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 Post subject: Land speeder
PostPosted: Sat Oct 08, 2011 10:59 pm 
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Joined: Mon Jul 11, 2011 2:56 pm
Posts: 65
Are land speeders worth it ? and if so how should i set them up (space wolves player)


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 Post subject: Re: Land speeder
PostPosted: Sat Oct 08, 2011 11:25 pm 
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Joined: Sun Feb 14, 2010 5:13 pm
Posts: 353
Location: Michigan
Typhoon Missile Launcher and Heavy Bolter/Flamer.

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 Post subject: Re: Land speeder
PostPosted: Sat Oct 08, 2011 11:31 pm 
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Joined: Sun Feb 14, 2010 12:40 pm
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Location: Grand Rapids
I really like them. Throw on 2 multi meltas and speed to the other end of the table and split open armor. Their problem is the die very easily. You must protect them with cover, including the cover save for going fast.

The $ cost of the models is, in my opinion, a bit steep. I really like my bikes (I play codex marines), so I purchased two of the ravening kits (6 bikes, an attack bike and a land speeder). I added two more and I run two squads of two each. I would like to add two more so I have two squads if three each.

I cannot stress how easily the die. I believe they are considered open top (I have been trying to get myvland speeder storm to do something useful for me so I may be confusing open top with that). Armor 10 means a standard shoota can take it out. My brother with his Orks boyz are known for popping my land speeders. Note: if you have 2 or 3 left in the squad, an immobilize is a kill (leave the stranded speeder behind). This keens a shoota can glance on a 6, then have a 33% chance of killing, unless you have a cover save. I have been known to park then at the door or window or a building and shoot through or just get on the other side of anything and open up with dual flamers against infantry.

Since I am running SM, I am not sure if the space wolves mess any of that up.

I love land speeders, but have not come up with solid ways of keeping then alive.


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 Post subject: Re: Land speeder
PostPosted: Sun Oct 09, 2011 10:09 am 
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Well I am asking because atm I am trying to build my army up to 1500 points in the next few months and I noticed atm with my 1000 points that I lack some thing fast enough to catch people. Like last night during a kill point game it was 5 kill points to 3 ( keep in mind I started with 9 kill points and he had 5). I would have tabled him but he was in full retreat with only 3 models left(2 power Armour and one with i think 2+ save) for about 2 turns from my dread and predator.(line of sight blocking them).
So is it worth the 270 points to have 3 typhoon with heacy bolters or should I only have 1 or 2 of them?


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 Post subject: Re: Land speeder
PostPosted: Sun Oct 09, 2011 4:25 pm 
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Location: Michigan
There's no reason to not take a Typhoon Missile Launcher on a Land Speeder. Putting a pair of Multi-Meltas on them is dumb because it brings the vehicle into Bolter range. AV10 vs Bolters is bad.

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 Post subject: Re: Land speeder
PostPosted: Mon Oct 10, 2011 2:18 am 
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Location: Grand Rapids
gojira316 wrote:
There's no reason to not take a Typhoon Missile Launcher on a Land Speeder. Putting a pair of Multi-Meltas on them is dumb because it brings the vehicle into Bolter range. AV10 vs Bolters is bad.

Not "dumb", please. No need for insults. Perhaps an inexperienced choice. I can see your logic for the stand off weapons (helps with the poor armor, but going up against Eldar tanks, for instance, can take you out from wherever they want or against Eldar jump infantry). Lots of enemy options. All depends on what you want. A Typhoon missile launcher will have a hard time cracking a land raider ... assuming a squadron or 3 with tycoon vs a land raider. 6 shots BS4 means 4 shots hit on average. You need a 6 to get a glancing blow which means a 2/3 chance or a glancing blow. A one third chance of a weapon destroyed or immobilized. Compare that to my dual multimeltas at 12" or less. Same 6 shots with 4 hitting on average. Now I only need a 6 on two dice (5 in 36 chance) for a glancing blow with a 7+ meaning a penetrating blow (21 in 36). Because of the AP1, I have a 50/50 chance of destroy it on a pen or a 1 in 6 chance on a glancing blow. This means the odds are (4 out of 3 chance) that the MM will kill a land raider. If you are hunting tanks and can maneuver around the large infantry or tie them up in close combat, then it can be an effective strategy. If you are hunting infantry, the sure, tycoon or simple two heavy bolters.

That would help to explain why I keep losing them. I do love the heavy bolter against infantry and the typhoon missile launcher can take out armor.

I will try that next time.

I like my SM bikes for fast attack. The wolves have the blood claws in am bikes, meaning twin linked golfers on a relentless platform. This makes them better than storm bolters. This is nice with the blood claws BS3 (75% chance of hitting). The T5 is also very nice.

I noticed that all members of the swiftclaws (bikes) can take melta bombs making them vicious in close combat with vehicles (I guess this is normal for many sw units).

Just another thought.


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 Post subject: Re: Land speeder
PostPosted: Mon Oct 10, 2011 3:43 pm 
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gojira316 wrote:
There's no reason to not take a Typhoon Missile Launcher on a Land Speeder. Putting a pair of Multi-Meltas on them is dumb because it brings the vehicle into Bolter range. AV10 vs Bolters is bad.


I would have to disagree with this. Not every list needs more missile launchers, but may instead need more melta. In the instance where a list needs more melta land speeders can provide a cheap, mobile option from an oft unused force org slot. I still would not recommended adding a second multi-melta though. Land speeders, regardless of weapons, need to keep moving so the second one will be largely useless in most games.

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