Redbaron997 Posted October 13, 2009 Share Posted October 13, 2009 Before I had been a staunch LRC fan, but I wipped my old LR out and saw how hard it was to fit all the models in the disembarking zone, you pretty much have to put the side armaments on the back space if you want to fit everyone out. Well that puts the Hurrican bolters in the back, and makes them pretty short ranged, where you will rarely get thier full effect. So since I am going for a 10 WG and Wolf Lord unit anyways and dont need the extra space, I have been looking at the Redeemer more and more. So what do yall think? I have been wanting one of the close support LRs so i can move up quickly and still get full effect, so not intrested in the Godhammer. So If you wanted a 11 man squad which would you go for? Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/ Share on other sites More sharing options...
Xtee Posted October 13, 2009 Share Posted October 13, 2009 Before I had been a staunch LRC fan, but I wipped my old LR out and saw how hard it was to fit all the models in the disembarking zone, you pretty much have to put the side armaments on the back space if you want to fit everyone out. Well that puts the Hurrican bolters in the back, and makes them pretty short ranged, where you will rarely get thier full effect. So since I am going for a 10 WG and Wolf Lord unit anyways and dont need the extra space, I have been looking at the Redeemer more and more. So what do yall think? I have been wanting one of the close support LRs so i can move up quickly and still get full effect, so not intrested in the Godhammer. So If you wanted a 11 man squad which would you go for? Just mount the guns on the top!!! I personally like the redeemer because it is very fun to roll up and burn squads alive BUT mind you when doing that, you really put a dent in the force. Now me personally I don't like to win CC on the turn I go in. I prefer to win it in their assault phase so I don't get shot at. So just kinda judge your local crowd and average games with, will my guys get shot to all heck if I win in 1 round? Especially with the punch your talking about packing. I personally roll with the crusader mainly because I feel the redeemer would be over kill. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149188 Share on other sites More sharing options...
Toasterfree Posted October 13, 2009 Share Posted October 13, 2009 LRC=win. LRR=win faster. both are good against horde armies, but IMO the LRC is better against all around. you ont ned close packed dudes for a bolt gun to work to max, but you do need close packed dudes for a flamer to work. only thing that a LRR will get you is kill marines faster. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149220 Share on other sites More sharing options...
HERO Posted October 13, 2009 Share Posted October 13, 2009 I almost always go for the LRR. It's 10 points cheaper, and those S6 AP3 flamers pose much more of a threat than Hurricane Bolters. Sure, the Bolters shoot more per turn.. but the sheer destruction a AP3 template can inflict is just insane. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149226 Share on other sites More sharing options...
Grey Mage Posted October 13, 2009 Share Posted October 13, 2009 I like being able to take an immobilized result and keep firing away. Its happened alot actually.. and LRR would have been down alot of firepower in that case. The LRC just had to disembark a turn early. Plus I spent quite a bit of time putting those metal bolters on there, they aint leavin soon! Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149230 Share on other sites More sharing options...
SamaNagol Posted October 13, 2009 Share Posted October 13, 2009 Killing Marines on a 2+ is ridiculous. Ragnar and 10 Grey Hunters and a Wolf Guard in a Redeemer is horrible. And you can always include a Wolf Priest and 15 Blood Claws in a Crusader as well :) Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149322 Share on other sites More sharing options...
Hrathnar Flintfang Posted October 13, 2009 Share Posted October 13, 2009 In my mind Land raiders are for carting around Termies and a wolf lord. Because of that I would rather take the LRC for the extra slot than the LRR, even though the flamer template is probably a bit better. If I had the money I would take an LRR for smaller games where termies may not work. Really though it seems like Land Raiders are more about troops they can hold and that 14 armor. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149330 Share on other sites More sharing options...
Ullr Direfang Posted October 13, 2009 Share Posted October 13, 2009 well being the person i am.... i would actually have to consider what i am playing. both have their good points, but which will be more useful? i am going to buy at least one of each and try them out. I know the LRR is newer so some people who are really suspicious of them, they don't know if they want to shoot it or not over different tanks/squads. but i know at my favorite LGS people make sure they bring stuff to bring them down before they get close. which is the big reason i go with the standard. if they manage to to immobilize me i stil have some long range, all round fire power. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149369 Share on other sites More sharing options...
HERO Posted October 13, 2009 Share Posted October 13, 2009 I'd like to mention that with the LRR, you can pop a transport and use the Machine Spirit to fry its contents. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149372 Share on other sites More sharing options...
SamaNagol Posted October 13, 2009 Share Posted October 13, 2009 If you cannot make up your mind, I would recommend ordering the Land Raider Redeemer/Crusader upgrade sprue online along with your LRC/LRR box set. That way you have the parts to swap over the sponsons as and when you see fit. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149392 Share on other sites More sharing options...
40k Junkie Posted October 13, 2009 Share Posted October 13, 2009 The base Land Raider pattern in my favorite. Ullr said it well. Consider the Crusader vs Redeemer if you are tailoring your army to battle a certain army, or carry a key troop. I prefer to keep things flexable and versitle. Plus you are looking to spend around 500 pts just till fill the regular Land Raider full of termies, not even including 1 more spot for an HQ termie. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149398 Share on other sites More sharing options...
