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Made in us
Dakka Veteran






With the changes to Drop Pods in order to make them valuable again, many people have expressed a desire to field at least 1x Unit in a Drop Pod in order to capitalize on their potential. As it stands (and depending on your Chapter Tactic), I could see the following units:

* Devestator Squad: With the Devestator Doctrine being available Turn 1, I can see these guys being a popular option in order for Turn 1 devastation against enemy Armor or Hvy. Units depending on the loadout.

* Sternguard: These guys I see benefitting the most atm. With all the weapon flexibility and firepower they can dish out, they become and Elite Alpha Strike Unit that can change the outcome of a game Turn 1 with all they can do (or Turn 2 combined with the Tactical Doctrine). IF and CF players will love them for the Special Bolters to go with their Chapter Tactics, but a popular build I have been seeing popping up has been:

*(10x) Sternguard:
-w/Sgt w/Combi-Plasma, PW
- 2x Sternguard w/Grav-Cannon w/Grav-Amps
- 7x Sternguard w/Combi-Plasma

The amount of Firepower they can dish out in a single turn is absolutely devestating and while expensive, it has a ton of potential.

* Vanguard Vets: Certain Chapters such as the BTs would love to have a unit of these guys in a Drop Pod for a potential Turn 1 Charge, which is very possible with the BTs Chapter Tactic.

* Assault Squad: Basically a Tactical Squad w/BP and Chainswords, like the Vanguard Vets, these guys would be a cheap alternative for a CC unit. BTs would love these guys, but White Scars w/the Assault Doctrine and their Devestating Charge would also benefit as well.

* Dreadnoughts: Would need to utilize the FW Dreadnought Drop Pod, but the ability to place a Dreadnought within striking distance Turn 1 would be a solid Tactic for Space Marine players. Contemptor Dreadnoughts come to mind here.

Just a quick rundown on what I can see being popular with SM players who want to utilize a single Drop Pod Unit in their armies. But feel free to share your ideas or other units you can see being effective. Or if you plan on fielding more than a single Drop Pod unit.

This message was edited 1 time. Last update was at 2019/08/20 08:51:36


 
   
Made in se
Growlin' Guntrukk Driver with Killacannon





Sweden

Tac squads are an alternative too. They have one thing going for them, which is that they are troops. I would probably send down more elite stuff in a pod though...

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Made in ca
Implacable Skitarii




Ottawa, Canada

FW Dreadnought Drop Pods can't come down turn one.

As a Salamanders player, I'd love to fill drop pods with a bunch of Melta/Flamer (RIP Flamer range) and Vulkan for all the re-rolls. So likely Sternguard with combis and a Heavy Flamer. It would be real cool for GW to give Sallie Tac Squads access to Heavy Flamers.

This message was edited 2 times. Last update was at 2019/08/20 11:40:49


| | Krieg | |
30k: Alpha Legion | | Blackshields 
   
Made in us
Shas'ui with Bonding Knife






I'm thinkin maybe a couple of Devastator Squads with closer range heavy weapons (Meltas, Gravs, Plasmas, etc.)

SG

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Made in de
Blood Angel Neophyte Undergoing Surgeries



Bonn

Played this at the start of 8th:

5 Devastator with 4 gravcannons
Mephiston
4 Index-Veterans with plasmaguns

had some fun but wasn't realy strong. maybe this time... ^^

Fluff for the fluff-gods! 
   
Made in us
Ultramarine Chaplain with Hate to Spare






I ran three Pods at the beginning of 8th and it tended to be Devastators backed up by four Combat Squads of Tacticals, drawn from 4 10 Man Tactical Squads. Sternguard are an obvious choice now that the Special Issue Bolters are apparently free (which seems crazy). Since I usually have all of those units in an army, I'll probably change it up from mission to mission.

Of those choices, I think Devastators with Grav Cannons will be in by default. That said, I've been using a lot of Plasma Cannons too. As they can ignore the first -1 of shooting starting in the second turn, I might try bringing in some of them to open a new front at long range. Who knows, I don't have the book yet and haven't started pointing things out.

And They Shall Not Fit Through Doors!!!

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Made in us
Ancient Venerable Dark Angels Dreadnought





Like a fool I almost bought 2-3 pods about a month or so ago....back when they were cheap. now I'm pretty sure their value shot right back up!

As a DA player, not much to put in the pods just yet until we see some rules changes more than just Shock Assault.

I do feel that getting a Chaplain down on the table Turn One so that assault units dropping Turn 2 can get the +2" to charge. Would be great with DW knights if only we got chaplain litanies
   
Made in us
Chaplain with Hate to Spare





Sioux Falls, SD

Sternguard are a great choice. Their added range means you can place your pods better, possibly allowing those Sternguard to gain a little cover in the process. They are dirt cheap in points, and those guns are decently strong. Crimson Fists and Imperial Fists are great choices for Chapters for them for those additional hits from the Special Issue Boltguns. Second turn ends up big for them too (provided they survive), since they will have some additional AP on their guns due to the Tactical Doctrine (Ultramarines Tactics are great here too, if you don't want Imperial Fists or Crimson Fists).

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Made in us
Ultramarine Chaplain with Hate to Spare






Yeah, Sternguard dropping in with Storm bolters with a -1 for Tactical Doctrine, with the optional strat for 4 shots at max range looks pretty cool. If I got those abilities right.

