Brother Tual Posted January 18, 2012 Share Posted January 18, 2012 The OP wants an aggressive game and the LRR is by far the more aggressive tank. For the OP the LRR is the better choice, despite opinions of 'auto select' for standard LR. The standard LR lends the ability to hold a 'reserve' on the table. Thats it. The 2x TLLC are better sourced elsewhere if you really rate this weapon system. By this virtue alone it allows some tactical freedom for a good player but used poorly will net weak results. If you dont want to hold a unit in an 'ad hoc' reserve then probably not use this tank. The LRR and LRC are very similar in applicability. My favour is with the LRR. I am one of those idiots who uses an assault tank equipped with an assault ramp and assault lanchers carrying an assault unit and charges straight for the biggest chunk of enemy placements.. Melta or not... full steam ahead.. Seriously, a LRR is not the same as a standard LR. It is not a 'reactive' selection. Why I value the LRR is not how it is the same as the other LR's - AV14 and assault ramp - but because of what it can do AFTER it delivers my crack troops... The LRC is slightly more able to 'hold' for perfect timing in a sort of close range reserve than a LRR but what a LRR can do is to open gaps and hold the enemy at bay stopping your elite troops from being swamped by hoard. We all know about using vehicles (mainly rhinos) to block movement... now do it with a HUGE tank that is able to flame the :o out of any troop choice.. (terminators as troops being the only exception) It is soo easy to divide the enemy with this big tank making your crack assault unit more survivable by feeding regulated units to it rather than having them chomping at a full army. LRR is so obvious in use that a good player - probably using a LR to hold a reserve unit - is going to see your LRR coming well before it has any impact but with smoke/cover/shrouding and AV14 you have the toughest target to destroy in the game add in the ability to ignore stunned/shaken its is even harder to stop. This will most likely force those brilliant players using an 'ad hoc' reserve to commit to a counter (otherwise you are dictating the game by matching assaults) and apply their 'ace' reactive card on the first turn. You can either follow up with your own reactive units or do what ever with the rest of your army but what you have done is forced the first 'problem' to be solved by your enemy and 9/10 times the first mistake. LRR and assault unit (Death cults with grenades etc) is part of your army, not all of it. The counter will most likely a full army response (by moving away, moving to melta range, multiple units targetting etc) likely to expose a very soft spot to target in your following turn even if your beloved LRR should fall... No one is going to commit JUST a meltagun to it when you are only 12" away. People will commit JUST a lascannon to a LR at 36" away. Link to comment https://bolterandchainsword.com/topic/245000-land-raider-choices/page/2/#findComment-2970379 Share on other sites More sharing options...
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