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![[Post New]](/s/i/i.gif) 2014/08/11 16:14:33
Subject: Space Wolves Drop Pod tactics in 7th
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Badass "Sister Sin"
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I'm thinking BC and LW are going to be better for DP
10 BC in Pod is 155, add specials.
Each squad you take can take a LW with TDA, Combi and PF for 55.
So 210 for the pair.
Muhahahahah
Take 6 Squads = 1260. Add 2 Locator Beacons on pods. 1280.
You still have plenty of points for a TWC Lord and big squad. Have fun with that.
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![[Post New]](/s/i/i.gif) 2014/08/11 17:37:03
Subject: Space Wolves Drop Pod tactics in 7th
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Sadistic Inquisitorial Excruciator
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Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
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![[Post New]](/s/i/i.gif) 2014/08/11 17:41:40
Subject: Space Wolves Drop Pod tactics in 7th
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Badass "Sister Sin"
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Mavnas wrote:Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
Nope.
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![[Post New]](/s/i/i.gif) 2014/08/11 18:11:08
Subject: Space Wolves Drop Pod tactics in 7th
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Grim Rune Priest in the Eye of the Storm
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pretre wrote:Mavnas wrote:Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
Nope.
Well that was a simple answer, but I don't thing it is that simple.
More than once I have taken one and had it do real well. I would not recommend it to someone, but I would not tell them no.
What you gat to do if you take one, don't take ONE. Take one for every pod that is going to show up on turn one, especially for Grey Hunters.
Here is how I use them
>Take 5 Pods, 2 Grey Hunters loaded with Plasma, 2x Flamers, One Dread usually with a Assault Cannon or Multi-Melta.
>Drop The two Plasma-Hunters and the Dread and drop them almost on top of each other as close to an objective as you can.
>The Pods will be ignored 98% of the time, so they will make it to Turn 2. Letting you drop 3x Pie Plates on turn two. If you pull off your placement right all three can me on the same unit.
It is not Tournament level tactics, but it is fun watching your opponents HQ take 3 Large S5 Attacks.
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![[Post New]](/s/i/i.gif) 2014/08/11 18:56:45
Subject: Space Wolves Drop Pod tactics in 7th
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Trustworthy Shas'vre
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Don't forget the Lone Wolf can ride in a spare Fast Attack pod.
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Tau and Space Wolves since 5th Edition. |
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![[Post New]](/s/i/i.gif) 2014/08/11 18:58:34
Subject: Space Wolves Drop Pod tactics in 7th
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Badass "Sister Sin"
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Lone Wolves in TDA don't need pods.
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![[Post New]](/s/i/i.gif) 2014/08/11 19:30:53
Subject: Space Wolves Drop Pod tactics in 7th
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Nurgle Chosen Marine on a Palanquin
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Only reason to put them in a pod via fast attack is to balance out your alpha strike, or get the lone wolf in turn 1.
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![[Post New]](/s/i/i.gif) 2014/08/11 19:33:28
Subject: Re:Space Wolves Drop Pod tactics in 7th
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Speedy Swiftclaw Biker
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Land Drop Pods. Get out. Fire. Punch. Die. Victory. Automatically Appended Next Post: pretre wrote: Random Dude wrote:
But if you have meltas, you can fire the turn you come down, then fire the next turn when you charge.
Sure, but you've still fired the same number of AP2 shots. with both loadouts. 
But one set hasn't potentially killed one/more of your dudes. I can't take plasma because of my bad luck with gets hot + save! I think the guy that maintains the Plasma shizzle at the Fang has been drunk for a long, long time. Or eaten by all the wolves we've let infest the place.
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This message was edited 1 time. Last update was at 2014/08/11 19:35:23
Back in the day, we were epic Space Vikings with horns, and beer, and stupid mockney accents, and we didn't have any truck with this flying around like a pansy shizzle. We certainly didn't surround ourselves with mangy animals.
Now we're basically the Bestiality Chapter.
We also now ride chariots and employ daemonic dreadnoughts...also, we fly and teleport with abandon. With wolves. |
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![[Post New]](/s/i/i.gif) 2014/08/11 20:13:36
Subject: Space Wolves Drop Pod tactics in 7th
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Ambitious Space Wolves Initiate
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pretre wrote:Mavnas wrote:Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
Nope.
I think they're pretty solid actually. They can fire the turn they land in this edition, and if you put a DWML on the pods that don't have beacons they are a target instead, so your Lonewolves can still land exactly where they need to.
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![[Post New]](/s/i/i.gif) 2014/08/11 20:31:57
Subject: Space Wolves Drop Pod tactics in 7th
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Longtime Dakkanaut
Indiana
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I am a fan of 5 man grey hunter with wolf guard in terminator armor with storm shield and combi weapon.
one special, one combi in a pod with a character that increases the durability of the squad by a significant margin against anything ap3 or better for the points.
Thing about this You are going to be buying the wolf guard anyway for an extra 10 points. So he is 24 points. With a combi weapon he is 34. However in terminator armor with storm shield and combi is 44 points. If you are going 10 man, stick to power armor. If you are going 5 man I would definitely go terminator armor.
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This message was edited 1 time. Last update was at 2014/08/11 20:32:51
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![[Post New]](/s/i/i.gif) 2014/08/11 20:33:30
Subject: Space Wolves Drop Pod tactics in 7th
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Badass "Sister Sin"
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einlanzer wrote: pretre wrote:Mavnas wrote:Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
Nope.
