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![[Post New]](/s/i/i.gif) 2013/09/17 13:35:45
Subject: Drop podding, how does it work?
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Infiltrating Naga
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I'm a major noob when it comes to playing space marines, but I'm looking at ideas to use for making a salamanders army!
I'm curious though how exactly drop podding works. Deep striking = you can't do anything on the turn you land in. From what I can tell the same is true for the drop pods? And you disembark on the turn after they land free to move and shoot etc?
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![[Post New]](/s/i/i.gif) 2013/09/17 13:41:52
Subject: Drop podding, how does it work?
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Loyal Necron Lychguard
Netherlands
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You can shoot after Deep Striking, it counts as having moved.
As far as I know, Assaulting is the only thing you cannot do.
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![[Post New]](/s/i/i.gif) 2013/09/17 13:42:55
Subject: Drop podding, how does it work?
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The Marine Standing Behind Marneus Calgar
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You can't assault out of drop pods. That's pretty much your only restriction.
So you land, disembark 6" (the turn they land), and the shoot some poor, unsuspecting unit with all the close range firepower that Salamanders love.
It's a high risk/high reward tactic. Because after you get your shots off, it's going to be their turn, and odds are a chunk of your army is still in reserves and most of theirs is on the table. But you will get the first shot, at your ideal range. And that means a lot.
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![[Post New]](/s/i/i.gif) 2013/09/17 13:51:13
Subject: Drop podding, how does it work?
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Infiltrating Naga
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Ah so you get to move and shoot ultimately. Thats not bad. Makes me want a democles rhino for that.
So I wouldn't be able to use heavy weapons, only assaults and such.
Thats okay, I was partly concerned that I would be snap firing or something after disembarking if its the same turn that you land.
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![[Post New]](/s/i/i.gif) 2013/09/17 14:01:26
Subject: Drop podding, how does it work?
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Loyal Necron Lychguard
Netherlands
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You can even snapfire Heavy Weapons (unless they are blast!)
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![[Post New]](/s/i/i.gif) 2013/09/17 14:04:54
Subject: Re:Drop podding, how does it work?
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Longtime Dakkanaut
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Well in the last 3 games I played they were used like this. 3drop pods land and 3 devastator squads pile out and combat squad. ultramarine devastar trait is used for them . 12 multimeltas and 3 combi melta destroy 3-4 of my tanks or transports . Next turn the ally sm devastator squad and 5 man sternguard drop pod back, use the ultramarine trait to give devis relentless blow up what is left of my stuff . And before I kill 40 marines in cover , my friends scouts and tacticals are chilling on objectives .
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![[Post New]](/s/i/i.gif) 2013/09/17 14:21:56
Subject: Re:Drop podding, how does it work?
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The Marine Standing Behind Marneus Calgar
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Makumba wrote:Well in the last 3 games I played they were used like this. 3drop pods land and 3 devastator squads pile out and combat squad. ultramarine devastar trait is used for them . 12 multimeltas and 3 combi melta destroy 3-4 of my tanks or transports . Next turn the ally sm devastator squad and 5 man sternguard drop pod back, use the ultramarine trait to give devis relentless blow up what is left of my stuff . And before I kill 40 marines in cover , my friends scouts and tacticals are chilling on objectives .
You can only use each UM trait once per game, barring having Calgar in your army.
The Dev trait lets you re-roll snap fire, and makes Devs relentless ONLY if they aren't disembarking that turn. Probably to prevent just that sort of mayhem. They can still re-roll the snap fires, so it's not a bad option if you have a lot of podding Devs. But no relentless on the drop.
And you can't ally with the same CT, so I'm not sure what was going on with the ally SM stuff in your case.
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![[Post New]](/s/i/i.gif) 2013/09/17 14:21:59
Subject: Drop podding, how does it work?
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Infiltrating Naga
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What about if you drop pod a thunderfire cannon, does that have to snapfire too?
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![[Post New]](/s/i/i.gif) 2013/09/17 14:34:05
Subject: Drop podding, how does it work?
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The Marine Standing Behind Marneus Calgar
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Sasa0mg wrote:What about if you drop pod a thunderfire cannon, does that have to snapfire too?
I'd have to double-check the artillery rules, but generally, blasts don't get to snap-fire, and that's all the TFC has. The only real reason to buy them a pod IMHO is to boost your count on how many you can drop first turn. Don't forget you can start the unit on the table and drop the pods empty.
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![[Post New]](/s/i/i.gif) 2013/09/17 14:45:07
Subject: Drop podding, how does it work?
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Infiltrating Naga
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I'm curious just merely because if they can pod it would do a good deal for positioning is all. With 60inch range theres not much reason beside that to drop them.
Didn't know you could drop the pods empty that sounds somewhat fun.
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![[Post New]](/s/i/i.gif) 2013/09/17 14:51:47
Subject: Drop podding, how does it work?
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Loyal Necron Lychguard
Netherlands
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Artillery cannot fire at all if it has been moved, so I really don't see why they have a Drop Pod
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![[Post New]](/s/i/i.gif) 2013/09/17 14:55:20
Subject: Drop podding, how does it work?
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Infiltrating Naga
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It says it can have one in the codex xD
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![[Post New]](/s/i/i.gif) 2013/09/17 15:04:17
Subject: Drop podding, how does it work?
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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Sasa0mg wrote:Didn't know you could drop the pods empty that sounds somewhat fun.
It's no different to taking a Razorback with Tacticals, and starting them both on the table.
One way to help with a drop pod 'assault' is to start with a locator beacon on the table, and scout it up into enemy territory somehow.
Then, on your first turn, drop within 6" of that.
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This message was edited 1 time. Last update was at 2013/09/17 15:05:46
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![[Post New]](/s/i/i.gif) 2013/09/17 15:19:27
Subject: Drop podding, how does it work?
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The Marine Standing Behind Marneus Calgar
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Skinnereal wrote: Sasa0mg wrote:Didn't know you could drop the pods empty that sounds somewhat fun.
It's no different to taking a Razorback with Tacticals, and starting them both on the table.
One way to help with a drop pod 'assault' is to start with a locator beacon on the table, and scout it up into enemy territory somehow.
Then, on your first turn, drop within 6" of that.
I've found that the pods are accurate enough without beacons. Particularly when you add in the 6" disembark move. Now if you have non-pod deep striking, they are very nice. But for pure-pod armies I'd spend the points elsewhere.
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![[Post New]](/s/i/i.gif) 2013/09/24 08:39:15
Subject: Drop podding, how does it work?
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Sure Space Wolves Land Raider Pilot
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does my squad have to exit after dropping? can't they just stay inside and shoot like any other open topped transport?
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![[Post New]](/s/i/i.gif) 2013/09/24 09:05:44
Subject: Drop podding, how does it work?
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Captain of the Forlorn Hope
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shadowsfm wrote:does my squad have to exit after dropping? can't they just stay inside and shoot like any other open topped transport?
The Drop Pod rules clearly answer this question.
Check the Space Marine codex.
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![[Post New]](/s/i/i.gif) 2013/09/24 09:15:09
Subject: Drop podding, how does it work?
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Sure Space Wolves Land Raider Pilot
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found it and thank you
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