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What is the best chapter (tactics) for a SM drop pod army?
Ultra Marines
Space Wolves
Salamanders
Red Hunters
Star Phantoms
Howling Griffons
Blood Angles
Raven Guard
Other (specify in post below)

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Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

What do you think is the best chapter for a Space Marine Drop Pod army and why? This is not for fluff, but is for pure competition, who do you think has the best chapter tactics for it?
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Crimson fist, (Imperial fist chapter tactics)
Pedro kantor, making sternguard objective secured with take em with drop pods
Unbound army with pedro and sternguards /w pods only
But still have Objective secured due pedro's ability ^^

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

 phatonic wrote:
Crimson fist, (Imperial fist chapter tactics)
Pedro kantor, making sternguard objective secured with take em with drop pods
Unbound army with pedro and sternguards /w pods only
But still have Objective secured due pedro's ability ^^


Ok, but how many are you taking, and which ones would have each special weapon. OS Sternguard is great, but they are not cheap by any means. One Interceptor from an IA Riptide that hits dead on is going to just wipe them. Quite the point sink then.
   
Made in no
Battlefortress Driver with Krusha Wheel




Norway (Oslo)

Well a drop pod army that can pack a bunch both shooting and close combat would be the space wolves. with their new codex coming up it seems they are getting allot of good stuff especially the flyer.

But as for normal spacemarines.. i'd say salamanders (in more competive) due the melta/flamer goodness you can get.
can allways run some honour guard along with a CM in a drop pod aswell yet expensive.

As for the sternguard thing it was mainly a joke about having a full sternguard army it will be a big hit/miss thing.

Waagh like a bawz

-
Kaptin Goldteef's waagh! 16250 points 45/18/3 (W/L/D) 7th Ed

6250 points 9/3/1 (W/L/D) sixth-ed
Dark elves: 2350points 3/0/0 (W/L/D)
3400 points 19/6/0 (W/L/D) 8' armybook
Wood Elves 2600 points, 6/4/0 (W/L/D)

 
   
Made in gb
Is 'Eavy Metal Calling?





UK

My top five Drop Pod armies:

5) Ultramarines: they can use the Tactical Doctrine to maximusae damage from the initial drop

4) Salamanders: MC combis and flamer/melta (with Vulkan) give you reliable alpha strikes.

3) Crimson Fists: Pedro unlocking OS Sternguard is great, although less useful in 7th with everything scoring. Still neat, though.

2) Charchadons: the ability to take extra ccw on Tactical Squads means that after them drop, you can make or receive an assault far more effectively, and the pods put them in the best place to do this

1) Space Wolves: as Carchadons, but with dual specials and counter attack.

 
   
Made in us
Longtime Dakkanaut





One chapter that is good at a Drop Pod army that has yet to be mentioned is the Sentinels of Terra, with their better Bolter Drill (for all lacks and purposes giving them TL) they can really bring the pain, my bro runs this army with great success.

19th Krieg Siege Army 7500pts.
40k/HH Night Lords 5000pts.
Orks Waaaghmacht Spearhead 2500pts.
 
   
Made in gb
Daring Dark Eldar Raider Rider






Glasgow

Do Black Templars work well from a Drop Pod? Their chapter tactic gives them an advantage in challenges, perhaps if you kitted some sort of character-killer and stuck them in a squad with a drop pod you could try to take out the enemy HQ?

Has anyone tried this?

Roughly 1750 points
Roughly 1500 points
 
   
Made in gb
Pewling Menial






Black Templar, drop pods get them to the fight quick and so makes your opponent crack as they charge his units on turn 2 and 3 and also minimises casualties for you guys and Black Templars chapter tactics is very good for charges and challengers (could be incorrect don't have codex on me). I have done a drop pod list but with many dreadnoughts as to men but it has worked for dreadnoughts and men but make sure the drop pods go into cover! Otherwise men will be in the open ready to be executed.

This message was edited 2 times. Last update was at 2014/07/31 00:44:00


"Baneblade, For when you're finally sick of holding the line." Anomalous.

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Here is my Imperial Guard Armoured Regiment Project/Blog http://www.dakkadakka.com/dakkaforum/posts/list/608933.page 
   
Made in us
Fresh-Faced New User





Sentinels of Terra. Twin-Linked bolters in rapid fire range + Imp Fists CT
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

But with Star Phantoms you get TL on your whole army one turn, so theoreticaly you could have an amazing alpha strike. Thoughts on them?
   
Made in us
Waaagh! Warbiker






I run Black Consuls (Ultramarines) Allied with Salamanders for my pod army and The ability to have rerolls for bolters as well as rerolls for flamers and meltas is paramount.

