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2018/12/17 21:47:08
Subject: What happed to drop pods
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Blood Angel Neophyte Undergoing Surgeries
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I know they are a bit expensive in points but what happend to the classic drop pod insertion of space marines? Are they just so out of the meats now that they are not considered at all? Are they any good in friendly games or are they just not worth it at all?
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Praise the holy emperor. Burn the heretics.
~2500
~ 2000
[CENTER][/CENTER
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2018/12/17 21:49:31
Subject: What happed to drop pods
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Fixture of Dakka
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Whatever it can do, not it can do better.
Points are too high.
Deep Strike requires the contents to *also* remain outside 9".
Plasma trumps Melta easily. So getting within 12" isn't such a big deal.
Charging chaff with Tac Marines isn't so great anymore.
Lots of reasons Pods are worse than they were.
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2018/12/17 21:50:47
Subject: What happed to drop pods
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Stealthy Warhound Titan Princeps
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They are so super expensive in points that they're completely worthless.
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2018/12/17 22:03:18
Subject: Re:What happed to drop pods
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Growlin' Guntrukk Driver with Killacannon
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Had they been like 30 pts im sure they would be taken. They are too durable for that though. The board would be cluttered with hard to kill terrain
They are gak bad really thats why you never see them
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This message was edited 1 time. Last update was at 2018/12/17 22:03:52
Brutal, but kunning! |
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2018/12/17 22:05:28
Subject: What happed to drop pods
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Never Forget Isstvan!
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With the changes to deep strike, theres absolutely no point to taking them. All armies have access to deep strike now, and nobody can come in till turn 2.
If they gave drop pods something only they could do, they would be worth it, but it would have to be something like letting them deep strike on turn 1 to make pods viable again.
Atm they are just fairly cheap and durable objective holders that aren't obsec.
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2018/12/17 22:11:38
Subject: What happed to drop pods
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Legendary Master of the Chapter
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Deepstrike is far too punishing and most units that can use them are not as effective as they once were, (with the exception of sternguard).
I think they are also just a pain to build.
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From whom are unforgiven we bring the mercy of war. |
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2018/12/17 23:35:46
Subject: What happed to drop pods
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Gargantuan Gargant
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The other big issue is that immobility, especially in this edition, is super-punishing. Paying a premium price for a transport with pretty much no fire power, no mobility after deployment and limited viable units to transport means they're basically just a fancy paper weight.
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2018/12/17 23:38:17
Subject: What happed to drop pods
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Omnipotent Necron Overlord
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Deep strike is like 1 CP for a whole unit for a lot of armies and they can use it twice or unlimited times. This makes a drop pod with a storm bolter worth like 20-30 points. Not 70.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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2018/12/17 23:42:49
Subject: What happed to drop pods
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Decrepit Dakkanaut
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Asherian Command wrote:Deepstrike is far too punishing and most units that can use them are not as effective as they once were, (with the exception of sternguard).
I think they are also just a pain to build.
I once had 4 of those burgers. I don't have plans to buy them ever again, and mine are toast!
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CaptainStabby wrote:If Tyberos falls and needs to catch himself it's because the ground needed killing.
jy2 wrote:BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.
vipoid wrote:Indeed - what sort of bastard would want to use their codex?
MarsNZ wrote:ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever. |
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2018/12/18 00:00:17
Subject: What happed to drop pods
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The Marine Standing Behind Marneus Calgar
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They are expensive, and lost their niche.
It used to be you needed them for accurate DS. Now everyone can do that.
First turn? Nope, and again, the come in the same as everyone.
Drop into flamer/melta range? Nope. So what do you need to DS? Pretty much all our CC options can DS natively.
Add mobility to Cents/Dreads? Not any more.
What units want to be close, but outside 9” and is worth spending the points on a pod? Sternguard, plasma spam? But once you factor in the pod cost, is it still worth it?
They still do OK in casual games. But they don’t bring anything new to the table any more.
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2018/12/18 00:08:19
Subject: What happed to drop pods
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Courageous Space Marine Captain
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Nevelon wrote:
What units want to be close, but outside 9” and is worth spending the points on a pod?
Hellblasters...
