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Of Long Fangs ad Typhoons


Grimtooth

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With the OR discussion going on as well as my now personal campaign, I would like to discuss a very real possibility what multiple Typhoon alowances would allow and what it would do to the current tournament meta of multiple Long Fangs packs.

 

Now the first thing that some of the pure SW haters would think is,

 

LSS-3x Typhoons

LSS-3x Typhoons

LSS-3x Typhoons

 

Long Fang x6, 5ML las/plas Razorback

Long Fang x6, 5ML las/plas Razorback

Long Fang x6, 5ML las/plas Razorback

 

Missile madness!!!!! However, where are you finding points for any Troop choices capable of completing missions. It would be like a pure DC list where the only way to win is tabling your opponent.

 

So let us be the voices of reason in this discussion and just shrug off the whiners and haters that are going to complain about the Wolves getting multiple Typhoons. How would you incorporate Typhoons into your lists? Would they affect the amount of Long Fangs that you normally take?

 

Myself, I run two packs of Long Fangs. If Typhoons became a viable option, I could easily see myself dropping at least one. In my hybrid Loganwing, I would easily not run any Long Fangs and probably would be exclusively running Typhoons.

 

I could live with one static Long Fang pack, but would love to have some flat out running Typhoons coming in from Reserve to hit an opponent that has moved his forces across the board. Flat out on the board, and then raining hellfire into a flank as my opponent was expecting to finally reach my lines.

 

Multiple Typhoons would do amazing with a combination of Vindicators/Predators as well. You have your fast skimmers supported by your lumbering tanks slowly moving up the board. You are not leaving anything behind to be deep striked upon, outflanked, or infiltrated.

 

How abou thunderlords, thunder cav, and Typhoons? Your entire force is moving pretty fast with Grey Hunters embarked in Rhinos? Typhoons are blasting support for a fast advancing forces while themselves being highly mobile instead of static.

 

I tell you that if Typhoons went multiple tomorrow, I would be buying them the day after, if not the day of to have them on the board from a tournament this weekend.

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I'm sorry, what do you mean by "if Typhoons went multiple"?

 

On topic, they don't affect they amount of long fangs I run (two packs, total 10 ML). I've fielded them a handful of times since the codex came out and I think they fit space wolves very well, not as a replacement to long fangs but in tandem with them. At lower point levels, like 1500 or less, typhoons can replace long fangs altogether and cover long range AT behind a wall of 3 rhinos and 2-3 vindicators.

 

I haven't used them in a while, but I'll soon get back into the swing of things with land speeders and in general, I plan to run anywhere from 2-4 total in my lists. They supplement wolves very well being that they offer versatile firepower that can be repositioned at any time. Typhoons specifically are also a bit more survivable in space wolf lists because of the cheapness of mass armor you can get out of the codex for them to shoot over and still claim a cover save, target priority, and storm caller.

 

Just my two cents.

Well personally I dont see why we are unable to do this.

I mean If you want to spend 90 points per model for a typhoon why not.

thats 270 for 3 - and when you compare 3 typhoons to a land raider can you tell me that op?

running 9 Typohhns would be about as cheese as running 3 land raiders in a wolves list...

 

I would just not play some one if they wanted to stop this.

i cant see how the rules are not clear.

 

the wording is " a landspeeder may be upgraded to a landspeeder typhoon"

it does not say one landspeeder.

It does not say a landspeeder per squadron.

It makes no exclusions, so i dont see how it is not clear. Or Op for that matter. I think youd have to be daft to take 9 Typhoons do it to be honest.

But if we want to why not....

Look at IG they can take like 9 leman russes.

Orks can take like 9 killer kans and 2 dreads in one list...

 

you say

"I tell you that if Typhoons went multiple tomorrow, I would be buying them the day after, if not the day of to have them on the board from a tournament this weekend"

 

I say they already are... go hard..... unless there is a hard and fast errata saying this is not the case?

Ok now I understand the if they went multiple part. I agree with spazmonkey, and I've never heard anyone I personally play against say that you couldn't take multiple typhoons in a squadron.

 

All I can say is, this seems new to me. I never heard of this being seriously debatable before.

just to point out those slots add up to 1455 pts...quite the hefty sum

 

a buddy of mine did it for a 2500 pt game...really cramped my dark eldar's style...but you have to rember that a lucky heavy bolter or assault cannon can render a whole sqn of typhoons combat useless for a turn.

just to point out those slots add up to 1455 pts...quite the hefty sum

 

a buddy of mine did it for a 2500 pt game...really cramped my dark eldar's style...but you have to rember that a lucky heavy bolter or assault cannon can render a whole sqn of typhoons combat useless for a turn.

 

and that is another good point.

Squadron rulesthen allpy. so you 90 point model will also proberly also want EA so that it can keep moving as well... that becomes a 105 point model.

You can't give land speeders extra armour AFAIK. What a land speeder squadron does benefit from is that it counts all crew stunned as shaken, so they are always able to move unless they are , exploded, destroyed or immobilized (still destroyed anyway).
You can't give land speeders extra armour AFAIK. What a land speeder squadron does benefit from is that it counts all crew stunned as shaken, so they are always able to move unless they are , exploded, destroyed or immobilized (still destroyed anyway).

 

 

Thats right sorry my bad forgot that rule...

Squadrons of two typhoons are my preferred configuration in my biker marines. 180 points gives you 4 missile shots and 6 heavy bolter shots at 36+ inches.

 

That said, they have the armour of tissue paper, so it's best to keep them at arm's length from the enemy, and shove something else down his throat to keep his mind off them. Easy with bikers of course.

 

My Space Wolves prefer the multi-melta/heavy flamer for close in support and heavy armour killing.

i play with 2x2speeders and same load out of LF +hvy bolter razors with 5 man GH and it works just fine .

 

This looks very much like the for fun BT build some people use

 

champ

marshal with termy bodyguard 2xcylcons tank hunter

2x5 termis with 2xcyclons

3x5 BT las plas minimax

6-9 speeders

2-3 machine spirit vindis.

I've run 2X typhoons in both my 'Ard Boyz list and my NOVA list.

 

Basically I have 2 independent Typhoons running around supporting my 3 squads of 5X ML Long Fangs. The ability to throw out a proverbial 19 missiles a turn is nice, as it provides a solid support base for my Grey Hunters and Thunderwolf Cav to advance to mid field.

 

Ironically enough, during NOVA my Typhoons were usually the first fire support element of mine to die. People realized how strong being able to move 6" and shoot all that dakka is or worse yet move 12" and possibly get those side/rear armor shots with 2 krak missiles.

 

I love 'em. Use 'em in all my lists.

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