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Land Raiders


rodgambit

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Maybe its because I only own 1, but I have not been very impressed with a land raider for the points cost. I've used it with an assault unit for 4 games now and its been wrecked/destroyed by Eldar lances, las cannons, fire dragons and in the one game it delivered the cargo it immobilized itself on a piece of area terrain. The fact that its called the land raider and can't even take a dozer blade makes it a 250 point sink IMO.

 

Anyone else have any feelings on this tank?

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I feel your pain. They are huge fire magnets. I too find myself passing on the LR when I only have the points to field one. I LOVE them when I can field 2. 1 typically gets slagged, but the other runs all over my opponent. An Eldar army (or anyone with LANCE weapons) is also probably the worst army to base an opinion on LRs with. Basically you pay 250+ points for an AV12/12/12 tank.
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Few things to remember. Cover. While you do want to try and close with the enemy with your Raider, always try to grab that cover if you can. Smoke Launchers. Use em when you cant get to that cover. Distracting units. Dreadnoughts and other such buggersome units you can toss behind enemy lines could be what you need to get that Raider there unharmed. Multiples. As others have stated, what's better than 1, 2!

 

These are just some helpfull tips I could think of. So far my LR actually does quite well at being a bullet soak and keeping the rest of my army alive. And I havent lost it yet.

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Aye, one is a target, 2 is a threat. 3 is a massicure. A tro of fairly cheap preds, Landspeeders can help cover the landraiders pretty nicely. Just be smart with how you play your investments and try not to go too crazy. Fun as it may be to stick deathstars in them, I think it can get a bit silly and inefficent. I would run just a Wolf Priest with Grey Hunters with meltas, Mark of Wolven in one, and just a Grey Hunter pack in another with meltas, banner and Mark of Wolven. It will still most probably really hurt whoever it colides with.
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My Raiders are great. They have done well and the only time they die is when I screw up and get them killed or when the dice turn on me. I run two in my 2000 pt list and they have been money. Both carry GH's for holding objectives. Nothing like armor 14 sitting on an objective with a no-so-squishy inside ready to lay the smackdown on anyone getting to close.
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Maybe its because I only own 1, but I have not been very impressed with a land raider for the points cost. I've used it with an assault unit for 4 games now and its been wrecked/destroyed by Eldar lances, las cannons, fire dragons and in the one game it delivered the cargo it immobilized itself on a piece of area terrain. The fact that its called the land raider and can't even take a dozer blade makes it a 250 point sink IMO.

 

Anyone else have any feelings on this tank?

 

Personally I love it.

 

It's all in how you use it.

1) If you only have one, then it's a fire magnet whose main purpose is to draw fire away from your other units (IMO). If you can only afford one, don't bother getting a Redeemer, always go for the 'Classic' so you can at least get some shots off in turn 1 because it probably won't be able to shot from turn 2 (Apart from the 1 shot from Power of the Machine Spirit).

As an example, in my last game against an Eldar buddy of mine, my single Land Raider spent the entire game apart from turn 1 stunned from the various lance weapons and some Eldar dude with a plasma grenade. But hey, that's what it was there for...

 

If you have two or more, you have a bit more freedom to expect them to take stuff out. They are fire magnets, so two will draw pretty much ALL the fire from most opponents leaving your troops safe, but your land raiders stunned, smoking wrecks or feeling very lucky...

 

2) And yes, Eldar are the nastiest when it comes to taking out high AV tanks with their Firedragons and Lance weapons.

Always, ALWAYS, ALWAYS know exactly where the main threats are. If the opponent has Firedragons, keep clear of them. If he has chainfists, try not to get into assault range. Sensible stuff like that...

 

3) Unless you're definitely safe, pop your smoke in the first turn, there's every chance you won't get a second chance to do it...

 

And finally, unless you really have no choice, don't do silly things like forcing a dangerous terrain test...

 

Anyway, that's how I've used my Landraiders to great effect...

