What I like about speeders is that in units of 3+ they get a move of 20 inches, plus the range of an assault cannon means that I have a threat range of 44 inches.
When you consider most units in the game are going to have a move of 6 inches with a gun that shoots 24 to 30 inch.
So even thought I'm going to be out numbered by quite a large margin, I have full control of how our forces engage.
If you are playing using the long board edge as your side you can use your speed to shift your forces to a flank taking the other flank out of range.
It is rare that I ever face someone who has similar ranged threats on both flanks that can reach down the long axis of the board, but your mileage may vary.
If you are playing using the short board edge as your side, you can use the clumps of terrain and your opponents stacked deployment to just move far enough to engage the closest forces, while keeping the forces farther back out of range.
You may still have to deal with longer range units in his backfield, but I often find that they'll set their key units like Dev squads close to the center of the board so that they can get to your entire deployment zone, which also means you can get to them turn one.
If you have the option of setting up terrain with your opponent, start thinking about the game before hand.
Does your opponent have a static force? Don't build a fort for him, and sabotage his efforts to build one.
Your force doesn't need a fort, but you do need cover that you can bounce to.
Take into consideration your move vs his, put gaps that he'll have to advance to cross.
But also take care that you block all of the fire lanes, you don't want him camping on his back edge with a clear LOS to large sections of the table.
Objectives are another key area, if you have the choice on where some go.
Instead of putting some in terrain, put some just far enough outside of terrain that he has to break cover to control it.
Also consider putting several together away from the fort you opponent built.
This will make him have to abandon that fort in order to grab the objectives.
Personally I don't have my gunships camp objectives, it just feels weird to do so.
They will swing over to objectives on their way around the board, but I'm am hardly ever there 2 turns in a row.
But that means if the mission is controlling objectives your opponent can wrack up more points that you can make up in as little as 2 turns.
So you need to keep your mind on the mission and now allow units to sit 2 turns on an objective.
That objective part isn't always possible and is key way my speeder list gets beat.
Ironically those games typically end with my opponent being tabled before turn 4, but since he sat on 2 objectives during the first 2 turns he still wins.
Since I'm playing for fun, I find that result funny.
*edit* grammar check.
Edited by ValourousHeart, 20 December 2019 - 10:02 PM.