from the front hatch, and then charge 2D6" correct?
   
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Slippery Ultramarine Scout Biker






Land raiders are a viable option on their own, and it's an assault vehicle, you bet your fenrisian pelt it's worth it

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Made in us
Lurking Gaunt




US

I can't speak for the SM players out there, but as a GK player, I've personally had good luck running my terminators and paladin deathstars in Land Raider variants (most frequently Godhammer for the 5 man troop terminators, and Redeemer for a 6 man combo of paladins and IC's). The durability of AV14 is pretty stellar, though you'll need to be aware of threats on the field like melta at half range. Also maybe not the best option against, say, necrons with gauss weaponry.

'Nids uber alles. And GK I guess . . . them too.

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Made in ca
Longtime Dakkanaut





Canada

If you're running that configuration in the SW dex then run Arjac's Shield Brothers.

Arjac is a better deal than a WL in TDA.

You have to take a LRC but the bonuses you get are pretty sweet; +1T for models from the unit in B2B, +1 WS and every time you roll a 6 on a storm shield in CC you smack the enemy back with an thunderhammer smack.

 
   
Made in us
Sure Space Wolves Land Raider Pilot





 Fachxphyre wrote:
I can't speak for the SM players out there, but as a GK player, I've personally had good luck running my terminators and paladin deathstars in Land Raider variants (most frequently Godhammer for the 5 man troop terminators, and Redeemer for a 6 man combo of paladins and IC's). The durability of AV14 is pretty stellar, though you'll need to be aware of threats on the field like melta at half range. Also maybe not the best option against, say, necrons with gauss weaponry.


Glad to hear its durability is good, I missed out on playing much of 6th ed and NEVER used it in 4th or 5th because one Lascannon shot and boom, destroyed, now I now it can still get blown up with some unlikely 6's in a row but the 4 HP's I think is awesome, plus getting up close to some enemy's that would think about attacking it in cc (attacks count against the rear armor) is still 14 armor which is nice!

Tactical question: the first couple of turns, while your squad is still inside, do you zoom it 12" forward until they are in charge range and taking some snap shots? Or do you move it 6" for the first few turns and firing at its full effect at units until you eventually make it into charge range?

Also, T3RM1NAL_LANC3, "you bet your fenrisian pelt it's worth it" might be the best quote ever lol
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

If it gets PotMS, no matter what you do with it, you can still shoot 1 weapon. Others as snap shots rules out flamers, but TL should help out there.
Don't forget about smoke launchers.
The general idea is to go flat-out on turn 1, and assault on T2 or 3.

This message was edited 1 time. Last update was at 2014/09/05 14:18:01


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Made in us
Monstrous Master Moulder




Cleveland, Ohio, USA

If memory serves, there's math somewhere about the superiority of the Crusader to the Godhammer, even for tank hunting (buy the multi melta). That said, make sure your wolf guard aren't the only big threat. Three results on the vehicle damage chart throw some big wrenches into any assault plans you have.

They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines, and they shall know no fear. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

 obsidiankatana wrote:
If memory serves, there's math somewhere about the superiority of the Crusader to the Godhammer, even for tank hunting (buy the multi melta). That said, make sure your wolf guard aren't the only big threat. Three results on the vehicle damage chart throw some big wrenches into any assault plans you have.


While I’ve seen some argue that a TLAsC is better then a TLLC for AV work (and it can be, depending on target) I’ve never seen anyone claim a LRC is better then the Phobos for the job. It, after all, has a pair of Godhammer mounts, and can also take the MM.

People claim that the LRC is a better tank overall, but the increased cargo and focused battlefield role play a much larger part in that then the anti-tank firepower it puts out.

   
Made in us
Sure Space Wolves Land Raider Pilot





 Skinnereal wrote:

The general idea is to go flat-out on turn 1, and assault on T2 or 3.


