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Made in ca
Lurking Gaunt





Rehashing my old list need ideas.
   
Made in gb
Yellin' Yoof on a Scooter





Weeton

Dreads, Iron clad dreads and lots of shootey rapid fire weapons. I am toying with the idea of a five man assault team with two flamers for taking out infantry on objectives at 95 pts it's a viable option.

6000pts Hive Fleet Levi
3600pts Speed Freeks
6000pts 3rd Coy
2500pts 12st Valhallan Super Heavy Sqn
3000pts Salamanders 1st Coy
2000pts Lizardmen
400pts Brittian  
   
Made in ca
Lurking Gaunt





How do you prevent them from shoota death?
   
Made in us
Land Raider Pilot on Cruise Control





Maryland

First turn bring in something scary, say if you had 5 pods, bring in 2 Ironclad Dreadnoughts with Heavy Flamer and Melta Gun. Thats 180 points a piece. Then bring in like a 9 man Sternguard with maybe 2 Heavy Flamers and like 3 Combi Meltas. The next turn bring in Tac Squads

 Grey Templar wrote:

The Riptide can't be a giant death robot, its completely lacking a sword or massive chainsaw. All giant death robots have swords or massive chainsaws.
 
   
Made in ca
Lurking Gaunt





K dont have iron clads but would they do the job. Don't dreads become easy kills?
   
Made in us
Bounding Dark Angels Assault Marine



Memphis,TN

Diogenesethedog wrote:
K dont have iron clads but would they do the job. Don't dreads become easy kills?


They are av 13 most people spam str 6-7 shots, so av 13 is good now add IH traits and boom survivable.
   
Made in us
Revving Ravenwing Biker





sternguard or ironclads ..... if your going to run an ironclad I would throw it in a forgeworld drop pod so it can assault after it lands.


   
Made in us
Perfect Shot Ultramarine Predator Pilot






San Jose, California

What about TH/SS TDA? If anyone cares I drop a squad of tactical termies. My assault terms are in a LR.

This message was edited 1 time. Last update was at 2013/09/10 04:42:14


being recalculated~4.5k 750 875 My p&m blog where there are space marines http://www.dakkadakka.com/dakkaforum/posts/list/545810.page DA:90+S+G++M++B--I+Pw40k12+D+A++/wWD-R+T(M)DM+
 TheDraconicLord wrote:
Holy crap, you have been pumping out Smurfs like a man-possessed
 Kid_Kyoto wrote:

Morris, tragically sold his soul to the Chaos Gods of Flowers, Dancing, Laughter and Friendship. The Morris Heresy is on record as the shortest and least successful heresy in Imperial history.
 Camkierhi wrote:
thats the best group of ass I've seen on the net, and I've looked at alot.
 
   
Made in ca
Lurking Gaunt





 Whereswaldo wrote:
sternguard or ironclads ..... if your going to run an ironclad I would throw it in a forgeworld drop pod so it can assault after it lands.




Nothing can assualt after deep strike?
   
Made in us
Road-Raging Blood Angel Biker






Diogenesethedog wrote:
 Whereswaldo wrote:
sternguard or ironclads ..... if your going to run an ironclad I would throw it in a forgeworld drop pod so it can assault after it lands.




Nothing can assualt after deep strike?


Forgeworld Rules... not usable in Tournament but can be used for fun.


Automatically Appended Next Post:
If your making a drop pod list make sure you take EVERYTHING in a drop pod, nothing shoud start on the field. (its also better if you go second at this point because they just waste a turn)


Automatically Appended Next Post:
Also i posted something earlier about this (with the BA codex)
called Sterngaurd Alpha Strike. Look at it if you want some ideas. Points will be different just adjust to your liking.

This message was edited 2 times. Last update was at 2013/09/10 12:13:04


------------------------------------------------------------------
Why would you deep strike a lander raider?

Because i can and hey it worked didn't it?

BA-4k+ Gaurd 4K+
Tau 4k+ 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I'm also toying with the idea of a drop pod list, heavy on ironclads. I had been leaning towards Salamanders, but the iron hands trait of getting "It will not die!" on dreadnoughts seems almost too good to pass up.

