shandwen Posted November 14, 2013 Share Posted November 14, 2013 With the upgrade to LSS's to dedicated transport, I have been using one with a heavy flaner and a standard bolter scout squad. With its own two templates i have just yesterday put a combi-flamer on a scout to run that extra template. I have seen that it has no survivabilty, but boy can it clear out infantry. It has speed and a high amount of danage potential at the cost of being a floating cardboard box. But at the cost for five scouts with a combi and the LSS, it really can be game changing. What I wonder is how this speeder can be supported to really give it the chance to live for a turn or two. What can easily be done to create synergy? Link to comment https://bolterandchainsword.com/topic/283274-land-speeder-storm/ Share on other sites More sharing options...
Kierdale Posted November 14, 2013 Share Posted November 14, 2013 Well, there is always the old mantra of: One is a target. Two is a threat. That or present other threats so that your opponent has to engage the other threats first. That's a couple of ideas off the top of my head. A last one: They can still Outflank in 6th Ed.? In the past I cremated my opponent's entire backfield Loota squad with an outflanking Storm. Link to comment https://bolterandchainsword.com/topic/283274-land-speeder-storm/#findComment-3521513 Share on other sites More sharing options...
WarriorFish Posted November 14, 2013 Share Posted November 14, 2013 I prefer CC Scouts though as bolters aren't that great for them and although WS3 they still hit as hard as Assault Marines. Give the Sarge some melta bombs and they can wreck tanks easily too. As you said, they can be a one shot missile but with the right target they can make a significant dent in your opponent's plans. That and he has to deal with them too and as Kier mentioned if you send in help they'll be even better as your opponent has to juggle dealing with everything else too. Another LSS squad is of course a good support to this but other units that can close on the enemy quickly also work. I've found Drop Pods attacks are mutually beneficial as the enemy is busy with your Marines and Dreads shooting him in the face letting your LSS Scouts come in and pick off a target that is a threat to your podding elements. Even if my opponent manages to regain control of his deployment zone it's normally too late as the rest of my army hits and completes the job. So I think that the LSS squad is a good supporting unit, their ability to reach dangerous enemy units to silence them is what I value most and being pretty cheap certainly helps! Link to comment https://bolterandchainsword.com/topic/283274-land-speeder-storm/#findComment-3521587 Share on other sites More sharing options...
Jostal Posted November 15, 2013 Share Posted November 15, 2013 Im running my storm with an Assault Squad, Bikers, a Jump Captain/CM, Pod of sternguard and a Basic Landspeeder. I have yet to see them in action. Link to comment https://bolterandchainsword.com/topic/283274-land-speeder-storm/#findComment-3522908 Share on other sites More sharing options...
Azash Posted November 16, 2013 Share Posted November 16, 2013 It can outflank so starting in reserve gives you some obvious survivability. Combined with a scars army where you can press your opponent on turn 1 it makes a template bombing outflanking LSS a lower priority. That will give you opportunity. Outside of that I can't think of much else. 6ed really hurt the LSS and making them dedicated didn't exactly fix them. Honestly the needed a points reduction. Link to comment https://bolterandchainsword.com/topic/283274-land-speeder-storm/#findComment-3523329 Share on other sites More sharing options...
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