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Made in au
[MOD]
Making Stuff






Under the couch

Panic wrote: I can't believe that Chaos's old codex had droppods in it for soooo long but no model
and now theres a model but it's not in the codex


When did the Chaos Codex have Drop Pods in it?


 
   
Made in us
Decrepit Dakkanaut





Biloxi, MS USA

insaniak wrote:When did the Chaos Codex have Drop Pods in it?


Never.

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Made in gb
Longtime Dakkanaut






London UK

yeah,
My bad... raging for no need.
I must have had a brain fart but could have sworn i had all those drop pod options...
10 men or a dread...
poop.
PaniC...

   
Made in us
Veteran Inquisitor with Xenos Alliances






The simple thing is that Chaos uses Daemons to accomplish what Loyalist Marines use drop pods for.

Isn't the dreadclaw intended to be more of a ship boarding pod?
   
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Jinking Ravenwing Land Speeder Pilot




In your house, rummaging through your underwear drawer

Technically yes, but Storm of Iron had Dreadclaws used for planetary drops, so there is a fluff precedent.

"Seriousness is the only refuge of the shallow"~Oscar Wilde 
   
Made in au
Revving Ravenwing Biker






Sydney, Australia

I see no reason why Chaos wouldn't have drop pods, they are just such a basic part of the attack doctrine in the Horus heresy and being able to reproduce them it seems insane that they couldn't have them.

And yes,
in storm of iron they did use some stuff like pods,
but at least they stayed inside their metal boxes and didn't ride on the tops like gits!!

   
Made in au
[MOD]
Making Stuff






Under the couch

Makaleth wrote:I see no reason why Chaos wouldn't have drop pods, they are just such a basic part of the attack doctrine in the Horus heresy and being able to reproduce them it seems insane that they couldn't have them.


In the background, they do.
In the codex, they don't have them for the same reason they don't have Razorbacks... to keep their list more distinct from the Loyalist Marine lists.

 
   
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Castle Clarkenstein

JD21290 wrote: im forever using 3 landspeeders to steal objectives and win games in the last turn

Edit: i was doing that, until 5th ed came out and only troops could capture objectives :K


No reason not to do so in 5th. A Landspeeder Storm holds 5 scouts. Instant troops on the objective from 24" away.

Only thing better than that is the beer and new SM codex I'm looking through.


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RogueSangre





The Cockatrice Malediction

insaniak wrote:
Makaleth wrote:I see no reason why Chaos wouldn't have drop pods, they are just such a basic part of the attack doctrine in the Horus heresy and being able to reproduce them it seems insane that they couldn't have them.


In the background, they do.
In the codex, they don't have them for the same reason they don't have Razorbacks... to keep their list more distinct from the Loyalist Marine lists.

I just wish Chaos could be distinct from loyalists in ways that didn't suck.
   
Made in au
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Versteckt in den Schatten deines Geistes.

I wish the differences between Loyalists and Traitors was less cosmetic.

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
[DCM]
.. .-.. .-.. ..- -- .. -. .- - ..






Toowoomba, Australia

Back on topic...

I think its an almost fair price at 18 GBP.

I don't think its fair for the price to be $50 AUS

Which is why I'm ordering from a dealer in the the UK for less than 15 GBP (or about $30 AUS)

The kit is way cooler than the rhino.

They need to do an apocalypse SM company release changing the rhinos and razorback to drop pods...

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Made in au
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Versteckt in den Schatten deines Geistes.

Nothing in Oz is a fair price... ok, well, nothing GW makes is a fair price, let's be honest, but comparing OZ to... well... anything other than GWCA, then yes, the price the UK is asking is a fair price.

My question, to anyone who's played Drop Pod Marines a lot, is how many do you think you'd need. With my Guard I started by getting 8 Chimeras for my MechInf, usually using about 7 in a standard game. I later expanded to 12 for Apocalypse play, but I doubt I'd need any more than that.

With drop pods though, the whole army revolves around them, so I have a feeling that the original 6 I thought I might need wouldn't be enough.

So to the people who play Drop Pod Marines, how many do you usually bring/how many would you like to bring?

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Courageous Skink Brave





The Heart of the Eye of Terror (aka Blackpool)

I thought CSM didn't use the same kind of drop pods as Loyalist SM? Wasn't it something like the Dreadclaw assault boat? Maybe I'm just getting confused :s

EDIT: Never mind, I thought I'd read the whole thread but I hadn't, it's already been answered!

This message was edited 1 time. Last update was at 2008/09/04 13:21:09


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Newcastle, OZ

@HBMC: I've got 16 drop pods for my reinforced company (only ever fully used in apoc). My dreads (5) all have pods. Each tac and Devastator squad has a pod. My ICs and command squads have pods.

Yes, I've actually got models for all of them, too.
Not FW ones (I'm neither made of money, nor have I taken leave of my senses). The former GW france templtes are very useful if you use the right materials.

However, I'm used to Gw finally bringing out a model for something in plastic after I've already gone to the effort of building several.

In a normal game I'll use 3-4 pods.

I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.

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Lexington, KY

H.B.M.C. wrote:Nothing in Oz is a fair price... ok, well, nothing GW makes is a fair price, let's be honest, but comparing OZ to... well... anything other than GWCA, then yes, the price the UK is asking is a fair price.