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It's all in how you use it.

1) If you only have one, then it's a fire magnet whose main purpose is to draw fire away from your other units (IMO). If you can only afford one, don't bother getting a Redeemer, always go for the 'Classic' so you can at least get some shots off in turn 1 because it probably won't be able to shot from turn 2 (Apart from the 1 shot from Power of the Machine Spirit).

As an example, in my last game against an Eldar buddy of mine, my single Land Raider spent the entire game apart from turn 1 stunned from the various lance weapons and some Eldar dude with a plasma grenade. But hey, that's what it was there for...

 

2) And yes, Eldar are the nastiest when it comes to taking out high AV tanks with their Firedragons and Lance weapons.

Always, ALWAYS, ALWAYS know exactly where the main threats are. If the opponent has Firedragons, keep clear of them. If he has chainfists, try not to get into assault range. Sensible stuff like that...

 

3) Unless you're definitely safe, pop your smoke in the first turn, there's every chance you won't get a second chance to do it...

 

Hopefully this doesn't come off as trollish.

 

1] You say take the Classic [with LCs?] so you can shoot on T1, because you wont be able to shoot apart from PotMS.

 

3] Unless you are definitely safe, pop smoke T1.

 

These two seem to be saying different things.

Are you saying, "you'll probably have to pop smoke T1. If not, you can shoot LCs"?

 

Taking the Classic so you can possibly shoot LCs on T1 doesn't seem to be a great recommendation.

 

+++

 

A couple of you have spoken about Eldar. Though Eldar might be more common on the TT, Tau can be just as deadly at wrecking AV 14.

They have Mg on Suits and Piranhas, whilst s10 av1 Railguns are actually better than s8 av2 Lances with double the range and +1 to damage rolls.

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It's all in how you use it.

1) If you only have one, then it's a fire magnet whose main purpose is to draw fire away from your other units (IMO). If you can only afford one, don't bother getting a Redeemer, always go for the 'Classic' so you can at least get some shots off in turn 1 because it probably won't be able to shot from turn 2 (Apart from the 1 shot from Power of the Machine Spirit).

As an example, in my last game against an Eldar buddy of mine, my single Land Raider spent the entire game apart from turn 1 stunned from the various lance weapons and some Eldar dude with a plasma grenade. But hey, that's what it was there for...

 

2) And yes, Eldar are the nastiest when it comes to taking out high AV tanks with their Firedragons and Lance weapons.

Always, ALWAYS, ALWAYS know exactly where the main threats are. If the opponent has Firedragons, keep clear of them. If he has chainfists, try not to get into assault range. Sensible stuff like that...

 

3) Unless you're definitely safe, pop your smoke in the first turn, there's every chance you won't get a second chance to do it...

 

Hopefully this doesn't come off as trollish.

 

1] You say take the Classic [with LCs?] so you can shoot on T1, because you wont be able to shoot apart from PotMS.

 

3] Unless you are definitely safe, pop smoke T1.

 

These two seem to be saying different things.

Are you saying, "you'll probably have to pop smoke T1. If not, you can shoot LCs"?

 

Taking the Classic so you can possibly shoot LCs on T1 doesn't seem to be a great recommendation.

 

+++

 

A couple of you have spoken about Eldar. Though Eldar might be more common on the TT, Tau can be just as deadly at wrecking AV 14.

They have Mg on Suits and Piranhas, whilst s10 av1 Railguns are actually better than s8 av2 Lances with double the range and +1 to damage rolls.

 

Nah, not trollish at all. I see how that can seem contradictory, but I don't feel it is.

If you're safe, fire all guns, if there's a chance that some big guns will be firing at the LR pop smoke. It's an 'either or' situation. You want your big fire magnet to hopefully attract fire for as long as possible...

 

Personally I have never met a Tau player so I really have no idea what they're like (Having said that, that's one of the reasons why I'm starting a Tau army), especially as opponents. All I know is that Eldar are to be feared (As are MCs)...

