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speaders best way to use them / kit them out


Ikken

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took my wolves out for a spin last night ,and decided to try using speeders . I have 2 , but have never used them .

I run principally a mec assault . army with light to med armor , games are usually 1500 pts .

 

I had them kitted with multi meltas . in a squad of 2 , both identical .

 

they got popped fast ,and other than being a target that drew fire for 2 turns away from other units were very in effective .

lost one turn 1 , then on my half of turn 1 turbo boosted , turn 2 that one got popped as well.

 

I kitted them with only 1 weapon as in previous threads I have seen ppl say it is a wast to run with more than 1 weapon because they will be mooving too fast to use more than 1 weapon any way .

 

It makes sense , but made them very in flexible .

 

I am thinking that if I use them again , kitting them with a heavy flamer for anti infantry ,and a multi melts or other anti armor weapon might be worth doing. should I run them in a squad or am I better to split them and have 2 targets ?

 

or for the points is it worth taking them at all ?

 

I can field sky claws , but don't have bikes .

Deep Strike them. If they are the only 2 Speeders in your list they'll likely get roasted by anything that's designed for taking out light armour. If you're waiting up in space for a turn or two before dropping down near a tank with a pair of Multi-meltas then you might start to enjoy using them. :)
You'll get a difference of opinion here on this matter, as already stated you can deepstrike them pop a tank and then get blasted. I don't like this tactic at all, I use my MM speeders deployed from the word go using turboboost on the first turn to get a 4+ save and into strike position. If theres no tanks to bust I do this all game and keep them well hidden until turn five when they boost onto an objective for a sneaky last minute contest.
I like using two types of speeders. The typhoon with heavy bolter for long range fire support, and the multimelta/heavy flamer for "in your face and melt a tank or roast some infantry in cover" type of attack. It all depends on the role you want them to fill. I almost never send a speeder out on its own. It usually accompanies other units that have similar roles. Like when I use multimelta/heavy flamer speeders. I send them in support of my attack force of a landraider, rhino and a vindicator. The simple and brutal tactics are concentrate and destroy any units that are unfortunate enough to get close to this battle group. My other battle group is the firebase type. Landpseeder tyhpoons fit well into this role. They sit back with combi-preds and snipe away at priority targets. Anyway those are my two types of landspeeder I frequently use.
i play against eldar so i usually arm them with 2 heavy flamers, or a heavy flamer and a multimelta that way i can take out lots of troops with 2+ to wound and unless they are aspect warriors they dont get a save!! plus thats only 60 points a land speeder!!

I've used them regularly for years and the best way to keep them around is to keep them out of harms way ... I know ... duh!

 

I tend to put long range weapons on them. Typhoons are surprisingly effective and shooting 48" lets you keep them far from small arms fire. That means that your opponent has to dedicate long ranged heavy weapons. That means that they're not shooting at the rest of your mech list. Typhoons are also great for snipping tough units. 2xkraks each can put the hurt on things like crisis suits, nobs, SM HQs and such. If you're going after basic infantry, a heavy bolter + 2xFrags is also quite effective.

 

Another option is the 2x Heavy bolters. Cheap and dishes out the dakka. Pretty much only useful agaist infantry, but it can really hurt IG, Tau and nids.

Typhoons i find best at the moment. The change in los rules means its harder to hide LS and longer ranged weapons have more of an advantage. With the typhoons upgrade its all rounded and can hurt any tank(glance only ap 14 i accept) Its 48 range keeps out of trouble and means it can threaten any thing
I've used them regularly for years and the best way to keep them around is to keep them out of harms way ... I know ... duh!

 

I tend to put long range weapons on them. Typhoons are surprisingly effective and shooting 48" lets you keep them far from small arms fire. That means that your opponent has to dedicate long ranged heavy weapons. That means that they're not shooting at the rest of your mech list. Typhoons are also great for snipping tough units.

 

i have to say that i do the exact opposite of that

i usually have a squad of 2 or 3 land speeders deep strike them with hevy flamers and MM either next to some squads or a tank and shoot the hell outa it from close range!!

then usually that unit doesnt exist to fight back so next turn i move on ;) even though they are AV10 most normal troops have to roll a 6 to glance it so its unlikely that one will be damaged at all

squad of 3 with HB/HB or DS squad of 3 with HF/MM.

 

You would be surprised at the damage 6 HB can do. keeping them at the max range is very very important.

 

Other than specific game start situations, the only issue with DS is I refuse to have more than 1 unit in reserve in any given game. So if you plan to 3 Pod or have WS it's just to much off that table to be effective.

 

The deal is I have been in many situations where either my opponent or I have a researve unit still off the table at turn 4 leaving only 1 turn for that unit to earn theire points back. I like to keep my points working for me during the entire game, I consider 1 unit effective as even in reserve they kinda work for ya in a Psy-Ops kinda way.

 

With twin HB, dancing on the edges usually gets them ignored, unless of course your opponent is IG, tau or necron in which they will get voted MVP. As mentioned already if they survive till turn 4, keep them in a position were they can move fast to contend a unsuspectied objective.

 

Vrox

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