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Land Speeder Storm squad equipment?


Rhellion

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I'm going to pick up a LSS and 5 man Scout Squad tonight. How would the Scouts be best equipped? I'm planning on using them to assault rear line Devastators, Eldar Reapers, etc... more-so than objective grabbers (though they could be used for that).

 

5 CCW's over Shotguns to focus on assaulting? Or mixing it up to get more pre-combat shots in? Power fist on the sergeant? Power weapon?

 

What about the Landspeeder itself. Since it is for rear line anti-infantry, stick with the heavy bolter or go heavy flamer?

In my experience the best combo is a LSS with heavy flamer and a scout squad with combi-flamer and meltabombs (power weapons are dealers choice).

The template weapons make up for the lower scout BS and are very good at clearing cover/objectives.

 

Shotgunners are the best weapon chocie for LSS, they shoot twice when aboard the LSS and also get double the shots before assaults, it is a trade off asthe extra shots means less attacks, but generally shotties do well.

 

Gc08

I did the exact same thing, i never understood why the heavy bolter is attached to the 5th scout???

 

Anyhoo i removed the cerberus launchers and underslung the heavy flamer, then used a couple of trimmed up tau missile pods as the cerberus launchers either side of the flamer.

 

Gc08

One of these days I really will finish that LSS Tactica. I've a section brewing on how to arm the Scouts.

 

It's overall quite a complex trade-off, based on the following factors;

 

If the enemy has higher Intiative, shotguns score over CCWs

If the enemy has a 5+ Save, the Bolt Pistol round is worth a bit more than normal compared to the Shotgun.

If the enemy can be broken in combat (i.e. is not fearless, stubborn or something else), CCWs score over Shotguns.

 

 

 

It's also worth considering the Heavy Bolter, Missile Launcher and Boltgun Scouts. There are few things more amusing than allowing your opponent to set up his Heavy Weapon squads on the third floor of a ruin, flying onto the level beneath them, setting them all on fire and charging them as they try to flee down the tower directly past your scouts, before setting up a Camp with a Heavy Bolter enfilading the enemy deployment zone and anything that wants to get to you has to climb three flights of stairs <_<

I did the exact same thing, i never understood why the heavy bolter is attached to the 5th scout???

 

Anyhoo i removed the cerberus launchers and underslung the heavy flamer, then used a couple of trimmed up tau missile pods as the cerberus launchers either side of the flamer.

 

Gc08

 

 

That is what I was originally thinking, then remembered the missile pod. Has anyone ever complained about the heavy flamer being on the bottom, seeing as the weapon is supposed to be mounted on top? The "weapon mount" on the bottom I guess is taken up by the launcher.

I decimated an enemy five-man scout squad with a LSS carrying 4 bolter scouts and a Missile Launcher scout. The missile launcher didn't get a shot off, but the 8 bolts plus 3 Heavy Bolts did the trick. In retrospect, I was lucky he failed his saves, so it may have been a better call to roll with shotguns instead, but I would have been out of assault distance, anyway.

 

I can say DON'T USE SNIPER RIFLES. Sniper rifles are for objective campers, so moving them around in the LSS means they can't shoot or really do much of anything.

 

I modeled the heavy flamer using a Sentinel flamer. You don't really need that little "c" shaped thing that holds it on the stabilizing bar.

 

Power fist on the sarge is good, but unless you plan on taking out walkers then a power weapon with meltabomb is usually enough. If you never plan to assault, then skip the power weapon, too.

I decimated an enemy five-man scout squad with a LSS carrying 4 bolter scouts and a Missile Launcher scout. The missile launcher didn't get a shot off, but the 8 bolts plus 3 Heavy Bolts did the trick. In retrospect, I was lucky he failed his saves, so it may have been a better call to roll with shotguns instead, but I would have been out of assault distance, anyway.

 

I can say DON'T USE SNIPER RIFLES. Sniper rifles are for objective campers, so moving them around in the LSS means they can't shoot or really do much of anything.

 

I modeled the heavy flamer using a Sentinel flamer. You don't really need that little "c" shaped thing that holds it on the stabilizing bar.

 

Power fist on the sarge is good, but unless you plan on taking out walkers then a power weapon with meltabomb is usually enough. If you never plan to assault, then skip the power weapon, too.

 

 

Sure, if your running a dedicated attack squad, 5 tooled up CC scouts work pretty good.

 

But are Sniper Rifles really that bad? You still get a bolt pistol shot and 2 CC attacks on the charge, same as you would with Bolters. If you plan on using a full squad of snipers usually, and then combat squadding only when the need arrises, sniper rifles are OK. It does avoid the problem of mixed ranges.

 

Also, throwing five sniper scouts into a multi-unit assault can provide a nice little -2 morale penalty. The one extra attack close combat scouts would provide is really just secondary in this case.

 

Warprat ;)

If the enemy has higher Intiative, shotguns score over CCWs

If the enemy has a 5+ Save, the Bolt Pistol round is worth a bit more than normal compared to the Shotgun.

If the enemy can be broken in combat (i.e. is not fearless, stubborn or something else), CCWs score over Shotguns.

 

You have the Bolt Pistol and the Shotgun as the Shotgun replaces the Bolter.

