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Best loadout of Speeders


White Hunter

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So I've only used a friend's speeder and I was wondering what everyone thinks is the best load out for it. I have see alot of people using the MM/HF combo. So ending my rambling I here are my questions.

 

1. Why use the MM/HF over the MM/HB option?

 

2. Is the MM+assault cannon option to expensive? (it seems like the best option to me and I have the points for it)

 

3. Should speeders always be used in pairs, or are they effective as single units?

 

Thanks in advance

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MM/HF became popular because of the constant Vulkan abuse (which I take part in) But isn't necessarily the best loadout. It can accomplish all roles well, but usually won't stay alive long enough to fulfill them all.

 

Some loadouts I like come out at simple point values

 

2xTyphoons-180. These puppies do the MM/HF speeders job at a longer range, sacrificing 2D6 pen and +Damage for the ability to stay at a safe distance and fire twice. A pair pumping out eight krak missiles is surprisingly effective against armor, and then they are perfect for killing non 2+ creature/chars and heavy infantry. Later when more dakka is required four frag templates and two heavy bolters won't disappoint.

 

3x Dual HB-180

 

Purely anti infantry, but damn good at it, 18 heavy bolter shots is nothing to scoff at even for power armoured opponents. These can drag even daemon princes down by weight of fire.

I say double any weapon you normally bring. 50 points for 1 gun, or 60 points for two? Might as well go duo or not go at all.

-Note, two of the same weapon lacks speed, but adds firepower. You move and shoot one gun, thats all the vehicle will be. No fear is standing still and taking some hits for more shots.

MM/HF became popular because of the constant Vulkan abuse (which I take part in) But isn't necessarily the best loadout. It can accomplish all roles well, but usually won't stay alive long enough to fulfill them all.

MM/HF speeders were popular even before Vulkan came around because their flexibility makes them a solid choice for all-comers lists; Vulkan just moves them from good to better. They also have the bonus of avoiding the temptation to only move 6" before firing rather than 12"; considering the fact that a MM/HF speeder will want to be within 12" or less of the enemy to use it's weapons to maximum effect there's a fair chance of being assaulted, and the difference between being hit on a 4+ and being hit on a 6+ is big.

Is an Assault Cannon/Multi-melta speeder just an astoundingly dumb idea? I never see anyone suggest it, yet I quite like assault cannons.

 

It's because the weapons don't complement each other very well. While MM/HF sound like a contradiction in that one targets infantry and the other vehicles, they both operate at close range. A MM works best at 12" or less, whilst the Assault Cannon works best 18-24" away on such a vulnerable weapons platform. Lastly you are paying an extra 60pts on a Landspeeder for the pleasure, 20 points more than a Typhoon with Heavy bolter!!!

 

MM/HF Landspeeders are popular not just for their versatility, but also because the weapons complement each other well. You need to use the Landspeeder aggressively and at close quarters (let's be honest you need that MM within 12" to break heavy armour).

 

There are 3 Landspeeder configurations that are, in my opinion, worth head and shoulders above the rest:

 

Multi-Melta/Heavy Flamer: A versatile unit destroyer and best used solo. It's weapons are designed to cause catastrophic harm to the respective ideal targets for each weapon, in that a close range melta blast will hurt even a Landraider while a S5, AP4 flamer attack will hurt all infantry barring 3+ saves. Another strong point with the load out is the 2 weapons are best targetting separate classes of units, being efficient anti-tank or anti-infantry weapons. This is a strength as it means the Landspeeder can move 12" a turn and still fire without the loss of efficiency. A little tip to keeping this vehicle alive longer is to take Multi-Melta shots at weakly armoured transports from 18-24" away for the 1st couple of turns, hiding just behind your transports if possible.

 

Typhoon/Heavy Bolter: Again it's versatile and best used solo, but this time it's the long ranged version. Ideally you should use these Landspeeders to take pot shots at the distance, wearing away opponents by dropping 2 frag missiles and 3 heavy bolter shots per turn on infantry or using those 2 krak missiles on transports or side armour. As you won't be needing that Heavy Bolter against vehicles and the frag missiles are classed as defensive weapons, you get to move 12" a turn and still fire at maximum efficiency. Since you can fire at 24"+ away, this Landspeeder has a slightly higher life expectancy than the Multi-Melta/Heavy Flamer combo. This is because longer ranged weapons are usually hard to come by and those in an army have other priority targets.

 

Dual Heavy Bolter: This configuration specialises on anti-infantry duties at range, best used in squadrons of 2+. I would use them to hang back and take pot shots at enemy infantry and enjoy the show. The beauty of this configuration is it is cheap, so taking them in squadrons doesn't hurt the points pocket too much. Down side is the unit is a little slow if you want to fire to full effect, but the range does compensate for this somewhat. Just imagine rolling all those dice when you have 3 in a squadron!

Thanks for the advice captain. What about the MM/heavy Bolter configuration? It has many of the same strengths (movement, defined roles for the weapons, etc) but you don't have to get close to use your anti infantry weapon which keeps you safer. (also since I'm not using vulcan I don't lose out on the twin linked).

 

Thoughts?

Thanks for the advice captain. What about the MM/heavy Bolter configuration? It has many of the same strengths (movement, defined roles for the weapons, etc) but you don't have to get close to use your anti infantry weapon which keeps you safer. (also since I'm not using vulcan I don't lose out on the twin linked).

 

Thoughts?

 

Hmm. Well I wouldn't consider any combination rubbish out of the large amount we can use, there are even people on this very forum who use Typhoons with MM and say they do very well. However, I would say my top 3 are head and shoulders above the rest for the reasons I outlined.

 

As for the MM/HB combo, I would say it could be useful enough but I think the biggest problem is a single Heavy Bolter is average at best. The ideal use in that case would be picking away at units at range as a secondary weapon system with the heavy bolter and looking to take advantage of the MM at every oportunity as a primary role.

 

That to me would be a reasonable useage of the weapon combo and not too expensive either, though too expensive to have them flying around in squadrons.

 

As for the MM/HB combo, I would say it could be useful enough but I think the biggest problem is a single Heavy Bolter is average at best. The ideal use in that case would be picking away at units at range as a secondary weapon system with the heavy bolter and looking to take advantage of the MM at every oportunity as a primary role.

 

That to me would be a reasonable useage of the weapon combo and not too expensive either, though too expensive to have them flying around in squadrons.

 

That is exactly the role I was looking for them to play.

 

I am down to determining the final pieces of my army, and am deciding what units best get bring serious anti-tank to the enemy lines so I pop that hard armor. I have been stuck between between Drop podding Ironclads and MM speeders for a while now, and am still deciding which to go with. Thanks for your help and advice so far.

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