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![[Post New]](/s/i/i.gif) 2014/05/29 16:37:30
Subject: 7th, Drop Pods, Combinations and Space Marines
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Slippery Ultramarine Scout Biker
Northampton
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Greetings,
With 7th upon us there is little change in Camp:Space Marine; and perhaps even less of a change in Camp  rop Pod Space Marines. My beloved army (Salamanders) belong in the latter category. I currently run 5 pods at 1500 and 7 pods at 2000. Roughly comprising of:
1500
3 Tactical Squads (2 Melta/1 Flamer)
1 Ironclad
1 Assault Squad
Vulkan
Coteaz
2 Storm Talons
2000
As above but adding:
A second Ironclad
Upping the Assault Squad to a semi-kitted out Command Squad (much melta)
5 Legion of the Damned
6 Devastators with 4 Multi Meltas
Pretty standard and moderately effective drop pod fare. Now with the changes of 7th the floodgates have opened to myriad combinations and niceties - the issue is I just seem to crack many of them.
So I would ask of you, to help me turn this thread into a font of knowledge for those who deploy in the beloved drop pod by adding in your own combinations (from all Imperial Codicies now!), feel free to include good ground elements or pure drop lists. Know of an independent character that would add so much? Know a nifty little trick to get Centurions into Pods (trust me, there isn't one, I've tried... a lot... some would say too much).
Many Thanks
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![[Post New]](/s/i/i.gif) 2014/05/30 00:22:46
Subject: Re:7th, Drop Pods, Combinations and Space Marines
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Land Raider Pilot on Cruise Control
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Nothing too special but Ironclads and Dreads in general especially in IH Chapter Tactics are now better. Not a huge amount, but not terrible anymore. I drop 3 Ironclads, a Command Squad, and a 5x Man Tac on Turn 1 in 2000 Points and I have seen a good amount of improvement.
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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. |
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![[Post New]](/s/i/i.gif) 2014/05/30 02:21:14
Subject: 7th, Drop Pods, Combinations and Space Marines
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Never Forget Isstvan!
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3 ironclads and 3 basic dreads, 2 tac squads all in pods and a MotF on a bike with conversion beamer, scout squad with snipers and cloaks to backfield camp, a stormtalon, a double flamer speeder for infantry removal all with Iron hands CT comes in at 1850.
Thats 8 drop pods, a flier, a tough backfield camping squad a nice ranged HQ and a fast skimmer that you can reserve or deep strike that will anihilate most infantry units.
Sallies are fun, but hard to stop this army.
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![[Post New]](/s/i/i.gif) 2014/05/30 17:45:24
Subject: 7th, Drop Pods, Combinations and Space Marines
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Ambitious Space Wolves Initiate
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If you can spare the point Deathwind Missile Launchers are pretty good now since you can fire them first turn the pods land.
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![[Post New]](/s/i/i.gif) 2014/05/30 17:47:00
Subject: 7th, Drop Pods, Combinations and Space Marines
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Sergeant
Darlington
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einlanzer wrote:If you can spare the point Deathwind Missile Launchers are pretty good now since you can fire them first turn the pods land.
I've found that out last week  really worth the points against AM
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![[Post New]](/s/i/i.gif) 2014/05/30 18:00:43
Subject: Re:7th, Drop Pods, Combinations and Space Marines
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Hellish Haemonculus
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For Salamanders, Harath Shen and Bray'arth Ashmantle are now much more attractive. Both can be taken as your Warlord even if there's a higher Ld character available, and the vehicle changes gave Ashmantle a nice shot in the arm. Tactical Objective cards make Harath Shen a much more attractive option too.
For Drop Pods, the arrival at Combat rather than Cruising Speed makes Deathwind Missile Launchers a touch more attractive. The gunboat drop pods from Forgeworld might benefit from that too, although they might have already been able to shoot at full BS, I'm not familiar with their rules.
The flamer rules gaveth and tooketh away from Salamanders in general. (But they tooketh more than we gotteth.)
That's really all I've noticed so far.
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![[Post New]](/s/i/i.gif) 2014/05/30 19:31:35
Subject: Re:7th, Drop Pods, Combinations and Space Marines
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Longtime Dakkanaut
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Well Drop Pods themselves are scoring now, and even 'objective secured' scoring if they are a troops' dedicated transport.
As Ron Burgandy like to say that's kind of a big deal. Lol.
Plop those pods down on objectives and the enemy has to destroy them if they want to ever claim the objectives.
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![[Post New]](/s/i/i.gif) 2014/05/30 19:50:10
Subject: 7th, Drop Pods, Combinations and Space Marines
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Slippery Ultramarine Scout Biker
Richmond, VA
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PotentiallyLethal wrote: einlanzer wrote:If you can spare the point Deathwind Missile Launchers are pretty good now since you can fire them first turn the pods land.
I've found that out last week  really worth the points against AM
Where in the book did you find this rule?
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![[Post New]](/s/i/i.gif) 2014/05/30 20:24:34
Subject: 7th, Drop Pods, Combinations and Space Marines
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[DCM]
Dankhold Troggoth
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I've been toying with 9-pod list at 1850 since late 6th edition. The plan would be to drop in 5 Ironclads on turn 1. I like that the army I was already planning suddenly looks to actually be feasible  whereas before it was a longshot.
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This message was edited 1 time. Last update was at 2014/05/30 20:25:26
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![[Post New]](/s/i/i.gif) 2014/05/30 20:27:56
Subject: 7th, Drop Pods, Combinations and Space Marines
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Fixture of Dakka
Chicago, Illinois
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I'd say Drop Pod armies got a huge buff in the new rules because there is no restriction on Reserves.
Take someone who manipulates Reserve rolls.