If the enemy has higher Intiative, shotguns score over CCWs

If the enemy has a 5+ Save, the Bolt Pistol round is worth a bit more than normal compared to the Shotgun.

If the enemy can be broken in combat (i.e. is not fearless, stubborn or something else), CCWs score over Shotguns.

 

You have the Bolt Pistol and the Shotgun as the Shotgun replaces the Bolter.

The comparison here is Shotgun vs. CCW. It's always better to fire a Shotgun than a Bolt Pistol, but by how much is variable. Sometimes the extra attack in H2H is worth more than the additional shot at range. Bolt Pistols are better than half a shotgun vs. a target with a 5+ save.

 

No single factor makes the BP/CCW better than the Shotgunner, or vice-versa.

QUOTE (glsn @ Oct 4 2009, 07:36 PM)

QUOTE

If the enemy has higher Intiative, shotguns score over CCWs

If the enemy has a 5+ Save, the Bolt Pistol round is worth a bit more than normal compared to the Shotgun.

If the enemy can be broken in combat (i.e. is not fearless, stubborn or something else), CCWs score over Shotguns.

 

 

You have the Bolt Pistol and the Shotgun as the Shotgun replaces the Bolter.

 

 

The comparison here is Shotgun vs. CCW. It's always better to fire a Shotgun than a Bolt Pistol, but by how much is variable. Sometimes the extra attack in H2H is worth more than the additional shot at range. Bolt Pistols are better than half a shotgun vs. a target with a 5+ save.

 

No single factor makes the BP/CCW better than the Shotgunner, or vice-versa.

 

Opps. Forgot to mathhammer before I spoke. My bad.

I think the best heavy weapon for a LSS by far is the Heavy Flamer. No lousy BS 3 to worry about, and it can seriously soften any target your scouts are about to lay the smack on. I used a dreadnaught HF, cut off the mounting plate, inverted the nozzle and made a U shape out of plasticard. Came up nice, just gotta do a guitarwire fule line for it. :)

 

I run my scouts with CCW/pistol as I want as amny CC casualties as possible to best take advantage of that -2. I also have a powerfist on the sergeant, I am not convinced that is the best way to go; it makes a cheap unit more expensive. On the plus side it means that the scouts have a good shot at damaging/slowing down almost anything. I need to model another combiflamer though; I don't lose the extra attack with the fist, and another template is a good thing.

 

RoV

No single factor makes the BP/CCW better than the Shotgunner, or vice-versa.

 

Quite true this, even the AP of the bolt pistol makes little difference because if the armour is 5+ then out of 2 shots 1 will get through anyway. Ok it takes away from the random chance of every save being made if you deny them that but such freak events only happen to me :P

 

On topic I can say that MM Storms have their place. Hitting 50% means that if you are lucky you can take out a fairly decent piece of armour whilst your Scouts get out and kick the occupants.

 

I like a power weapon on my scouts. The boon of striking at initiative means that you are in for more of a fighting chance if you strike infantry. I only take a Power Fist Vet Sgt when tank hunting.

 

Wan

On topic I can say that MM Storms have their place. Hitting 50% means that if you are lucky you can take out a fairly decent piece of armour whilst your Scouts get out and kick the occupants.

yup as do the twin HB LSS builds, the HF has the advantage of ignoring BS hence i often say its the optimal build. Even in my own games the MM LSS has done some good, the most noteable kill was Ctans monolith :P

 

I like a power weapon on my scouts. The boon of striking at initiative means that you are in for more of a fighting chance if you strike infantry. I only take a Power Fist Vet Sgt when tank hunting.

If im tank hunting ill go for meltabombs, i try to keep my scouts as cheap as possible, ill miss them less if they go out for a duck!

 

Gc08

I've used my LSS twice against orks now, and that heavy flamer is gold, GOLD I tell you. Being able to follow it up by sic'ing 5 CC scouts onto them is great. I toasted a mob of nobs today, and the scouts wisely decided to contribute with bolt pistols from the open topped LSS instead of charging in...

 

RoV

  • 2 weeks later...

I've ran a bare-bones squad of 10 CCW scouts multiple times (no upgrades, just 140 pts), and while it is good in certain situations, once I started dropping the extra 20 points for a power weapon and melta-bombs they really started causing some damage. Sometimes you have to look at the amount of damage they COULD do with a few extra points, and just suck it up and pay the extra.

 

I honestly think that the best part of the Land Speeder Storm is the cerrubus launchers, and I agree that CCW scouts are the best way to take advantage of the -2 Ld. More attacks = more potential wounds, and if you win combat (especially after trimming the squad down with a heavy flamer!) that -2 is going to make a big difference. This is also another good argument for a power weapon on the scout seargent, I think.

 

Honestly though, I think the best way to run 'em is two Land Speeder Storms with CCW scouts; one squad has a power weapon and melta bombs, and the other has that awesome (if slightly expensive) configuration mentioned earlier with a PFist and Combi-flamer. Support the two LSS with a squadron of 2-3 Landspeeders bearing meltaguns, assault cannons, heavy flamers or anything else, and you have a hella fast and deadly threat on the board.

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