Brother Aiwass Posted July 23, 2016 Share Posted July 23, 2016 Well used 3 Java speeders in this mornings game (40k tau player) took out 3 broadside suits, a devil fish, an imperial assassin and a Took first four wounds from a storm surgeover the course of a game and still had one left at end of the game! Very pleased, That sounds nasty. What configuration you used in those javas? Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449467 Share on other sites More sharing options...
The laughing raven Posted July 23, 2016 Author Share Posted July 23, 2016 All three had Tllc, MM and 2HKs, the las cannons and MM withstrafing run is just awesome, instant death to anything non tank or t5 can really p**s on a campfire, was only a 1000 pt game but the speeders did nearly all of the killing apart from one unit of fire warriors that I charged with a tac squad and the last 4wnds off the storm surge from my praetors paragon blade. Ridiculously good value and are definitely going to be a permanent part of my game plan from now on! Just have to work out a way of converting my legion ones over to jabs now, if only I had some plasticard..... Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449629 Share on other sites More sharing options...
Brother Aiwass Posted July 23, 2016 Share Posted July 23, 2016 Thanks, very clarifying! I will look definitely onto that and try to fit a sqd of 3 in my list. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449643 Share on other sites More sharing options...
The laughing raven Posted July 24, 2016 Author Share Posted July 24, 2016 If you struggle on points ditch the Hks as it was the MM and Tllc that did nearly all the work and you can only use two shots at full bs when going 12" a turn move, and once you up close the melt in 12" range the MM beasts that AV! Works out 225pts as a squad, I ran each as a separate FA slot so could split them up during game, ended up with two swapping flank mid game while one stayed back by the tac squad. Gives a bit more versatility if you haven't already used up those slots that is.... Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449793 Share on other sites More sharing options...
Slips Posted July 24, 2016 Share Posted July 24, 2016 If you struggle on points ditch the Hks as it was the MM and Tllc that did nearly all the work and you can only use two shots at full bs when going 12" a turn move, and once you up close the melt in 12" range the MM beasts that AV! Works out 225pts as a squad, I ran each as a separate FA slot so could split them up during game, ended up with two swapping flank mid game while one stayed back by the tac squad. Gives a bit more versatility if you haven't already used up those slots that is.... Melta Range is cool and all in 40k but don't forget that anything actually important with AV in 30k will have armoured ceramite. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449795 Share on other sites More sharing options...
Brother Aiwass Posted July 24, 2016 Share Posted July 24, 2016 Good thing my gaming group only plays 40k armies, and I'll have to fight the foul xenos and the servants of the corpse-god. Question is, are javas fliers? I ask to take them as a sub-orbital strike wing, since my fast attack slot is very crowded. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449912 Share on other sites More sharing options...
Charlo Posted July 24, 2016 Share Posted July 24, 2016 No they are skimmers. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449927 Share on other sites More sharing options...
Brother Aiwass Posted July 24, 2016 Share Posted July 24, 2016 That's a shane, but i will work around that. Thanks Charlo. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449932 Share on other sites More sharing options...
Guiltysparc Posted July 24, 2016 Share Posted July 24, 2016 Rules question on these guys...when vehicles deep strike, do they count as having moved and can thusly only fire a limited number of weapons at full BS? If so, I am not sure that HKs are worth it most of the time unless you are starting in the board and planning on unloading the salvo of everything without moving...? Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449947 Share on other sites More sharing options...
Charlo Posted July 24, 2016 Share Posted July 24, 2016 I'd imagine it's not a problem, as people tend to outflank them and unload everything? Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4449969 Share on other sites More sharing options...
Flint13 Posted July 24, 2016 Share Posted July 24, 2016 ^Also, HKs fire independently. They never count as being one of your "fireable" weapons for that round, so consider them extras for whatever else you're letting rip with that turn. Deep striking is actually good with HKs since speeders are fast vehicles (meaning even though they do count as having moved for DS, you can still fire two weapons). Entire fusillade immediately after deep striking is entirely doable and even recommended. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4450003 Share on other sites More sharing options...
Guiltysparc Posted July 24, 2016 Share Posted July 24, 2016 Ah, I see...what about the HKs make them not count towards the number of weapons you can fire? Something something wargear...? Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4450139 Share on other sites More sharing options...
Sanct Posted July 25, 2016 Share Posted July 25, 2016 ^Also, HKs fire independently. They never count as being one of your "fireable" weapons for that round, so consider them extras for whatever else you're letting rip with that turn. Wut? No...? Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4450233 Share on other sites More sharing options...
Caillum Posted July 25, 2016 Share Posted July 25, 2016 Yeah, I don't think that rule for the HKM still applies Flint. Looked it up the other day and it just counts as another weapon. With regards to Javelins, when they Deep Strike they count as moving (with no specific mention of how far they move). As a Fast Vehicle, that allows them to fire ALL their weapons at full BS. Hence, unload everything the turn you DS, then Jink when you get shot at. :) Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4450239 Share on other sites More sharing options...
The laughing raven Posted July 25, 2016 Author Share Posted July 25, 2016 If you struggle on points ditch the Hks as it was the MM and Tllc that did nearly all the work and you can only use two shots at full bs when going 12" a turn move, and once you up close the melt in 12" range the MM beasts that AV! Works out 225pts as a squad, I ran each as a separate FA slot so could split them up during game, ended up with two swapping flank mid game while one stayed back by the tac squad. Gives a bit more versatility if you haven't already used up those slots that is.... Melta Range is cool and all in 40k but don't forget that anything actually important with AV in 30k will have armoured ceramite. True but lots of those things that can draw attention don,t like transports and anything else nonlandraider+ also hitting those IC,s that are moving independently for instal death shots., they are supposed to be the smoke screen that keeps people wasting shots that could be hitting your elites with and for the 10pts you swap 2 s8 ap3 shots for same unlimited usage str8 Ap1, admittedly the HKs are infinite range but what is range to a skimmer that can get across the board in a turn especially as they are the HKs are gone after theinitial money shot entrance. Also if I your opponent feels they have to kit out all of their tanks with AC they will have spent a lot more than the 20/30 you have spent that can still be used on other targets, one marine killed is your cost returned per MM. Link to comment https://bolterandchainsword.com/topic/324039-use-of-land-speeders/page/3/#findComment-4450548 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.