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Land Speeder Storm


Wicked Fetus

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So I was taking a look at the new land speeder storm with its ability to carry five scouts, whom are able to disembark and assault. It got me thinking about different tactics to use in order to tie up enemy units in combat. Anybody got any good ideas surrounding this? I was wondering if you could drop a teleport homer after they disembark and have some vanguard pop in or what not. Thoughts?
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Scrap the drop pod idea - anything within about 6" of the Storm is going to scatter 4D6". What could be fun is using the -2 Ld penalty from the Storm's cerberus launchers with a unit such as bikers or assault marines. Make sure both assault the enemy at the same time, and if you win, the enemy looses 2 Ld on top of the normal stuff.
  • 1 year later...
I was wondering if you could drop a teleport homer after they disembark and have some vanguard pop in or what not. Thoughts?

 

Teleport homer will not work for Vanguard, you'd need a locator beacon which means you either need Scout Bikes or a Drop Pod.

 

Scrap the drop pod idea - anything within about 6" of the Storm is going to scatter 4D6".

 

Not quite true. Teleport Homers, Chaos Icons etc on both sides will stop working, but only enemy deep striking units will scatter 4D6", your models will scatter the normal difference (at least that's my interpretation of the rules).

 

 

Wicked Fetus, there are many varied things you can do with a LSS. Load it up with Scouts and charge them (shotguns would be preferable, as would charging in next to an Assault Squad like Maligoare suggested). 1st turn attacks on tanks can be possible, or you could outflank the Speeder and knick an objective in the last couple of turns of the game. There are so many things to do with it that you need to test each one out on the tabletop and see what works for you.

In apocalypse you can use it as your spotter for a supression force. I play Wolves and do that because in Apoc its possible that a chapter that look a lot like SW happen to lend them a Storm (And if my opponent has an issue I just call it a normal speeder, I just prefer the model so much more)

I know 5 x Scouts doesn't seem very threatening, but they are dirt-cheap and still pack a squad powerfist and combi-weapon. The BS3 of the Storm means you shouldn't bother with anything except heavy flamer.

 

I'd consider running a powerfist Sarge w/combi-melta, and then 4 x bolt pistol+ccw Scouts. Shove that in a Storm, Ouflank and go tank/transport hunting. Use the combi-melta/powerfist to pop the armour open, soften up enemy infantry prior to a charge with the heavy flamer on the Storm. The whole setup costs less than a typical Tactical squad, and it's perfect for taking out annoying backfield artillery/static shooty units. Basilisk and Lootas hate them.

Unless it has been FAQ'd recently it is important to note that whilst there are precidents to support the argument that they do it has not been officially commented on.

 

I usually ask for confirmation before the game starts to avoid disappointment. I was under the impression that the IG master of the Fleet would stack to have -2 to reserve rolls, however this was FAQ'd to state that it does not.

 

Not arguing against specifically but there is enough grey area here for someone to disagree. Aint this game brilliant?

 

Wan

 

PS

 

I know 5 x Scouts doesn't seem very threatening, but they are dirt-cheap and still pack a squad powerfist and combi-weapon. The BS3 of the Storm means you shouldn't bother with anything except heavy flamer.

 

I'd consider running a powerfist Sarge w/combi-melta, and then 4 x bolt pistol+ccw Scouts. Shove that in a Storm, Ouflank and go tank/transport hunting. Use the combi-melta/powerfist to pop the armour open, soften up enemy infantry prior to a charge with the heavy flamer on the Storm. The whole setup costs less than a typical Tactical squad, and it's perfect for taking out annoying backfield artillery/static shooty units. Basilisk and Lootas hate them.

 

Did this ^^ with a MM on the Storm. Pretty helpful anti tank weapon, especially when I had won first turn. Trouble for me was that the times I pulled it off I was playing against Orks and 5 scouts vs 2 x 20 miffed boys who have just had their Battlewagons wrecked from under them, didnt really equal a win for me. I was also not in the best position to make the most out of their sacrifice as I had chose to take an assault based army and I still had to run the shoota gauntlet.

 

Dont discount the power weapon option! More attacks before I3 means better survival prospects for the squad.

I run a Heavy Flamer on my LSS (Firestorm <_<) with 5 scouts, Serge with Powerfist, 4 CCW/Bolt Pistol scouts. As has been said, with BS3 the HF is the weapon of choice.

 

I use the unit to outflank nearly every game, as the opponent does not want a Heavy Flamer and a Powerfist turning up on his flanks later in the game. It can encourage people to bunch their units towards the middle (and I drive a Vindicator too) or leave an extra unit back to defend an objective/heavy support choice. This is all good, it leaves less units in my face to deal with. If he ignores the storm, it hopefully comes on in time to support my Libby with assault squad, or tries to wipe out a vunerable/exposed unit. The scouts may not live, but if they deal with a threat and distract some firepower it is still good.

 

So far this unit has taken down 10-15 strong orc boyz mobs fairly reliably (toast then chop), small units of gaunts holding objectives, aided in the wiping out of genestealers (my heavy flamer laughs at your extended carapace and cover!) and sometimes simply dropped off a small unit of scoring scouts on an objective.

 

I like my new toy <_<

 

RoV

Also, How high exactly can landspeeders fly? on the tabletop game they're between 5- 10 feet off the ground, but in the games and some fiction they fly like, helicopter hight. does it say anywhere?

 

Also, How high exactly can landspeeders fly? on the tabletop game they're between 5- 10 feet off the ground, but in the games and some fiction they fly like, helicopter hight. does it say anywhere?

I think I'm going to have to reconsider taking scouts...

 

Edit- From pg 74 of C:SM

The land speeder uses a repulsion plate to skim a planets gravitational field..... The gravitatonal drive of a land speeder does not allow it to function at high altitude, but it can be used to perform a conrolled descent from the upper atmosphere.

 

Take from that what you will. Personally I have no idea how a repulsion plate would work, and I'm not sure how you'd define high altitude, but that's what the codex has to say on the matter. I imagine at the very least they are capable of arial combat, marines need something to intercept enemy aircraft.

Also, How high exactly can landspeeders fly? on the tabletop game they're between 5- 10 feet off the ground, but in the games and some fiction they fly like, helicopter hight. does it say anywhere?

 

Also, How high exactly can landspeeders fly? on the tabletop game they're between 5- 10 feet off the ground, but in the games and some fiction they fly like, helicopter hight. does it say anywhere?

 

 

i cant remember where i read it but the LSS have a special third engine which helps keep them lower and more stable for disembarking scouts.

 

As for how they work, i really dont know

 

Gc08

 

They have a crystal plate in the bottom of the landspeeder that when energized creates an anti-gravity field that allows them to skim the planet- if you apply more energy they can go higher, if you take energy away they go lower. The funky ridges at the bottom of a LS are supposed to partially represent this.

 

Eldar use a similar but more refined technology to allow their transports to be capable of leaving a planets atmosphere altogether- imperial landspeeders arent capable of liftoff because of their open construction, but as long as the crew is good to go its probly fine into the stratosphere and onward.

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