The question I have, is what do you do besides your "heavy hitters"?

Let's say I say a master of the forge, a unit of sternguard, 4 ironclads, and a hunter or stalker for AA (the only thing not in a pod, so it can start in reserve). That uses up all the elites and heavy slots, and about 1100 points. Leaving say, 750 points to add in troops and the like.

What kind of troops can get added in? Like a poster above, I think I might throw in a fast attack assault squad with 5 men, a pod, and 2 flamers for 95 points. So then you've got 650 points for core troops.

Would 5 min-sized tac squads with special weapon and maybe a combi-weapon on the sergeant be worth taking? Or does it make sense to have bigger tactical squads in pods?

I'm really stuck on the troops in how to run a list like this... it also seems a toss-up between salamanders and iron hands, since salamanders can re-roll their flamer wounds.

But the crux of the issue is, after filling the elite/heavy slots using ironclads or sternguard and the like, there's going to be 650-750 points left over, and how to spend that on troops / how to configure the troops in a pod list with the new SM 'dex???

This message was edited 2 times. Last update was at 2013/09/10 14:49:13


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Well I think the assault flamer units are very strong. Sternguard and Ironclads both rock from DPs then just go MSU spam. The reason? Tau they have bucket loads of interceptor and it hurts. You need to overwhelm the enemy. AA doesn't fit the list as all the good SM AA options are static gunline options so don't fit. Something like this could work:

Vulkan 190

Ironclad: HF, DP 180
Ironclad: HF, DP 180
8 Sternguard: 2 HF, 4 combi-meltas, DP 271

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

Assault Squad: 2 Flamers, DP 95
Assault Squad: 2 Flamers, DP 95

Pedro 185

9 Sternguard: 5 Combiplasma, DP 283

Tac Squad: Flamer, combiflamer, DP 120

1849

9 Drop pods 2 Sternguard Bringing the pain one of which is scoring. 2 Ironclads and another unit (probably assault squad unless you need to kill mech then Tac squad) in some ones face and say deal with it. Even Tau will struggle to have enough interceptor.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Yeah, I like it . But how is one of the sternguard scoring... due to pedro?

Do you think that Vulkan is worth it for the rerolls on just 4 meltas and 6 combimeltas? I'm leaning towards using Iron Hands instead of Salamanders, but it seems like a toss-up. In that case, I'd take a master of the forge instead of vulkan, and put a few of the ironclads in the heavy support slot to allow me to take a unit or two of stenguard.

What about this variant with 11 pods- and 4 ironclads which will regain a hit point on a 5+ each turn.

Iron Hands

Master of the Forge - 90

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

Assault Squad: 2 Flamers, DP 95
Assault Squad: 2 Flamers, DP 95

8 Sternguard: 2 HF, 4 combi-meltas, DP 271
Ironclad: HF, DP 180
Ironclad: HF, DP 180

Ironclad: HF, DP 180
Ironclad: HF, DP 180
Hunter: 75 (held in reserve)

1846

This message was edited 4 times. Last update was at 2013/09/10 16:25:54


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





Yes Vulkan is worth it for 6 combis and 4 Meltas for Relic blade AA SS and HF a normal Captain would cost 160 so you're only paying 30 points for twin linking all those guns. Just in the combis alone you're basically making your points back. But for the reliability he is worth it. Those Ironclads get so much more threatening when you almost guarantee their melta hits.

The list does run both SG and Ironclad without having a MoTF tax as both HQs pull their weight in other ways.

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

I would consider 10 man squads with a pod for some better survivability on objectives. When needed they can be split. Granted you might end up with less pods but on round of shooting and ensuing assault phase can clear a 5 man squad relatively easily from an objective. For me anyway that would be worth it.

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





 namiel wrote:
I would consider 10 man squads with a pod for some better survivability on objectives. When needed they can be split. Granted you might end up with less pods but on round of shooting and ensuing assault phase can clear a 5 man squad relatively easily from an objective. For me anyway that would be worth it.


