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Land Speeder Storms and 7th Edition


Azash

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So this is jumping the gun a bit but the rumor of dedicated troop transports counting as troops really helps the LSS.

 

Mine have spent this edition in a display case so I'm anxious if this comes true to pull them out and test them out again.

 

My thoughts for strategy would be to not use there transport capacity. Take them as a dedicated for either sniper scouts or a 10 man infiltrating scout squad. Hide the LSS in reserve. Use it as a late turn contest or maybe leverage tiggy to try to keep it in reserve as long as possible.

 

What are your thoughts on this unit, have the rumors made you reevaluate using it or think of different ways to use it?

That could work, but it would be only good to get backfield objectives held by non "Objective secured" guys. Otherwise, I'd say you're better off going for regular objective grabbers.

Well scoring or contesting is 6 of one and half a dozen of another. Paired with backfield scouts like snipers having the ability to contest gives you a 1-0 in pts.

 

As for Land Raiders like I said in another thread its still overpriced for something that can be consistently glanced to death in one round by multiple units in 40k. Sure it won't explode on you to a single lascannon but grav cents, swooping hawks, witches, and lance weapons will still wipe'em in one round and I don't see those units going away anytime soon.

Why would you want to keep things in reserves and go for late game objective grabs?

 

Considering that you continually score with the random cards all game long that strategy will only serve to handicap yourself. The mobility from a LS storm will be helpful but just about every thing should preferably be on the table if you want to maximize the amount of VP you can score during the match. 

Why would you want to keep things in reserves and go for late game objective grabs?

 

Considering that you continually score with the random cards all game long that strategy will only serve to handicap yourself. The mobility from a LS storm will be helpful but just about every thing should preferably be on the table if you want to maximize the amount of VP you can score during the match. 

 

It's about keeping options. In the Eternal War missions, you'll want to keep things in reserve. For Maelstrom of War, you might want to play it differently. We're exploring the realm of possibility here.

 

But I could see the troll potential in that maneuver, with a 5-man scout squad in it ^^

If you just want a unit to 'juggle' in reserves and put down on an objective then surely a podded 5 man tactical of assault squad is better suited for that role? 

 

LS storm is plenty mobile but not very hardy or a safe way to DS in unless something has changed regarding those rules as well.

I need to investigate the rules for this more when I get home but one new and awesome possibilty with the advent of new allies rules and this vehicle is that all space marine ICs can hop aboard and charge out (open topped = assault vehicle) making this a great new way to get your beat stick infantry HQ to the fight more readily (vulkan, azreal, eziekiel) and other non-bike equipped CM's and captains. 

Has anyone thought about using them as an infiltrating alpha strike unit? it goes in 18" from someone, scout moves 6" and then moves 12" normally to get to the target. Could work with a combi and multi-melta against tanks, or even heavy flamer and combi-flamer.

Tiger, that could be done in 6th, but in 7th edition, you can't scout move to be closer than 12" from an enemy. You can still do it with the Multi Melta, but not with the combi melta anymore :/

 

Unfortunately, being only Bs3, I find that an expensive and unreliable Alpha strike unit :/

yes, but you close 6"  with scout and then move 12" during the movement to get in range. you defiantly can get in range then. 

 

I agree with the BS skill, but I believe that a scout sergeant is at least bs4, and can still hit with the melta. flamers I can see being used in the same way.

I'd take the heavy Flamer for the LSS and Combi-Melta for the sgt. It'll give you some flexibility in regards to what targets you can shoot. Although, with the change to the vehicle damage chart, I would rather take Combi-plasma instead and use the sgt to take out a heavy infantry model instead.

Has anyone thought about using them as an infiltrating alpha strike unit? it goes in 18" from someone, scout moves 6" and then moves 12" normally to get to the target. Could work with a combi and multi-melta against tanks, or even heavy flamer and combi-flamer.

I use to use them this way in 5th edition. Specifically I ran cc scouts with combi melta, melta bomb, and a mm. The tactic was scout forward get out attack the primary target with the scouts and the secondary target with the speeder. In order to make it more reliable I ran vulkan as an HQ.

 

It could work this edition but would have to review the 7th ed wording of scout. 6th ed's wording and the transport rules really nurfed this tactic.

 

 

It could work this edition but would have to review the 7th ed wording of scout. 6th ed's wording and the transport rules really nurfed this tactic.

 

 

Write back here when you find out. I am debating whether to purchase more scouts at this time.

 

It could work this edition but would have to review the 7th ed wording of scout. 6th ed's wording and the transport rules really nurfed this tactic.

 

Write back here when you find out. I am debating whether to purchase more scouts at this time.

I looked into it and they can be used as an alpha strike against heavy armor but...you have to commit to the tactic.

 

A minimum of two scout units with combi melta's on the sergeants and dedicated LSS's with MM's are required. You have to deploy them on your right and left flanks. Since scout is only a 12 inch move (you could scout flat out 24" back in 5th) your opponent could hide there heavy armor in an out of range corner.

 

You scout towards the target the full 12". Then on turn one you move forward 6". You just need to be at 11 wish inches from the target. Deploy the scouts out and move them forward 6". Goal is to be in melta range with the combi and the MM and then open fire.

 

The melta bombs are a waste in this edition for this tactic since you can't assault first turn.

 

Little more expensive since you need a minimum of two squads to make this work. A little less effective since you cant assault with a melta bomb turn 1. If your running a sallies army and vulkan is a regular in your list I think this could be effective.

 

Cost wise even two squads only hits 240ish pts so its equevelent to a single drop pod sternguard suicide squad. For my money though I still think turn 2 LotD with full melta load out is the best bang for the buck.

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