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Nah, not trollish at all. I see how that can seem contradictory, but I don't feel it is.

If you're safe, fire all guns, if there's a chance that some big guns will be firing at the LR pop smoke. It's an 'either or' situation. You want your big fire magnet to hopefully attract fire for as long as possible...

 

Personally I have never met a Tau player so I really have no idea what they're like (Having said that, that's one of the reasons why I'm starting a Tau army), especially as opponents. All I know is that Eldar are to be feared (As are MCs)...

 

Tau? Oh yippee! ;)

 

Tau are my non-Marine army.

 

These are some Tau links I have found very useful :D

 

Advanced Tau Tactica

Kirby on Tau

Stelek on Tau

Tau of War ~ blog

Warhammer Tau ~ blog

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If you only want to run one, just know it will be the main target and plan for it. Such as taking 3 Pods 1 with a dread and a scout team to worry their back lines. While you at it take a Rune Priest so he can cast storm caller while it moves forward. Have a Vindicator run alone side it so your opponent will have target priority issues.

 

A RP and a squad of 10 Grey Hunters inside a LRC is a fine, even if it leaves a few open spots. If you want a Wolf Priest put him in and when you go to disembark, consider keeping the RP inside for his cancel spell ability and to continue casting storm caller.

 

Truly it is a matter of diversion and making use of the LR as the distraction the rest of your army needs to get into position.

 

Vrox

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If I use Raiders I use all three I have or I use one with three rhinos. Force your opponent to make decisions, does he pop the Raider which may or may not have something nasty in it or does he bank on nothing being in there and going after rhinos.

 

Psywar your opponent if your having issues using your Raider, it can be highly entertaining.

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Land Raiders are not invincible. Just keep this in mind and you can finally get reasonable expectations on how it will perform.

 

Land Raiders cost a lot because they are worth that much. If you field a bunch of meh units alongside a land raider with a powerful CC unit inside, the LR's top priority on your opponent's list of things to kill. And if they really direct that much firepower at the LR, it's most probably going to die.

 

My singular Land Raider does a lot better with surviving because I have 5 venerable dreadnoughts providing cover saves for the land raider and threatening the opponent's army. Target Saturation is a huge part of keeping Land Raiders operational.

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If I use Raiders I use all three I have or I use one with three rhinos. Force your opponent to make decisions, does he pop the Raider which may or may not have something nasty in it or does he bank on nothing being in there and going after rhinos.

 

Psywar your opponent if your having issues using your Raider, it can be highly entertaining.

 

I'm fairly sure you have to declare which squads are in which transports, don't have the rules with me atm.

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Tau does have some very nice guns with which to take out LRs, but (please take in consideration that I haven't fought many Tau players), but I don't see them field the same number of say lance or melta weapons that eldar can and typically do. Having said that I do conceed the point that railguns are better than bright lances.
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Tau does have some very nice guns with which to take out LRs, but (please take in consideration that I haven't fought many Tau players), but I don't see them field the same number of say lance or melta weapons that eldar can and typically do. Having said that I do conceed the point that railguns are better than bright lances.

 

I would have to disagree, i often play agianst tau and my other army is eldar. The bright lance is unreliable at best and quite expensive, only place you should see them is on wave serpents and wraithlords, whereas in the tau railgun seem to be everywhere. One of the guys i play has 3 and some times 4, two of which are twin linked (bsides) The thing the eldar will use to blow up your land raider is fire dragons, every eldar ary should have them and they are always n a transport, which makes them quite difficult to take out.

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Actually, its the fact that against AV 14 the Railcannon is better than a Brightlance.

 

Brightlance- S8, AP 2, treats your armor as 12- glances on a 4, pen on a 5+.

Railcannon- S10, AP 1, treats your armor as 14- glances on a 4, pen on a 5+ and +1 on the damage roll.

 

And of course, properly kitted a squad of broadsides can hit three targets a turn.

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