But 10 man squads just get nailed by Tau you need 5 man squads to make the alpha strike worth it. With just 2-3 pods coming down Tau Alpha strike you with interceptor and then its game over.

Taking 10 marines off an objective isn't that difficult you keep the troops in reserve where possible and try to neutralise your opponents ability to deal with them through damage and presenting more pressing threats. If your opponent still has the firepower and man power to deal with 5 man squads DSing onto objectives late game then you've probably already lost...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

 FlingitNow wrote:
Yes Vulkan is worth it for 6 combis and 4 Meltas for Relic blade AA SS and HF a normal Captain would cost 160 so you're only paying 30 points for twin linking all those guns. Just in the combis alone you're basically making your points back. But for the reliability he is worth it. Those Ironclads get so much more threatening when you almost guarantee their melta hits.

The list does run both SG and Ironclad without having a MoTF tax as both HQs pull their weight in other ways.

Hmm, you may have convinced me particularly about the need for Vulkan. Thanks for posting the list!

I'm still playing around with modifying it as I'm not sure about the allies choice, though... Here it is a version with Vulkan, but I had to sacrifice the assault squads :-/. Perhaps it'd be better to sacrifice one ironclad for him, instead.

Vulkan 190
Master of the Forge - 90

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

8 Sternguard: 2 HF, 4 combi-meltas, DP 271
Ironclad: HF, DP 180
Ironclad: HF, DP 180

Ironclad: HF, DP 180
Ironclad: HF, DP 180
Hunter: 75 (held in reserve)

1846

This message was edited 2 times. Last update was at 2013/09/10 17:28:58


 
   
Made in gb
Ultramarine Chaplain with Hate to Spare





That looks solid I like it. 4 Ironclads in the face turn 1 and backed up by the SG alphastrike. Beware Tau...

Take the Magic: The Gathering 'What Color Are You?' Quiz.

Yes my Colour is Black but not for the reasons stated mainly just because it's slimming... http://imperiusdominatus.blogspot.com 
   
Made in ca
Boosting Space Marine Biker





Quebec, Canada

 FlingitNow wrote:
That looks solid I like it. 4 Ironclads in the face turn 1 and backed up by the SG alphastrike. Beware Tau...


Yep, though just looking at the number of pods to assemble and paint, this list is daunting!

But more on toppic, is the Hunter not forced to be deployed on the table since you have 3 units (2 characters and 1 vehicle) that are considered for the Reserve rule?

This message was edited 1 time. Last update was at 2013/09/10 19:42:49


Praise the emperor, bless your weapon and pass the ammo!

Armies played:  
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

The two HQ models, if mounted in the pods, aren't considered for the reserve rule (it's only models not mounted in pods, which is just the Hunter). So, the single unit that's not in a pod can be kept in reserve. This is covered elsewhere (or at least was pretty frequently before the new 'dex was released).

It's got 9 pods right now, so 5 could drop turn 1. Would it be better to go down to 8 pods (combining two tactical squads into one big one) so that only the dreads need to be dropped turn 1? Or, is it better to keep it at 9 pods and drop the sternguard turn 1 as well... so that everything hits the board at once except for the 4 tactical squads and the hunter?

Edit: Also looking at points efficiency, combining at least one of the tacticals into a bigger unit and dropping a sternguard model or two would allow me to add back in an assault squad drop pod. Also wondering if scouts might have a place in a list like this- they are very cheap!

Edit2: And just to take things to the extreme...

Vulkan 190
Master of the Forge - 90

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

Assault Squad: 2 Flamers, DP 95

Ironclad: HF, DP 180 (OR 5 Sternguard: 4 combi-meltas, DP 185)
Ironclad: HF, DP 180
Ironclad: HF, DP 180

Ironclad: HF, DP 180
Ironclad: HF, DP 180
Hunter: 75 (held in reserve)

1850

10 pods, 5 Ironclads to the face turn one

This message was edited 10 times. Last update was at 2013/09/10 21:41:56


 
   
Made in us
Battlewagon Driver with Charged Engine





Philadelphia

Ironclads are good; but Sternguard are great. I would not sacrifice any elite slots for Ironclads.