Nothing says die better than 6 pods in your face turn one.

You could even decide what you need to deploy vs each army and specialize in it via deploy.

You need to blow up tanks and flamer the contents? Drop mostly Salamanders.

You need to lay down heavy troops and bolter from afar because your opponent has reserves? Drop Ultramarines.

You need to mix and match? Drop 2 Sterngaurd units and split them while you defensively block off a path with ultramarine troops or a librarian

You are scared out of your mind? Drop empty pods

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Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

 Awfeel wrote:
I run Black Consuls (Ultramarines) Allied with Salamanders for my pod army and The ability to have rerolls for bolters as well as rerolls for flamers and meltas is paramount.

Nothing says die better than 6 pods in your face turn one.

You could even decide what you need to deploy vs each army and specialize in it via deploy.

You need to blow up tanks and flamer the contents? Drop mostly Salamanders.

You need to lay down heavy troops and bolter from afar because your opponent has reserves? Drop Ultramarines.

You need to mix and match? Drop 2 Sterngaurd units and split them while you defensively block off a path with ultramarine troops or a librarian

You are scared out of your mind? Drop empty pods


That's brilliant. How are you rerolling bolters? Now you have me curious. How about Sentinels of Terra and Salamanders?! So you must be taking a double CAD if you are dropping in 6 pods turn 1. What about like the BAO, one CAD and one other detachment? (Allies or otherwise, just not another CAD.) I like the virsitility of the idea. Can you please post a list and some tactics? Thank you. I like the idea of Siege Dreadnoughts dropping in with the Flamestrom Cannon too.

And how are you getting the re roll on meltas? The CT of Salamanders only lets you re-roll pens for flamer weapons. Or am I mistaken. Thanks for answering all of the questions.

This message was edited 1 time. Last update was at 2014/07/31 05:18:41


 
   
Made in il
Warplord Titan Princeps of Tzeentch






Drop pod armies live and die by how much damage they do on the alpha strike, and how fast the rest of the dudes arrive.

Star Phantoms twin-link every single gun in the army for the first (and crucial) turn, and get the reinforcements there faster. who is there any doubt about picking them!?

can neither confirm nor deny I lost track of what I've got right now. 
   
Made in us
Purposeful Hammerhead Pilot




Vior'la Sept

 BoomWolf wrote:
Drop pod armies live and die by how much damage they do on the alpha strike, and how fast the rest of the dudes arrive.

Star Phantoms twin-link every single gun in the army for the first (and crucial) turn, and get the reinforcements there faster. who is there any doubt about picking them!?


That was my thought exactly, the only thing I am looking into is those chapters like the Salamanders who specialize in certain weapons, and how they would do paired up with another chapter. Having TL with Sentinels of Terra is great too, and you will almost always be getting it. Its really 2 options. Devastating Alpha Strike (more so than regular), or a good alpha strike but more constant pounding all game.
   
Made in us
Hurr! Ogryn Bone 'Ead!




over there

It would really depend on what you want to put in the pod, iron hands are good for ironclads in drop pods and salamanders are good for dropping squads with master crafted flamers on people

The west is on its death spiral.

It was a good run. 
   
Made in us
Fresh-Faced New User





 Commander_Farsight wrote:
 BoomWolf wrote:
Drop pod armies live and die by how much damage they do on the alpha strike, and how fast the rest of the dudes arrive.

Star Phantoms twin-link every single gun in the army for the first (and crucial) turn, and get the reinforcements there faster. who is there any doubt about picking them!?


That was my thought exactly, the only thing I am looking into is those chapters like the Salamanders who specialize in certain weapons, and how they would do paired up with another chapter. Having TL with Sentinels of Terra is great too, and you will almost always be getting it. Its really 2 options. Devastating Alpha Strike (more so than regular), or a good alpha strike but more constant pounding all game.


You could always paint your marines in your own chapter colors, that way you can use whatever chapter tactics you want, whenever you want.
   
Made in ca
Pulsating Possessed Space Marine of Slaanesh







Whoops... there doesn't seem to be anything here.

This message was edited 1 time. Last update was at 2017/11/09 20:08:47


3000pts
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Slaanesh Veteran Marine with Tentacles 
   
Made in us
Longtime Dakkanaut





Eye of Terror

Ultramarines lead by Tigerius are the best. Tigerius is amazing and let's you re roll your reserves plus has the WLT to enable units in 12" vicinity to re roll hits one turn. Space Wolves are the perfect ally so you can take two squads of Grey Hunters. I'd build the list to have seven drop pods so you have four dropping in on turn 1.

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