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I was just curious how people use land raiders? I was thinking of throwing 2 of them in my 1500 point game and transporting my 2 troop squads and then have my other 2 squads of 5 in 2 razorbacks. I am just so sick of missile launchers taking out my tanks non-stop. I only play against space wolves it seems and they run 10-15 missile launchers in 1000-1500 points. What variants do you use? And General Tactics?
If you have problems with missile launchers then ultimately vehicles may not be for you. Some players don't even use Land Raiders at all due to their cost (one isn't enough and three is just ridiculous, like Monoliths but the analogy ends there). From what I've seen Land Raiders are often used to deliver either specialist task squads (combi-bolter/flamer units or particularly Librarians with a close protection squad), "death star" type units (Abbadon or Typhus in CSM lists or a loyalist Terminator Chaplain or Lysander and his Fight Club mates) or just huge squads of assault maniacs like Khorne Berzerkers. Some players even prefer to use them as mobile support platforms, especially if you have two or three. Just remember to screen them and the Machine Spirit will do the rest-Scouts are good for this. I have three for CSM use in Apocalypse games, and depending on who I'm up against I may use just one to deliver a tasty specialist squad to an objective for clearance or to take on a big target. That's about it though, so my personal experience with other variants is limited.
If you're facing some heavy spam pillock then Rhino chassis vehicles are definitely off the menu. If you use Razorbacks when facing heavies, you need long ranged weapons (usually Lascannon) which are useless against infantry, or Heavy Bolters or even Assault Cannon which are short ranged enough to put the transport at a higher risk. You could use your dismounted squads as a slow-moving screen to protect the vehicles as you advance 6" every turn. Everything should be able to get shots off at this point, and the wagons then have a better survival rate. Bear in mind that only the Blood Angels do well with Rhino rush lists due to the improved movement class of their vehicles.
The last delivery system I can think of is Drop Pods which can be used in combination with vehicles brought on from reserve according to the scenario deployment rules. You pin the enemy with Podded squads then bring the armour in later to finish them off. Scouts might even be useful as they can Flank AND use Landspeeder Storms to either Flank OR Deep Strike where they can keep the enemy busy whilst your main force smashes their way to the rescue. Even using Terminators and Assault squads including Vanguard Vets could also help immensely by Deep Striking onto the enemy and distracting them long enough for you to debus your mounted squads into the ruck.
Don't just listen to me though. I am sure your head will spin once everyone else is finished.
Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.
I use 1 Land Raider Crusader at 1500 with 5 TH/SS, 2 Lightning Claw Terminators and Vulkan. I normally only move it 6" a turn so that it can fire all of it's weapons. One thing I have noticed is that moving it slower seems to draw some of the fire away from it and to the other units of my army list. This has helped mine to live in most games while able to make a big impact later in the game then the Terminators and Vulkan get target of opportunity. If you move the Land Raider to aggressively in the early game your opponent will turn all his guns on it till it dies, so by playing it in a more defensive manner at the start of the game your opponents attention is drawn away from the Land Raider and towards the more immediate threats allowing your Land Raider to get in better position.
Please take note that this is only what I have seen from personal experience and in no way means that the players in your area will have the same mentality as the ones in my area.
I would love to see the list you use. I just posted a test list myself in the army list fourms.
I am about to order 2 land raiders. What are the pros/cons of each. I kinda just like the standard with LC
Before you leap at GW with your money, haver you tried Ebay?
I'm not sure about variants. i would wait to see what everyone else says. I am no expert as I only use CSM ones.
Last edited by adamwelton; April 18th, 2012 at 23:55.
Give a man a gun and he can rob a bank. Give a man a bank and he can rob the world.
Well, here's how I see the variant issue in a pros/con sort of way (strictly comparing land raiders, not too concerned with factoring in other options from transports/heavies. I could do that if you like, though):
Land Raider (standard):
-Pros: Versatility: it has an anti-personnel weapon and carries two twin-linked lascannons that it can use to pop tanks. PotMS means it can split fire and/or move and fire better (in addition to negating a bit of the hurt from shaken/stunned results) which means the heavy bolter could shoot at infantry and the lascannons at vehicles. Or, if you're using it as a rushing transport, it can still fire while moving 12". Adding a multimelta could make it a real terror for armour.
-Cons: As I see it, this is a severely confused vehicle. On one hand you have a slew of far-ranged weaponry. Lascannons at 48" and a heavy bolter at 36". These are weapons you tend to see on static, fire-support units: Predators, devastators/longfangs, fire-support dreadnoughts and the like. Now on the other hand you have an AV 14 box that can carry a squad and let them assault when they disembark. That just screams for the vehicle to get down and dirty in the thickest fighting, which is a situation where you'd rather have assault cannons, more multimeltas, templates, and the like. Also, the heavy bolters aren't really enough to tackle actual infantry threats. Shoot it at MEQs or TEQs and they'll shrug off the hits. Shoot it at a horde and you'll kill a couple guys and it'll just go its merry way. Half of the land raider wants to sit back and laugh at people while they die way over there and the land raider refuses to die because it's an AV 14 vehicle that's sitting behind a suitably-obscuring fence or something. The other half wants to HURKADERKA right into assault because it's a sturdy assault vehicle. The problem is, you're paying full points for a vehicle that is usually only using half its capabilities at some point. And said price happens to be steep.
