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Made in gr
Regular Dakkanaut





220 (10 GH, Drop Pod, 2 plasma, MOTW,standard)

220 (10 GH, Drop Pod, 2 plasma, MOTW,standard)

220 (10 GH, Drop Pod, 2 plasma, MOTW,standard)

130 (6 GH, Drop Pod, melta)

130 (6 GH, Drop Pod, melta)

85 (5 GH,1 plasma)

ELITES

85 Lone Wolf : TH/SS TDA

85 Lone Wolf : TH/SS TDA

124 3 x Wolf Guard : TDA, 1 Combi plasma, 2 x Combi Melta - 2 x wolf claw

HQ

100 = 1 runepriest(bolt pistol, runic weapon) (divination)

HEAVY SUPPORT

115 5 longfangs (4ML)

115 5 longfangs (4ML)

120 4 longfangs (3PC)

Tactics

2 x 10 man pods with plasma and one pod with melta come in first turn, melta is busting the haviest tank and the plasma

squads provide support. The lone wolves run towards monstrous creatures and big enemies drawing as much fire as they can.

The three wolf guard go with the 6 and 5 man squads. The 5 man squad with the WG pack leader guards base objective. The rune

priest stays with longfangs providing rerolls to either the plasma cannons or the missile lunchers. The long fangs stay in

cover and shoot from distance.

 
   
Made in gb
Steadfast Grey Hunter





its ok no glaring strengths

 
   
Made in us
Ferocious Blood Claw




Its decent. Its at least focused on what its trying to do, which is an improvement over many other pod lists. You still have all the usual weaknesses of a Pod list in that it is easy to counter with deployment and has no mobility.

I would argue that you need both melta units to drop in first wave, meaning you have to bring small squads first. You might consider switching the melta/plasma configurations. And by that I mean 2xmelta in the larger squads and plasmas in the smaller ones. You want to have as much impact as possible on the drop and I'm thinking against semi/full mech armies your plasmas will only take off hull points and not give the desired "alpha" you need to make the game turn sour for your opponent right off the bat.

I don't think MotW is worth it, I've found it to be really wanting for the amount of points you invest in it, especially if your opponent knows what to do and either singles it out or ignores it. The number of extra attacks you get is basically one extra marine, not really enough to write home about when you already have 10 guys. The rending is kinda nice when it happens I guess, I still think saving the almost 50pts and bulking up the smaller squads would hep you more in the long run. Conversely you could use the saved points to try and get two more pods so you can drop more turn 1, which would also help a lot.

What is the logic behind the Lone Wolves? I've seen this in a few drop lists so far and frankly I don't get it. Seems like they will be much too slow and "too little to late" to me. By that I mean by the time they get where they are needing to be the game will be won/lost already. If the answer is to protect the fangs, I'm not sure how that makes much difference at all when the bulk of your army will be on your opponent from the start. He will be forced to deal with that before he can really think about the Fangs. This is doubly true now that you can't assault off outflank, so your fangs can defend themselves to a large degree.

Whats with the PC Long Fangs? Something about lobbing marine-killing blasts near your recently dropped troops seems like it could end in disaster. I'd just get another Missle squad. Can appreciate your desire for something to help with termies and the like, but most of those units will struggle to deal with the 30+ counterattacking marines, I wouldn't be overly concerned about anything short of paladins or something (which you would drop aback a ways from anyway)..

HAEGR  
   
 
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