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Discussion Starter · #1 · (Edited)
I have developed a strategy that uses the Storm as a mobile gun platform against armies that have lots of assault units (e.g. Tyranids, Demons).
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Intro:
Land Speeder Storm is Open Topped meaning its occupants can ALL fire measuring their Line of Sight from the hull of the vehicle (Rule Book pg 70 ) LS Storm has a range 36” HB (Heavy Bolter) and can carry 5 scouts. There are 4 builds for the scout squad that will work with this strategy:
1)5 SRs (Sniper Rifles) range 36"
2)4 SRs and 1 HB range "36 (w/ Hellfire Round)
3)4 SRs and 1 range 48” ML (Missile Launcher)
4)3 SRs, 1 HB and Toras Telion and his 36" SPB (Stalker Pattern Boltgun) with Ballistic Skill 6 and ability to allocate wounds.
Any of these builds can deliver a lot of 36" range fire. The key ideas in this strategy are mobility, flexibility, and long range firepower.
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Phases:
The first step in this strategy is to identify what your opponent sees as a priority which we will call HVTs (High Value Targets). HVTs will look like a squad of Devastators in cover, a Vindicator Tank, or an objective. Things that your opponent sees as required for victory or as a major threats.
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The second step is placement of your Storm. Storm can use scout move or use Outflank from reserves to get into position in the first turn, and if it moves flat out it can move up to 24” to get into position fast. You’re going to want to calculate probable routes that enemy units will take and put your Storm on their flanks but still within about 30” of a HVT. The idea here is that your Storm is off to the side, but can cover the HVT. By staying off on the flanks you can make sure the Storm stays out of immediate assault range from the predicted routes. 30” will allow it see assault squads approaching with plenty of time to react.
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The third step is implementation. If you have a squad of Devastators with good field of vision in cover, you can bet your opponent will attempt to knock them out quickly. The Storm and the Devastators can cover each other with overlapping fields of fire. Your opponent will likely not see your Storm as a major threat and will attempt to assault the Devastators instead. Your snipers will be able use their pinning weapons to inflict casualties to punish units as they move in to assault your Devastators. Should the enemy move a unit off from the HVT to attack your Storm, you will react by moving. (The Devastators can return the favor by pounding the unit pursuing your Storm). When moving the Storm, you will have to decide to move 12” or 24” to keep out of assault range. If you are able to move 12” and stay out of assault range you can still fire the Storm HB at the enemy (the occupants with heavy weapons cannot fire if the land speeder moves at all, because they will have counted as having moved). You can keep this up every turn if necessary moving 12” and shooting the HB. This can be used to draw an enemy unit in a direction they don’t want to go while inflicting casualties because the enemy knows that if they allow your Storm to stay put you’re going to unleash the occupants firepower on them. You can also choose to move the full 24” to get out of assault range and get the bonus of a cover save. This may be ideal if you can fly over cover/terrain to slow down pursuers or to put your Storm in a prime shooting location covering another HVT. If it is an objective game, being within 30” of an objective means you can cover it without having to occupy it. If the enemy occupies the objective, you can hit them long range firepower potentially eliminating the enemy troops or causing them to leave the objective to pursue you.
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Key Concepts:
Mobility is critical on a battlefield because it allows you to be able to react quickly. A Storm accomplishes this as a fast speeder that can jump over terrain. Remember to use terrain to shield your storm from possible enemy fire.
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Flexibility is accomplished with the fact that the Storm can drop the scouts off at any time. Since they are troops, they can occupy an objective in the closing turns of a game, or can be dropped off in a prime shooting location where they can cover a HVT and send the Storm off on a different task.
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Long range firepower is always a good thing. Imagine moving your Storm off onto their flank and punishing their Monstrous Creatures w/ 36” rending sniper fire (always wounds at +4 no matter the toughness) and poisonous Hellfire Rounds (blast template that always wounds at +2) as they lumber towards the rest of your army. A ML increases your range to 48” and krak missiles are never a bad thing to have.
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Pros:
Open top vehicles give the scouts a decent chance to survive if the Storm gets destroyed. Jamming Beacon will give an extra scatter to anything that tries to Deep Strike near the Storm. Your Storm can fly over cover and use that to slow down pursuers or block Line of Sight from enemy shooters. The Storm hovers (aka it’s tall) and gives your shooters good line of sight over terrain.
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Cons:
Open Topped vehicles take +1 on damage table when hit. If you move at least 1" then you get a bonus against enemies assaulting the Storm, but this bonus is taken at the expense of your passengers not being able to shoot. I know certain Tyranid army builds have powerful ranged weapons like the Tyranofex, but I've found most Tyranid players focus on assault, genestealer builds. Tyranids don't get pinned unless they're out of synapse.
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Cost:
4 scouts w/ SRs and 1 w/ a HB is 85 points. "Any model my replace his Boltgun with a ... or Sniper Rifle" meaning your Sargent w/ BS 4 can take one as well. The Land Speeder Storm is 50 points. So for all that range 36" fire power it only costs you 135 points, a troop slot and a fast attack slot!!
If you want to replace the sarge with Telion's SPB and BS 6 instead it's another 50 points. His SPB is Heavy 2, Rending, Pinning. You can allocate wounds Telion deals out though which is great or he can lend his BS to the Scout shooting a Hellfire Rnd out of the heavy bolter or missile launcher instead. That might be useful if the there’s a tight pack of tough enemies like Tyranid Warriors or Raveners.
A better idea though may be to pay 90 points for a Land Speeder Typhoon with a heavy bolter and Typhoon MLs. You can have the speeders work together so that if one has to move away from a threat the other can stay put and punish the pursuer. The Typhoon has a neat little trick. It can move 12 inches and fire its heavy bolter plus defensive weapons (any weapon less than strength 5) which happens to be frag missiles. So even if you have to move both your Storm & your Typhoon speeders 12" you can still fire 2 heavy bolters and 2 frag missiles between them; all for only 225 points! Mobility+Firepower=Awesome
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Conclusion:
I like this strategy because it combines firepower with mobility. The range and LOS gives you opportunities to pick apart vulnerabilities that an opponent would normally deny you by screening his units. The maneuverability gives you the initiative and makes the opponent respond to you, where it suits you. The weapon diversity gives you options depending what you're shooting at. The flexibility allows you to alter your strategy if your original plan isn’t working. Storm was intended as an open topped assault vehicle for scouts, but using it as a gun platform is an “outside the box” approach to controlling the battlefield & seizing the initiative. It works fine alone, and even better in cooperation with your other squads and units. Thoughts & feedback?
 

