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Once again I apoligise for getting this up a daylate; I don't have a good excuse, im just braindead sometimes.
The humble landspeeder, at a fraction the cost of most units it is the most manouverable unit in the space marine codex. With the option of deep striking and being a fast skimmer it can put your opponent on the back foot and force him to protect his valuble objective holders in his deployment zone. So how do you use yours? What variant? Do you squadron? Weapon(s)? Do you deepstrike them? Who do they preform well against? We can include my personal favorite, the land speeder storm in this discussion. Discuss
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A guy here runs 3 as separate units, all with MM and HF. They can be easily killed but he runs Rhino rush so you have to pick what you want to die. I've seen them gang up on tanks and hordes, easily making their points back. Probably one of the most under-rated and under-used SM units, most competitive lists should have a few in my opinion.
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I love landspeeders. Not necessarily for their performance on the battlefield, but they do really well there actually too. They are wonderful cheap, maneuverable support units. They deal such an awesome amount of firepower where ever you need it, the downside being that they are very fragile.
The landspeeder storm is an awesome transport. Its scout move makes for a good first turn tank hunter too, but its low BS makes this option seem less viable - it can be done with Vulkan's chapter tactics though. Its sensor jamming device (sorry, I don't have the English name on me right now) can also be a great boon against Daemon armies and thelike.
Landspeeders with two heavy bolters are actually the most popular with me. I use them when playing against horde armies and they do pretty well, staying well out of range of most dangerous weapons. The double flamer is as cheap and can be more devastating, but is all the more likely to be destroyed, and I don't like taking such a risk all too much.
Multi-melta landspeeders are the second most popular with me. Either a single one or two for reliability, although you can only fire both when you moved 6" or less, that kind of takes away the mobility or wastes one of the weapons (though you still have an effective and dangerous vehicle if you get a weapon destroyed damage result).
Tank hunting is an occupation for maybe the first three turns, thereafter everything should have been resolved. I try to keep my landspeeders - whatever configuration - alive for late turn contesting of objectives which is quite effective - more effective than bikes because you can ignore terrain and move over enemy units.
Mixing heavy flamers and multi-meltas can be a viable option because you will have a dual-role vehicle and you can only use one weapon if moving 12" anyhow. But I still prefer to have my landspeeders equipped for one task, that's why I usually stick with one kind of weapon.
The classical landspeeder tornado with the assault cannon has become very expensive. The assault cannon - though rending has been downgraded - is still an awesome weapon, but the multi-melta is a better tank hunter with that maneuverability, and two heavy bolters are so much cheaper that they make for better anti-infantry.
The landspeeder typhoon has become very good in 4th edition. It is a very viable long-range and heavy firepower support unit, though it does cost a whole lot of points and is easily destroyed. Since landspeeders are hard to get into cover I prefer not using this design as it just seems too fragile for the cost.
I try not to squadron my landspeeders and take one per slot. But fast attack slots are precious and often enough I will find myself in the need of taking landspeeder squadrons. They aren't bad either, actually, just be sure to equip them for the same task. One double heavy-flamer and one double multi-melta landspeeders in a squadron make little sense (though two multi-melta and heavy flamer landspeeders would be viable). I do think that two landspeeders per squadron is enough, though, I wouldn't take three.
In high points limit games you may find yourself in a situation where you would have to take three in a squadron. But I find that landspeeders are actually all the better in the lower points cost games and that there are better alternatives in high points cost games that are less fragile.
My two cents.
I prefer Land Speeders to Bikes for fast attack. I own three LSs, however only 2 have been completed and painted, while one is still in shrink wrap.
I have 1 Land Speeder Tornado, fully magnetized to change load outs per match. The other has the Typhoon MLs permanent but the extra H.Bolter and M.Melta are swappable.
Normally, the LSTornado is packing the twin H.Bolter. And the LSTyphoon is MLs and M.Melta, although this one I sometime go for the H.Bolter, and my LSTs primary target is hard infantry.
I avoid squading them. However, with only 3 fast attack choices (normally), Once I get the 3rd one built, I'm going to have to squad at least a pair of them. Squading them just proves to be too tempting a target, as my opponent sees the ability to eliminate 2 decent threats with just 1 unit of firing. And losing 4 heavy weapons in one go, seems to hurt alot.