Land Raider Crusader:
-Pros: So looking back on the standard Land Raider we have an AV 14 close-assault box with long-range fire support weapons. The Land Raider Crusader is not nearly so confused and is quite the specialist. First and foremost: instead of an underwhelming heavy bolter we get an assault cannon--four S6, AP 4 shots with rending is excellent. True, a horde isn't going to care about one more high(ish)-strength shot, but that rending means that MEQs and TEQs are going to be a little nervous (plus, the Crusader has something else to make hordes scared). Rending also means that the nifty AC can shred vehicles--even other land raiders--if you roll well. Sure, the range isn't as good as the heavy bolter--but the Crusader wants to be in someone's face anyways. Instead of lascannons the Crusader also gets hurricane bolters. These little gems put out 3 twin-linked bolter shots each above 12" or 6 within 12". They also happen to be defensive weapons, which means when you move 6" you can fire the AC, optional (and recommended) multimelta, and both hurricane bolters! Given that hordes are usually quite large, it should be easy enough to get both sponsons to fire at the same blob, too. With the AC and both sponsons unleashing their wrath you get a total of 16 twin-linked shots at close-range and this is often followed by a hail of fire from the disembarking terror-squad and then a charge. Ouch. The Crusader's close-up role also makes the multimelta a perfect addition to the party. To top it all off, the Crusader can carry 16 normal bases (or 8 terminator bases!). This thing has wonderful close-range deathstar potential.
-Cons: So it may not be confused like it's standard brother, but the price of this is that the Crusader isn't nearly as versatile. Whereas the normal Land Raider is typically functioning at half combat-efficiency regardless of what it's doing, the Crusader is typically in an all-or-none situation. Are the big guns down and the enemy is quaking in their boots at the thought of close fighting? The Crusader is in the fight at 100%! Are meltaguns lurking inside every rhino and ruin? The Crusader is either on a suicide mission or hiding uselessly behind a bastion. Furthermore, you're paying premium points for all of its features--including the 16-man capacity. When you put points into a Land Raider you need to make sure each point is a point well-spent...and that means spending more points on something big and crazy to stuff inside your gunbox.
Land Raider Redeemer:
-Pros: Like the Crusader, the Redeemer knows exactly where it's suppose to be and what it's suppose to do: get close(er) and kill stuff. It carries over the AC from the Crusader (and hopefully the recommended multimelta) and, at a 10-point discount swaps out the hurricane bolter for some really big flamethrowers. S6 flamethrowers with AP 3. These puppies can melt light vehicles with a dash of luck. Also, those guardsmen huddling in cover will surely die with unfulfilled prayers upon their lips if one of these weapons takes notice of them. In addition the Redeemer is an assault vehicle that can hold 12 angry sorts with suitably nasty close combat prowess.
-Cons: Unlike the Imperial Guard Hellhound, the Redeemer's Big Scary Firegun can't lob a flamer template 12" away. The big metal beastie has to crawl right into melta range to immolate whatever it doesn't like. And these flamestorm cannons aren't defensive weapons, either. It is rare for anything that would consider the templates a dire threat to just stand in front of the land raider for a whole turn so that it can fire everything next turn. That means that when you fire one cannon, you're usually depriving yourself of a round of AC or multimelta shooting. Additionally, it is much harder to hit one unit with both cannons, unlike the hurricane bolter. Finally, the Redeemer's 12 carry capacity slots aren't as nice as the Crusader's 16. The Redeemer tries to one-up its older brother with some more flashy weaponry, but ultimately hits a stumbling block.
In short: I usually prefer the Crusader variant--if I'm using a Land Raider.
Last edited by Likan Wolfsheim; April 12th, 2012 at 09:14.
Mmm, haven't seen this one yet as a reply, so here it goes:
A Land Raider is a vehicle that you either ignore or need to destroy in one turn. Because of its high armour value, some serious anti-tank weaponry is needed. More often than not, these weapons have a short range, which means closing with the Land Raider. Closing with a Land Raider means getting in shooting/charge range of the unit on-board.
Getting two Land Raider's in a list can work for you, if you can build up the right threat level with them. I say go for it and go out and test tactics!
Innovation suffuses this hobby like a tea bag in the boiling water of play.
Likan Wolfsheim has it.
I vote the crusader with added melta as well.
Praise be to the Emperor!!
See the issue is I like the land raider but I always thought of it as anti-tank. I was going to run 2 of them! I am so confused! oh and by the way it's birthday money though chaos mail order so 25% off ^_^ Argh! Now I don't know what to do!
Last edited by Cheetahfurry; April 12th, 2012 at 14:10.