Switch Theme:

Heavy weapons in drop pods  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Stalwart Space Marine





I usually run a drop pod heavy army and i wanted to know your opinions
on whether or not to run my tac squads with heavy weapons like RLs or MMs...

any advice would be welcome!

Humbaba

"Wherever you tread, tread lightly. We are closer than you think and our blades are sharp"  
   
Made in nz
Longtime Dakkanaut





New Zealand

The downside is that they won't be able to fire on the turn they disembark from the pod - many pod players rely on causing max damage on that turn, in case the squad then gets shot to pieces.
   
Made in us
Pulsating Possessed Chaos Marine





Charleston, SC

The only time i would say heavy + Podding works, Is when you have some way of giving them relentless, Such as Logan Grimnar with a squad of Long Fangs.

Oh stop complaining, its for the greater good... Now get in the box!

Owner of R.S. Commission Studios. PM For a quote. Link in profile. 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





Better question would be "If I am going to pod in anyway, what do I lose by doing it? One bolter shot?" ....while pod tacs will be depending on the combiweapon and special weapon to do the hitting on the turn they arrive, you lose nothing of practical value by taking one of the -free- heavy weapons and it allows you more options on the turns after that.

This message was edited 1 time. Last update was at 2011/09/10 22:19:11


 
   
Made in us
Stalwart Space Marine





That was pretty much my take on it but I was also wondering if taking a special weapon with a cost
would be effective...
for example a multi melta, The fact that it is podded in negates its rang weakness and could be very useful for popping tanks
is it worth the cost tho????

This message was edited 1 time. Last update was at 2011/09/11 06:29:54


"Wherever you tread, tread lightly. We are closer than you think and our blades are sharp"  
   
Made in us
Longtime Dakkanaut




Well, considering that the MM and ML are free, you may as well take one, and a meltagun (or whatever special weapon you want), and probably a combi-melta as well.

If you do survive the next turn without being assaulted, you can fire it if you want to. It's better than just having a few bolter shots.
   
Made in au
Boosting Ultramarine Biker





Australia

I've been thinking about doing a drop pod army with Ultrmarines. My opinion was to equip the squad with a simple melta gun and or maybe combi melta instead of the multimelta. This would be just as practical I think because I would be dropping that squad as close as possible to my target (aka a tank or some equivilent) and so I needed it gone before it could fire back, thats where the assault guns come in. It may cost a few points extra but atleast your almost guaranteed to get a shot off. Thats just my opinion though.

"Freehand it like a boss" - starsdawn

My very first blog, wish me luck
Once a Space Marine blog, now corrupted by Nurgles Rot...
http://www.dakkadakka.com/dakkaforum/posts/list/619535.page


4000+ points with elements from the 1st, 2nd and 10th company. 
   
Made in us
Regular Dakkanaut





Sherman, TX

I usually run mine with Meltagun and ML. Depending on what I'm up against I will combat squad when they drop in. Usually this results in one of the squads getting taken out, but the follow up usually goes my way. Also, if you combat squad them, don't forget to run the ML team away from the pod instead of firing. There is nothing worse than having your opponent drop a large blast onto the DP and add it's possible (likely) explosion to both squads. I'm tempted to run some with MM, but haven't done it yet. Normally I get the same effect with the ML and get better range against big bugs and MC's.

Speed freaks 4000 points
Drop Marines 5000+ points Black Templars 1500+ (+1000 WIP)
Word Bearers 1000 points Fleshtearers 3000+ points
Catachan 2000 +(+500 WIP)
Dark Eldar 1500+(+1000 WIP)
High Elves 3000 points Vampire Counts 2000 points 
   
Made in ph
Long-Range Land Speeder Pilot





Marine_With_Heart wrote:I've been thinking about doing a drop pod army with Ultrmarines. My opinion was to equip the squad with a simple melta gun and or maybe combi melta instead of the multimelta. This would be just as practical I think because I would be dropping that squad as close as possible to my target (aka a tank or some equivilent) and so I needed it gone before it could fire back, thats where the assault guns come in. It may cost a few points extra but atleast your almost guaranteed to get a shot off. Thats just my opinion though.


