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Anyone using Landraider Redeemers?


mjc

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Hi everyone,

I just got a landraider redeemer with the forgeworld upgrades. I couldn't resist, the model looks awesome with the forgeworld upgrades :) . Now I need to determine what kind of list I want run it in. I was thinking in a henchmen list with DCA's, inquisitor with grenades, and Arco-flagellants/crusaders or in a purifier list with a squad of purifiers equipped with incinerators. Let me know your thoughts. Thanks!

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I use either a the Phobos pattern Land Raider in the backfield with a counter assault unit like a unit of 6 DCA to use as mobile cover and some anti-tank with it's twin-linked lascannons, or the Redeemer pattern with indeed either 6 DCA or a group of close range equipped Purifiers. If you add a Hammerhand/grenade caddy like an Ordo Xenos Inquisitor, Grey Knight Grandmaster or a Techmarine, these squads become very deadly. :)

 

I also add the occasional Mystic and Crusaders to the henchmen group for deep striking and added protection.

I use the LRR above all others. (see my 1K list here - http://www.bolterandchainsword.com/index.p...owtopic=253826)

 

Normally, it has warband1 in it (6 DCA, 2 Crusader, 2 Warrior Acolyte).

 

IMHO, I find it confusing that a vehicle with "Assault" rules would sit at the back of the board providing backfield firepower. If you want that, use a bunch of lascannon razorbacks (2 Lascannon Razorbacks is 95 points cheaper than a LR and still allows you to split fire)

 

AV14 is obviously crackable (singing spear did me last time), but, by then, its delivered its payload and people are normally more interested in running away from the DCAs charging around the board. I find it the perfect delivery system for DCAs as the frag launchers negate the lack of grenades the DCAs have, and the flamestorm cannons can wreak havoc before.

 

In the games I have played, with the combination of the assault cannon / flamestorm cannons and the DCAs hitting first, I have managed to pretty much kill 10man squads of most things (CSM with FNP, Terminators) on the 1st assault. This how allowed my DCAs to consolidate and assault the next turn as well. I then use the LRR as a support vehicle for them and other units, occasionally reloading it with another squad.

 

Thats my take on the argument for LRRs anyway :lol:

I still use my three GK Land Raiders when taking mostly GKSS, because that is the playstyle I've used since 4th Ed. However, I've kind of stopped taking Godhammers for the much more "Assaulty" Redeemers (not a big fan of the Crusader).

 

SJ

IMHO, I find it confusing that a vehicle with "Assault" rules would sit at the back of the board providing backfield firepower. If you want that, use a bunch of lascannon razorbacks (2 Lascannon Razorbacks is 95 points cheaper than a LR and still allows you to split fire)

Most things that can reliably crack AV14 (melta being the most common) need to get close, so a Land Raider is generally increddibly survivable at >24" range. They're also big enough to block line of sight to Dreadnoughts and Rhinos, protecting them from the harm of units like Long Fangs or Lootas, while still allowing the unit to fire freely. And you still use the 'Assault' rules using it as counter assault, as you have an 12" move + 2" disembark + largest base size + 6" charge = 19-20.5" threat radius.

 

I generally also have 1 or 2 ICs in the Phobos pattern Land Raider. For example, if you have any variant of Grand Master or Brother-Captain in your list and you want to play the reserves game, you can use the Land Raider as a safe way to put him on the board to use his Psychic Communion. You can also use ICs to slingshot nearby squads into close combat, extending their charge range with 3 to 6 inches. And of course, they can always be used to empower the squad onboard the Land Raider.

 

All in all the Redeemer is of course very nice if it works, and if it works it works well,, but tactically it is somewhat more limited than the Phobos pattern. It generally involves driving forwards, delivering its content and dying. I also never use the Crusader, as GK usually already have enough bolter shells to throw around (especially compared to the AP3 and cover ignoring of the flamestorms) and the larger transport capacity is usually wasted on GKs.

 

But the Redeemer definetely wins in coolness points! I have a Forge World GK Redeemer just waiting to be assembled and painted after I finish my Phobos. :lol:

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