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![[Post New]](/s/i/i.gif) 2010/06/20 04:31:10
Subject: Viability of throwing a couple of Drop Pods in an army.
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Regular Dakkanaut
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New player, trying out Space Wolves. Thinking of having a couple of drop pods. With two drop pods, there is flexibility - I would get to choose based on the situation, which one comes in on turn one and which one is kept in reserve. Say maybe a group of Terminators in one pod, and perhaps a Dreadnought in another. Is this a good idea? If so, what do you think is the best combination of units to put in two Drop Pods to compliment my Grey Hunter's in Rhino and some Long Fangs.
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![[Post New]](/s/i/i.gif) 2010/06/20 05:01:42
Subject: Viability of throwing a couple of Drop Pods in an army.
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Fixture of Dakka
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You need at least three to make it werk. Especially for SW.
G
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![[Post New]](/s/i/i.gif) 2010/06/20 05:38:10
Subject: Viability of throwing a couple of Drop Pods in an army.
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Regular Dakkanaut
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Black Blow Fly wrote:You need at least three to make it werk. Especially for SW.
Is it too much trouble to explain why you think this?
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![[Post New]](/s/i/i.gif) 2010/06/20 05:43:33
Subject: Viability of throwing a couple of Drop Pods in an army.
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Discriminating Deathmark Assassin
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Stavkat wrote:Black Blow Fly wrote:You need at least three to make it werk. Especially for SW.
Is it too much trouble to explain why you think this?
Kind of curious myself. I'd think it a great delivery system for a Dreadnought, or perhaps a squad of terminators.
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![[Post New]](/s/i/i.gif) 2010/06/20 05:58:20
Subject: Viability of throwing a couple of Drop Pods in an army.
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Dakka Veteran
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I assuming by terminators you mean some kind of beacon that can be incorporated into the squad the drop pod contain?
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![[Post New]](/s/i/i.gif) 2010/06/20 06:06:27
Subject: Viability of throwing a couple of Drop Pods in an army.
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Discriminating Deathmark Assassin
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Wolf Guard pack. Terminator armo(u)r. Drop Pod option.
(Space Wolves don't trust teleporters. It's witchcraft!)
Not seeing anything that says models equipped thusly cannot take a Pod, but I may just be missing it.
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This message was edited 1 time. Last update was at 2010/06/20 06:07:11
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![[Post New]](/s/i/i.gif) 2010/06/20 06:11:04
Subject: Viability of throwing a couple of Drop Pods in an army.
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Decrepit Dakkanaut
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Yeah, why do you need 3 or more to be effective? sternguard piling out with a crap-ton of combi-meltas don't need two other pods on the field to absolutely smear a vehicle before the other player can react.
I mean, it seems rather simple to me. If you want something to hit its target without being able to be attacked first, and are willing to spend in return a few turns of it not being on the field at all, then give it a drop pod.
I'm honestly surprised that most marine players don't spam them as hard as they can if they're not running some other specific theme, like a bike army. Pretty much any other army would kill for the chance to field them.
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![[Post New]](/s/i/i.gif) 2010/06/20 06:11:19
Subject: Viability of throwing a couple of Drop Pods in an army.
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Grim Rune Priest in the Eye of the Storm
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Basicaly with One or two Drop Pods on Turn One ONE will show up and become Isolated, with 3 Two can show on Fisrt Turn and Support each other or at least the Fire you will attract will have to be split up, I recomend at least 5
This will help
http://www.dakkadakka.com/dakkaforum/posts/list/266924.page
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![[Post New]](/s/i/i.gif) 2010/06/20 15:03:35
Subject: Re:Viability of throwing a couple of Drop Pods in an army.
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Regular Dakkanaut
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Surely there is utility in having one pod drop in to target a weakness in the opponents line, or to tie up some of their forces for a turn or two so that the rest of your army can get into position?
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![[Post New]](/s/i/i.gif) 2010/06/20 15:34:19
Subject: Viability of throwing a couple of Drop Pods in an army.
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Decrepit Dakkanaut
Mesopotamia. The Kingdom Where we Secretly Reign.
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One is good on first turn, two is better. I think it's better to not have too many in your army though, because then your game is entirely beholden to your reserve rolls. I like to have a Venerable Dread, an Ironclad come in on turn one and keep a tac squad in reserve in a pod to grab an objective later in the game.
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Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. |
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![[Post New]](/s/i/i.gif) 2010/06/20 19:33:23
Subject: Viability of throwing a couple of Drop Pods in an army.
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Fixture of Dakka
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If you take one then the unit will most likely be isolated. Your opponent can focus fire/assault them...you might do some damage with shooting on the initial drop then they are gone. This is especially true of dreadnaughts. Now if you take three then two will drop first turn & your opponent can't focus all their fire on one arriving unit.
A lot depends on where you drop your pods & you can always drop them empty. I think 3 is best.
G
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![[Post New]](/s/i/i.gif) 2010/06/20 19:51:36
Subject: Re:Viability of throwing a couple of Drop Pods in an army.
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Dakka Veteran
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I think three is a good number. If you take three, two of them show up on turn one, the units inside support each other, and can be supported by the Grey Hunters in Rhinos that you mention are also in your army.
If you take a lot of Drop Pods (say, 5 or more) your army becomes much more dependent on them, and if your opponent can negate the Drop Pods by setting up in reserves you can really be in trouble. My Eldar army, for example, eats Drop Pod armies for lunch because I set up my forces in reserve, the Drop Pods come on turn one and do nothing, then I bring my stuff on and destroy the Marines piecemeal. Mechanized Guard can do similar things.
I think Dreadnoughts with Multi-meltas, Grey Hunters with Melta-guns, Rune Priests, and Terminators are all good candidates for Drop Pods. Basically any unit that needs to be up close to do its job and is pretty good in assault is a good DP unit.
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Madness is however an affliction which in war carries with it the advantage of surprise - Winston Churchill |
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![[Post New]](/s/i/i.gif) 2010/06/20 21:40:06
Subject: Viability of throwing a couple of Drop Pods in an army.
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Grim Rune Priest in the Eye of the Storm
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Res Reserves can screw up a Pod Army, but Deep Strike does not mean you have to put them your Opponents Backfield, you can just dronp them in your Backfield.
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![[Post New]](/s/i/i.gif) 2010/06/21 00:19:38
Subject: Viability of throwing a couple of Drop Pods in an army.
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Automated Space Wolves Thrall
Chicago
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I just bought myself a second drop pod. I intend to load Bjorn into the first, have it come in first turn and let Bjorn do what Bjorn does, and have a squad of Grey Hunters in reserve in the second one. This way, the squad becomes a threat to objectives later in the game, or makes for handy support if they show up early on.
In my experience, Terminators in the Drop Pod are only slightly effective. Since they can't assault on the turn they're dropped, you don't want to just feed them to the enemy by hoping a measly 5 guns will cut it (since you can only fit 5 of them in a pod). Of course the trouble then comes in the form of forfeiting the assault. Because then, you can't tie them up in combat, thus preventing them from being shot to death (because that's how Terminators die). So you have to drop them close enough to offer some unimpressive shooting, and then get shot in return, or you drop them far enough that they have to walk (slowly) to their opponent.
A Land Raider is the best way to carry them Terminators, hands down.
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This message was edited 1 time. Last update was at 2010/06/21 00:20:07
Bears. |
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![[Post New]](/s/i/i.gif) 2010/06/21 02:12:47
Subject: Viability of throwing a couple of Drop Pods in an army.
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Grim Rune Priest in the Eye of the Storm
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But Bjorn can't take a Drop Pod
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