...can't you field a meltagun, a combi-melta AND a multimelta (seeing that the MM is free)? If you're dropping the squad as close as possible and your first two shots didn't kill of the vehicle (maybe stunned or immoblized), at least in the second round of shooting at least you still have two melta shots, one with a bigger range. One additional bolter shot would do nothing.

Violence is not the answer, but it's always a good guess. 
   
Made in us
Scuttling Genestealer




feasting on an Imperium planet.

Sir Blayse wrote:I usually run mine with Meltagun and ML. Depending on what I'm up against I will combat squad when they drop in. Usually this results in one of the squads getting taken out, but the follow up usually goes my way. Also, if you combat squad them, don't forget to run the ML team away from the pod instead of firing. There is nothing worse than having your opponent drop a large blast onto the DP and add it's possible (likely) explosion to both squads. I'm tempted to run some with MM, but haven't done it yet. Normally I get the same effect with the ML and get better range against big bugs and MC's.

ummm... you can't take heavy weapons when you combat squad. " If the unit numbers ten models", then you can take meltaguns, flamers, ML,etc. etc.

"As I looked into its dead black eyes, I saw the terrible sentinence it had in place of a soul. Behind that was the steel will of its leader. Further still I could feel its primogenitor coldly assessing me from the void. And looking back from the deepest recesses of the aliens mind I perceived what I can describe only as an immortal hunger.
We can slay the tyranids on our worlds, blast their fleets from space, grind their armies to torn and ruined fragments. But their hunger? That is beyond our ability to slay."

- Ultramarines Cheif Librarian Tigurius
 
   
Made in us
Perfect Shot Ultramarine Predator Pilot





You can take a 10 man squad, add in special and heavy weapons, and then split the squad into a pair of 5 man units when you come out of the pod. Perfectly acceptable.

My squads tend to run with a combimelta, melta and ML, regardless of whether they're podding or metal boxing it up.

This message was edited 1 time. Last update was at 2011/09/11 21:48:32


 
   
Made in us
Stalwart Space Marine





lol for some reason i thought that mm were extra points too...
oh well its good for me!

Since i normally don't have to fight MC i think i'll go mostly with a melta a multi melta and a combi melta

also what are ur opinions or plasma weapons in the meta game???
and is a plasma cannon worth it?


-Humbaba

"Wherever you tread, tread lightly. We are closer than you think and our blades are sharp"  
   
Made in us
Stone Bonkers Fabricator General






A garden grove on Citadel Station

Tyranids? Tyranids. wrote:
Sir Blayse wrote:I usually run mine with Meltagun and ML. Depending on what I'm up against I will combat squad when they drop in. Usually this results in one of the squads getting taken out, but the follow up usually goes my way. Also, if you combat squad them, don't forget to run the ML team away from the pod instead of firing. There is nothing worse than having your opponent drop a large blast onto the DP and add it's possible (likely) explosion to both squads. I'm tempted to run some with MM, but haven't done it yet. Normally I get the same effect with the ML and get better range against big bugs and MC's.

ummm... you can't take heavy weapons when you combat squad. " If the unit numbers ten models", then you can take meltaguns, flamers, ML,etc. etc.
Wrong. You buy guns when your squad is 10 guys. Then you split them once you get to the game.

ph34r's Forgeworld Phobos blog, current WIP: Iron Warriors and Skaven Tau
+From Iron Cometh Strength+ +From Strength Cometh Will+ +From Will Cometh Faith+ +From Faith Cometh Honor+ +From Honor Cometh Iron+
The Polito form is dead, insect. Are you afraid? What is it you fear? The end of your trivial existence?
When the history of my glory is written, your species shall only be a footnote to my magnificence.
 
   
 
Forum Index » 40K General Discussion
Go to: