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This box set contains one multi-part plastic Space Marine Land Speeder. These can range from lightly armed reconnaissance and scout deployments, to tank hunting or other seek and destroy missions.
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With their versatile weapons loadout, Land Speeders can be tasked to a variety of battlefield objectives. Typhoons are a cheap and nasty way of getting solid flexible firepower in your army, AND they take up FA slots which generally aren't seen as important/competitive (assault squads/vanguard vets, anyone?.Land Speeders use a repulsion plate to skim a planet’s gravitational field, simulating the effect of flight, and enabling them to perform low-altitude manoeuvres. However, Typhoons can scoot away from assaults, which combined with the ups and downs of an AV value makes me consider them more durable- they can move away from trouble, shooting and assaulting, and add to target saturation. The question of durability between these units is a harder one- A typhoon doesn't care as much as the Dev's about a volley of lasguns, but it cares much much more about a salvo of Lascannons than the dev's. You move out of LOS of a Typhoon, its going to scoot into a cover denying position and still hit you. You can move out of LOS of my dev's and they can't fire. But the real kicker is the mobility- the dev's MUST sit and fire. Both can add HB rounds when fragging infantry, the RB is twin linked, but the Typhoons have twice the shots- on average, the Typhoons will get you more hits per volley. For a comparable price I can get 5 Dev's with 4ML's+TLHB Razorback, or 2 Typhoons.īoth choices shoot 4 missiles per turn, one however can split fire. Spartiatis wrote:The most used builds are the Typhoon with HB, as a more static shooting platform (behind a rhino for cover)Īsides from the fact that its a cheap way of getting firepower, I thought part of the Typhoons power was that it isn't a static firepower unit. If you are going to spend 40pts, buy the typhoon missile launcher and use frag missiles if you want some Anti Infantry.
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Generally if you are moving 12", you only get to fire one, and you want to be moving 12 if it's a suicide speeder to make it hard to take down if/when it gets charged. Unless it's a suicide speeder, or working in a pair, with one popping the tank and the other flaming the contents. It turns the landspeeder into a infantry mulching machine, with the ability to threaten elite troops and light vehicles.Įither of those methods work well, if you have a vulkan list then I would suggest a dual multi-melta speeder, but never a flamer. If you're anti-tank is covered, then consider the assault cannon. If you are giving your landspeeder the role of a tank hunter then it's going to be using it's missiles and needing to stay at long range. Juraigamer wrote:As mentioned a landspeeder can't have both the assault cannon and missile launchers ( or that's what I would be running )Īs a general rule, never trade the heavy bolter for the melta.
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