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Why Typhoons?


hans1128dog

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its all in the range, at 48" and two rockets it can sit back and blast away at tanks and infantry alike (quite effectivley I might add) if you give a speeder a multi-melta and rush it in with your grey hunters itll get picked on by everything that can penetrate it, ive even seen units with boltguns lay into it to stop it...... at range its safe from many anti-tank weapons and can still contribute to the game, it will often be ignored over a closer more dangerous target..... "why fire at the flying carboard box at the back of the board when I have that unit of grey hunters about to tear me a new one?" kind of thing

 

hope this gives you some insight to the advantage of the Typhoon.......

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It's also a cheap way of getting two ML shots on one of the fastest mobile turret platforms in the game. Sure you could go with another (3man) Long Fang pack, but you'd have to agonize over where to deploy and debate whether to sacrifice your shooting phase to get the best optimal firing position.
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They are fragile- your absolutely right on that. But they are far from week. Strength 8 from the Krak missiles is quite capable of damaging anything in the game, and insta-killing many of them. The 48" range means that the Landspeeder will outrange anything but artillery and dedicated anti-tank guns... and if youre playing well those will have to choose between taking out landspeeders and trying to stop scarier threats like rhinos full of grey hunters, or vindicator spearheads.

 

The Frag option gives them versatility, and combined with the heavy bolter makes them a very potent anti-infantry weapon when needed. Two shots at a good ballistic skill means that the missile launchers by themselves are fairly good deal- its fifty points for two missile launchers on Long Fangs, 65 with pack leader and 90 if we toss on the heavy bolter.... and a precious heavy support slot too.

 

Not only that but S 8 is even more useful on a fast moving platform like the landspeeder- you can maneuver around for side armor shots that more static units can only get when your opponent blows it. They can also hunt down enemy units hiding behind terrain, or zooming away ala Eldar. You wont see Long Fangs doing that any time soon.

 

So yeah... fast, deadly, bargain priced, versatile... what more reason do we need to love them?

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also a funs strat ive been testing out is having a unit of 5 missile fangs, with a cyclone WG, a rune priest in termi armour - master of runes - Living lightning and storm caller and then a squadron of typhoon LS.

 

Stick the fangs in cover preferably a crater or building/ruin with a flat upper top and place the fangs on the middle shelf. Then have the rune priest join the back of the long fangs pack and position the typhoons behind him but withing 6" so they benefit from 5+ cover save.

 

13 str 8 shots or 13 str 4 small templates + d6 str 7 shots ... it can be brutalizing and serves as a great way bait.

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You're also paying 90 points for those two shots. Look at the rest of your army and see what you can get for 90 points:

 

Another Grey Hunter squad

Another Bloodclaw Squad

Predator Tank w/ HB Sponons

Whirlwind

Two Razorbacks w/ HB Bolters

Almost Three Drop Pods

Almost Three Rhinos

Some Wolf Guard

A Couple Tooled up Lone Wolves

Bikes

Regular Land Speeders

Two+ Fenrisan Wolf Packs

Wolf Scouts Pack w/ Meltagun + Melta Bombs

Iron Priest w/ all the fixin's

Thunderwolf upgrade for Wolf Lord/Wolf Guard Battle Leader

Upgrades to current units

 

Whenever I make a list and have my "Core" filled out (HQ, Two Troops, Transportation, hammer unit), I look at units that will help out the rest of my army. When that's accomplished and I have a spare 100 points, I start thinking about what else I can take, and how it will help the rest of my army. Would another scoring unit help? Do I need more anti-infantry? Or anti-tank? Does every unit have a way to pop vehicles (be it grenades, a p-fist, Lascannon, etc.)? Every army is different, and while a Land Speeder Typhoon would be great in some lists, in others, it's OK.

 

It's a great unit to park in the rear and lob shots all game. Being fast, it can move 12" and still shoot the Typhoon Launcher, giving you excellent attack angles and denying your opponent cover saves on his own vehicles. Against Hordes armies, you're throwing out a couple templates a turn that should be able to tag 3+ models. Mid game, it turns to total fire support, shooting big targets that haven't been taken out yet, and in the end game, it moves flat out for the outrageous 4+ Cover Save to contest objectives. It's a very well spent 90 points, but only if the rest of your army supports it.

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Now... lets take a closer look at that list:

 

Another GH squad? No. Not if you want more than 6 men or any upgrades. Half a squad, at best- and without transport. Same for Bloodclaws

 

Tooled up Lone Wolf? Nope. Certainly not two of them.

 

Etc etc.

 

While I agree with your point- thats almost 100pts that could go elsewhere and a landspeeder isnt always going to be the thing to drop them on- I cant agree with the analysis youve put out. 100pts is about half a squad or most of another support peice.

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Now... lets take a closer look at that list:

 

Another GH squad? No. Not if you want more than 6 men or any upgrades. Half a squad, at best- and without transport. Same for Bloodclaws

 

Tooled up Lone Wolf? Nope. Certainly not two of them.

 

Etc etc.

 

While I agree with your point- thats almost 100pts that could go elsewhere and a landspeeder isnt always going to be the thing to drop them on- I cant agree with the analysis youve put out. 100pts is about half a squad or most of another support peice.

So... what you are saying is that my list of possible 100 points is useless and everyone should take a Land Speeder Typhoon? :(

 

110 points gets you a Grey Hunter squad and a Rhino. Sure, no upgrades, but you can park it on an objective and let your opponent try and chew on them for a bit.

 

What do you tool up your Lone Wolves with that makes them so expensive? I try and keep them as cheap as possible as I want them to die in Kill Point missions (which is almost every mission out there...).

 

I'm not saying don't take a Land Speeder Typhoon, all I'm saying is there are a lot of other options out there.

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What is all the rage about the Typhoons? I have looked at them and other then the speed they seem really weak on all counts.

because when your already rocking from 9 to 16 RL shots per turn adding more only makes the army work more smoothly .

 

are they weak ? yes . but they arent overcosted [aside for some of specials in the SW dex nothing actualy is] and if someone plays a razorbuild or plays in a composition tournament they help a lot . cant take 3 LF squads ? no fear . take 2[or one scouts and add a termi cyclon to the single LF squad you take] and a unit of speeders . army fire power stays more or less the same while negative composition points drop .

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