As much as I like them, I'm not certain they're worth a 90-point tax. Because they definitely aren't worth it in lieu of a Sternguard unit; thus you need them in the HS slot. I dunno. I'm open to convincing.

Drop pod lists are by nature alpha strike armies. Ironclads are good at "Here's a problem, now deal with it." So 1 can be very useful when the rest of the field is flooded with other threats. However, they're not terrific alpha strikers when they compete with the king of alpha strikers in Sternguard.

An Ironclad has 1 MG and 1 HF; or double HF if you don't want to muddle his mission. A Sternguard unit can have 5-6 combi weapons without getting crazy expensive and still has special ammo that can hurt just about anything that isn't a vehicle. (That's what those combi-meltas are for).

Lastly, if you try and get the best of both world as go triple SG and triple Ironclad; you're not fitting it in in under 2k, and even then you're running 7-8 strong with SG and you only have 2 tactical squads.

I think the best Drop pod armies max their pod numbers with triple SG, triple tac, and triple Thunderfire cannon. You deploy the cannons and have 3 pods empty. So 5 pods come in T1 and there's just 1 tac squad waiting to drop in on an objective. You could even deploy them if you want, or leave them in normal reserves to walk on and have 4 empty pods. Besides, the TFCs can give a great base of fire for your alpha strike.

Rule #1 is Look Cool.  
   
Made in ca
Lurking Gaunt





 RiTides wrote:
Yeah, I like it . But how is one of the sternguard scoring... due to pedro?

Do you think that Vulkan is worth it for the rerolls on just 4 meltas and 6 combimeltas? I'm leaning towards using Iron Hands instead of Salamanders, but it seems like a toss-up. In that case, I'd take a master of the forge instead of vulkan, and put a few of the ironclads in the heavy support slot to allow me to take a unit or two of stenguard.

What about this variant with 11 pods- and 4 ironclads which will regain a hit point on a 5+ each turn.

Iron Hands

Master of the Forge - 90

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

Tac Squad: melta, combimelta, DP 125
Tac Squad: melta, combimelta, DP 125

Assault Squad: 2 Flamers, DP 95
Assault Squad: 2 Flamers, DP 95

8 Sternguard: 2 HF, 4 combi-meltas, DP 271
Ironclad: HF, DP 180
Ironclad: HF, DP 180

Ironclad: HF, DP 180
Ironclad: HF, DP 180
Hunter: 75 (held in reserve)

1846



What about at 1500 points.


Automatically Appended Next Post:
Imperial Fists 8th Company

HQ

Captain:
Wargear: Iron Halo, Power Armour, Thunderhammer, Bolt Pistol, Frag and Krak grenades.

Command Squad.
Wargear:
• Power armour
• Chainsword,
• Frag and krak grenades,
• Bolt Pistol
• Melta Gun
• Company Standard
• Power Weapon
• Combat Shield
• Narthecium [u]
• Drop-Pod



TROOPS

Tactical Squad

Unit Composition:
• 1 Sergeant
• 9 Marines
Wargear:
• Power armour
• Boltgun
• Boltpistol
• Frag and krak grenades
• Rhino
• Missile launcher

Scout Squad 90

Unit Composition:
4 Scouts
1 Scout Sergeant

Wargear:
• Scout armour
• Sniper Rifle
• Boltpistol
• Frag and krak grenades
• Camo Cloaks


ELITES

Dreadnought

Wargear
• Multi-Melta
• Dreadnought close combat weapon
• Stormbolter
• Smoke Launchers
• Searchlight
• Drop Pod

FAST ATTACK

Assault Squads x3 Red, Green & Blue
Unit Composition:
• 1 Sergeant
• 7 Marines

Wargear:
• Power armour
• Power Fist
• Chainsword
• Boltpistol
• Flamer
• Frag and krak grenades
• Jump Packs ( Red & Green Squads have Drop Pods in place of Jump Packs)
• Melta Bombs (only for Blue Squad)


HEAVY SUPPORT

Vindicator

Wargear
• Demolisher Cannon
• Stormbolter
• Smoke Launchers
• Searchlight

So I know that AM suck , as do comand squads so I want to stick a bolter on each AM and turn them into Tacticle squads. But what should I do with the command squad. I don't want to remodel them overly much. I do want to keep my pods. So what should I do? Keep in mind I have not seen the new codex.


