All Your Landraiders are Belong to Swampy!!!
February 21, 2013 by dignity
Video Sponsors: Battle Foam - Warmachine
That's right guys its time for a different take on transport vehicles in your games of Warhammer 40K as Swampy and Justin share there thoughts on the state of play for these perhaps forgotten and over looked models.
What you will need:
Azrael 215 Points
Ezekiel 45 Points
Two Techmarines 100 Points
Servo Harness 50 Points
Digital Weapons 20 Points
Ravenwing Black Knights 252 Points
Two Ravenwing Grenade Launchers Free
Land Raider Redeemer 245 Points
Deathwing Vehicle 30 Points
Extra Armour 10 Points
Company Command Squad 100 Points
Dark Angels Chapter Banner 45 Points
Apothecary 15 Points
Four Melta Guns 40 Points
Three Lightning Claws 45 Points
Two Power Fists 50 Points
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the youtube linked vids never work…why do you even post them? just put up a link to the site.
they work totally fine for me , every time.
Yup, they work just fine. It must be on your end…
really not sure when it comes to the softer vehicles…
I think its a bit of a tricky one, now a lot of people are thinking vehicles aren’t going to feature does it open the path for a couple of Land Raiders to be hard to take out as peoples lists aren’t as anti-vehicle tuned as they used to be?
Currently toying with the idea of adding a tank in to a DA list and not sure what to opt for myself.
Yeah, I think you’re right – many ppl assume vehicles to be dead so cut down on anti-vehicle weapons. It’s a vicious circle, we are likely to see some ebb and flow on this as 6th ed. progresses.
Aside from that, several armies (mainly Nids and Orks) still have difficulty taking care of the heavier tanks, esp. Land Raiders and Monoliths. In that sense little has changed.
So, I have no reason to believe that vehicles are dead.
There is a very good trick to keep rhinos rolling forward steadily across the battle field. I think I have accidentally stumbled across it whilst theory bashing a few lists. Be warned though that it is not for the faint hearted and you need a certain amount of lateral thinking an eye for detail when picking your army list. First of all you need you HQ and 2x Troops, I would personally go for the cheapest possible as you are really going to need them points. So lets suggest you take 2x Rhinos in order to give them a better chance of survival. Now you enemy will be expecting you to split them up and attack quickly attack down one of the flanks. This is where he will make his first mistake, as you will place the both together on an extreme corner near the table edge. Next, with the remaining points, you want to buy as many close combat terminators with lightening claws as you can and deploy them in front of your rhinos. With a bit of skilful rolling you may get the first turn. If this is the case, run your lightning claw Terminators as fast as their little legs will carry them, straight towards the enemies little squish unit. As you are advancing, slowly roll you rhinos up behind your Terminators giving them covering fire with the pintle mounted bolters, making sure to keep the enemies heads down. Now then, this is where your enemy will make his mistake. He will flap and flee running out of charge range whilst shooting at your Terminators and your Rhinos SHOULD go unmolested. Whilst all this is happening, your HQ and 2x troops will be stationed behind cover in your deployment zone awaiting drinking tea and eating Jam on toast whilst waiting for their shiny transport to pick them up and take them to the objective at break neck speeds (well 48″ an hour is fast when you’re just over an inch tall).
I ran this tactic past a very good friend of mine who is a keen theory hammer who seldom gets things wrong and he said that It was a totally mental idea. So if he agrees with me, then this tactic MUST work!!! give it a go and thank me later.
Hope this helps
Love and kisses
Mick
True, lordran. At a tournament I went to last weekend, I moved a Monolith p close to a Blood Angels Rhino and Weapon Destroyed it. It disembarked Tycho and 5 Sternguard, and then rammed a Ghost Ark on the front: result-boing! no damage either vehicle. Then Tycho and his unit attacked the Monolith with 6, yes 6, combi-meltas: result-4 miss, 2 bounce, and it was in melta range! He also had a unit of Devastators, who fired at the Monolith all game long, and did-1 HP, that’s it. ANd in another game, 2 Heavy Destroyers and three Destroyers (yes Necrons/Necrons) didn’t kill the Monolith. And Flyers are very deadly as I found out. My Doom Scythe did heaps of damage. So, who say vehicles are dead?