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1. The armour of the speeder is poor and a single lascannon will penetrate (usually) and with +2 on the vehicle damage chart (open toppend and AP2) it won't last long. Even bolters can do 2 glances easily and ruin its day.

2. Sniper rifles will be snap firing only if the speeder moves at all.
 

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What about using regular landspeeders and a typhoon ML land speeder.
 
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I like the concept as it is new and unexpected. As for the survivability, sure it's not the best, but it's no worse off than a DE Venom or Raider. And I so do love my DE gunships!
 
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Discussion Starter · #5 ·
1. The armour of the speeder is poor and a single lascannon will penetrate (usually) and with +2 on the vehicle damage chart (open toppend and AP2) it won't last long. Even bolters can do 2 glances easily and ruin its day.

2. Sniper rifles will be snap firing only if the speeder moves at all.
I agree with all of your points. But your first point isn't really relevant to the conversation as I said this strategy would only be useful against assaulty armies. Armies that have bolters and lascannons would for sure tear this strategy apart. Your second I had already stated under "Cons." This is definitely a negative, but one that can be addressed, I believe, by pairing the Storm with a LS Typhoon. As I stated above, if the Storm is forced to move, it can move the full 24" to a safe distance where it can resume shooting with 36" range fire. While it is moving, the Tornado, if spaced properly can shoot on the unit that forced the Storm to move in the first place. This leap frog, protective fire strategy, would allow at least the Storm or the Tornado to fire their full compliment each turn as long as the player is smart about spacing and movement. If the Storm can afford to move only 12" to get to out of assault range, it can still fire it's Heavy Bolter in addition to the Typhoon's Heavy Bolters and krak/frag missiles.
 

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Discussion Starter · #6 ·
What about using regular landspeeders and a typhoon ML land speeder.
That is definitely a good alternate strategy. It would cost less points, and you can still use the mobility/long range firepower aspects to keep an enemy off balance. Two land speeders would be able to cover each other against assault units.

The extra bonus to using a Storm is the scout move, outflank, the jamming beacon that adds an extra scatter die to an enemy that attempts to deep strike next to you (e.g. tunneling Tyrannids, or demons) and the fact that during an objective game it can move in on one of the final turns to drop off the scout squad to seize an objective. Whether or not those benefits are worth the extra points is up to the player, the type of opponent, the terrain, and the type of game.
 
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