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![[Post New]](/s/i/i.gif) 2009/11/02 22:28:42
Subject: Drop pods
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Fresh-Faced New User
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I just recently bought a drop pod, and I don't know how to use it well? I need some tips/tactics on how to use them well.
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![[Post New]](/s/i/i.gif) 2009/11/03 00:53:06
Subject: Drop pods
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Tunneling Trygon
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I run a Drop Pod list that revolves around Sternguard in Pods. Equipped with Combi-Meltas, they're a brutal alpha-strike unit, but very, very expensive.
A Pod with 10x Sternguard will run you about 350. I added Power Fist, Locator Beacon, etc. so it's even more.
You get what you pay for. Last game I killed a Land Raider, Dreadnaught and Rhino (everything he had with an AV except his own Drop Pod), on turn 1. Game before that I killed a Railhead, immobilized and weapon-destroyed another, and immobilized and weapon-destroyed a Devilfish, also on turn 1.
You don't have to take the full 10x Sternguard, even 5 would be a nice impact, and for 35 points the Pod is relatively negligible in cost, especially since it can draw shooting, and also provides a plinky Storm Bolter that always seems to kill more than you'd expect.
I take a Librarian and Kantor with mine, but for a single Pod, that's less important.
Also nice, with one Pod you know it's going to arrive turn 1, so it's easy to plan around.
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![[Post New]](/s/i/i.gif) 2009/11/03 02:22:04
Subject: Re:Drop pods
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Infiltrating Oniwaban
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If you are playing one of the newer SM codices (SM, SW) having the lone pod in your army is going to present you with a dilemma. Your pod has to come down turn 1. Many opponents will choose to put their entire army in reserve simply to deny you the opportunity to drop and get your free shot. When you dice off for who goes first, they'll give you 1st turn so your pod has to come down and then they can react to it. So you'll want to get a second pod with a more or less disposable unit like a 5-man assault squad (swapping jump packs for the pod) at 100 points*. With two pods in your army you can decide which one comes down on turn 1. It's not perfect. You can hold your special unit in reserve until turn 5 and run out of time for it to accomplish anything.
So basic tactics for pods:
- if you take one, take two
- shooty units only (since you can't assault out of one) - sternguard and ironclad dreads are nice choices
- choose to go second when you win the dice off at the start
*edit: changed combat squad to assault squad as tac marines can't get a pod unless they have 10 models in the unit.
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This message was edited 1 time. Last update was at 2009/11/03 03:38:54
The Imperial Navy, A Galatic Force for Good. |
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![[Post New]](/s/i/i.gif) 2009/11/03 03:23:56
Subject: Drop pods
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Rampaging Chaos Russ Driver
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What he said.
If im playing my eldar, and I see you got the roll to go first or are running pods with more then basic dreads or tac squads I am reserving everything. People dont realize how nasty that is.
It lets me
Pick where the fight takes place, as I can come where i want, denying you a flank.
Alpha strike, I get the shoot/charge with perfectly healthy units.
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http://www.youtube.com/watch?v=HBeivizzsPc |
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![[Post New]](/s/i/i.gif) 2009/11/03 03:54:19
Subject: Drop pods
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Fresh-Faced New User
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If your using generaric marines stick a unit of sternguard in your pod and just drop them where ever the is something that needs to be killed. dont worry if they die though they are essentially a suicide unit
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"When you have the intuition that there is something which is there, but out of the reach of your physical world, art and religion are the only means to get to it."
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![[Post New]](/s/i/i.gif) 2009/11/03 04:11:36
Subject: Drop pods
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Tunneling Trygon
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Many opponents will choose to put their entire army in reserve simply to deny you the opportunity to drop and get your free shot.
This is a valid tactic against a lot of armies, but Drop Pods are particularly prone to this defense.
That said, starting in reserves is not without cost. Having to move onto the board will put you at a disadvantage in taking objectives, and it will mean that many heavy weapons will not be able to shoot, nor to deploy in choice poisitions.
Bottom line: If you can spend 35 points on a Drop Pod and force the other guy to start in reserves, I think you're coming out ahead.
dont worry if they die though they are essentially a suicide unit
Mine certainly don't have all that much life expectancy, but they tend to do a lot of damage before they go.
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![[Post New]](/s/i/i.gif) 2009/11/03 06:57:42
Subject: Re:Drop pods
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Regular Dakkanaut
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Arschbombe wrote:If you are playing one of the newer SM codices (SM, SW) having the lone pod in your army is going to present you with a dilemma. Your pod has to come down turn 1. Many opponents will choose to put their entire army in reserve simply to deny you the opportunity to drop and get your free shot. When you dice off for who goes first, they'll give you 1st turn so your pod has to come down and then they can react to it. So you'll want to get a second pod with a more or less disposable unit like a 5-man assault squad (swapping jump packs for the pod) at 100 points*. With two pods in your army you can decide which one comes down on turn 1. It's not perfect. You can hold your special unit in reserve until turn 5 and run out of time for it to accomplish anything.
So basic tactics for pods:
- if you take one, take two
- shooty units only (since you can't assault out of one) - sternguard and ironclad dreads are nice choices
- choose to go second when you win the dice off at the start
*edit: changed combat squad to assault squad as tac marines can't get a pod unless they have 10 models in the unit.
This is good advice, although I would opt for a basic, barebones dreadnought with a multi melta over the assault squad for the first pod/throw away unit. With a mobile multi melta that can drop right next to a tank turn 1 (if they did leave them on the table) I find it to be more effective. And then you still have a dreadnought sitting there.
And it's not just about the chance that your opponent might leave everything in reserve. I like to have my deep striking units on later turns in general. Give their army a chance to spread out a bit, as opposed to setting a single one of my units in from of their entire army.
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This message was edited 2 times. Last update was at 2009/11/03 07:01:08
Build a fire for a man and he will be warm for a day; set a man on fire and he will be warm for the rest of his life.
Sly Marbo was originally armed with a power weapon, but he dropped it while assaulting a space marine command squad just so his enemies could feel pain.
Sly Marbo doesn't go to ground, the ground comes to him. |
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