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Unit of the Week: Storm Speeder Thunderstrike


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 Thunderstrike


What are you thoughts here folks? How best would you use your Thunderstrike?
  • 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.

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The thunderstrike has a surprisingly potent array of anti vehicle weaponry, with an equally surprising range. This little vehicle would benefit from a large, relatively open battlefield, something sadly rare Inthis edition. It works well in flitting on the edges of the battle, out of range of demolishers and meltas, with tougher land raiders and predators distracting the heavy fire. This is a great escort for spearhead style games.

 

In a smaller scale game, it's competition is from eradicators and Las devastator squads, predator annihilators and even melta armed assault squads. These are both more efficient and easier to use. Even the predator is at least much tougher. In a conventional game, the thunderstrike is quite outclassed.

 

I hold that the thunderstrike can be an excellent support unit for heavier armour, and a dire threat to back field artillery like whirlwinds, basilisks and plaguebursters, but struggles to find a less nuanced role.

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I hold that the thunderstrike can be an excellent support unit for heavier armour, and a dire threat to back field artillery like whirlwinds, basilisks and plaguebursters, but struggles to find a less nuanced role.

Would you care to elaborate on either point a little bit?

Sure, if you've played the older spearhead expansions, you might remember the classic set up of a road flanked by buildings, or the roads wrapped around a cluster of buildings? In either case, the heavy armour like russes and raiders trundled around the roads blasting each other basically around corners. Further back would be predator annihilators or basilisks, the longer ranged tank hunters. This is a generalisation, but it was the more common tactic to use. I think the thunderstrike is an excellent support unit for some Gladiators or Land Raiders to provide quick support against enemy tanks, while either of the previous vehicles would likely draw the far heavier fire of the enemy.

 

In the case of artillery hunter, simply race into range of firing and hope to either kill the unit or degrade it to the point you will survive counterfire. Liberal use of the Skilled Riders and Hit and Run Warfare to cause more trouble for your opponent, in the first case to survive ore shots and in the latter to tie up a unit for a turn and avoid yet more shots. Maybe mix in Armour of Contempt if you really want the Speeder alive.

 

In either case I would back up a Storm Speeder with jump pack infantry and/or a Land Speeder Storm with some scouts. Either unit can screen the Speeder against infantry, and in the after case block overwatch if you decide to tie up a vehicle for a turn with a charge. While less viable now, catching a heavy artillery piece in melee will still stop that big gun from making noise, even if the support weapons are still able to hurt the Speeder.

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Just note that using Skilled Riders means you won't shoot with the Thundestrike, as all it's weapons are Heavy and Skilled Riders gets activated after Advancing.
For me it has too few shots to reliably threaten any kind of vehicle. Chip some wounds off - definitely.

EDIT: with it's long-range, I would keep it back and use mobility to roam around the back, catching angles and covering the DZ (perhaps denying deepstrikes)

Edited by Majkhel
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