My question, to anyone who's played Drop Pod Marines a lot, is how many do you think you'd need. With my Guard I started by getting 8 Chimeras for my MechInf, usually using about 7 in a standard game. I later expanded to 12 for Apocalypse play, but I doubt I'd need any more than that.

With drop pods though, the whole army revolves around them, so I have a feeling that the original 6 I thought I might need wouldn't be enough.

So to the people who play Drop Pod Marines, how many do you usually bring/how many would you like to bring?

BYE


My 1500 point Space Wolves list uses six pods -- One for a Wolf Guard Battle Leader and terminator retinue, one for a Venerable Dreadnought, three for Grey Hunter squads, one for a Blood Claws squad. The Wolf Scouts come in by themselves. The 4e builds of the list at 1750 and 1850 use the same number, due to the SW required HQ rule and the 4e rules for deploying HQs making me reluctant to field another HQ without a retinue, and the point increase basically going to upgrade a GH squad to a terminator retinue. Were I focused on retooling my wolves for 5e instead of a new SM list, I'd keep six pods at 1500, seven at 1750/1850, potentially eight at 2000. I'd also make a lot more Blood Claws and by 2000 points just flood the board with cheap power armor that gets lots of attacks whether charging or charged... Now, this list isn't hugely tooled, but it's still 21-1-2 WLD.

I'm working on a Salamanders army and pondering how many pods to put in an order for at my FLGS. Eight is the number I'm coming up with to handle any situation at 2000 points or less.

Figuring 230 points for a tactical squad in a pod as the standard pod you'll field (based on rumored costs and guesses, with a couple of upgrades over the standard stuff in the squad), if you take the maximum 6 of them, you're at 1380 points. At (estimating, haven't actually seen the new codex, alas) ~260 for devs, ~350 for Sternguard, ~260 for terminators, or ~180 for dreads, you don't get too many more and still have room for a nice HQ.

I'm thinking my standard 2k pod-heavy list will feature six or seven pods -- four tactical squads, one Venerable Dreadnought, with the possibility of Sternguard and 1-2 more dreads and/or devs.

(As far as devs go, I look to them as being solid in pods with the new rules, but less desirable compared to tacticals strictly because of the lack of scoring)

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
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Lexington, KY

H.B.M.C. wrote:With drop pods though, the whole army revolves around them, so I have a feeling that the original 6 I thought I might need wouldn't be enough.


Oh - while I find this to be the case with the current rule set, with half rounding up of your choice coming in the first turn, I'm expecting hybrid pod+walking/mech/vehicles/etc to be much stronger. Especially pod/mech hybrids -- being able to conjure extra cover for your transports on the first turn is going to be strong.

Stop trolling us so Lowinor and I can go back to beating each other's faces in. -pretre 
   
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Longtime Dakkanaut




St. George, UT

Well look at it this way...

Pods are 30 points each.

10 marines are 150 points each. So a minimum squad (with no frills) + pod is 180 points. You can get 10 180 point units in 1850.

So I'd guess after feeding more points for HQs and assault marines, add a few upgrades on the tacs and devy squads. Dreads are over 100 points each.

I'd imagine in a standard game 5-7 pods are all you will really bring. Less if you run stand alone heavies like vindicators or landraiders to eat up some of the points.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in au
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Versteckt in den Schatten deines Geistes.

Pods are going to 50 each IIRC.

Do they give up Kill Points?

BYE

Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
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Devon, UK

I'm using the Space Marine codex to do a renegade army based on the original fluff about the Red Corsairs so get to use all their toys and annoy Marine players when they see members of my squads in their chapters colours...
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Longtime Dakkanaut






London UK

H.B.M.C. wrote:
Do they give up Kill Points?


yeah,
my guess is they do they are transport vehicles just the same as a rhino,
If the 12/12/12 immoblised stats stay the same, Glancing will be usefull as multiple weapon off/ immobilised results could quickly give up a KP.

PAnic...

This message was edited 1 time. Last update was at 2008/09/05 20:36:28


   
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Where are the rules for my Ork drop pods... Orks like falling from the sky in a tin can as much as marines do!

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Versteckt in den Schatten deines Geistes.

Panic wrote:yeah,


LOL!

Kill Point from the 10-man Terminator Squad... or the Drop Pod... I'll shoot the Drop Pod.

God 5th Edition was poorly thought out. It's almost like they played each mission once, using only Marines, gave it a "Job's a good 'un", and moved on to screwing up... sorry... 'writing', the next Codex.

BYE

This message was edited 1 time. Last update was at 2008/09/06 01:41:09


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in gb
Longtime Dakkanaut






London UK

H.B.M.C. wrote:
Kill Point from the 10-man Terminator Squad... or the Drop Pod... I'll shoot the Drop Pod.
...


yeah,
that's what makes you the master tactician!

There will be easy point and hard points, that does make the new rules bad... just different.
the space marine player has to concider the droppods kp when designing his list.

the squad in the drop pod is probabily going to drop in behind a enemy tank or something and claim that KP... then they have to protect the drop pods. or write it off it's KP and move out and look for another target...

Also that KP is only in 1/3rd of games in the other 2/3rds you can drop that Pod on a objective and instantly contest it.

PAnic

This message was edited 1 time. Last update was at 2008/09/06 13:32:12


   
Made in us
[DCM]
.







Panic wrote:
H.B.M.C. wrote:

... then they have to protect the drop pods....



yeah,
that's what makes you the master tactician!
   
 
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