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![[Post New]](/s/i/i.gif) 2013/01/30 16:56:55
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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I started playing at the end of 5th, took time off and am trying to start up now. All of a sudden Drop Pods seem to be in vogue. For SW in particular. Are they really that good?
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![[Post New]](/s/i/i.gif) 2013/01/30 17:03:41
Subject: SW viable with Drop Pods?
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Blood-Raging Khorne Berserker
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Super Newb wrote:I started playing at the end of 5th, took time off and am trying to start up now. All of a sudden Drop Pods seem to be in vogue. For SW in particular. Are they really that good?
Yes they really are that good. I think SW are on the mountain top when it comes to drop pod carnage, that's just my opinion though.
WolfGuard Combi bomb pods with a suicide Jaws runepriest
GH plasma squads
Counter Attack.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/01/30 17:04:47
Subject: SW viable with Drop Pods?
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Speedy Swiftclaw Biker
NJ
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They are good if used correctly.
Drop Pods are not subject to the reserve restriction since they "must" start in reserves (along with the unit embarked on them), and with half of them coming down turn 1 you significantly improve your chances at pulling off First Blood, even if you go second.
Space Wolves are great with drop pods since their basic troop unit, the Grey Hunter, operates best in the 0-24" range band, and Drop Pods essentially put them there. Further Space Wolves are also great with pods because you can include a terminator wolf guard pack leader in a unit of Grey Hunters, increasing the units survivability while not trading any alpha strike ability when you land.
In theory this is great but in practice you really need to pick your targets wisely. Drop Pods are amazing mobility when you first drop, but once they are on the ground the Hunters (or whatever you have embarked) are no longer a mobile unit. If you allow yourself to be outmaneuvered after you're down then you'll lose your advantage and suddenly be on your heels.
Slower units tend to want to stick together and castle up a bit. Against any opponent with superior mobility you should try to keep your units together. Also try to avoid suicide bombing them against targets that look juicy but really don't help you with your end game. Always remember your objectives. Delivering a fierce alpha strike is worthless if you can't reach your objectives later.
Personally I think Drop Pods are a lot of fun, but I wouldn't go with a pure Drop Pod army. You should try to supplement your main drop pod force with long range supporting fire power.
And again, recognize any traps that your opponent may have laid for you and don't fall into them, especially with your troops!
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This message was edited 1 time. Last update was at 2013/01/30 17:05:58
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![[Post New]](/s/i/i.gif) 2013/01/30 17:05:57
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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They're good, but they're not meta-changing good. The pros: -Cheap -Instantaneous localisation -Almost guarantee line breaker -Risk-free deep strike -LoS/Path Blocking The cons: -Your squad has no maneuverability after the initial drop -Poor rolls can lead to exposed troops -Piecemeal deployment -Lose the free special weapon on you GHs if you take a character in the squad The pros are pretty awesome. DP GHs onto/near an enemy objective to force them to concentrate on them, or near a tank for melta death. Similarly with plasma you can alpha strike someone's tough unit pretty hard from turn 1. You pretty much need an odd number of pods. 3 or 5, with 1 empty pod to ensure all your podding units come down at the same time (with 5 you'll only have 1 unit in reserve which isn't a horrible thing in larger games). Otherwise your firepower is limited on turn one, and your opponent has an easier time at target priority. I generally throw an empty pod as a upgrade for my long fangs, and take a small 5-6 man GH squad with a razorback for sitting on home objectives. I enjoy using them, but they're not so game breaking that you need to go out buy, assemble and paint 3 pods asap.
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This message was edited 2 times. Last update was at 2013/01/30 17:07:45
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 17:15:43
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Oh right, the SW pods can only hold 10 people, but regular SM can hold 12. Tough choice giving up the second special weapon to unclude a wolf guard sergant guy.
Griddlelol, I thought rhinos and razrorbacks weren't good in 6th anymore. You still think it is good to have one in your backfield? Automatically Appended Next Post: Also, would a mixed Rhino & Drop Pod force work well, or would it be better to walk with the non drop pod guys?