WG Vrox Posted October 13, 2009 Share Posted October 13, 2009 Was thinking about this the other day and like you have said you take 10 WG, however all with SB maybe 1 or 2 Combi weapons, Lord for CC and the LRR. You can have up to 11 SB giving you 22 bolter shots at 24 inches, way better than a LRC. If you run them cheap they come to 210. With that setup you can have your ale and drink it too. Or can you imagine using that unit with the LRC. Thats a hail of lead coming down on somebody. Horde armies would have no chance. If you do run the LRR, don't forget the machine spirit lets you pick two targets units, otherwise hard to use both cannons on same target. Vrox Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149414 Share on other sites More sharing options...
Grey Mage Posted October 13, 2009 Share Posted October 13, 2009 I'd like to mention that with the LRR, you can pop a transport and use the Machine Spirit to fry its contents. No, you cant. All the shooting from the LR is done at the same time and is declared at the same time. Before you pop the transport its not a legal target... so you cant come back later and do it. Sorry. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149415 Share on other sites More sharing options...
HERO Posted October 13, 2009 Share Posted October 13, 2009 Sa'll good. You can still fry a lot more points than hurricane bolters :confused: Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149440 Share on other sites More sharing options...
Morticon Posted October 13, 2009 Share Posted October 13, 2009 I'd like to mention that with the LRR, you can pop a transport and use the Machine Spirit to fry its contents. Stand to be corrected on this, but as far as I know,all of a units firing is declared simultaneously. It wont matter that machine spirit is allowed to fire at a separate target- its still part of one unit. edit: Mort needs to read the whole thread before posting- the monkey ><; my bad - already covered! Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149479 Share on other sites More sharing options...
ChaosPhoenix Posted October 13, 2009 Share Posted October 13, 2009 And nothing beats a Redeemer instant BBQing a Seer Council or Imperial HQs. Cover save? Ha! In your face! Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149484 Share on other sites More sharing options...
Grey Mage Posted October 13, 2009 Share Posted October 13, 2009 And nothing beats a Redeemer instant BBQing a Seer Council or Imperial HQs. Cover save? Ha! In your face! Seer Councils are rerolling invulnerable saves of doom... no one would take the 5+ cover save when they all have 4++ anyways. Or maybe I overestimate other eldar players? Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149490 Share on other sites More sharing options...
Redbaron997 Posted October 13, 2009 Author Share Posted October 13, 2009 And nothing beats a Redeemer instant BBQing a Seer Council or Imperial HQs. Cover save? Ha! In your face! Well a seer council would have a 4+ invurn save anyways, I think you are talking about guardians with conceal. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149492 Share on other sites More sharing options...
ChaosPhoenix Posted October 13, 2009 Share Posted October 13, 2009 The cover save was refering to imperal HQs, I should have stated that more clearly. But the good thing about redeemers and Eldar HQs is instant death which happens often even with a 4+ invul save. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149526 Share on other sites More sharing options...
Redbaron997 Posted October 13, 2009 Author Share Posted October 13, 2009 The cover save was refering to imperal HQs, I should have stated that more clearly. But the good thing about redeemers and Eldar HQs is instant death which happens often even with a 4+ invul save. True that, same thing for IG heavy Weapon teams since they are a t3 2 wound model. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149599 Share on other sites More sharing options...
ChaosPhoenix Posted October 13, 2009 Share Posted October 13, 2009 And the AP stops the MedPacks FnP. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149609 Share on other sites More sharing options...
Grey Mage Posted October 13, 2009 Share Posted October 13, 2009 And the AP stops the MedPacks FnP. Negative capn, thats only AP 2 and ap 1 aint it? Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149633 Share on other sites More sharing options...
Morticon Posted October 13, 2009 Share Posted October 13, 2009 The cover save was refering to imperal HQs, I should have stated that more clearly. But the good thing about redeemers and Eldar HQs is instant death which happens often even with a 4+ invul save. Yup - its only Ap2/1 not 3. And with fortune "often" = 25% of the time (With the majority of wounds being assigned to Warlocks anywhozzle. Godhammers for the win. Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149677 Share on other sites More sharing options...
eyeslikethunder Posted October 13, 2009 Share Posted October 13, 2009 And the AP stops the MedPacks FnP. Negative capn, thats only AP 2 and ap 1 aint it? yup ap 1 and 2 only Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149683 Share on other sites More sharing options...
ChaosPhoenix Posted October 13, 2009 Share Posted October 13, 2009 Is it stated more clearly in the english rulebook? In the german book it's worded like this FnD doesn't work with attacks that don't allow an armor save like "rending attacks, perils of the warp, failed dangerous terrain tests, weapons with AP 1 and AP 2 etc." I always thought it's not allowed for weapons with an AP which ignores your armor. My bad. Buuutt.. they (Imperial HQs) still can't use their MedPacks because FnP doesn't work against wounds which would instant kill them. Or did I get something wrong, again? Link to comment https://bolterandchainsword.com/topic/181566-rethinking-the-redeemer/#findComment-2149742 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.