Author Topic: Land Raider's and you.  (Read 3271 times)

Loranus

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Land Raider's and you.
« on: April 28, 2011, 04:34:52 AM »
If your running a Land Raider in your Vanilla Space Marine army what would be the best version to run of it in your Opinion.

Basic Land Raider: Seems to be heavier armed with the Twin-Linked Lascannons and Twin Linked Heavy Bolt gives it a decent anti-infantry ability. Transport Capacity of 12 Models. 250 Points

Land Raider Crusader: Heavily anti-infantry with a max possible of 12 twin-linked Bolter Shot. And Twin-linked assault Cannon. Most Transport Capacity 16 Models. Frag Assault Launchers 250 points

Land Raider Redeemer: Flamestorm Cannons Template based STR 6 AP 3 Gives it a stronger capability against some stronger units while handling Infantry that comes close. Twin Linked Assault Cannon. Transport Capacity of 12 Models. Seems Assault Based. 240 points


I was considering the Redeemer as I would be putting Assault Terminatours inside to push forward into enemy lines and the Redeemer be able to soften them up quite well with an attached Multi-Melta but what are some other opinions.
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Ed

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Re: Land Raider's and you.
« Reply #1 on: April 28, 2011, 05:25:56 AM »
Land Raider Crusader anyday with mm

Librarian

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Re: Land Raider's and you.
« Reply #2 on: April 28, 2011, 05:39:19 AM »
it depends on what your army needs. Got lots of anti infantry and want to add some anti tank as well as a place to hide a counter assault unit. Standard raider works great. Need to soften up a unit before your terminators charge, a crusader or redeemer dependent on how close you want to get and if you like flamers.

Logan007

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Re: Land Raider's and you.
« Reply #3 on: April 28, 2011, 08:53:18 AM »
I've always preferred the standard ("Godhammer") pattern Landraider with a pintle mounted Multi Melta: It has enough room for 5 assault terminators + an IC (which is usually a librarian for null zone).

And since it has Lascannons for sponsoons, I don't feel compelled to charge it immediately at the enemy. Because of that, it usually lives to the end of the game since I'm taking fewer shots from melta weaponry. And since it generally lives to the end of the game, it's great for zooming forwards to claim/contest an objective at the end.

2 Lascannons + a Multi Melta is pretty great at killing transports or Monstrous creatures too.

Now, is there's something on the other side of the field that absolutely has to be assaulted, the Godhammer pattern can still get the job done too (run up 12", pop smoke, Next turn move another 12" and disembark + Assault).

Rurouni Benshin

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Re: Land Raider's and you.
« Reply #4 on: April 28, 2011, 09:36:30 AM »
My pick is the Redeemer, at least in the case of an "All-Comers" list.  It has the most efficient weapons (Flamestorm Cannons), comes with every upgrade available for the other LR's, and is 10 points cheaper (which was honestly the "make or break" point with me). 

But like Josh (Librarian) said, it really depends on what your army needs most.  I typically have a good mixture of Anti-Infantry and Anti-Tank divided amongst other units so that I'm not depending on the Land Raider to do those things primarily (since I think their most important job is to get what's inside them to their intended target).  But if you find yourself short on other forms of fire power, taking a LR variant to compensate for it isn't a bad idea.
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Opforce3

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Re: Land Raider's and you.
« Reply #5 on: April 28, 2011, 12:35:10 PM »
I am so rarely in a situation where the standard Land Raider isn't what I need that I basically refuse to get another kind. Twin Linked lascannons are really good at killing things that matter, and anything less important can be dealt with elsewhere. The Land Raider is a tank-killer, and it is almost always going to be more heavily armed and armored than what it's killing, which makes it a very effective "bullying" unit.


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Chase

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Re: Land Raider's and you.
« Reply #6 on: April 28, 2011, 01:10:03 PM »
5 replies, 3 answers.  :)

I suppose that's a good thing.  GW seems to have done a decent job with the Land Raiders.
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Ian Mulligan

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Re: Land Raider's and you.
« Reply #7 on: April 28, 2011, 01:14:25 PM »
I am so rarely in a situation where the standard Land Raider isn't what I need that I basically refuse to get another kind. Twin Linked lascannons are really good at killing things that matter, and anything less important can be dealt with elsewhere. The Land Raider is a tank-killer, and it is almost always going to be more heavily armed and armored than what it's killing, which makes it a very effective "bullying" unit.

I completely agree, dude. You and Mike make awesome points.

The only reason I'd even consider a variant would be to house a larger payload of terminators. And, well, more than 6 seems excessive most of the time.
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Re: Land Raider's and you.
« Reply #8 on: April 30, 2011, 01:42:02 AM »
regular land raider with a multi-melta.

just think, the redeemer's flame templates need to be reall close which means the more effective it becomes, the more succeptible it becomes to a14's big weakness: melta.  Like Ian said, more than a box (5) terminators is really not neccessary, so the crusader becomes a rare need, especially with the only effective base weapon being s6.