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This message was edited 1 time. Last update was at 2013/01/30 17:16:36
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![[Post New]](/s/i/i.gif) 2013/01/30 17:20:26
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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Super Newb wrote: Griddlelol, I thought rhinos and razrorbacks weren't good in 6th anymore. You still think it is good to have one in your backfield? People like to act as though the sky is falling concerning transports. When drop pods come in, the sky is rather literally falling into their deployment zone, most of my opponents don't have time to worry about the razorback claiming a 3+ cover save and taking pot-shots at their units when there's 2 GH units in their face demanding attention. A lot of the time it's quite easy to position drop pod number 3 (or 4 & 5) to block LoS to the razorback from the units that can really make decent long range shots at it. It's more just protection from heldrakes than anything to be honest, and allows me to react quickly within my own deployment zone or grab an objective late game. Edit: 4 WG in TDA, 1 WG in PA and a PA RP is a great drop unit I find. Kit them out with plenty of dakka and they can be a horrible thorn in your opponent's side.
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This message was edited 1 time. Last update was at 2013/01/30 17:22:30
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 17:20:56
Subject: SW viable with Drop Pods?
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Speedy Swiftclaw Biker
NJ
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Super Newb wrote:Oh right, the SW pods can only hold 10 people, but regular SM can hold 12. Tough choice giving up the second special weapon to unclude a wolf guard sergant guy.
Griddlelol, I thought rhinos and razrorbacks weren't good in 6th anymore. You still think it is good to have one in your backfield?
Automatically Appended Next Post:
Also, would a mixed Rhino & Drop Pod force work well, or would it be better to walk with the non drop pod guys?
A Razorback provides mobility for a small unit to get near a homefield objective, act as long range fire support, and then a LoS blocker later in the game when the objective needs to be held.
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![[Post New]](/s/i/i.gif) 2013/01/30 17:23:00
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Oh I see. Interesting. So does 3 Drop Pods in a list put enough pressure on the oppenent, or is 5 better?
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![[Post New]](/s/i/i.gif) 2013/01/30 17:29:18
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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Super Newb wrote:Oh I see. Interesting. So does 3 Drop Pods in a list put enough pressure on the oppenent, or is 5 better? Depends on your points range and the other units you're taking. If all you have is foot slogging GHs and LFs, that's probably not enough for them to ignore back field stuff. However, TWC really make people gak their pants and draw a lot of anti-tank fire thanks to their high toughness, wounds and invulnerable. Edit: Personally I never do 5, but that's because I despise buying drop pods. They're costly and a pain in the dick to build and paint.
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This message was edited 1 time. Last update was at 2013/01/30 17:30:28
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 17:29:41
Subject: SW viable with Drop Pods?
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Speedy Swiftclaw Biker
NJ
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Super Newb wrote:Oh I see. Interesting. So does 3 Drop Pods in a list put enough pressure on the oppenent, or is 5 better?
Depends on your list but I would probably say 5. The more you bring down first turn the harder it will be for your opponent to counter-attack successfully.
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![[Post New]](/s/i/i.gif) 2013/01/30 17:34:52
Subject: Re:SW viable with Drop Pods?
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Jealous that Horus is Warmaster
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Well with 3 you will get 2 on your first turn then the other arrives when it is available from reserves. Depending on what you have in those first 2 and who your up against with dictate how much pressure is applied from the off but it will give them something to think about.
And as mentioned above it creates an immediate threat to their line which usually means some of your other units are ignored completely and are allowed to advance virtually unopposed.
I like Drop-Pods, I take 3 in my vanilla marines force, 1 with Sternguard in and usually 1 with an Ironclad Dread, the third turns up empty. I usually try land this to block LOS from a Havoc/Loota squad etc.
I've never played with or against a full podded army so advice on that with have to come from someone more in the know.