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2018/12/18 00:09:01
Subject: What happed to drop pods
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Fixture of Dakka
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The worse part about them is that by the time your buying the third drop pod squad, you may as well get DW veterans, and just get better ammo and storm shields on multiple dudes.
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If you have to kill, then kill in the best manner. If you slaughter, then slaughter in the best manner. Let one of you sharpen his knife so his animal feels no pain. |
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2018/12/18 00:11:22
Subject: What happed to drop pods
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Fixture of Dakka
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One rule will fix them
Make them Fast Attack (not dedicated so Ro3 is in place) let them DS turn 1.
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2018/12/18 00:14:31
Subject: What happed to drop pods
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Pyro Pilot of a Triach Stalker
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With the reserves rule I'm wondering if allowing them to DS turn 1 would make them useful.
Still needs a further points drop. Shouldn't be more than 50.
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01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001 |
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2018/12/18 00:18:58
Subject: What happed to drop pods
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Fixture of Dakka
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buddha wrote:With the reserves rule I'm wondering if allowing them to DS turn 1 would make them useful.
Still needs a further points drop. Shouldn't be more than 50.
Its so funny, back in 5th when the damage and Penning vehicle chart was a thing, a 35pt Rhino and Drop pod was INSANE for the points, i couldnt believe how cheap they where compare to many units. Then 8th came out and made them all 70-100pts and i was happy, but now knowing how the power level went up 300% (+ to hit, re-rolls on everything, more shots, etc...) but ow they should go back down to 35pts b.c how worthless they actually are lol.
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2018/12/18 00:34:11
Subject: What happed to drop pods
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Oozing Plague Marine Terminator
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Drop pods were pure cheese 6th through 7th.
What happened in 8th is the price hikes and more limitation on who can ride.
Now that they are expensive garbage, and loyalists stopped buying them, we should finally let the CSM faction get them.
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2018/12/18 00:52:14
Subject: Re:What happed to drop pods
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Longtime Dakkanaut
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The reason you took drop pods was in previous editions were that they were cheap and a rare way to get a semi accurate deep strike. Now that scattering is not a thing any more and most things that can even take a DP are pretty much low tier, they don't have a place in the game unless they get a massive point drop or scattering comes back (which it should).
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2018/12/18 01:29:44
Subject: What happed to drop pods
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Omnipotent Necron Overlord
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To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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2018/12/18 02:01:27
Subject: What happed to drop pods
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Fixture of Dakka
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Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP. Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth? Depends on the rules, if it can ignore "no DS turn 1" and is able it, its worth 65pts easily, i'd say its worth 80pts. If its just another way to DS a unit without spending CP? Then not much, 30pts but 50pts max i'd say.
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This message was edited 1 time. Last update was at 2018/12/18 02:02:01
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2018/12/18 02:01:34
Subject: What happed to drop pods
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Longtime Dakkanaut
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Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
35 points.
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2018/12/18 02:04:00
Subject: What happed to drop pods
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
I've never quite been sure why Drop Pods needed to be treated as large imposing vehicle models as opposed to just an ability or a terrain piece.
If there weren't the GW concern for selling drop pod models, I'd ideally say just represent Drop Pods by making Deep Strike an ability SM squads can buy for +Xpts per squad.
Given that a model must be kept and that people will want it to have a gun that shoots stuff annoyingly, instead of bothering to pay for a T6 W8 lump, why not just make it a T4 3+ sv W1 Fearless BS3+ Storm Bolter, that otherwise remains on the table and acts as terrain that can then be used for cover by a squad that it grants the ability to Deep Strike to? Add it to any squad for say, 15-30pts.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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2018/12/18 02:59:37
Subject: What happed to drop pods
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Committed Chaos Cult Marine
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Vaktathi wrote: Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
I've never quite been sure why Drop Pods needed to be treated as large imposing vehicle models as opposed to just an ability or a terrain piece.
If there weren't the GW concern for selling drop pod models, I'd ideally say just represent Drop Pods by making Deep Strike an ability SM squads can buy for +Xpts per squad.
Given that a model must be kept and that people will want it to have a gun that shoots stuff annoyingly, instead of bothering to pay for a T6 W8 lump, why not just make it a T4 3+ sv W1 Fearless BS3+ Storm Bolter, that otherwise remains on the table and acts as terrain that can then be used for cover by a squad that it grants the ability to Deep Strike to? Add it to any squad for say, 15-30pts.
