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Land Speeders!


undeadfilth

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Just bought 3 land speeders just for the fact that I didn't have any and never ran them before. I loved my 2x3 attack bikes with multi-meltas and 1x3 attack bikes with heavy bolters. I figure that they might even run in good conjunction with the 2x3 multi-melta attack bikes. So this brings me to my question: with all the weapons loadouts possible with the land speeder, what would be a good cheap anti-tank option that is also effective? I don't just want to strap a multi-melta to it and call it good if a multi-melta+typhoon missile launcher system is better. Or hell, dual multa-meltas:P Just wanting to hear what people have experimented with and liked/disliked.
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Are you replacing a MMAB squadron? To be honest, if you're looking to run AT then the MMAB is still cheaper for your points and buck. A MM/Typhoon would definitely do damage but the range disparity of the two weapons would make the points spent on the Typhoon look wasteful in my opinion since you will most likely be moving flat out to get to your target versus moving 6" and firing the missiles. Afterall, you're paying for 48" so you had best maximize that to keep your speeders safe.

 

I've used the classic MM/HF but unfortunatley my foes have been Orks with little to no vehicles and Catachans who are not particularly savvy with armor. The point being I've got great use out of the HF and not so much the MM. Also, the codex fluff on units and their intended roles appeals to me. For this reason my speeders are 3HB and 1 Typhoon ML. The missiles grant the squad the ability to knock out light armor one turn and then chew the passengers apart with HB and missile blasts the next.

 

You want cheap though. You're looking at 180 points base for 3 flying MM. Add in a Typhoon and you've got 3 paper planes that instantly become a high target priority, have a conflicting weapon range, and aside from the mobility difference, they do it for more points than a Predator Annihilator. I am by no means vouching for a Predator Annihilator.

 

Peace.

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I love running Landspeeders so many opponents under estimate them because how frail they are. For me, I prefer one gun setups to keep them cheap and that way you can always have them moving a still fire. Ive tried most the weapon lay outs with mine and for tank hunting I use a single Multi-Melta its not worth the extra cost for the twin linking of it, and its cheap. So with 2 or 3 they get the job done for turning tanks into Slag. Against horde lists I run them with heavy flamers and had some amazing luck with frying large squads into the ground. I personally don't use Typhoon Missile launchers or Assault Cannons on Landspeeders as they are too costly on a unit that can be taken down by bolter fire.

 

One thing i have found with Speeders is they work best when used sparingly maybe keep them hidden or in reserve and come in with a deep strike later on in the game or put them deep in cover then wait for an opponent to forget about them as a high threat unit and deal with the tough stuff. Otherwise you can probably just kiss them good bye as left in the open they are pretty much a free kill point.

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I couldn't disagree with Riken more.

 

Deepstriking a LS is the worst thing you can possibly do. It can't shoot and can't move, so it's just a target for a whole round.

 

Typhoons are the best thing going LS-wise. 270 points gets you a unit that drops 6 MEQs a round at a range of 36". These are great for obliterating big nasties like Bloodthirsters or Big Bugs in a single turn. Also great for horde control as they can drop 6 frag templates while firing 9 HB shots AND moving 12".

 

LS's with HB or Melta are just plain expensive in our list compared to bikes, and Heavy Flamer Speeders are just a bad, poorman's choice compared to our flamestorm Baal - which occupies the same slot in the army.

 

I can't justify playing speeders for any reason other than Typhoons.

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I run 2 on average with MM's. Great for tankhunting, quick and mobile. Plus, unlike bikers, don't have to worry about terrain as much. They also make for great objective contesters if they lose their weps.

 

Yeah, they're fragile. But you can't make em run off the board like bikers, get it locked in assault, or worry about taking terrain tests all the time

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I vote for the HB/TML variant, its brilliant at poping transports and walkers and even when I have 2 of them and no other tanks in the army my opponent usually prefers to use his heavy weapon on my troops instead, giving them a few turns to harass the enemy before they become a priority target.
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I like using 2 squads of 3 speeders with multi-meltas.

You accept the fact that you're going to lose a couple, so you keep them moving.

They are sure to earn back their points, if nothing else, by keeping the enemy from shooting at your jump-troops.

I rarely deepstrike them though as I find they die far too quickly that way.

Better to make use of fast movement, and 24" range.

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