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Revilers 6,000pts
Dark Eldar 4,000pts
Cadian 229 regiment 3,000pts |
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![[Post New]](/s/i/i.gif) 2013/01/30 17:35:55
Subject: SW viable with Drop Pods?
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Locked in the Tower of Amareo
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SW are the ultimate army for this I think because the grey hunters literally don't care if they are are assaulted. However, for other marine chapters, this is not the case.
That's why I usually only deploy sternguard and fragnoughts in drop pods with the BA.
Marine transports are still quite good. But things like the wave serpent kinda took it up the rear with HP.
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![[Post New]](/s/i/i.gif) 2013/01/30 17:43:16
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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I was thinking something like
Rune Priest
10 Wolf Guard, 1 in Terminator with Cyclone Missile, 1 in Terminator with Heavy Flamer, the rest regular guys with combi weapons. Pod
10 Grey Hunters, 2 plasma, Pod
10 Grey Hunters, 2 plasma, Pod
10 Grey Hunters, 2 melta, Pod
10 Grey Hunters, 2 flamers, Pod
3 groups of Long Fangs, two of them 4-5 missiles each, the other, 3 missiles, 2 las cannons. That's roughly 1600 points.
Is that a good start for a 1750 list? What if any CC upgrades is a good idea? Those banners... wolf standards I believe they are called?
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![[Post New]](/s/i/i.gif) 2013/01/30 17:52:45
Subject: Re:SW viable with Drop Pods?
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Blood-Raging Khorne Berserker
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I'm partial to 8 wolf guard in a pod with 5 combi plasma, 3 combi melta. x2
10x grey hunters with x2 plasma gun in a pod
the wolf guard come in and instantly remove from game some troublesome target. second turn the troop choice comes in a play clean up/kill troop.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/01/30 18:06:19
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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Super Newb wrote:I was thinking something like
Rune Priest
Where's he going to go? Sitting around with Long Fangs feels like a waste to me.
10 Wolf Guard, 1 in Terminator with Cyclone Missile, 1 in Terminator with Heavy Flamer, the rest regular guys with combi weapons. Pod
These guys can't fit in a pod. TDA takes up 2 slots of the 10 man pod.
10 Grey Hunters, 2 plasma, Pod
10 Grey Hunters, 2 plasma, Pod
10 Grey Hunters, 2 melta, Pod
10 Grey Hunters, 2 flamers, Pod
MotW is incredible, so are banners. Try to include them. The problem with them all being in a pod is that they'll come down piecemeal, allowing your opponent to focus fire rather than deal with your whole list at once.
3 groups of Long Fangs, two of them 4-5 missiles each, the other, 3 missiles, 2 las cannons. That's roughly 1600 points.
LFs are pretty standard
Is that a good start for a 1750 list? What if any CC upgrades is a good idea? Those banners... wolf standards I believe they are called?
I think it's a good start. You seem to be a little confused on the podding though. The banners are amazing, especially in conjunction with MotW and over-watch.
To flesh it out, I'd consider losing some WG and getting some TWC, or grabbing more WG but with more specialised roles. Yours looks like a jack of all trades master of feth all squad.
As I and other have recommended, use at least 1 empty pod. You'll have 2 GH squads coming in on turn 2, you want to limit that as much as possible. Also, there's no point in buying a pod for something that will need to sit on a home objective. You might as well get them a rhino/razorback or reserve them, since you will need a home troops choice in 4/6 missions.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 18:14:14
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Griddlelol, the Cyclone Terminator was going to become a 'pack leader' for the 3 ML 2 Las squad. The Rune Priest was going to go back with that squad too, for rerolls with that divination power. Bad idea?
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![[Post New]](/s/i/i.gif) 2013/01/30 18:24:23
Subject: SW viable with Drop Pods?
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Blood-Raging Khorne Berserker
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Super Newb wrote:Griddlelol, the Cyclone Terminator was going to become a 'pack leader' for the 3 ML 2 Las squad. The Rune Priest was going to go back with that squad too, for rerolls with that divination power. Bad idea?