I think drop pods just being a piece or wargear solves quite a few problems with them. As wargear it would be easy to explain why they can't hold objectives and not count for kill points as you haven't actually slain the unit attached to it. Also as wargear, it is much easier to allow enemy models to just treat it as (destructible) terrain that doesn't create weird barriers, well beyond a certain type of dangerous terrain that prevent them from just moving pass it they want to.
The only thing I would like more is a non-Forge World one for Chaos.
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2018/12/18 03:09:48
Subject: What happed to drop pods
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Powerful Ushbati
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Imagine being able to put a shield generator in a drop pod. Units including the pod within 8 inches of the hull gain a 5++.
Imagine being able to give droppods weapon rigs. Or energy generators that extend weapon range, add weapon strength or AP and provide cover.
Seems to me that their will probably be a primaris drop pod at some point that will be loads better than the old ones. It's just a waiting game.
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2018/12/18 03:36:22
Subject: What happed to drop pods
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Regular Dakkanaut
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There just isn’t a Marine unit capable of going in a Drop Pod that is worth 65pts to Deep Strike. Most units pay 2-3pts per model to Deep Strike; in this case you’re asking 7-12pts. Even if they could Deep Strike Turn 1 like they used to it isn’t worth it. If they were 20-30pts they’d be a solid mobility upgrade for a unit, but at 65 you’re better off just grabbing 5 extra models and foot slogging it, or jumping in a Rhino.
I agree they would work better as a piece of wargear. I’d make them work like Feculent Gnarlmaws - once placed, they become terrain. Something like:
- 25pts with Stormbolter, upgrade for a unit rather than a unit itself
- placed using Deep Strike rules, with models inside disembarking
- after models disembarked, becomes a piece of terrain with a weapon (but as it is terrain it can’t benefit from auras and such)
- if an enemy model finishes any move on the terrain the weapon is permanently disabled
- 10pts additional upgrade to let unit disembarking fire heavy weapons without penalty the turn they arrive
- 10(/15?)pts additional upgrade to let the pod arrive first turn
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2018/12/18 03:50:03
Subject: What happed to drop pods
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Ultramarine Chaplain with Hate to Spare
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I'm thinking Pods may be useful again with the prospect of 2 5man Command Squads, w/Storm Shields and Plasma.
Pods do have a very important bonus over other Deep Strike options, in that only the Pod can be Forewarned/Auspex Scanned against. The units inside are un-interceptable.
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2018/12/18 03:54:38
Subject: Re:What happed to drop pods
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Chaplain with Hate to Spare
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Here is how you fix Drop Pods. You make the No Deep Strikes Turn 1 a standard rule. Then you make Drop Pods able to bypass that rule.
As of right now, things like Stratagems and easily acquired deep strike make Pods a 65 pt trash bucket.
Edit: Posting at work. Looks like people had the exact same thought.
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This message was edited 1 time. Last update was at 2018/12/18 04:19:57
5250 pts
3850 pts
Deathwatch: 1500 pts
Imperial Knights: 375 pts
30K 2500 pts |
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2018/12/18 03:57:16
Subject: What happed to drop pods
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Omnipotent Necron Overlord
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Amishprn86 wrote: Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
Depends on the rules, if it can ignore "no DS turn 1" and is able it, its worth 65pts easily, i'd say its worth 80pts.
If its just another way to DS a unit without spending CP? Then not much, 30pts but 50pts max i'd say.
Turn 1 it would probably be worth it's points now but still on the high end IMO. Only if it could deep strike primaris and plus dreads like it always has been able to. Maybe just have it be a roll to come in turn 1 to make it more fair but not have to charge too much for it.
Automatically Appended Next Post: Togusa wrote:Imagine being able to put a shield generator in a drop pod. Units including the pod within 8 inches of the hull gain a 5++.
Imagine being able to give droppods weapon rigs. Or energy generators that extend weapon range, add weapon strength or AP and provide cover.
Seems to me that their will probably be a primaris drop pod at some point that will be loads better than the old ones. It's just a waiting game.
