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Hi All,

 

Long time lurker, first time poster. I am planning to sign up for a local 40k league with my Crimson Fists, and am trying to find out of the box ideas that make the most of the Crimson Fists chapter tactic which led me to look at landspeeders. With duel heavy bolters they make the best of all aspects of the chapter tactics and extended fists tactic. They have the fly keyword and are extremely mobile, two things that are a rarity in most of the lists I have seen. Does anyone have any experience of using them?

 

Adam

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They're potentially nice damage-wise (except for movement penalty which hurts) in not-super-optimized lists and I'd like to use them, but their problem is relative fragility. They're somewhat easy to remove from the table with anti-tank weapons or even anti-infantry weapons. But maybe I should finally give them a go for regular games (last used them in 6th Ed probably?), as I love the models and have four of them. The two CF ones aren't painted yet though.

 

One thing however, does your league allow Index options? I don't have my Codex at home but I seem to recall that dual heavy bolter isn't possible in the codex itself anymore, and instead you'd have to go for Assault Cannon + HB. Other than the lower range it's kinda worth it though I suppose, since it's +50% shots for +18% total model cost - and looks cool! After all with 16" movement it's not exactly difficult to get within 24" range.

Edited by tvih
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I've been tempted by the idea of a squadron of three with Heavy Bolters and Heavy Flamers to zip around and pick on flanking units or push smaller squads off objectives.

If anyone has run this in practise, I'd be interested to hear how they go.

Edited by Mr Smith
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I'm now contemplating taking a pair of Speeders to the next game which should be on Thursday. Loan my BT's painted Speeders to my CF for the occasion :P But really, whether they work or not comes down to whether the opponent decides to get rid of them or not. If they don't, they can get at least some work done. I used to like the Typhoon + MM combo in 6th, but now it's nastily expensive at 99 points.

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If you run a squadron of 3 they have a 20” move... and also many people forget that the “big guns never tire” strat affects a vehicle UNIT. So you can zip them into a good fire position, pop the strat and blast away! I’m a big fan of typhoon launchers and heavy bolters, good utility and a huge threat range.
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If you run a squadron of 3 they have a 20” move... and also many people forget that the “big guns never tire” strat affects a vehicle UNIT. So you can zip them into a good fire position, pop the strat and blast away! I’m a big fan of typhoon launchers and heavy bolters, good utility and a huge threat range.

 

I did not realize this as well. This makes them a lot more viable for a quick responding firebase

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If you run a squadron of 3 they have a 20” move... and also many people forget that the “big guns never tire” strat affects a vehicle UNIT. So you can zip them into a good fire position, pop the strat and blast away! I’m a big fan of typhoon launchers and heavy bolters, good utility and a huge threat range.

I did not realize this as well. This makes them a lot more viable for a quick responding firebase
It's also important to remember that, when Heavy Bolters are involved, IF with exploding sixes have the same average number of hits on the move as the other marine forces do while stationary, even with the heavy penalty. Edited by Lemondish
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Do you think with only having the super-doctrine on T1 following the FAQ, mobile heavy weapons like those on land speeders might have more of a place now? With a 20" move, you should be able to get to almost anything on the board, however well its hidden. 

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i used a single Land Speeder yesterday but didn't really get any useful data out of it. At any rate you might be able to get to shoot enemies on turn 1, problem is you most likely won't survive to turn 2. Of course, something's gotta die anyway so... maybe. Not sure if using anything heavier than HB+AC would be wise though, and you'd probably have to use Big Guns Never Tire to make the most of the suicide run.

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