hans1128dog Posted March 2, 2012 Share Posted March 2, 2012 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. I will have to admit that I am still a new player, but I think that someone would want to have the armor to back things up. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/ Share on other sites More sharing options...
thor1234 Posted March 2, 2012 Share Posted March 2, 2012 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....... Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3005686 Share on other sites More sharing options...
Wulfebane Posted March 2, 2012 Share Posted March 2, 2012 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. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3005693 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted March 2, 2012 Share Posted March 2, 2012 Look at the average range of projectile weapons in the game and you'll see that 48" is in the top 75%. So being able to move about and shoot stuff is very desirable. End of Line Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3005719 Share on other sites More sharing options...
Grey Mage Posted March 2, 2012 Share Posted March 2, 2012 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? Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3005772 Share on other sites More sharing options...
Khine Posted March 2, 2012 Share Posted March 2, 2012 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. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3005848 Share on other sites More sharing options...
hans1128dog Posted March 3, 2012 Author Share Posted March 3, 2012 Thanks for helping me understand about the speeders. Now I will have to look at my list again and see how i can fit them in. I was going to go with TWC or SkyClaws but maybe this will help me win a few games. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3006584 Share on other sites More sharing options...
Tamwulf Posted March 3, 2012 Share Posted March 3, 2012 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. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3006619 Share on other sites More sharing options...
Grey Mage Posted March 3, 2012 Share Posted March 3, 2012 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. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3006649 Share on other sites More sharing options...
Tamwulf Posted March 5, 2012 Share Posted March 5, 2012 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. Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3007657 Share on other sites More sharing options...
Spacefrisian Posted March 5, 2012 Share Posted March 5, 2012 It gets even better with black templar, 85 points and it even has a Multimelta thrown in the mix (but than again BT vehicles are cheaper overall) Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3007731 Share on other sites More sharing options...
the jeske Posted March 5, 2012 Share Posted March 5, 2012 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 . Link to comment https://bolterandchainsword.com/topic/248148-why-typhoons/#findComment-3007801 Share on other sites More sharing options...
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