Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2009/05/08 07:46:31
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Sslimey Sslyth
Busy somewhere, airin' out the skin jobs.
|
"I'm going second...go ahead and drop half of your army"
"My castle is proof vs your drop."
"Please 'Drop'-in, my Daemonhunter Inquisitor is ready for you."
.............................
The marine drop pod may be a nice model (though difficult to assemble) but do your tactics for them really work well?
Please share.
|
I have never failed to seize on 4+ in my life!
The best 40k page in the Universe
COMMORRAGH |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 08:14:31
Subject: Re:SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
2nd Lieutenant
|
i found that, not a whole army covered with drop pod works, maximum of 2 in an army could do it, but i like the one drop pod equipped with a dreadnought and a multi melta in which i can deploy behind the enemy line against tanks etc, it does have a limited life span but its enjoyable watching a leman russ go into flames - this is if i have the spare points otherwise, yea pretty ordinary unless you know that 1/2 your drop pods can survive 1 turn so reinforcements can come
|
*Ex Username: Gutteridge*
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 10:01:02
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Servoarm Flailing Magos
|
I don't really use them. Immobile = fail for me. I'd rather spend the points on a rhino that I can use to block LOS and move assault squads up with.
|
http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 10:48:31
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Fixture of Dakka
|
Castling is a big problem for drop pods. Also now that you can hold your entire army in reserve that is a solid counter versus pod lists.
G
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 11:01:41
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Servoarm Flailing Magos
|
Ok I am going to reveal my ignorance, but is what is "Castling" by definition? I haven't heard that term before.
|
http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 12:35:39
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Fixture of Dakka
|
It's the same as turtling... You deploy all your units close together to support each other. The drop pods dont all come in together so you can focus fire your entire army at a portion of theirs.
G
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 17:22:54
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Servoarm Flailing Magos
|
Oh, I see. Thanks for clearing that up for me.
|
http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/08 18:01:43
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Enginseer with a Wrench
|
I use 1 pod with various types of Dreadnoughts from game-to-game. The guys I play with hate me for it, and tell me it's cheesy in relatively colorful terminology. Usually, it acts as a diversion while I get set up, albeit a very dangerous one if ignored.
|
This message was edited 1 time. Last update was at 2009/05/08 18:02:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/10 10:43:12
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Spawn of Chaos
|
Drop pod is nice for dreads, but rhinos are by far a better choice for infantry.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 01:27:31
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Fixture of Dakka
Chicago, Illinois
|
3 seems to be the magic number with drop pods; 2 dreads, 1 troop or Sternguard.
Its a waste but you dont actually have to droppod in just drop them in empty and block LOS.
|
If I lose it is because I had bad luck, if you win it is because you cheated. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 03:00:38
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Fixture of Dakka
|
I am a big fan of mech SM armies. Sure the rhino is a tin can but it's cheap mobility is very powerful and nerfs a lot of the current meta lists. The pod is the best choice when fielding a dreadnaught though unless you just use them as a cheap fire base.
G
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 04:00:58
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Serious Squig Herder
|
"Here comes my Pod!"
"But who's inside?"
"Nobody! And this Objective is now being contested!"
|
blarg |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/13 04:52:01
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Executing Exarch
|
I think 5 is the magic number.
3 come in first turn with Iron Clad / Sternguard
2 come in latter (hopefully a lot later) they carry 2 basic tac squads to contest and hold objectives.
I really like having a troop choice or two held in reserves on any mission with objectives, let alone a troop that can deepstrike!
|
This message was edited 1 time. Last update was at 2009/05/13 04:52:17
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/14 16:21:04
Subject: Re:SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Despised Traitorous Cultist
|
I've seen a guy locally playing a drop pod army that is actually getting pretty scary as he tweaks it.
2 libbys for gate of infinity + teleporter homer drop pod combo is pretty sweet. His first wave has shooty/defendy elements in it and lays down the first set of homers via a scout squad (with tellion). The second waves as they come in are the "do and die" units, he's trying to fit tigurus in there to give more control over reserves as well.
