Prelate Ezra wrote:Nevelon you suggest keeping the speeder 25-36' away from the enemy? Help avoid small arms
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And yea the dreads have 4 attacks at WS5, but with BS5 I like the idea of 2 heavy weapons - the twin linked auto get 2 shots each hitting on 2s and retool failed hits
I’ve flown
MM/
HF on speeders, and they do work. They are suicide speeders. You zip up to a high value target, and vaporize it. It does not take much to bring a speeder down, and massed bolter fire can do it. AV10 is not all that. Now generally, they are effective. Even before you commit to your attack run, you influence the battlefield. 2xMM speeders are like a 24” bubble of dangerous terrain. Enemy tanks might not automatically explode entering that range, but they have to seriously consider it as a possibility.
But I’ve steered away from suicide units, in general. They are more high risk/high reward. I find I prefer more slow but steady units. The TML/
HB is never going to get the big win like a
MM speeder. It hangs back, and just tosses a steady stream of fire downrange. Preferably in pairs. If you have other armor units in your list, saturation will help keep it alive. Because there is almost always something more threatening on the table. And you can always jink if things get ugly.
You don’t need to keep them completely outside of 24” but you don’t want to be in rapid fire range. So for
MEQ, 18” (12” range plus a 6” move) 10 guys single shooting bolters should only remove on
HP, and you have two. And that’s assuming a full squad just using bolters, which is not going to generally happen. But in rapid fire range, you are going down.
Keeping at range also gives you more options for cover. In an ideal world, you keep
LOS blocking terrain between you and everyone but your target. Or at least something giving you a cover save so you don’t need to jink. Long range guns give you more options to hang back behind stuff. When you need to be 8-12” away from your target, you are generally out in the open.
About dreads:
I’m not going to argue that the BS5 isn’t awesome to have. Personally, I like it with the non
TL’d guns.
IMHO hitting on a 2+ is generally good enough. But then, I play Ultramarines, and have a few ways to re-roll ones with chapter tactics.
YMMV. However, there are a lot of ways to get firepower downrange. There are not a lot of ways to get S10 AP2 hits at initiative attacks. And while
CC might be reported as dead, I still punch things not infrequently. This is a no right answer thing. There are pros/cons to both builds. I just like to hit things.