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Made in gb
Slippery Scout Biker






OK, so I've got 2 Land Raiders mostly built (one Godhammer, one Crusader), I still have to add the roof, tracks and sponsons (which have been sub assembled).
Now I'm not in desperate need of them for tabletop use, and I'm about to put in a Forge World order for some other Red Scorpion stuff, so:

Is Extra Armour worth it on a Land Raider? Just a particular variant? Or a waste of time & money?

My thoughts are:
  • it looks cool - both Spaced and Reinforced

  • more useful for Crusader - means it can keep ploughing for the enemy's lines with 1/2 the Damage Chart

  • Considering the LR is the most expensive (points and pounds) Marine Tank, do I want to hike it up further?

  • I'd really appreciate some feedback Dakka, whether "sounds good!" or "are you freaking nuts?!?" or anywhere in between!
    I just need some input here!

    "anything but a one..."  
       
    Made in us
    Sinewy Scourge





    Bothell, WA

    If your land raider is going to get close and drop off units then Extra armor is a good buy. I always have it on my Redeemers and Crusaders that are hauling my assault terminators. Personally, I feel that Godhammers are a bit of a waste with the ineffectivness of lascannons in the current meta game so I never end up using them. However, if I did, I would not equip them with extra armor as they are most effective sitting on a rear objective and blasting everything rather then moving.

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    Made in us
    Foolproof Falcon Pilot






    Since the PotMS no longer drives the LR for vanilla marines, it is definately a must buy for them...remember LRs (all varients) are transports first and gunboats second.

    DA still have a PotMS that drives their LRs for them, so you don't need the extra armor if you line up which way you want to go in your next turn.

    BT LRCs not only have a PotMS, but they also come standard with extra armor.

    This message was edited 1 time. Last update was at 2009/08/06 17:35:14


       
    Made in gb
    Slippery Scout Biker






    Thanks Alerian, it's been a while since I flicked through the DA 'Dex, I'd gotten so engrossed with the big differences in the new Vanilla 'Dex, PotMS slipped under my radar!
    So since I have something of a Terminator fetish (about 70 inc. HQ's!) a DA Deathwing army is probably on the books, and since it seems a good investment on Crusaders anyway, I think I'll go for the Extra Armour on that (Spaced looks like it'll fit nice with the Frag Launchers).

    asugradinwa "If your land raider is going to get close and drop off units then Extra armor is a good buy."

    Since I'd planned my Godhammer to be used for Heavy Support (and maybe a bunker for some Troops), I think keeping it cheap is the best option, or just dig it out for Deathwing games!

    "anything but a one..."  
       
    Made in us
    Homicidal Veteran Blood Angel Assault Marine





    to me yes, EA is crucial for Land Raiders. They'll take lots of stunned/shaken results and being able to move through that is rather important, especially if your LRs are filled with assault units.
       
    Made in us
    Veteran Wolf Guard Squad Leader





    This discussion has been done before.

    Against a glance you have a 1/6 chance that EA will do anything.
    Against a Pen, the same thing.

    I personally think its a waste of points especially when I can get a multi-melta for my landraider for cheaper. (obviously not the same type of upgrade but it shows what 15 pts will buy you.

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    Made in gb
    Longtime Dakkanaut




    United States of England

    I find that extra armour is pointless....if I understand the rules correct, all it does is convert a crew stunned to a crew shaken result on the vehicle damage table.....whoopee do!

    On a roll of 3+ your vehicle is as smoked as a vehicle without extra armour.....and all that for 15 points.....not worth it.

    Man down, Man down.... 
       
    Made in us
    Foolproof Falcon Pilot






    If you are carrying an assault unit in your LR (and you usually should be), then extra armor is of vital importance to get them where you want them to be.

    Also, if you have enemy CC units capable of destroying your tank who are closing in for the charge, having extra armor to keep you from being auto-hit will make you very happy indeed.

       
    Made in gb
    Slippery Scout Biker






    Delephont wrote
    On a roll of 3+ your vehicle is as smoked as a vehicle without extra armour...

    Well, 4+, but yes.
    The way I see it with A14 all around on a Land Raider, it's got the best chance in the game of it not coming to that.
    There's nothing I can do about that. But with Extra Armour, half of the Vehicle Damage Chart will have minimised effects.
    1 - Shaken - Can still move forward, getting passengers closer to enemy lines.
    2 - Stunned - Usually takes the tank out of the game for a turn, with Extra Armour it can still fulfil it's function as a transport, as with Shaken.
    3 - Weapon Destroyed - But can still move.
    4+ - Well, now you've got bigger problems, but with Extra Armour you can still carry out a Land Raiders transport role the other 50% of the time.

    As I said earlier, seems like a good investment for a Crusader and you can still blaze away with any surviving weapons once passengers have been dropped off.

    "anything but a one..."  
       
     
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