Roger, Flat-out turn 1, assault T2, that's what I figured, nice I'm excited, I think I'm going to go purchase that 5 man Terminator unit now and paint em up
   
Made in us
Lurking Gaunt




US

Personally I prefer to move up 12", PotMS whatever weapon is most relevant, snap fire any others, or if no tempting targets are in LoS (or are in cover heavy enough to make shooting not worth it) pop smoke to better stand up to any serious anti-vehicle firepower. Combine this with a turn two 6" move (firing 1 weapon at full BS, another at full BS at another target due to PotMS, and snap-firing all others at the first target), disembark out the front for another 6" movement, and you've gotten roughly 24" past your deployment zone edge, which should allow you to assault well into the opponents' deployment zone (unless they are turtling way back in a corner with nothing worth assaulting up front).

In subsequent turns you can easily rotate your LR to fire at 1 or 2 appropriate targets, or withdraw to a safer position to avoid being torn up by melta fire if that looks like a threat.

In the majority of my games, the LR will survive, or be taken out last, since it's not that killy compared to the unit it carries and the NDKs that have also shunted forward to join the carnage. I usually manage to either pop a couple of enemy vehicles or put some serious hurt on a squad or two, depending on which variant I am running.

You may have an unlucky game or two where some drop pod melta or other really quick moving attackers with melta/haywire ruins your day, but that's typically a death sentence for the unit in question due to the angry terminators that pile out of it.

'Nids uber alles. And GK I guess . . . them too.

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Made in cn
Steadfast Ultramarine Sergeant




thefallenjackal wrote:
 Fachxphyre wrote:
I can't speak for the SM players out there, but as a GK player, I've personally had good luck running my terminators and paladin deathstars in Land Raider variants (most frequently Godhammer for the 5 man troop terminators, and Redeemer for a 6 man combo of paladins and IC's). The durability of AV14 is pretty stellar, though you'll need to be aware of threats on the field like melta at half range. Also maybe not the best option against, say, necrons with gauss weaponry.


Glad to hear its durability is good, I missed out on playing much of 6th ed and NEVER used it in 4th or 5th because one Lascannon shot and boom, destroyed, now I now it can still get blown up with some unlikely 6's in a row but the 4 HP's I think is awesome, plus getting up close to some enemy's that would think about attacking it in cc (attacks count against the rear armor) is still 14 armor which is nice!

Tactical question: the first couple of turns, while your squad is still inside, do you zoom it 12" forward until they are in charge range and taking some snap shots? Or do you move it 6" for the first few turns and firing at its full effect at units until you eventually make it into charge range?

Also, T3RM1NAL_LANC3, "you bet your fenrisian pelt it's worth it" might be the best quote ever lol


I haven't played this combo, but I believe it could be deadly. Maybe good for hunting MCs if the Terminators all have TH/SS.
I prefer the LRC over others. Not only because the 16 man capacity (8 Terminator armored personnel), but also it has tons of TL small fire shots at close range, good for thining hordes like chaos cultist before the Terminators launch their charge, and are less suffering from being snap shot.

If you are fighting Necrons, maybe keep a mixing of TH/SS and Lightning Claw in the squad, since 4 WS4 attacks on I4 with S4 Shred Ap3 can kill more warriors or immortals in the charge, which may have better chance to break their moral, and if I don't make it wrong, they don't get reanimation if they run. While TH is used to fight the Overlord and instant death Wraiths if they are unlucky

This message was edited 1 time. Last update was at 2014/09/06 01:41:05


 
   
Made in fi
Homicidal Veteran Blood Angel Assault Marine





I would like to note that an Inquisitor with Liber Heresius and Psychotroke grenades costs 55 points.

A relatively cheap way to give your Land Raider Scout USR, allowing a reliable turn 2 charge with your Terminators, while giving them Ld10 Stubborn and cc bonuses due to the grenades.
Or Rad Grenades for -1 T to enemy when you charge.

Another option is to have Ordo Malleus Inquisitor with Liber and Terminator armor.
80 points, a bit more expensive but he now has TDA like rest of your guys and Thunder Hammer with Force USR

I've been running him with my BA Land Raiders and he's certainly worth it.

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