Keeping them in support of other units, seems to 'hide' them from priority targeting. Not being very aggressive with them, for me, keeps them alive alot longer, allowing them to take a serious bite around turn 3, once my opponents forces are a bit more spread out.
In my mech army I always run 3 landspeeders all seperate with either hvy. bolter, mmelta, or hvy flamer mmelta. With all the vehicles most of my opponents ignore the speeders to their ultimate regret.
These vehicles are awesome tank hunters, being able to move 12 inches and still fire off that multimelta. I used 6 of them recently in a planetstrike game and wiped out all defending bunkers and heavies by turn 3.
For their points cost speeders are the most effective unit in my army, out killing all other units point for point.
They're also great last turn objective blockers.
I've had pretty good experiences with my multi-melta Land speeder to the point that I picked up two more. As I play mostly mech armies I like to be aggressive with my LS's. They're very effective as tank hunters due to their 24" movement and being able to ignore terrain, then move from cover 12" on the next turn and melta something to death. I've lost count of how many times my opponents have avoided my transports in order to protect their tanks from the LS.
I haven't tried them out with the dual MM/HF yet, but I do like this combo. For a minimal cost upgrade for the additional HF it's almost too good to pass up if the LS can survive the turn after it fires off the MM.
I try to not squadron them. I find it's better to let them act independently of each other and would only pair them up in two's and never three per squadron.
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Having just started SM about a month ago perhaps i'm not the most qualified to poat on this but here's my two cents anyway...
I've mostly being playing games of combat patrol (400pts, nothing more armoured than a rhino, no 2+ saves and no 3+ wound models)
Land speeders tend to be awesome at this small level game. So with my SM i'm taking land speeder storms with 5 scouts with bolters to ride in them. Give the Storm a heavy flamer and then you get (if i haven't interpreted rules wrong!)
move 12" from behind cover, then fire 10 rapid fire bolters hitting on 4's, and a heavy flamer.
If you have two of these at 400 points they can be devastating for horde armies, and if someone takes a form of light armour list, then you give them multimeltas (and if you're mean, fit in 5 assault marines with a powerfist and meltabombs - but thats not a speeder tactic :-P)
I don't know how they work at higher pts values as we've just been playing a 400pts campaign in GW oxford, but I haven't lost a single game out of 8 and the storms have been giving tyranid + ork players kittens as they just can't get rid of them, even with tailored lists. I do get the feeling that at higher points it'd be much harder to hide from lascannons etc and you'd lose them pretty quickly. Its all about practise though, the more you use a speeder the better they become - and its always a lapse in concentration whilst positioning them rather than bad luck which gets them destroyed.
Last edited by waddywoos; September 17th, 2009 at 22:07.
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Land Speeders have always been a point on contention for me as I play drop pod lists based around distraction while part of my army sits on objectives from combat squads.
when it comes down it it i can take either
1. Dreadnought w/ MM and a pod
2. 3 x LS w/ heavy flamers
3. 3 x LS Storm w/ Heavy Bolters
for around the same price
I don't really care much for bikes or assault squads of any kind (I'm looking at you vanguard vets)
and honestly I am stuck which what to choose. I have done a proxy on the LS storms which seem to do pretty well, although i prefer the LS HF option, they may die but they take their points with them every time and tend to scare and distract players from my other targets on the board.
I use them like most people use raiders, hide behind cover, wait until i can get a good attack off, pop out and toast anything that is there.
If you need some anti tank, load them up with MM - DS in and pop away, tank poppers for probably about a third of what their tank costs, priceless.
This also frees up some valuable Elite choices so in bigger games I can pick up some sternguard vets and Pedro for objective taking and 2+ wounds
just my 2 cents
Last edited by Tossy; September 19th, 2009 at 00:21.
Wash: This landing is gonna get pretty interesting.
Mal: Define "interesting".
Wash: [deadpan] Oh God, oh God, we're all going to die?
Got a few to choose from....
3x Tornado (AC/H
2x Tornado (MM/HF)
Have used them lots over the years but the Typhoons are my current No1. Can sit out of range of most units and drop two templates a turn on horde armies or switch to crack shots and start killing heavy infantry and armour. Plus the HB helps lay those extra shots in when appropriate. Swat Tau crisis suits very easily.
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