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Land speeder rules/tactics


DerekLee688

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Have I read the rules correctly, when it says you CAN'T move 12" and get the cover save and still shoot it's weapons?

 

Fast/Skimmer: Get cover save when moving Flat out

 

Fast/Skimmer: Shoot weapons moving no more than 12"

 

If this is indeed the truth an ork deff gun could blast it out of the air with little trouble.

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The Deff gun is a 48" strentgh 7, and is the principle gun of the lootas. Not giving the rest of stats just in case it's aganst the forum rules.

 

But since that rule change I feel like I've wasted my money to buy one to run in 500 pt games.

 

I hate to complain, but since deciding to play Warhammer 40k, I've slowly began to relize that 5th edition is the worst time to join the game as Space Marines.

 

Our grenades that come standard no longer kill infantry locked in assault.

 

Our land speeders no longer run and gun with a save.

 

Or tac squads below 10 can no longer get heavy weapons.

 

Is it just me, or does anyone else find terminators unusable if they only get one save. 40pts each for tacticals with 2 attacks, one better leadership, and one better armor save with a crapy inv. save to fall back on?

A fast skimmer moves flat out if it moves at least 18 inches. Thus it gets a cover save and no longer has the ability to shoot. It is in the BRB.

 

What's with the deffgun? Damn near any gun can kill it easily.

 

No, flat out is over 12" to a maximum of 24" (18" for non-fast)

 

Any flat out movement grants a cover save.

 

Movement of over 6" but no more than 12" = max 1 weapon firing

 

anything less than 6" = all weapons firing

 

And to answer the OPs moan: Land Speeders need close terrain to operate in successfully. Read some of the fluff - pilots of land speeders are renomned for breakneck turns and manoevering through narrow spaces. Use the available terrain to cut out the enemy line of sight. At worst you'll get a cover save, at best you can't be shot at all!

The Deff gun is a 48" strentgh 7, and is the principle gun of the lootas. Not giving the rest of stats just in case it's aganst the forum rules.

 

But since that rule change I feel like I've wasted my money to buy one to run in 500 pt games.

 

I hate to complain, but since deciding to play Warhammer 40k, I've slowly began to relize that 5th edition is the worst time to join the game as Space Marines.

 

Our grenades that come standard no longer kill infantry locked in assault.

 

Our land speeders no longer run and gun with a save.

 

Or tac squads below 10 can no longer get heavy weapons.

 

Is it just me, or does anyone else find terminators unusable if they only get one save. 40pts each for tacticals with 2 attacks, one better leadership, and one better armor save with a crapy inv. save to fall back on?

Its just you, they come standard with power fists and storm bolters and are relentless (which realy only means something for the cyclone missle launcher, but i love that thing), so lets say you have a 5 man of terminators which is the same points as 13 and 1/3 lootas. termies deep strike in at a range of 18 (solid hypothetical range to avoid mishaps but still be close enouph to shot), 5 termies = 10 shots=6.67 hits=3.33 kills down to 10 lootas, lootas shoot back 10 lootas=20 shots=6.66 hits=5.55 wounds=.926 kills terms advance and shoot for 2.716 kills, 7.3 lootas shoot back for .67 kills, 3.4 terms advance and shoot for 2.26 kills then assult the 5.02 lootas, term serg hits first for .75 kills, 4.27 lootas hit back for .24 kills, 2.16 reg terms hit for 2.7 kills, leaving 3.16 terms vs 1.57 lootas, lootas get wiped next turn.

No, flat out is over 12" to a maximum of 24" (18" for non-fast)

 

Any flat out movement grants a cover save.

 

Movement of over 6" but no more than 12" = max 1 weapon firing

 

anything less than 6" = all weapons firing

 

A couple of things not quite correct there.

 

Any Flat Out movement For a Skimmer will give a cover save, not any fast vehicle.

Fast vehicles moving Flat Out move over 12" and up to 18" (roads and red Ork trucks are exceptions)

Fast skimmers moving Flat Out are over 12" and up to 24".

Movement of over 6" and up to 12" is one Main gun and any defensive weapons allowed to fire.

The Deff gun is a 48" strentgh 7, and is the principle gun of the lootas. Not giving the rest of stats just in case it's aganst the forum rules.

 

But since that rule change I feel like I've wasted my money to buy one to run in 500 pt games.

 

In a 500pt game he has lootas??? thats almost impossible, the HQ and troops sucks up almost the whole troops - but yes, just like how a squad of marine devs with heavy bolters will rip through ork transports and warbikes and kans, so can the lootsa rip through your landspeeders armour.

 

I hate to complain, but since deciding to play Warhammer 40k, I've slowly began to relize that 5th edition is the worst time to join the game as Space Marines.

 

Nope, all armies have had to deal with these changes - all armies have lost a bit......my Eldar more then any Marines :D

 

Our grenades that come standard no longer kill infantry locked in assault.

 

Havnt been able to do that for over 15 years now I think.......

 

Our land speeders no longer run and gun with a save.

 

They never had a save to begin with. They do now. They used to just glance.

 

Or tac squads below 10 can no longer get heavy weapons.

 

Yeah but I have a few tricks so armies with 6 man squads can still field the same weapons....thankyou GW for lowering unit costs.....

 

Is it just me, or does anyone else find terminators unusable if they only get one save. 40pts each for tacticals with 2 attacks, one better leadership, and one better armor save with a crapy inv. save to fall back on?

 

Are you kidding? Unusable with one save? sorry mate, but that 2+ is still the best save around - oh, and the INV save is instaed of your naormal save remeber, not both.

 

Really Marines still have it better then any other army when it comes to balanced forces - and Tyranids still have the best armies overall :)

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