That would be sweet. They have FW drop pods that are missile launchers - but they can't transport. Automatically Appended Next Post: Nightlord1987 wrote:Drop pods were pure cheese 6th through 7th.
What happened in 8th is the price hikes and more limitation on who can ride.
Now that they are expensive garbage, and loyalists stopped buying them, we should finally let the CSM faction get them.
There is really no reason why Chaos doesn't have them. Probably just trying to give marines something special over chaos who have tons of unique infantry and the ability to summon daemons and such. That kinda sucks now but it didn't always suck. Automatically Appended Next Post: Vaktathi wrote: Xenomancers wrote:To be playable they need to be 20-30 points. You can deepstrike a squad for 1 CP.
Ask yourself a question. What is a flimsy vehicle with a strom bolter than can't move worth?
I've never quite been sure why Drop Pods needed to be treated as large imposing vehicle models as opposed to just an ability or a terrain piece.
If there weren't the GW concern for selling drop pod models, I'd ideally say just represent Drop Pods by making Deep Strike an ability SM squads can buy for +Xpts per squad.
Given that a model must be kept and that people will want it to have a gun that shoots stuff annoyingly, instead of bothering to pay for a T6 W8 lump, why not just make it a T4 3+ sv W1 Fearless BS3+ Storm Bolter, that otherwise remains on the table and acts as terrain that can then be used for cover by a squad that it grants the ability to Deep Strike to? Add it to any squad for say, 15-30pts.
I have a similar opinion. Make it work more like a tau missle turret with a firewarrior squad. If the squad leaves it - it's just a useless peice of terrain. If the dudes are within 3" of it - you can shoot the storm bolter. No reason to even have it be targetable. I'm sure enemy soldiers know it can't really hurt them.
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This message was edited 3 times. Last update was at 2018/12/18 04:02:59
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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2018/12/18 04:12:15
Subject: Re:What happed to drop pods
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Longtime Dakkanaut
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Aside from being too expensive, Drop Pods would need an immobile rule similar to Tarantulas or the like.
As long as the opponent can protect his Genestealers or Cultist blobs or even Riptides from all your fancy shooting by having one gently touch your drop pod, which cannot Hit back or fall back, these things areprobably units your opponent would pay you to drop near his units.
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2018/12/18 04:16:24
Subject: Re:What happed to drop pods
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Pestilent Plague Marine with Blight Grenade
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Sunny Side Up wrote:Aside from being too expensive, Drop Pods would need an immobile rule similar to Tarantulas or the like.
As long as the opponent can protect his Genestealers or Cultist blobs or even Riptides from all your fancy shooting by having one gently touch your drop pod, which cannot Hit back or fall back, these things areprobably units your opponent would pay you to drop near his units.
Could treat them like Feculant Gnarlmaws. That way they can't be targeted, charged or engaged and for all intents they are terrain that have special interactions with your units. i.e. allows an infantry/dreadnought unit to "Deepstrike" turn 1 following normal rules and some mobile LOS blocking options for the player.
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"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.
To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle
5300 | 2800 | 3600 | 1600 | |
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2018/12/18 04:16:30
Subject: Re:What happed to drop pods
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Grim Dark Angels Interrogator-Chaplain
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Pods would be worth it if there was a unit that was worth putting in one. Currently there is no such unit. Vanguard Vets can DS natively, as can Terminators. Assault Centurions come to mind, but they can't ride in a pod anymore. The only thing that comes to mind that can actually ride in a pod is a squad of Veterans (Sternguard or regular Company veterans) with melta or plasma, preferably plasma. Even then there are better ways to get them up the board. Now, if Primaris marines could take a pod, you could drop in a unit of Hellblasters or Aggressors and that might actually be useful, but even then I'm not sure I could justify the 65 points (although that is certainly better than the 100+ points they were at the start of 8th!).
I'll admit, back in 7th there were whole lists built around every unit arriving by Drop Pod, and they were unfun to play against. The so-called Null Deployment lists, where if you got stuck with first turn you literally lost a turn because there was nothing to shoot at. But at least the models had a purpose and were actually useful, and there were ways to beat a Pod-heavy list. Now, they only have a place in narrative or very casual games.
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