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Unit of the Week: Storm Speeder Hammerstrike


Jolemai

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Welcome to part two of the Blood Angels Unit of the Week Series!

Following the release of the 9th edition Supplement, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will focus on the unique BA units and part two will focus on BA units that are new to this edition of the Codex, part three will discuss how to get the best use the generic units from the past that are still with us (and that many of us have in our armies still), and part four will discuss the Legends units that we still own and love. Finally, part five will be dedicated to the reinforcements from Forge World.

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

Without further ado, here's this week's entry:

sml_gallery_62972_10568_1098.jpg Storm Speeder Hammerstrike
sml_gallery_62972_11847_93110.jpg
Storm Speeder Hammerstrike, Majkhel


What are you thoughts here folks? How best would you use your Hammerstrike?
  • To compliment a list, or to build a list around? Will the beta rules affect your list(s)?
  • Will you be running multiples?
  • How are you buffing this unit? Will it be babysitting anything?
  • Stratagem synergy of note?

Over to you.

Please note that the Storm Speeder Hailstrike and Storm Speeder Thunderstrike will be discussed elsewhere

Edited by Jolemai
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I played this beast just today in an incursion game, and it annihilated any tank it met. Honestly, I felt legitimately bad about using it.

 

They have an incredibly powerful short range deluge of power, and the means to deliver it anywhere on the field in short order. The sheer potency of the Melta destroyer is almost comical. Thanks to it's range and the speed of the delivery craft, this thing can quite reasonably put out 3d6+6 damage on whatever you like. The missiles it packs are a good complement to the Melta, and can really hurt some targets further afield. The krakstorm launchers are mere amûse bouché at first look, but are handy against weakened armour that survives the melta.

 

Of course, all is not perfect. 10 wounds is the worst, as you get all of the hated inconsistencies of a big tank, but none of the survivability. Second, right under the 'T' in the datasheet, it should just read 'This model is wounded on 3s'. Any anti tank fire will kill this thing, and quickly. Once Lascannons are buffed to D3+3 damage, put these things on the shelf. They are fragile in a way Land Speeder squadrons just aren't.

 

These are best compared to other Storm speeders and land speeders. Against the former they stack well, but for ten points more I can bring three basic Land Speeders with a multimelta each... Twice the big guns and more survivability, and a free buff for whirlwinds, which is nice.

 

The only reason I take these is the amazing alpha strike potential. Simply put, if you're going first, the other guy is going to hurt, but if not, say goodbye to 170 points of your army.

 

That said, in smaller games these things are lethal. When you're opponent's heavy hitters are still on the shelf, this skimmer can bully any vehicle or gribbly beast with holy Melta.

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