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Hey, so Ive been planning on doing a biker army and so last week ordered a couple of bikes and a Land Speeder. Fast forward a week and a Land Speeder Storm arrived (I rushed and picked the wrong one, doh!). I considered trying to swap it but it looked cool so I decided to keep it. However, I hadnt even considered a LSS when creating my army list. So my question is, how to get the best out of it? Keep it cheap and expendable? Give it the Assault Cannon upgrade and put a heavy bolter in the scouts?
So yeah how do/would you run yours?
Well, I believe the prefered loadout is a Multimelta with a squad of BP/CCW scouts, Combi Melta and PF on Sgt. with Meltabombs. Infiltrate the speeder and scout move it. First turn, zoom it up behind vehicles and then alpha strike, using the Speeder to crack one, and you can either shoot with the Combi, or just assault with the Meltabombs for autohits and a planned 2 downed vehicles.
Your scouts can then be used to deal with the infantry or go after more vehicles. YMMV.
I run a 10th company army and use 2 in a pair. One speeder uses a Heavy Flamer for dislodged infantry.
never really used them (dark angels don't get access to them) but i do run 6 speeders in my 1k ravenwing list.
weapon-wise, i'd either stick with the heavy bolter, but i think the multi-melta is worth those points.
as for uses... generally with speeders, aside from utilizing speed and size to stay relatively safe while firing a few potshots with the gun (nice to be able to move 12" and fire) and more importantly, as a late game objective contester. for the storm specifically, as an objective claimer with scouts loaded in it, though it can't be 100% counted on being an av10 open-topped speeder to last till the end of the game, provided that it lives that long you could pass by and scoop up some scouts to help score points.
alternatively, outflank/scout with the scouts already on board to deliver them to a decent sniper post asap before doing its usual speeder routine.
edit: cerrik's post had some very good/interesting assault methods. though personally, i'm not one for assault-kitted scouts if the rest of the list isnt scout themed.
Heavy Bolter or Heavy Flamer on the LSS - the Assault cannon is too expensive, and the BS3 Multimelta isn't reliable enough.
I'd run with with a scout sergeant with a power fist. Scout wargear is variable, though I'm partial to shotguns.
Thanks for the replies, just a few thoughts though. Regarding flamers, I dont really understand why you would take them? Surely you want to keep the Speeder out of assualt range? It is rather fragile right? In the list I plan on running there is already a few multi/melta biker squads, a couple of Vindis and 4 Land Speeders with typhoon missle launchers, I would like to think it has at least adequate AT. I wanted to kit the Storm out for anti infantry, possibly supporting one of the typhoon squads and killing the contents of any tank they might open up. Does that sound like a viable stratergy? Im thinking of leaving it with the HB and giving the scouts a HB too. I want the Assault cannon but its too expensive to justify on such a fragile unit.
Since the speeder is open topped, it's an assault vehicle. That means it can move 12", the guys inside can disembark 2" from the hull, and assault 6". That's a 20" threat range for assault, which is kinda decent. Use that and some powerfist scouts to take out problematic backfield units.
Also, if the vehicle moves then the guys inside count as having moved as well. Your passengers can't fire their HB if you move it around, which makes that setup kinda pointless.
For anti-infantry definitely take heavy flamer. The catch with LSS is that its best use is when the Scouts assault out of it, and then you pretty much MUST end up within 8" of enemy any way so the heavy flamer is a-okay. Take shotguns or CCWs for the Scouts, it matters very little, but absolutely DO take a power weapon or power fist for the sarge. And do not bother getting heavy weapons for the Scouts. They can't fire them from the Storm unless the vehicles didn't move and they won't be firing them on the turn they disembark... after which they should be assaulting stuff anyway.
On the use, deploy up front, scout move in and then use for alpha strike or leave 'em in reserve and outflank. Both tactics work.
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XIX Legion: (W/L/D) 0/0/0 (5th edition: 14/12/2)(5th edition Codex: 4/3/0)
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I have had good luck with BP/CCW & PF/Combi-Melta scouts in a storm with MM. But I was running a Vulken list where the BS3 MM is better then the normal BS4 MM. They were able to take out Eldar 6 Rangers, a Waveserpent and 4 Wraith Guard in 2 turns, not bad at all if I must say.
Maybe I am missing something. What would I be assaulting with a 5 man scout squad? I cannot see too many squads units quaking in there boots? I gather they would tear up some Guard heavy weapon teams, which would come in handy, but beyond that....?
It's just like what scouts are intended for. You don't send a unit of scouts out to destroy an army, you send them out to disrupt important enemy plans.
Eternity Guard (SM) W-15/L-5/D-3
Lizardmen w16/ L1/ d2 :On hiatus since new rules... =/