I think they're pretty solid actually. They can fire the turn they land in this edition, and if you put a DWML on the pods that don't have beacons they are a target instead, so your Lonewolves can still land exactly where they need to.
Meh, I still don't think they're worth it, but appreciate what you're saying.
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![[Post New]](/s/i/i.gif) 2014/08/13 01:54:57
Subject: Re:Space Wolves Drop Pod tactics in 7th
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Purposeful Hammerhead Pilot
Vior'la Sept
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I curious question, I am intrigued to hear what people think. (Bump)
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![[Post New]](/s/i/i.gif) 2014/08/13 02:05:03
Subject: Space Wolves Drop Pod tactics in 7th
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Grim Rune Priest in the Eye of the Storm
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I don't have an issue with Scoring, Objective Secured Drop Pods.
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![[Post New]](/s/i/i.gif) 2014/08/13 10:10:23
Subject: Space Wolves Drop Pod tactics in 7th
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Been Around the Block
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Anpu42 wrote:[
>The Pods will be ignored 98% of the time, so they will make it to Turn 2. Letting you drop 3x Pie Plates on turn two. If you pull off your placement right all three can me on the same unit.
It is not Tournament level tactics, but it is fun watching your opponents HQ take 3 Large S5 Attacks.
Hi
Firstly, interesting thread, any thoughts on what might be good to start on the table in a list that is not totally drop pods?
Secondly, regarding the point above I just wanted to point out that deep striking vehicles now count as coming in at combat speed, so they can fire one weapon at full BS. Which means the pods above can fire the turn they arrive, adding to the alpha strike. This makes the decision about whether they are worth it a bit more tricky. I do like the idea of mixing it up.
I've been considering a full pack of WG with combi weapons used as in the same manner as Sternguard, they don't get to combat squad and choose two targets but they are that bit more of a threat in close combat. I also think that you will probably want to bring in a standard somewhere but I am in two minds whether it comes in the first wave or not, will probably give it a try both ways and see how it works, may just depend on what the squad with the standard is packing.
Will follow this thread with interest to see what people come up with.
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![[Post New]](/s/i/i.gif) 2014/08/13 10:15:49
Subject: Space Wolves Drop Pod tactics in 7th
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Is 'Eavy Metal Calling?
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Welcome to Dakka, Sonsoftherock!
For on-the-table stuff in a pod list, I'd be likely to take something fast so that it hits the enemy at the same time as your second wave of pods, and you can get some T2 assaults going. To that end, Thunderwolf Cav, JP Wolf Guard or Swift/Skyclaws are all decent options as they will be able to move up with the cover provided by the Drop Pods and their contents and hopefully get stuck in fast.
The WG Combi-Pod will put down some serious firepower when it drops, so you probably want it in the first wave to neutralise things that will be a threat to your army coming down.
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![[Post New]](/s/i/i.gif) 2014/08/13 11:24:45
Subject: Space Wolves Drop Pod tactics in 7th
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Been Around the Block
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Thanks for the friendly greeting!
Like you I would look at stuff that is fast and resilient, TWC with a Fenrisian wolf screen perhaps. The idea being to have more models on the table and add to fire priority problems for your opponent.
Another way to go would be a couple of squads in Rhinos, maybe easier to hide if going second. Not super resilient but some extra mobility for objective grabbing and useful firepower.
I could also see the Stormwolf with some passengers.
Turn 1. Alpha strike plus cavalry move
Turn 2. 2nd wave drops, 1st wave and cavalry assault, Stormwolf comes on and adds fire support.
Turn 3. Stormwolf launches air assault
Obviously your opponent has other plans, but as a concept it might work. Now to see if I can fit it into 1850!
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![[Post New]](/s/i/i.gif) 2014/08/13 11:27:35
Subject: Space Wolves Drop Pod tactics in 7th
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Is 'Eavy Metal Calling?
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That concept does look solid. As someone who runs the oft-maligned Pod-Rhino combo with several Space Marine army, I can tell you it does work rather well. The Pods provide enough of a distraction for the Rhinos to move into position, either supporting your pods or going for a flank.
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![[Post New]](/s/i/i.gif) 2014/08/13 12:12:35
Subject: Space Wolves Drop Pod tactics in 7th
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Dour Wolf Priest with Iron Wolf Amulet
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Anpu42 wrote: pretre wrote:Mavnas wrote:Should Deathwind Launchers be taken on the pods? They look like they'd be annoying enough to cause the enemy to shoot at the empty pod and probably make back their points if they remove an enemy model.
Nope.
Well that was a simple answer, but I don't thing it is that simple.
More than once I have taken one and had it do real well. I would not recommend it to someone, but I would not tell them no.
What you gat to do if you take one, don't take ONE. Take one for every pod that is going to show up on turn one, especially for Grey Hunters.
Here is how I use them
>Take 5 Pods, 2 Grey Hunters loaded with Plasma, 2x Flamers, One Dread usually with a Assault Cannon or Multi-Melta.
>Drop The two Plasma-Hunters and the Dread and drop them almost on top of each other as close to an objective as you can.
>The Pods will be ignored 98% of the time, so they will make it to Turn 2. Letting you drop 3x Pie Plates on turn two. If you pull off your placement right all three can me on the same unit.
It is not Tournament level tactics, but it is fun watching your opponents HQ take 3 Large S5 Attacks.
I actually did this when Nids could take pods still, spamming 4-6 spores with cluster spines. The S5 large blasts were just decimating things because there were so many of them everywhere, even without all my units' shots adding up as well.
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