That's a solid unit.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/01/30 18:25:46
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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Super Newb wrote:Griddlelol, the Cyclone Terminator was going to become a 'pack leader' for the 3 ML 2 Las squad. The Rune Priest was going to go back with that squad too, for rerolls with that divination power. Bad idea? Oh I see. Not a fan of that personally, but I've seen it used to good effect. 63 points for 2+ and 2 ML shots seems too much to me. It's like 1/2 of another LF squad. It also doesn't take into account that you've got a HF with the combi-plasma WG. Why? You have to get into charge range to use the HF, but why on earth would you charge with expensive, weak in combat WG? My preference is TDA WG. Make them shooty, make them annoying. As I put above 4 TDA 3 with combi-plasma 1 with assault cannon. 1 PA with combi-plasma and a RP. It's a horrible squad that really shoots people up the turn it arrives. Plus, it can easily charge or be charged. The weapons all match with range and strength too. I don't like divination RPs on long fangs. MLs aren't worth rerolling to miss, they're just not strong enough with ap3. Also take into account that the RP costs 100pts, more than 50% of the LFs cost (140pts) for a increased output in damage of 50%. The math shows it isn't cost effective. If he was cheaper, as in 70ish points (like the DA Librarian) then yeah, his points cost is roughly equivalent to 50% more men, but he isn't. Although with the LC and TDA squad leader, he can be worth it. But, couple this with the fact that if the RP's hiding with 48" range LFs, it's unlikely he'll put his 24" anti-psychic power zone to good use. The divination powers have more than just reroll to miss, and the GHs could really benefit from some of them. Even prescience on GHs with plasma is great in my opinion. The codex powers work fantastic with DP RPs. You can get into a position for Jaws to make hits on important squad members like sergeants and special weapons troopers, or simply to hit a ton of models. However, Slay the Warlord is a VP. Despite what I said, I often take an RP and stick him with my long fangs (or guard blob which is more common in 1750pts games) for buffs. The difference is, I take 2. One for offence, and one to sit back and try to hold on to slay the warlord. 2 RPs isn't a bad investment, especially with their incredible offensive power in a drop pod list.
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This message was edited 1 time. Last update was at 2013/01/30 18:26:44
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 18:31:25
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Griddlelol wrote:It also doesn't take into account that you've got a HF with the combi-plasma WG. Why? You have to get into charge range to use the HF, but why on earth would you charge with expensive, weak in combat WG? My preference is TDA WG. Make them shooty, make them annoying. As I put above 4 TDA 3 with combi-plasma 1 with assault cannon. 1 PA with combi-plasma and a RP. It's a horrible squad that really shoots people up the turn it arrives. Plus, it can easily charge or be charged. The weapons all match with range and strength too.
I could have 8 combi-weapon WG drop in with the TDA with a HF. Within 12 inches is rapid fire range for plasma. So that could be 16 plasma shots and a HF on top of it. The HF is only 5 points, why not?
If I went more TDA like you suggest, I'd only have 4 combi-weapons in the squad. My power armor squad hits much harder when it drops down.
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![[Post New]](/s/i/i.gif) 2013/01/30 18:32:06
Subject: SW viable with Drop Pods?
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Locked in the Tower of Amareo
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Getting the 4++ save power on some grey hunters would make them so tough that not even incubi and other meq killer hth squads can handle them.
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![[Post New]](/s/i/i.gif) 2013/01/30 18:32:29
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Griddlelol wrote:The divination powers have more than just reroll to miss, and the GHs could really benefit from some of them. Even prescience on GHs with plasma is great in my opinion. The codex powers work fantastic with DP RPs. You can get into a position for Jaws to make hits on important squad members like sergeants and special weapons troopers, or simply to hit a ton of models.
However, Slay the Warlord is a VP. Despite what I said, I often take an RP and stick him with my long fangs (or guard blob which is more common in 1750pts games) for buffs. The difference is, I take 2. One for offence, and one to sit back and try to hold on to slay the warlord. 2 RPs isn't a bad investment, especially with their incredible offensive power in a drop pod list.
