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Made in ie
Stealthy Grot Snipa




I'm playing against a BA drop-pod army this weekend with atleast 7 pods in it, are these lists effective or are they just god awful?

I play Gk's by the way and take pretty much the standard Libbie list, with strike squads and termies but no psyflemen

Nurgle Daemons blog
http://nurglestally.blogspot.ie/

Chaos Dwarfs 8/5/1 
   
Made in no
Liche Priest Hierophant





Bergen

It depends a lott if forge world is used, are what point is the game in, and why on earth is he using DP as BA? Or should that be BA as DP?

I am guessing you will be looking upon an armada of dreadnoughts and that can be scary. Just remember to activate the warp quakes and you should do swell.

   
Made in gb
Longtime Dakkanaut




It is not the best codex for drop pods. Dreads would be fun but they have limited range once dropped.

Their main issue is only having 10 marines per pod, you should just watch out for that. This leads to troops either taking only a single melta or not having a priest.

Depending on the list I would seriously consider reserving your full army and see how he responds.
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

MFletch wrote:Depending on the list I would seriously consider reserving your full army and see how he responds.


This is the classic defense against all pods. By denying his alpha strike any targets, you can really neuter the typically short range abilities of most pod armies.

Savvy Pod players work around this by including pods for units they can deploy (devestators/long fangs, shooty dreads) and drop empty pods on turn one, but it's still a giant weakness for the army.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

Polonius wrote:This is the classic defense against all pods. By denying his alpha strike any targets, you can really neuter the typically short range abilities of most pod armies.

Savvy Pod players work around this by including pods for units they can deploy (devestators/long fangs, shooty dreads) and drop empty pods on turn one, but it's still a giant weakness for the army.
+1 to this. Just make sure your army can do a reserve deployment if you are going with this tactic. You will be coming on the board on the bottom of 2, and can have as few as 3 turns to win the game. In objective games or 'roll dice and tie' games this can be very tricky if your not bringing a stormchicken.
   
Made in us
Rogue Daemonhunter fueled by Chaos






Toledo, OH

The flip side is that this is a reason few armies are "pure" pods... even BA, who can take plenty of pods, are arguably better if supplemented with predators.

I think my favorite pod army is space wolves though. Three long fang squads with drop pods can either delay a drop pod assault, or heavily front load it. Grey Hunters can easily and cheaply get two melta guns (wolf guard w/combi) in six men.

for added lulz, take logan, and field an all wolf guard/long fangs drop list...
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I think pods work better with some marine armies vs. others. Templars and Space Wolves probably have the strongest pod list possibilities. Vanilla marines can make some strong lists too. However, if you are playing GKs with strike squads...your opponent better go first or the game will be over for him. Warp Quake completely invalidates deepstrike armies...which is why I f'n hate the GK codex. No codex should just outright invalidate certain list builds..or even entire armies. Judicious use of Deathwind pods would be helpful for him, but I doubt he's taking any in a BA list. Drop Pod BA is probably the weakest build from that codex. You shouldn't have any problems.

   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Drop Pods can be good if you know how to use them. One of the strongest strategies against them is to just reserve your whole army. Half his army is coming in Turn 1 regardless (4 pods out of 7). If its an objective game this isn't as large of a set back as you would think. He can use his drop pods to make bottle necks and fire lanes, and try to create little forts for the objective.

Basically it can make it annoying for hordes and mech lists.

He also won't be at such a big disadvantage. I play enough foot based space marine lists to know that the mobility from a Rhino is not the end all be all of the game. Again, especially in objective based games. If you want to win, you play the mission. That means he's only got to move to the objective, he doesn't have to chase you around, and with Drop Pods he'll be there Turn 1.

Just don't forget he has the rest of his army coming in Turns 2-5...

   
Made in us
Longtime Dakkanaut





New York / Los Angeles

Pod armies can be pretty vicious if you have a well designed list; ÿöú either get to force your opponent to play from reserve and try to wrest board control from you or you get a nice alpha strike that takes the heat off the rest of your list.

I don't know about "pure" drop pods, the best drop list Ive run up against is a Pedro drop army with melta spam sternguard backed up by thunder fire, and 2 whirlwinds; with 10 scout bikers adding to the alpha strike. About 5 drop pods in all. Mostly deals with armor through melta drops and power fists.

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
Made in us
The Hive Mind





junk wrote:ÿöú

offtopic: wat. Thats a hell of a typo

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Longtime Dakkanaut





New York / Los Angeles

rigeld2 wrote:
junk wrote:ÿöú

offtopic: wat. Thats a hell of a typo


For some reason my iphone autocorrects you to ÿöú .

Soon to add

Proud supporter of Anrakyr, Scott the Paladin, and the Farsight faction. 
   
 
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