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If I lose it is because I had bad luck, if you win it is because you cheated. |
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![[Post New]](/s/i/i.gif) 2014/05/30 20:29:25
Subject: 7th, Drop Pods, Combinations and Space Marines
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Ambitious Space Wolves Initiate
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cycluv wrote: PotentiallyLethal wrote: einlanzer wrote:If you can spare the point Deathwind Missile Launchers are pretty good now since you can fire them first turn the pods land.
I've found that out last week  really worth the points against AM
Where in the book did you find this rule?
Deep Striking vehicles now count as combat speed, not cruising speed.
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![[Post New]](/s/i/i.gif) 2014/05/30 20:33:27
Subject: 7th, Drop Pods, Combinations and Space Marines
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Regular Dakkanaut
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Wait wait, so Ironclads are now worth it? woot ! I will use mine in a drop pod too
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![[Post New]](/s/i/i.gif) 2014/05/30 20:35:16
Subject: 7th, Drop Pods, Combinations and Space Marines
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Fireknife Shas'el
Lisbon, Portugal
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cycluv wrote: PotentiallyLethal wrote: einlanzer wrote:If you can spare the point Deathwind Missile Launchers are pretty good now since you can fire them first turn the pods land.
I've found that out last week  really worth the points against AM
Where in the book did you find this rule?
Core Rulebook, in Deep Strike rules:
Vehicles, except for Walkers, count as having moved at Combat Speed (even Immobilised vehicles). This can affect the number of weapons they can fire with their full Ballistic Skill.
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AI & BFG: / BMG: Mr. Freeze, Deathstroke / Battletech: SR, OWA / Fallout Factions: BoS / HGB: Caprice / Malifaux: Arcanists, Guild, Outcasts / MCP: Mutants / SAGA: Ordensstaat / SW Legion: CIS / WWX: Union
Unit1126PLL wrote:"FW is unbalanced and going to ruin tournaments."
"Name one where it did that."
"IT JUST DOES OKAY!"
Shadenuat wrote:Voted Astra Militarum for a chance for them to get nerfed instead of my own army. |
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![[Post New]](/s/i/i.gif) 2014/05/30 22:25:38
Subject: 7th, Drop Pods, Combinations and Space Marines
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Secretive Dark Angels Veteran
Canada
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With da chapter tactics you can make a one shot meteor of doom with veterans in a drop pod. You give them all combi weapons and a matching special weapon. And then drop it from on high and drown your foe in melta/plasma/flamer torrent/ bolter shots.
Quite an effective tool even if it's only good once (maybe twice if you get lucky and use them sparingly)
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2014/05/31 00:41:26
Subject: 7th, Drop Pods, Combinations and Space Marines
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Homicidal Veteran Blood Angel Assault Marine
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I need to finish converting my Rhino/RB SPAM SW over to DPs.
Definitely also thinking the 3x Dreads in DP at 1000 Pts. is a lot more feasible now...
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![[Post New]](/s/i/i.gif) 2014/05/31 09:32:13
Subject: 7th, Drop Pods, Combinations and Space Marines
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Slippery Ultramarine Scout Biker
Northampton
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Hollismason wrote:I'd say Drop Pod armies got a huge buff in the new rules because there is no restriction on Reserves.
Take someone who manipulates Reserve rolls.
Aren't most reserve manipulators (Tigerius et al) specific to a detachment?
Some great stuff here people! Yeah I finding that flamers took a bit of a kick in the nads, but I'm loving the ease with which melta still takes down vehicles (on 33% less than before, but I tended to overkill most things anyway!)
The changes to vehicles have made my Ironclads very happy, only really fear of immobilisation from the majority of weapons is much better to stomach.
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![[Post New]](/s/i/i.gif) 2014/05/31 11:20:04
Subject: 7th, Drop Pods, Combinations and Space Marines
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Stubborn Dark Angels Veteran Sergeant
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Specially since I like dakkadreads better!
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Wyzilla wrote:
Because Plague Marines have the evasion abilities of a drunk elephant.
Burn the Heretic
Kill the mutant
Purge the Unclean |
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![[Post New]](/s/i/i.gif) 2014/05/31 14:41:22
Subject: 7th, Drop Pods, Combinations and Space Marines
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Regular Dakkanaut
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How did flamers take it in the shorts in 7th?
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![[Post New]](/s/i/i.gif) 2014/06/03 10:11:37
Subject: 7th, Drop Pods, Combinations and Space Marines
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Slippery Ultramarine Scout Biker
Northampton
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Flamers can now only remove casualties up to the maximum range of the template, and realistically as casualties come from the front they must be fired first. So where before a squad firing 4 flamers and a bolt pistol (eg a command squad and apothecary) could remove up to 12" due to the maximum range of weapons fired being 12" (the pistol). Not so terrible against Marines, but against Guard/Nids where before you could realistically remove the squad - now it got trickier.
Right, reserve manipulation - possibly a discussion for YMDC but thanks to ZombieP on Warseer for pointing this out to me, battle brothers appear to effect each others reserve rolls
Pg 127, 5th bullet point from the top, just left of the forging a narrative box.
However, while this does apply to the AM Master of the Fleet, Tigurius appears to still only apply to 'this detachment' which is a bit of a kick in the teeth for non Smurf players - unless anyone can see a way around this? (Of course the comms array is still good - perhaps better now that Quad guns aren't an auto-include for your aegis)
Nice to see Deathwinds getting some love, although I can't really justify the points cost still. However it is a nice idea to put them on the non-troop pods, forcing the enemy to shoot at pods to either a) clear them off objectives thanks to 'objective secured' or b) because they have deathwinds. It's safe to say that the pods are going to be soaking up a LOT more fire this edition then last (where they were effectively ignored until there was nothing else left!)
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