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Using Land Speeders


ImperialTuba

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Since my army of Raven Guard is from the 3rd Company, I'm trying to stick with the theme by incorporating a lot of fast moving units. I'm also looking to expand my options in the heavy weapons department. 

 

I had the thought of taking a unit of at least two speeders. One would be set up as cheap as possible (assault cannon and heavy bolter) and would soak up wounds first. The second would have the Typhoon missile launcher for a decent punch. Sensible enough, or points better spent elsewhere? 

 

I should also clarify that I've been leaning more towards infantry heavy army builds recently with the exception of bikers, so the speeders would be the largest targets in my list, in terms of wounds. I do have a Venerable Dreadnought, Redemptor Dreadnought, and Rhino, but they haven't seen use in my most recent games.  

Edited by ImperialTuba
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Both FW Land Speeders dropped by a lot of points (52 for the javelin and 50 for the tempest). While they are still pricier than the codex one I think they're better options now.

Unfortunately, I could just never justify spending so much on the products FW puts out. I already grumble with the regular GW prices and hunt for the best deals I can find, haha. 

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I've been looking into Land Speeders for my own Raven Guard, personally I think that if you're running one to absorb wounds for another you're better off giving it only one or two heavy bolters, it's cheaper (the assault cannon is one of the pricier options on a LS) and the range is better for supporting the missile bus.

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I've been looking into Land Speeders for my own Raven Guard, personally I think that if you're running one to absorb wounds for another you're better off giving it only one or two heavy bolters, it's cheaper (the assault cannon is one of the pricier options on a LS) and the range is better for supporting the missile bus.

True. Looking back on BattleScribe now, I didn't realize you could double up on the Heavy Bolters. 

Edited by ImperialTuba
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You run them in a squadron of three, each with a heavy bolter and assault cannons. The reasons for this are twofold.

 

First, the Big Guns Never Tire stratagem. It's the same number of CP whether there's one model in the unit or three. Using it on a full squad means you get max usage from the CP. In fact, if you split them up, only one model can use the strat per turn.

 

Second, the Anti Grav Upwash rule. Makes the unit move 20" a turn until one of them dies. So you can hide them, make a big 20" move, pop Big Guns, and roll 27 dice.

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I've been looking into Land Speeders for my own Raven Guard, personally I think that if you're running one to absorb wounds for another you're better off giving it only one or two heavy bolters, it's cheaper (the assault cannon is one of the pricier options on a LS) and the range is better for supporting the missile bus.

True. Looking back on BattleScribe now, I didn't realize you could double up on the Heavy Bolters.

That's an index only option, so be careful with it. You may find it becomes a Legends-only datasheet option.

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Long time Ravenwing player here, and I love land speeders, so I think my experience is relevant.

My current 2K Ravenwing list has 14 land speeders, plus a couple of friends.

 

I recommend running squadrons of 3 speeders, the extra movement is great.

I recommend you arm them with either HB/TML or HB/AC.

 

HF are useful on overwatch, but you don't want your speeders in assault, because while speeders got a lot better in assault (they now fight like 2 tactical marines) they still suck in assault because they fight like 2 tactical marines.

As such I don't take a HF in the squadron unless it is on the 4th speeder (RW can go up to 5 speeders)

So I wouldn't recommend it for other codexes since you are limited to 3.

 

 

MM are also good but you want to keep your unit focused and at range.

TML are 2 shoots at twice the range that a 1 shot MM is, so you are better served using TML for big targets.

You could run 1 MM in your HB/AC squadron, but you will be better served with another HB.

You want your opponent to have to spend their full movement and a well above average charge roll to get to you.

 

Since you are planning on running mostly infantry with your RG, and RG get more benefits from being in Tactical Doctrine, so you'll want to make sure you get the most out of your speeders round 1 while Devastator Doc is active.

 

If you are really committed to the speeder way of life, then you'll consider picking up a second squadron of 3 speeders.

You will likely only need 1 squadron armed with TML, so keep that in mind when building the second set.

 

If you like the way that plays... then you just need 4 more speeders to run a Ravenwing Outrider detachment.

And because your armor is black, your conversion to the Dark Angels side will be complete.

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Both FW Land Speeders dropped by a lot of points (52 for the javelin and 50 for the tempest). While they are still pricier than the codex one I think they're better options now.

Tempest dropped by 50?

 

SWEET. I have 2 of them that I never used because they were too pricey for what they brought. They'll be seeing the table much more often now.

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87p? Not bad...and I have 2 of them, but I need some slight modification to actually play them as Tempests. Previously Tempests were so damn overpriced...a large unit could keep up with Shrike and profit from the rerolls, or stay back and enjoy being in cover.

 

Now, let's see...

If moving a full unit, the Big Guns Never Tire strat could be worth it, to ignore the penalty for moving heavy weapons.

See, But Remain Unseen stacks nicely with the Ramjet Thruster rules (-2 to hit).

20-35" is enough to reach objectives across the board, or score Breakthrough.

Despite being budget Supersonic, they are neither Flyer nor Aircraft - meaning they can indeed capture objectives.

Skilled Rider strat (since it's got the Land Speeder keyword) means Ramjet leads to a 3++, as well as the -1 to hit.

 

Yep, I'll refurbish my existing two, and maybe get another one. And its size actually fits primaris nicely, but maybe I should glue the cockpit shut...

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While I can't speak to the practicality of them in lists I love the look of the Tempests. They remind me of the ships from Descent. MajorNese has echoed my thoughts and articulated them rather well and I think I'll be looking at how I can grab one for play on the table.

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I’m surprised SBRU can be used with non-infantry models. I’m at work so can’t check but cool if true.

 

Wasn't sure for a moment, but yes, it works.

Use this Stratagem at the end of your turn. Select one RAVEN GUARD unit from your army that did not make any attacks during that turn.

Until the start of your next turn, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.

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Just got back from said game. Hooooo boy, the tempests worked wonders.

 

The mobility meant they could hide the first shooting phase behind a building, and still be in range on my turn. Moving heavy weapons are an issue, but with Shrike they still hit, and two tempests overkilled primaris units/Tor Garadon every round. S6 works against Gravis just as well as the standard dudes, AP-3 and 2D work perfectly against primaris, even those in cover.

 

Granted, there was not much return fire, but at the current cost two units of 2 should be quite viable.

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I might add that the board from yesterday was 3 or 4 times the usual width. A threat range of 51" (15" movement, 36" Tempest) was easily enough to shoot something worthy every round, and will probably be useful to take out backfield units (like TFCs). At S6, it will suffer against full-sized vehicles (T7-8) though, but at least it can stay out of charge range.

 

A unit of 2 seems useful - at 12W T6 for 174p it's only 40p/1W worse than an Invictor, yet infinitely more mobile and with a range that it should always count as in cover. Not bad at all, except for the reliance on Chapter Master rerolls...

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Looks like I need some more of them.

 

My current plan is to take 2 single Tempest units to fill out a Brigade along with my Suppressors or plasma Inceptors (if I have the points)

Edited by Claws and Effect
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