The basic land raider allows you to sit back with the terminators or death squad of choice, shooting lascannons and heavy bolters until something opens up that you can sick terminators on to clean up.
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XceR

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Re: Land Raider's and you.
« Reply #9 on: May 02, 2011, 06:41:42 PM »
I'm choosing the Redeemer myself. My brother plays Tyranids, so my biggest enemies are Bugs. Dual Flamestorm cannons will take care of the Swarm.


Benjamin

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Re: Land Raider's and you.
« Reply #10 on: May 02, 2011, 07:08:56 PM »
I'm choosing the Redeemer myself. My brother plays Tyranids, so my biggest enemies are Bugs. Dual Flamestorm cannons will take care of the Swarm.
I'm wondering if that's the most consistent choice, as I see templates being more situational. So I'm going to math-hammer out loud for a moment, without knowing what lists you're playing against or your brother's strategies. I think for an all comers list the Flamestorm is good, but just against Tyranids, I wonder if the Crusader could be better?

If you take a Crusader, within that same distance needed for the template, the hurricane bolter rapid-fires 12 twin-linked shots. This obviously is being aimed at his Troops or similar choices, to take advantage of the bolters' AP. 9 shots hit on average, 4.5 dead genestealers or 6 dead other Troops, unless they have cover (which halves the number), and if he's running with Feel No Pain, half the number. So if he's often running them in cover and/or with FNP, those Flamestorm cannons should do the trick if you can get enough bugs under the template.

Rurouni Benshin

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Re: Land Raider's and you.
« Reply #11 on: May 02, 2011, 09:14:13 PM »
That's the same analysis I've come up with as well, Ben.  As an all-around weapon, I don't think there's one in the SM Codex as versatile as the Flamestorm Cannon.  The way I play with LR's (usually) is moving them Cruising distance on turn 1 (sometimes up to turn 2, if I'm playing DOW), and then Combat after that. 

With my LRC, I've very rarely ever had the chance to use it's Hurricane Bolters, and most of my opponents usually keep their models in cover if they realize the Hurricane Bolter can reach them.  With a Flamestorm Cannon, I find that my opponents need to either come to me sooner (to disable my LRR or attack some other unit close to my deployment zone) since cover saves won't help him, or keep them further back away, to keep out of reach of the Flamestorm templates. 

It's also the only weapon that's effective against (I'm estimating) at least 90% of all Infantry Troop types from all Codices.  It kills horde armies like crazy, and is effective against all Power Armored MEQ's.  Only army where I can see a LRR to be less effective would be against Tau, or any other army that is shooting intensive.  Otherwise, as an all-comer's LR, I love it. :D
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Rob S

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Re: Land Raider's and you.
« Reply #12 on: May 03, 2011, 12:43:30 AM »
Awkward incorrect placements of apostrophes and you.
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KestrelM1

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Re: Land Raider's and you.
« Reply #13 on: May 03, 2011, 09:54:42 AM »
That's the same analysis I've come up with as well, Ben.  As an all-around weapon, I don't think there's one in the SM Codex as versatile as the Flamestorm Cannon.  The way I play with LR's (usually) is moving them Cruising distance on turn 1 (sometimes up to turn 2, if I'm playing DOW), and then Combat after that.

Consider also that unless you're playing Tau or IG, likely the only effective weapons your enemy will have against your Land Raider are Meltaguns, which only work within 6". This means that anyone foolish enough to attempt to destroy your Land Raider and fail will be within prime Flamestorm range. The same is true of armies reliant on Close Combat to kill Land Raiders. I'd say that's another point in the Redeemer's favor.

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Re: Land Raider's and you.
« Reply #14 on: May 03, 2011, 10:12:07 AM »
I'm leaning toward Godhammer Land Raiders.  Getting within 6 to blow it up considering how easy it is to get in range with a melta or multimelta.

Most of my experience comes from keeping the land raider out of melta range and as long range fire support.  It has proven successful in that roll as an objective controller (troops inside) as well as a board controller with two twin linked lascannons shooting fully across the short board edge.

In theory, Str 6 AP3 is awesome.  Who is it awesome against?  Most infantry.  There are more mech infantry now which negates that benefit.  I run death guard and prefer to see that on the table.  Why?  Because you have to get close and close is where I'm most comfortable.  If I'm not, I'll kill it with my possessed land raider from afar.   Now if you are rolling up with a crusader full of assault terminators, I probably just crapped my pants.  8 terminator models is rough.  Sure, 5 assault terminators are rough but that almost guarantees me not having to deal with a chaplin or librarian in the unit.