And if you say “oh, vehicles can be glanced to death, you have to get that glance first, and it can sometimes be repaired-Canoptek Spyders, Meks, Techmarines. So vehicles are still very much in it.
well said servant, well said 🙂
Vehicles are not dead by a long shot, people laugh when they see my ironclad and it ends up taking out a hell of a lot of guys. When they realize their mistake and panic it’s too late.
Mind worm Does not take 3 Attacks away unless It changed in a FAQ. It takes -3 from BS, WS, I, and LD to a minimum of 1.
I still love my transports! I now run an ork list with 3 battle wagons and 2 trukks in it. Deadly!
😉
Where the heck is Darrell? They don’t know the rules, they don’t have a codex, and they don’t know the stats. I can’t finish this.
Vehicles aren’t “dead” they just aren’t invincible. You now have to actually employ your vehicles tactically and maybe even think about it a bit.
I can’t find anywhere that a Techmarine with a Servo Harness is bulky? anyone?
Swampy did indicate that it does not take up 2 slots.
I never use vehicle’s (logan wing)
but i still see them fairly useful. especially the flyers and landraiders. just because they require a lot of focused fire to be taken down.
o and here is one for you an old mostly overlooked model. the bomb squig.
the rules say on a 2+ he runs towards an vehicle within 18″ and cause a strength 8 hit on the armour side your facing. it works against flyers so squigs explode up really high
Sure but the other guy was insistent that it is bulky?
@fatty, the Ork FAQ says a bomb squig can’t target a zooming flyer mate.
Soooooooo what was the tactic with all this stuff in the vid?
The only thing I have to say about this Is I have only ever fielded Drop pods in 6th edition. I have five rhino’s five Razorback’s plus a full set of landraiders. I struggle to see an effective competitive use for them. There may be a corner case for some of these, but there’s no overall strategic use for them.
I use transport to move my troops quickly from one area to another. Sure they get shot up a bit and you have to stay out of enemy fire as much as you can but they do bring some good mobility, particularly if they are skimmers.
DAEMONS are out for pre order!!!
moving along, 2 Warpsmiths behind your land raider and in front of a soul grinder flanked by vindis is a site to behold.
36″ range dakka Venoms with a few cheap Kabalites Warriors or some dakka Trueborn onboard are still very viable and shred things like Strike Squads at range.
With Gazzy’s Waaagh now meaning Boyz auto pop up from going to ground Trukboyz are way more viable, drive forwards, truk gets blown, ramshackle do only S3 to occupants, go to ground in crater, next turn Gaz Waaaagh and charge. On mass this is brutal although first blood still probably lost.
I think the saying transports are dead is a knee jerk reaction. I know, I was guilty of it when the rumours of HPs for vehicles popped up post 6th ed. But after playing a good dozen games after the first few weeks of 6th ed’s release I soon came to the conclusion that transports and vehicles are still quite viable choices. If anything units like Rhinos and etc, have become more a tactical asset then a front line one, which is exactly how a light APC should be. Transports enable your units to scoot around the table, getting your troops to more advantages places on the board.
I think people have to get out of the “ZOMG I CANT RUSH ‘EM” mind set for transports, and look at their other uses.
I use transports to block line of sight, grant cover and to block Battle Wagons and stop them rolling over my expensive marines.
The chimera is still the king of transports, while the marine transports are just too slow to reasonably include.
In the last two tournaments I’ve taken multiple Land Raiders, full of Sternguard in order to try to beat the current Drop Pod/Plasma meta.
I was drawn against guys with 5th edition lists, filled with melta… they stomped my Raiders… but if I’d gone with a top drawer Drop/Plasma/Sternguard list I would’ve walked it.
That the problem with transports. guys taking lots of shooty/deepstrike lists (Tyranids do a brilliant anti-infantry version BTW) will pop your transports before they get to go anywhere, making them a liability.
I find that my transports are still usefull. The landraider is still my transport for terminators. Razorbacks with my devastators or longfangs works well. (they never get in the vehicle).
Hull points i believe help my rhinos and landraiders cross no mans land. Iv tried several times to experiment with power mauls but so far its mixed. good against weaker xenos units like fire warriors but against anything that can really hurt you they either pass a 3+ save have an invul save or are higher initiative and have wiped half your unit out already.