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Land Raider: Crusader or Redeemer...


Irabrai

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I'm currently in the process of painting up a Land Raider...Its basically the tracks, the assault launchers and the weapons that i havent done. The tracks and the assault launchers i can do easily, its just choosing the weapons that i want, but cant make my mind up.

 

Alot of the time i face Chaos...or those damn Smurfs...but i've got a friend new to the game building a Guard army and maybe a Necron army as well. I really want to get the redeemer because of the flamestorm cannons, but i also want the Crusader, just for the fact i could get a Reclusiarch and 15 death company jump out of it and assault or alternatively, 8 terminators. I can definately see the benefits of the Flamestorm cannons, but wanted a "history" of how well the hurricane pattern bolters do.

 

If it helps, i've currently got:

 

Terminators

Reclusiarch/Chaplain

Librarian

Tactical squads

Scouts

Vanguard

Assault squad

Death Co Dread

Death Co

Multimelta armed Dread

Tl/LC armed Dread

Baal predator with Flamestorm cannon

2 drop pods

 

As i say, i really like the idea of the Crusader for the whole numbers pouring out, but is a 15man + reclusiarch/chaplain death company really needed, or is it overkill?

 

Thanks in Advance

Irabrai.

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Yeah, it is a cool strategy isnt it. Only got 5 death co painted up, atm, but can easily expand it to more. Obviously, if its used as a transport for the Terminators, a Crusader would be better as can get 8 in as opposed to 6...I'm just not sure what to do lol. Said the whole crusader Death co transport to someone i play with (and will be on my team for its 1st outing) and he really loved the idea of the army i've got planned, and wants to see our enemies face when it happens too.
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15 DC with a chappy IS overkill but I like your style.

 

Yes 15 DC and a Chappy is pretty much overkill for anything...especially with special weapons.

 

As everyone will say...magnetise.

Personally I prefer the LR Redeemer because it is cheaper and I want that Redeener to be moving a 12" advancing torwards the enemy so I am only going to be firing with the Assault Cannons anyway...until I get into Flamestorm range.

I have found that 8 DC with a Chappy is certainly tough enough. I have also seen the Redeemer work well with 5 Assault Termies and a Librarian in Termie armour. With Unleash Rage that is one big OUCH! Especially if you can position a Sang. Priest for FC. Another option would be to pile in an Assault squad, Sang Priest and Libbie for a tough 12 man unit.

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I'm definately considering magnetizing the weapons, forgot that the crusader/redeemer kit was available from gw (d'oh!) Still, the question is still semi relevant, which would be a better choice on the battlefield, knowing my army + probably enemies?
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Honestly, DO NOT MAKE IT A CRUSADER!

Reasons

1. I, the amsomest, holiest person on earth said so, and you should(will) do as I say. ;P

2. I always regretted making it a crusader because of the fact that Redeemers have flamestorm cannons(duh) and they are AWSOME!

S6 AP3 makes them a perfect SM killer, never mind gaurd, nids, orks, eldar...

2's KILL!

 

3. I have found 11 DC and a Chaplain work just as well

4. Be honest Redeemers look cooler.

5. My 3 redeemers have never killed less than 20 enemies each in a batlle. My crusader struggled to make 10, most of the kills coming from the assault cannon.

 

S6 Ap3

vs.

S4 Ap5

Your Choise.

 

Just remember to always put the sponsons on the front opening though, extra range.

 

Good Luck

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i like to keep my entire DC squad with a chappy at 10 or less because adding a Land raider would make it an overwhelming amount of points in your army. I like to space it out so any squad that gets own won't cause my overall strategy to fall apart. My DC squad was coming out at 650+ points and that was holding back what I really wanted. just remember if your land raider gets popped on your side of the board, there's a chance your squad might get kited all around the board which would be a waste of 600+ points.
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Don't the bolters count as defensive weapons, so you can move up to 12" and fire everything? Since vehicles count as stationary, you get the whole rapid fire deal. That and with PotMS, the other hurricane bolter can fire at a different target. Neat, eh?!

 

With the redeemer, at over 6" a turn, one of the templates isn't going to be able to fire. You could slow down and spray and play, but that's always kinda dangerous.

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You don't get to fire anything but the one weapon (POTMS) after moving more than 6 inches.

 

Right, I have fast vehicles on the brain. Anyway, what I said before still holds, just slowed down a bit. :D

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That's the one thing I love about the Crusader. If you move 6 or less you can fire every weapon. The assault cannon as main, side sponsons as defensive, then a pintle mounted Multi-melta with Machine Spirit. Better yet, have the assault cannons and bolters open up on infantry while the machine spirit lets you shoot the multi-melta at another target, ie, a Defiler, Rhino, something juicy nearby.
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You don't get to fire anything but the one weapon (POTMS) after moving more than 6 inches.

 

Whats the defensive weapons rule then, isnt it any weapon strength 4 or under?...think he might have a point (could be wrong, in the last 2 days i havent had a lot of sleep and cant find my rulebook)

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This is true, but unless it is fast a Vehicle move at Cruising speed can fire no Weapons

If it is a Fast Vehicle moving at Cruising speed it can fire 1 Weapon + all defensive weapons.

p73

 

Then of course you can add on PotMS

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That's the one thing I love about the Crusader. If you move 6 or less you can fire every weapon. The assault cannon as main, side sponsons as defensive, then a pintle mounted Multi-melta with Machine Spirit. Better yet, have the assault cannons and bolters open up on infantry while the machine spirit lets you shoot the multi-melta at another target, ie, a Defiler, Rhino, something juicy nearby.

 

Yeah this is true but the problem is; What is the 300 plus point unit inside doing? The Raider should be moving as fast as possible to get tat unit into assault, with the charge. Every time you move the Raider 6" it increases the turns it takes to get this unit to where it needs to go and gives the enemy more turns to eliminate your Raider.

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