And They Shall Not Fit Through Doors!!!

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Made in bg
Dakka Veteran




Alpha strike don`t look appealing for me. SM units even with decrease are not cheap and giving the opponent easy to hug target is not ideal. DP could have been really useful protection for expensive units, except they cant carry primaris.
1-2 DP can still be useful late game with getting obj and creating chaos, 65 pts for 6 turn line breaker is probably worth it.
You can probably try to zone part of the board with them, slowing enemy movement or use them to deploy units in cover in importation buildings. Tacs with 2+ and 4T could be really annoying for shooting armies.
   
Made in us
Fixture of Dakka




NE Ohio, USA

Regardless of how the new rules do/don't interact with my SW & my all Dreadnaught force I intend to keep playing pretty much exactly as I have been.

1) My entire SW army is already Drop Pod mounted. Has been since 2e. If I benefit more somehow? Great. If not? Oh well, I guess I keep right on as I have been.
How good the pod rules are at any given moment isn't the reason I equipped them like this. Rather I just like the image of my Sws plummeting out of the sky straight into the thick of things. Some editions this works better than others....

2) I own enough FW Dreadpods to land about 1/2 my dreads. Generally though I only equip about 1/4 of my list with them. If I benefit somehow? Great, I'll invest in a few more. If not? Oh well, I guess I keep right on as I have been.
Wich means that I'll always include several dreadpods
   
Made in us
Mekboy on Kustom Deth Kopta






2 5 man tac squads. I do not have the new dex yet but I plan to run em a few tiems. i like the idea of pop out, have a plasma pistol sarg and plasma gun then a few power armored bodies to spread to objectives in small squads.

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Made in us
Ultramarine Chaplain with Hate to Spare






ccs wrote:

1) My entire SW army is already Drop Pod mounted. Has been since 2e.


Wow, do you have those armorcast "open-sphere" pods based on the old Epic design? I love those!

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
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Made in us
Fixture of Dakka




NE Ohio, USA

 Insectum7 wrote:
ccs wrote:

1) My entire SW army is already Drop Pod mounted. Has been since 2e.


Wow, do you have those armorcast "open-sphere" pods based on the old Epic design? I love those!


Yep. 1 pod for each unit that could/can take a pod. And a few extra - two for the Dreads, & 3 with magnetized scratch built AC/Missile turrets.

Currently though I'm using GW plastic kits for the standard pods + Deathwinds. When I rejoined the fight last year I updated the pods.

Armorcast pods:
Advantages = zero assembly, vintage cool factor, 100% fits the armies (now) retro theme* (other than a few decrotive bitz - bases, packs, etc army only has 2e stuff in it.
*I never set out to keep it locked as a pure 2e force, GW has just never introduced anything I feel like adding to it.... (SW riding cyber wolves - blech, ugly wulfin models, etc)
Disadvantages = pain the *** to transport an armies worth (heavy + takes up a lot of transport space), DS rules have always been a hindrance placing these things....

GW pods:
Advantages = lighter, easier to transport, works a little bit better as far as DS placing. I can cheat in various ways concerning the position of their doors....
Disadvantages = Army is now no longer 100% 2e vintage models. PAIN IN THE *** TO BUILD.
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

Could you post a picture of you retro army and these retro spheres for those of us too young to remember ?

   
Made in us
Loyal Necron Lychguard





St. Louis, MO

None since GW gave the non-codex chapters the middle finger.

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Ultramarine Terminator with Assault Cannon






Probably Sternguard Vets. I think they're the best option. Very versatile in what they can do.

I don't see the advantage(s) of putting a Dev. squad up close. I think the best way to use Dev. squads is with the Ultramarines strat. Rapid Redeployment. I think this can be very strong for board control.
   
Made in us
Omnipotent Necron Overlord






Drop pod offers nothing really but the ability to make bad builds more viable. Like...sternguard with all combi weapons are unusable without deep strike. That deep strike isn't worth 65 points. Turn 1 deep strike gives you turn 1 board presence and protection from alpha strike. You can accomplish both of these WITHOUT wasting points of a model that does nothing.

You could take a bike squad and get anywhere a drop pod can go. You could take a landspeeder and do the same thing. You could take an impulsor and do the same thing. Drop pods cost too much.

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Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Well, I'd organize a poll including the middle finger.

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Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

I'm planning on running 2x10 sternguard in drop pods.

Sgt will get a power fist (4 attacks on the charge) and a combi-melta.
The rest get their special issue bolters.

Run them with Imperial Fists perhaps

This message was edited 1 time. Last update was at 2019/08/22 18:53:24


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MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
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Powerful Ushbati





United States

I am planning to re-purpose my old three pods into dreadnought pods to deliver my ironclads for my Iron Hands to the battlefield with haste!
   
Made in fr
Inquisitorial Keeper of the Xenobanks





France

 Togusa wrote:
I am planning to re-purpose my old three pods into dreadnought pods to deliver my ironclads for my Iron Hands to the battlefield with haste!


You can't drop dreadnoughts IIRC

   
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Ancient Venerable Dreadnought




San Jose, CA

Sternguard + chaplain & Apothecary. Maybe an assault squad?
   
 
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