How many tacticle squads should I run? What else should I change with limited remodeling.

This is my old list new at this died horribly.

This message was edited 1 time. Last update was at 2013/09/11 14:47:47


 
   
Made in ca
Boosting Space Marine Biker





Quebec, Canada

How about something like that, to follow in the steps of The Shrike's concept:

MoF - 90

10 SG, 5 combi-melta, drop pod - 305

10 SG, 5 combi-melta, drop pod - 305

10 SG, 5 combi-plasma, 2 HF, drop pod - 325

TFC, Drop pod, DW - 145

TFC, Drop pod, DW - 145

TFC, Drop pod, DW - 145

5 Tacticals, gravgun, combi-grav, drop pod - 130

5 Tacticals, gravgun, combi-grav, drop pod - 130

5 Tacticals, gravgun, combi-grav, drop pod - 130

1850 on the dot!

So, null deployment, 5 pods turn 1 and a crap load of template to deal with Hordes or to saturate high armor save targets (terminators squads for instance). Vulkan would be great but is too costly for the list.

9 drop pods... = airbrush needed!

Praise the emperor, bless your weapon and pass the ammo!

Armies played:  
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

That is a lot of combi-weapons! I'm using these for my pods... but an airbrush is definitely needed

I made a new thread for my IronClad variant here so as not to take over this one, thoughts appreciated

This message was edited 1 time. Last update was at 2013/09/11 15:33:38


 
   
Made in ca
Lurking Gaunt





 jpwyrm wrote:
How about something like that, to follow in the steps of The Shrike's concept:

MoF - 90

10 SG, 5 combi-melta, drop pod - 305

10 SG, 5 combi-melta, drop pod - 305

10 SG, 5 combi-plasma, 2 HF, drop pod - 325

TFC, Drop pod, DW - 145

TFC, Drop pod, DW - 145

TFC, Drop pod, DW - 145

5 Tacticals, gravgun, combi-grav, drop pod - 130

5 Tacticals, gravgun, combi-grav, drop pod - 130

5 Tacticals, gravgun, combi-grav, drop pod - 130

1850 on the dot!

So, null deployment, 5 pods turn 1 and a crap load of template to deal with Hordes or to saturate high armor save targets (terminators squads for instance). Vulkan would be great but is too costly for the list.

9 drop pods... = airbrush needed!



Getting better but still need to remodel my command squad. Would an honor guard be alright in a pod? Suppose you put them behind an ironclad. Should I dump my devestator? And get an extra dreadnought. Are tac squads cheaper in pods then assualt squads? Should I run atleast one assualt squad in a pod for support?

So drop a stern guard then assualt squad behind followed by honor guard.




   
Made in us
Unrelenting Rubric Terminator of Tzeentch





I'm really liking the idea of the ironclads. Been browsing through tactics and there hasn't been much mention of them.
Anyway here's my take on the drop pod using UM. Tigurius just seems too damn cool to leave out. Suggestions on working in ironclads would be appreciated.

Tigurius - 165

10 SG, 5 combi-melta, HF, DP - 315
10 SG, 5 combi-melta, HF, DP - 315
10 SG, 5 combi-melta, HF, DP - 315

9 Tac marines, Flamer, combi-flamer, DP - 176
7 Tac marines, Grav gun, combi-grav, DP - 158
7 Tac marines, Grav gun, combi-grav, DP - 158

TFC, DP - 135
TFC - 100

Total: 1837

TFC deploy on table in cover (duh). Tigurius rides with 9 man unit of Tac marines. 3 SG pods and Tigurius drop turn one. Combat squad SG if necessary for interceptor/target priority purposes. Hopefully have perfect timing and wreck face. Also thinking of swapping melta for grav on one SG unit. Thoughts?

"Backfield? I have no backfield." 
   
 
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