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Yvan eht nioj






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Ok so I may be missing a huge point here but I am struggling with this concept. I have to insert the standard caveat at this point that I have only just returned to 40K after missing out on the previous ed (4th?) and mainly playing in 3rd and before.

So, at that time, if I wanted a unit of SM to deep strike, I used the large blast template and rolled for scatter if I recall correctly and placed models as directed. There wasn't any model to represent a drop pod so what I was wondering is, why is it such a desired and useful model now all of a sudden? What role does it fulfil in games? Surely all it does is land and open and then remains where it is so why do you need a model for it? Am I missing something? Would be grateful if you could elaborate.

This message was edited 1 time. Last update was at 2010/01/27 14:04:52


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With true line of sight the model actually matters now. Also it has a gun inside it, so the model would also matter for figuring out the line of sight for it.

   
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WYSIWYG---- If there isn't a DP on the table, you don't deep strike. Also, Deathwind missiles are useful....

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OK I can understand that but those models must run, what, £25 -£30? It seems quite a steep price to pay for a static model that you basically are using to block LoS and fire a gun once per turn.

Just to clarify, I am not bemoaning the price or hobby, just simply stating that a LR or Rhino transport actually does something in game terms whereas the drop pod is essentially scenery, no?

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They are a miniature company. Miniatures is where they make their money. Drop Pods, while not mobile on the table top, make GW money.

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Sarigar wrote:They are a miniature company. Miniatures is where they make their money. Drop Pods, while not mobile on the table top, make GW money.


Yes, yes, yes I realise that. I thought there was some game breaking mechanic that I was missing out on due to not using drop pods (aside from not having TLOS blocked)

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It's still an immobile vehicle with armor 12. So it can contest, block movement and LoS.

Dropping it on an objective means that your opponent has to deal with armor 12 to claim that objective.
   
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I am fairly new, but in one of my first games, I had two drop pods land right in front of me, effectively funnelling a large gap on the left flank into an 8 inch corridor. It caused everything to get congested and bog down.

So, the pod models being on the board had a significant tactical impact on the game.

 
   
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Drop pods have their own list of special rules regarding a "Drop pod assault" and the "Innertial guidance system"

Both of these rules make them quite useful, and Space Wolves do particularly well when utilizing a force with multiple Drop Pods.

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i thought the same thing getting back into it, i played 90% of my 40k in 3rd and basically skipped 4th. Getting back into it with 5th, and yeah i the drop pods i thought the same thing.... why??
But after some reading, some strategic study, and just a general need to have something new. I have decided eventually i am gonna need at least two or three to have at the ready for my army.

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One significant use is to drop a SM Dread on turn 1 into your opponents backfield.

The Drop Pod Assault rule allows/requires 1/2 of your Pods to deploy on turn 1.. I use mine to stick Multimelta dreads next to enemy armor for a surprise. Then the Tac squads in pods come down late in the game to help grab objectives.




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I see - well I guess I shall have to get me some. Thanks for the replies!

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filbert wrote:Ok so I may be missing a huge point here but I am struggling with this concept. I have to insert the standard caveat at this point that I have only just returned to 40K after missing out on the previous ed (4th?) and mainly playing in 3rd and before.

So, at that time, if I wanted a unit of SM to deep strike, I used the large blast template and rolled for scatter if I recall correctly and placed models as directed. There wasn't any model to represent a drop pod so what I was wondering is, why is it such a desired and useful model now all of a sudden? What role does it fulfil in games? Surely all it does is land and open and then remains where it is so why do you need a model for it? Am I missing something? Would be grateful if you could elaborate.

What you're describing here is the old rules for simply deep striking, not arriving via drop pod. Before the actual Drop Pod model came out, people were using soda cans, etc to represent the pod.

What you were doing was deep striking probably using a different method (teleport, etc).

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filbert wrote:Ok so I may be missing a huge point here but I am struggling with this concept.

There wasn't any model to represent a drop pod

I'll make it dead simple: GW wants to sell models.

Yes there was. Most people were too cheap to buy the required models for their armies.

   
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Locator beacons on drop pods allow deep striking units in following turns after the pod enters play to DS without scatter if they are within 6 inches of the pod. another useful piece of wargear.


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Deuce11 wrote:Locator beacons on drop pods allow deep striking units in following turns after the pod enters play to DS without scatter if they are within 6 inches of the pod. another useful piece of wargear.



I just read this in the 'dex and so now i have to buy a drop pod or two

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Kadun, the 3rd edition codex: Space marines had a "drop pod assault" rule, in which you could only take certain units, and the whole army had to deep strike, the actual pods themselves considered to be abstract and not represented on the table. That's what filbert is remembering.

Filbert, it's been covered at this point, but to summarize real quick for any passers by:

Reasons for Drop Pods to actually have models now, unlike in 3rd edition:
1. GW sells them for money.
2. They look darn cool.
3. They block LOS, which is a key element of tactics.
4. More specifically, they provide cover or total hiding for the unit which pops out, from one side.
5. They can contest objectives, shoot enemy units, and keep broken enemy units within 6" unable to rally.
6. They interdict movement
7. They can provide BONUS movement if you assault them.
8. They have a good chance of blowing up when destroyed.
9. They can take other useful wargear like Locator Beacons
10. The new Tyranid Spore Pods actually fight in close combat if you assault them!

This message was edited 1 time. Last update was at 2010/01/28 17:35:29


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Drop Pod= £17.60 if I am correct.

 
   
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Mannahnin wrote:Kadun, the 3rd edition codex: Space marines had a "drop pod assault" rule, in which you could only take certain units, and the whole army had to deep strike, the actual pods themselves considered to be abstract and not represented on the table. That's what filbert is remembering.

Filbert, it's been covered at this point, but to summarize real quick for any passers by:

Reasons for Drop Pods to actually have models now, unlike in 3rd edition:
1. GW sells them for money.
2. They look darn cool.
3. They block LOS, which is a key element of tactics.
4. More specifically, they provide cover or total hiding for the unit which pops out, from one side.
5. They can contest objectives, shoot enemy units, and keep broken enemy units within 6" unable to rally.
6. They interdict movement
7. They can provide BONUS movement if you assault them.
8. They have a good chance of blowing up when destroyed.
9. They can take other useful wargear like Locator Beacons
10. The new Tyranid Spore Pods actually fight in close combat if you assault them!


11. They are the only way Tac Squads, Honor Guards, Sterguards, Command Squads, Devastator Squads, Dreadnoughts of all shapes and sizes, Thunderfire Cannons (and by extension Techmarines) can actually deep strike.

   
 
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