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Any good reasons to DeepStrike a LandRaider?


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As the title says... I suppose if you are playing some alternate mission with table quarters, or a game with really spread out objectives it might be ok.

 

Otherwise though; if you start on the board, turn 1 you move 12" pop smoke, turn 2 you move 12", dissembark 2", and assault 6". With deep strike at the very best you might get an assault on turn 3 if you can roll to arrive on turn 2.

Shock and Awe... The idea of a LR appearing behind their defensive line may be enough to screw with someones battleplan.

 

Sure it could only use it's PotMS to fire (counts as Cruising speed) one weapon, but i like the idea of arriving ata table with 3 Landraiders and telling your opponent that you will be DSing all three.

But what if you don't come in until turn 4? ...then you cannot even assault until turn 5.

 

I guess if you are running all LandRaiders it might work, like in your example, but I have a hard time thinking that is better than just starting on the board and likely assaulting on turn 2.

tactical flexibility, force preservation and/or threat of force. Till it turns up, your opponent has to assume that it could turn up anywhere? Like behind his russ squadron, so he might keep them backed up to a wall to protect rear armour, when moving them would provide better targets for their main guns for example. Or consider- destroying a lr over 5 turns can be difficult, destroying it over 2 turns is a damn sight harder. Also, ability to reserve such units means you can make you opponent box at shadows for 2 turns, then ds and outflanking units turn up, in his face so he's had no chance to shoot them up. If the squad inside is nasty enough, he's unlikely to have enough to deal with them after using his high s low ap weaponry on destroying the lr... That being said, i haven't found the right opportunity yet to ds mine yet...

FOR THE HILARITY!

 

Can you imagine a land raiding suffering Deep strike Mishap when he hits a squad of orks, really think about it. A big armoured behemoth landing on some orks, and the land raider is the one that gets hurt!

 

and I think it would be fun. Just planting land raiders in someones line in the middle of the game, because in no way can they prepare for it without losing the edge in the first few turns.

I don't think that deepstriking is a good idea for your 500+ points LR. If you are lucky it comes in turn 2, mostly turn 3 so you can charge in turn 3 or 4. If you start on the board you should be able to charge something already in turn 2. And you have AV14 which is quite redundant with deepstriking. Also the danger of loosing your expensive LR with its cargo due to bad luck with your dices would be too risky for me. If you take more than one LR you probably can deepstrike one for tactical flexibility (but you'll never know when it comes in). I wouldn't consider to deepstrike my one and only LR. Bad idea in my opinion.
Honestly if you are that worried about mishap occurring due to your LS lamding on some Orks then don't deep strike it within 12" of any Orks. Problem solved.

 

I was making a joke about the absurdity of a land raider having a mishap cause it accidentally crushed a load of mush!

 

I guess deep striking a land raider in will work once, cause the first time your opponent fights it he's not really going to know how to deal with it. It also adds a bit of flexibility with your raider instead of the usual drive it forward and disembark :tu: loads of troops, which armies are now adapting to fight against.

If I ever Deep Struck a Land Raider, I would likely just have a cheapo RAS or something similar in cost in it. I wouldn't want to risk anything with a combined points cost over 500 on a single dice roll.

 

 

-edit- Sie Grammer Gestapo asked to see mein papers.

back in the PDF days, I lost my deepstriking 10 strong Death Company, led by Lemartes, by having one damn termagaunt partially under one of the outermost DC. Coincidentally, this is why most game shops should double as pubs. A whiskey on the whiskey sounded great right then.

To answer the OP's question: because they'd never, ever expect you to risk that many points!!! And that is EXACTLY why I've done it 9 out 10 times!!!

 

My DC Dread drop-pods in on enemy objective, while my LRC & Vindy zoom up the middle to pop anything that poses a threat to him or the pod. My 2 BPs run post routes up either sideline, and my 2 Razors or Rhinos stay idle. The enemy now has choices to make: 2 AV13+ vehicles, my "insane-in-the-membrane" Dread or my pod, not to mention trying to capture objectives of his own and wonder what I'm going to do with my 2 other tanks. Only once has he seen fit to blow up my DP w/locator beacon, which meant my DC LRR w/10 DC & Reclusiarch then simply came in from my table edge. Instead of chomping his rearguard, I chomped on 2 squads trying to hold an objective on my side of the board, which freed up a Tactical Squad to take and deny an enemy objective in Turn 5. Where's the dilemma?

 

I agree 680pts is a lot to trust to chance, so guarantee yourself a safe dropzone with a beacon and lots of support!!!

To answer the OP's question: because they'd never, ever expect you to risk that many points!!! And that is EXACTLY why I've done it 9 out 10 times!!!

 

My DC Dread drop-pods in on enemy objective, while my LRC & Vindy zoom up the middle to pop anything that poses a threat to him or the pod. My 2 BPs run post routes up either sideline, and my 2 Razors or Rhinos stay idle. The enemy now has choices to make: 2 AV13+ vehicles, my "insane-in-the-membrane" Dread or my pod, not to mention trying to capture objectives of his own and wonder what I'm going to do with my 2 other tanks. Only once has he seen fit to blow up my DP w/locator beacon, which meant my DC LRR w/10 DC & Reclusiarch then simply came in from my table edge. Instead of chomping his rearguard, I chomped on 2 squads trying to hold an objective on my side of the board, which freed up a Tactical Squad to take and deny an enemy objective in Turn 5. Where's the dilemma?

 

I agree 680pts is a lot to trust to chance, so guarantee yourself a safe dropzone with a beacon and lots of support!!!

 

 

If you tell your opponent you have kept a Land Raider in deepstrike you have to deepstrike it, it can't come in as a reserve on your table edge since you specifically stated it was deepstriking. The same principle would apply to terminators deepstriking. Isn't this correct? ;)

Because its full of lol?

 

Honestly, I could see using scouts for beacons as your taskforce... place them back in cover, and play hide and seek. While your foe shoots everything at em, and rolls up... T2-5 becomes a "pick where I wanna come in" game and you unload on them. Could make for an amusing game lol. Or you could do drop pods w/ locators, DS them into positions, and drop raiders by them.

 

It would be a tactic that would only work against armies like Nids or Orks of course... but would be a load of fun!

If you tell your opponent you have kept a Land Raider in deepstrike you have to deepstrike it, it can't come in as a reserve on your table edge since you specifically stated it was deepstriking. The same principle would apply to terminators deepstriking. Isn't this correct? ;)

 

We simply play if it didn't come in on Turn 1, it's coming in from Reserves, whether it "deep strikes" or comes off a table edge is a tactical decision made at that time and doesn't have to be "declared".

 

First time ever hearing that, and I can't recall reading it. I'll check my BRB when I get home, but until then if there's a specific reference, cite it for me please, but even then it'd still be a groupwide oversight and voted in as a house rule.

@ Sangiunarian

 

The decision in which way unit enters game from reserves is made at the beggining of the game and cannot be changed later.

BRB page 94, Reserves, last paragraph of "Prepairing reserves".

Of course You can houserule it, but it will clearly break the official rules.

I would LOOOOOOOOOOOOOOOOOOOOOOOOOOOVEEEEEEEEEEEEEEEE to have a Deepstrike land raider. I have a friend that plays Chaos Marines, and he likes using a very cheesy, very hard-to-kill army.

 

The only thing that could withstand his barrages was my friend's Land Raider. Thing is, the Chaos player leaves alot of holes in the back of his army, where units move up. Making it easy to Deepstrike behind him.

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