Not sure if it is really full on competitive material but it does look fun. Can't remember the full list but something like, 2 libbys, 2 stergaurd, dread, 2 tac, 1 scout. I think, might be way off the mark though tbh.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/14 18:50:53
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Wraith
|
I only pod in multimelta or AC/PF Dreadnaughts in pairs. Damper rules + 2" deploy generally means I get rear armor shots or I'm auto-contesting the home objectives. People oft times forget they need to kill them and so it's a free contest...
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/14 22:55:20
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Imperial Recruit in Training
|
I played against drop pods the week the new SM codex came out. I wasnt too sure what they did or what their rules were. i found out after my tank line was destroyed from behind. :(
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/15 14:31:50
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Stormin' Stompa
|
I like 2 with Ironclads + 1 empty (from a Tactical Squad or somesuch).
The pods (all 3) are dropped for maximum disruption to the enemy battle-line
The 2 Ironclads drop with their Pods and draw attention from the Crusader with the Terminators and the 2 Heavy Bolter Razorbacks with Flamer/Fist squads moving up.
The third pod comes in later.
Whirlwind, Predator, 2 Typhoon Speeders and the combat squads with heavy weapons shoots whoever gets past the Pod-wall.
|
-------------------------------------------------------
"He died because he had no honor. He had no honor and the Emperor was watching."
18.000 3.500 8.200 3.300 2.400 3.100 5.500 2.500 3.200 3.000
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/15 14:49:20
Subject: SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
Speedy Swiftclaw Biker
Edinboro, PA
|
I use one pod, with my Wolf Lord and 11 Blood Claws in it. I get the same 'oh crap' face from every opponent when I drop the pod right next to their biggest concentration of troops and all those angry Space Wolves pile out. Sure, they can't assault that turn, but they have always brought the opponent's plans to a screeching halt as he tries to find a way to deal with the biggest threat my army has to offer, letting my scouts and grey hunters have free reign for at least two turns. Best of all, if that unit they dropped next to is either tied up with my other Blood Claw pack or unmechanized, it can't run far enough. And if it can't run far enough, it is dead, no matter what it is made of. All the angry Woofs tend to also make opponents forget to kill the pod itself, and don't count out its storm bolter. It may only have one, but that one storm bolter has done everything from put the last wound on heroes to taking out the last troop unit in armies I've fought.
|
This message was edited 1 time. Last update was at 2009/05/15 14:51:12
"...and so nothing can end or die that has once had a place in Time." --Susan Cooper, Silver on the Tree
---Begin Dakka Co...wait, what's that? WAAAAAGH! *chop* Ey, boyz, dere's somefink on dis screen!
DR:80S++G+MB+I+Pw40k08+D++A++/fWD-R++T(T)DM+
Oy! Gerrof dat! *smash* End Dakk..a...fzk---
Rolf Silverfang's Great Company
Kharn the Betrayer and his Delightful Companions
Warhost of the Summer Sidhe |
|
 |
 |
![[Post New]](/s/i/i.gif) 2009/05/16 04:02:14
Subject: Re:SPACE MARINE DROP POD: Tactics? Do they really work?
|
 |
[DCM]
GW Public Relations Manager (Privateer Press Mole)
|
All pod can work, provided you bring 3+ Dreads, all of which go first wave. One unit of Stern w/ Libby/Gate, Tacs w/ Multis and Preds.
They give first, they set up in a line, choose a flank and roll them up.
If they Castle, Dreads land on flipside v. heavy melta armies or aggressive v. heavy weapon armies. This negates everything that lacks AT punch, so receiving half isn't a big deal.
I don't worry about all reserve v. pods. They are now bringing in their army piece meal as well and I'm just exposing AV 12 early in the game. Second turn, pop smoke with Dreads and prepare a gun line.
Inquisitor w/ Mystics just plain suck for any DSing army. Good news is, most build w/ Plasma so if you drop Dread early it won't hurt you much. Still, not really a good way around this damn unit other than to see how they deploy them and DS over 15-16 inches away.
I still think Mech w/ 3 pods is better than all pod. Two Dreads and a Sternguard w/ Libby.
|
Adepticon TT 2009---Best Heretical Force
Adepticon 2010---Best Appearance Warhammer Fantasy Warbands
Adepticon 2011---Best Team Display
|
|
 |
 |
|