Barn Posted October 2, 2010 Share Posted October 2, 2010 Greetings all :) I have a few games (potential campaign) starting in 2011 using the old 40k in 40 Mins rules. I know 3 of my potential opponents, and they play Guard, Tyranids and Orks. I know the Ork player is a planning to run a couple small grot squads, then as much light armor (Killa Kans etc) as possible. I was thinking that missiles would be perfect, to take out both light armor and hordes, but what kind? For the price of a land speeder typhoon, i could also get a medium squad of long fangs, with 3 missile launchers. If you had to choose between those in a small game, what you you choose? Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/ Share on other sites More sharing options...
Rocknar Posted October 2, 2010 Share Posted October 2, 2010 Long Fangs no contest. Typhoon is only str 5 and you will need the str 8 for killa kans and gaurd tanks. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2526514 Share on other sites More sharing options...
Valerian Posted October 2, 2010 Share Posted October 2, 2010 Long Fangs no contest. Typhoon is only str 5 and you will need the str 8 for killa kans and gaurd tanks. Typhoons are Strength 8, if you are using the Krak Missiles. If you add the Multi-melta, then you can put out 3 Strength 8 shots at 24" (2 at 48"), and will have some mobility over the Long Fangs. Problem is, you can one-shot kill a relatively fragile Land Speeder, but Long Fangs in Cover are pretty durable. I'd probably go with the Long Fangs, or one of each if you can afford it. Valerian Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2526523 Share on other sites More sharing options...
Thunderhawk3015 Posted October 2, 2010 Share Posted October 2, 2010 Typhoons die too fast. Long Fangs in cover survive longer and have the option of punching back if they are assaulted. Give the leader a power weapon and a WGPL in TDA with a Cyclone and Powerfist and it gets downright hilarious when and opponent charges into the "devastators" Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2526674 Share on other sites More sharing options...
marine77 Posted October 2, 2010 Share Posted October 2, 2010 I would choose devastators. 1) They can't be shaken and prevented from shooting. 2) In cover, they are more survivable than a landspeeder against all fire except for S3. 3) They can split fire into two targets, a speeder can't. 4) If they reach combat, they are marginally better at tying something up or fighting back. This is not what they should be doing, but with counterattack, they may stand a chance against lighter units. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2526707 Share on other sites More sharing options...
Barn Posted October 3, 2010 Author Share Posted October 3, 2010 Thanks for the feedback :ermm: I'll put together a force soon, and put it up in the right forum, and link it back here. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527019 Share on other sites More sharing options...
Barn Posted October 3, 2010 Author Share Posted October 3, 2010 List has been posted up here! Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527071 Share on other sites More sharing options...
Wysten Posted October 3, 2010 Share Posted October 3, 2010 Depends what you look for in your guys. 48 range allows them to stay mobile for most part, in a mech list not using the thunder wolf, I would probably consider either. Though, Long Fangs are definately more reliable at spreading it's fire around. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527232 Share on other sites More sharing options...
LPetersson Posted October 3, 2010 Share Posted October 3, 2010 Long Fangs no contest. Typhoon is only str 5 and you will need the str 8 for killa kans and gaurd tanks. Typhoons are Strength 8, if you are using the Krak Missiles. Valerian I suspect Rocknar was thinking of Whirlwinds :P A mix up I've done more than a few times myself... To the OP, Long Fangs without a doubt. Land Speeders are swift and sexy, but even bolter fire can kill them or prevent them from firing. The only thing that will do that to a Long Fang squad is an AP1-3 pie plate and even then you're probably in cover... Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527260 Share on other sites More sharing options...
Skalver Posted October 3, 2010 Share Posted October 3, 2010 At that points I would be tempted to take a Razorback with twin linked assault cannon. It will work fine vs AP 11 which is what you are most likely to face and is also very solid against small squads. If you are facing Orks, Guard and Nids you are unlikely to see much 3+ saves so it should be a pretty good choice overall, plus it gives you a transport option for one of your squads if you want it. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527329 Share on other sites More sharing options...
Sharpsilver Posted October 3, 2010 Share Posted October 3, 2010 Long Fangs: Split Fire More Firepower Slower. More varied and resilient. (Unless you by some stroke of bad luck lost all the squad to a pieplate. Land Speeders. Fast. Good single strike craft. May not survive as long as the Long Fangs once it's also in range of the enemy big guns. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527358 Share on other sites More sharing options...
Godhead Posted October 3, 2010 Share Posted October 3, 2010 Typhoons augment your long fangs. They are great when your opponent tries to cut off your fire lanes and you can zip the speeder in to get a nice side or rear armor shot instead. They are kind of like bishops in chess. Unfortunately IMO they can never replace long fangs in effectiveness, especially when you take into account split fire and the amount of shots you can put out. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527388 Share on other sites More sharing options...
Natanael Posted October 3, 2010 Share Posted October 3, 2010 I' go for Long Fangs, one squad, and then typhoons. The mobility of the Typhoon is worth A LOT. LFs need to be set up in a good way to keep up the fire, but the Typhoon can move each turn and still loose 2 kraks a turn. I use both, and I use them a lot. - Obben Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527461 Share on other sites More sharing options...
Hotspur Posted October 3, 2010 Share Posted October 3, 2010 I tend to favor Typhoons, only b/c they are more mobile. You just have to remember to keep them moving every turn so your enemy can't get a good shot at them, even if you have to sacrifice firing a weapon. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527518 Share on other sites More sharing options...
Wolf Lord Loki Posted October 3, 2010 Share Posted October 3, 2010 From my experiences as a White Scar player I would say Landspeeders are good in units of 2/3, that way they can lay down some real fire power while still take some losses. Landspeeders also need a degree of mobility that they might not get against hoard armies. Therefore I would take the Long Fangs as it sounds like your oppenents will be coming to you and you'll be able to mke the most of your firepower. Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527560 Share on other sites More sharing options...
Barn Posted October 3, 2010 Author Share Posted October 3, 2010 Thanks for the new feedback, its appreciated! Link to comment https://bolterandchainsword.com/topic/212404-long-fangs-vs-typhoon/#findComment-2527719 Share on other sites More sharing options...
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