A 1750 points list could fit two Rune Priests easy enough. Maybe one in front and one in back would be a good idea...
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![[Post New]](/s/i/i.gif) 2013/01/30 18:45:50
Subject: SW viable with Drop Pods?
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Junior Officer with Laspistol
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Super Newb wrote:
I could have 8 combi-weapon WG drop in with the TDA with a HF. Within 12 inches is rapid fire range for plasma. So that could be 16 plasma shots and a HF on top of it. The HF is only 5 points, why not?
If I went more TDA like you suggest, I'd only have 4 combi-weapons in the squad. My power armor squad hits much harder when it drops down.
The heavy flamer is using up a slot which could be used on something stronger. The strength and ap don't overlap it's just all over the place with no focus. Another combi-plasma would make more sense.
It may hit harder (although that's debatable when you take into account Jaws), but it's also less survivable and once it's fired those plasma shots, is an expensive GH squad that can't score. At least TDA WG bring free power weapons along with their increased survivability.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2013/01/30 18:53:09
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Jaws typically kills as much as 8 plasma shots do? Really? I doubt it, but if so cool beans.
If I take an assault cannon instead of a heavy flamer on that one terminator, I'd get 16 plasma shots and 4 assault cannon shots.
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![[Post New]](/s/i/i.gif) 2013/01/30 20:22:12
Subject: SW viable with Drop Pods?
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Discriminating Deathmark Assassin
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Super Newb wrote:Jaws typically kills as much as 8 plasma shots do? Really? I doubt it, but if so cool beans.
If I take an assault cannon instead of a heavy flamer on that one terminator, I'd get 16 plasma shots and 4 assault cannon shots.
It does when you're playing Necrons :( Used to be I could count on my wraiths getting in there tearing up the RP unit - not anymore. Thanks a lot GW!
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![[Post New]](/s/i/i.gif) 2013/01/30 21:20:19
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Griddlelol wrote:Edit: Personally I never do 5, but that's because I despise buying drop pods. They're costly and a pain in the dick to build and paint.
Assuming I like running a pod list after play testing it a few times with cups or cans. Those leaves or doors or petals don't matter right? I could just leave those off? Along with the fiddly bits inside like the seats? None of that stuff matters in the game right?
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![[Post New]](/s/i/i.gif) 2013/01/30 21:52:17
Subject: SW viable with Drop Pods?
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Liche Priest Hierophant
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They where good in 5th. With the 6 disembark and that your oponent has to start on the table they are amasing now.
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![[Post New]](/s/i/i.gif) 2013/01/31 13:50:43
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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Oh right, an army can't start all in reserves anymore. good point
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![[Post New]](/s/i/i.gif) 2013/01/31 14:02:19
Subject: Re:SW viable with Drop Pods?
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Blood-Raging Khorne Berserker
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If you can manage to stuff every unit into flyers/pods you can 100% reserve.
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I need to return some video tapes.
Skulls for the Skull Throne |
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![[Post New]](/s/i/i.gif) 2013/01/31 14:29:38
Subject: Re:SW viable with Drop Pods?
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Dark Angels Librarian with Book of Secrets
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I always hate putting long fangs in a drop pod army. If you go second, your giving your opponent an entire turn to shoot em to bits.
If your taking the fangs, make sure to include a bastion or at least an aegis. This will help protect them.
In my CSM army, I'm now taking predators over havocs. Simply up my havocs were giving up "first blood" to often
As mentioned wolf banners are huge force multipliers. Combined with a single terminatior wolf guard, you can dramatically increase the survivability of a wolf squad. The problem with that, of course is you sacrifice your second PG.
As far as "effectiveness". They can be extremely effective!
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![[Post New]](/s/i/i.gif) 2013/01/31 16:07:06
Subject: SW viable with Drop Pods?
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Longtime Dakkanaut
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50 points for the aegis alone sounds like a really good investment then! And if the gun can fit in the list, even better.
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