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Made in us
Mutilatin' Mad Dok





Medford Oregon

I have space wolves and I want lots of vehicles. Originally, I wanted to try a all drop pod army way back in 5th. It never did me any good really.

Are pods good in 7th? Like, lets say I put 100% of my army in drop pods, I go second...because of pods I cannot deploy any pods until my actual turn begins and I wait for my opponents first turn to happen and then spread all the pods I can out on my turn 1.

how good would this be in 7th? would I be able to just drop everyone on all the objectives and then rush my other stuff in later?

   
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Ultramarine Master with Gauntlets of Macragge





Boston, MA

Drop pods, when taken as dedicated transports by Troops choices, have Objective Secured in a battleforged list. They're really good as a result, since now your opponent will need to deal with them if they're near an objective or risk losing it.

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Mortitheurge Experiment



Philadelphia

Very, and the more of them the harder it is to deal with. +1 if you are Pedro Kantoring down sternguard drop pods.
   
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Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

Uncle Fester wrote:
Very, and the more of them the harder it is to deal with. +1 if you are Pedro Kantoring down sternguard drop pods.

It'll be 10-man pods these days, so no combat-squadding with Pedro if you do.

But, for the price, and the Objective Secured, they're great.
Just look at the many threads people have made trying to ally with SW, just for the pods.

This message was edited 1 time. Last update was at 2014/08/27 15:23:16


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Dangerous Bestigor





Steubenville, Ohio

They are the best objective secured unit for 35 points. Obviously there is a troop tax with that. I have buddies taking pods and not even putting the troops in there. They then drop the pods on/around objectives. It's a major pain to blow up a AV 12 model. You actually have to dedicate some firepower to it. They are awesome in short.

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The Hive Mind





 Skinnereal wrote:
Uncle Fester wrote:
Very, and the more of them the harder it is to deal with. +1 if you are Pedro Kantoring down sternguard drop pods.

It'll be 10-man pods these days, so no combat-squadding with Pedro if you do.

Why not? Both combat squads can ride in the same pod...

Pods are great in 7th.

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Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

rigeld2 wrote:
 Skinnereal wrote:
Uncle Fester wrote:
Very, and the more of them the harder it is to deal with. +1 if you are Pedro Kantoring down sternguard drop pods.

It'll be 10-man pods these days, so no combat-squadding with Pedro if you do.

Why not? Both combat squads can ride in the same pod...

Combat squads only happen in squads of 10.
If you want to fit Pedro in, someone has to get out.
So, that's Pedro with a squad of 9. This isn't enough to CS down to 2 5s, as the squad is still only 9.

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"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
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Killer Klaivex




The dark behind the eyes.

 Vasarto wrote:

Are pods good in 7th?


You mean aside from being objective secured AV12 transports that can hold a full 10-man squad and ignore both the reserve roll itself as well as virtually all the risks of deep-striking?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


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I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
The Hive Mind





 Skinnereal wrote:
rigeld2 wrote:
 Skinnereal wrote:
Uncle Fester wrote:
Very, and the more of them the harder it is to deal with. +1 if you are Pedro Kantoring down sternguard drop pods.

It'll be 10-man pods these days, so no combat-squadding with Pedro if you do.

Why not? Both combat squads can ride in the same pod...

Combat squads only happen in squads of 10.
If you want to fit Pedro in, someone has to get out.
So, that's Pedro with a squad of 9. This isn't enough to CS down to 2 5s, as the squad is still only 9.

Buy Pedro his own pod from an allied Space Wolf detachment, everything is still in pods.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

or just drop Pedro in with a squad of 5, do the rest as 10-man with combat squads.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in us
Been Around the Block




CT, USA

Drop pods are not only viable, they're pretty top tier in battleforged lists.
   
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Battlefortress Driver with Krusha Wheel






They are broken, but GW dosent care. A single day of testing would have told you that immobile 35 point av 12 all around 3 hp vehicles should NOT even be able to claim objectives, much less have objective secured. You are going to see ALOT of tournaments where this broken mechanic makes the outcome boring and predictable. And worse yet, even if you know its coming, there is no answer. There is no cheaply had spam to get rid of them.

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Regular Dakkanaut





I run a crimson fist drop pod army. I love it. Let's just say it makes people deployment phase take a lot longer because they really wanna make sure they can handle what's about to be in their face
   
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Bloodthirsty Chaos Knight






 Orock wrote:
They are broken, but GW dosent care. A single day of testing would have told you that immobile 35 point av 12 all around 3 hp vehicles should NOT even be able to claim objectives, much less have objective secured. You are going to see ALOT of tournaments where this broken mechanic makes the outcome boring and predictable. And worse yet, even if you know its coming, there is no answer. There is no cheaply had spam to get rid of them.


You mean people don't run anti-vehicle weapons anymore?

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Made in us
Heroic Senior Officer





Woodbridge, VA

 Wilytank wrote:
 Orock wrote:
They are broken, but GW dosent care. A single day of testing would have told you that immobile 35 point av 12 all around 3 hp vehicles should NOT even be able to claim objectives, much less have objective secured. You are going to see ALOT of tournaments where this broken mechanic makes the outcome boring and predictable. And worse yet, even if you know its coming, there is no answer. There is no cheaply had spam to get rid of them.


You mean people don't run anti-vehicle weapons anymore?


Sure, but when there are 10 pods AND all their occupants, what is your target priority? The pods or the units that got out, the ones that are going to kill your units if you don't do something about them (assuming they didn't already do it when they popped out and shot you with you having no way to stop them). I say bring back the old Inquisition Mystics!!

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
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[DCM]
Dankhold Troggoth






Shadeglass Maze

I had planned a dreadpod list before 7th, but now it seems like I'm power-gaming if I run it! Has left me in a bit of a quandry on actually going through with it... nice that it's viable, though, and non-troops drop pods don't seem quite so overpowered (since they're not objective secured).
   
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Killer Klaivex




The dark behind the eyes.

 RiTides wrote:
nice that it's viable, though, and non-troops drop pods don't seem quite so overpowered (since they're not objective secured).


They're not as OP, no. But, they're still a reserve unit that can come in on turn 1 without needing a reserve roll, can't mishap by scattering into units/terrain, gives its occupants 6" to reposition themselves from a scatter (whereas any other unit can easily be left out of melta-range), and can still capture/contest objectives.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Heroic Senior Officer





Woodbridge, VA

 vipoid wrote:
 RiTides wrote:
nice that it's viable, though, and non-troops drop pods don't seem quite so overpowered (since they're not objective secured).


They're not as OP, no. But, they're still a reserve unit that can come in on turn 1 without needing a reserve roll, can't mishap by scattering into units/terrain, gives its occupants 6" to reposition themselves from a scatter (whereas any other unit can easily be left out of melta-range), and can still capture/contest objectives.


And next to no defense (other than Coteaz) to their alpha strike.

Don "MONDO"
www.ironfistleague.com
Northern VA/Southern MD 
   
Made in gb
Stitch Counter





The North

I have a 5K Space Marine Drop Pod army from 6th Ed. with a lot of sternguard, Kantor and other deep striking things.


Hur... hur hur hur


Yes, it's even stronger in 7th.


Advice? Only use it against derps who you don't like

This message was edited 1 time. Last update was at 2014/08/28 21:47:47


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Veteran Knight Baron in a Crusader





I'm building a SW/SM drop pod tournament list right now. Ulrik, 6 minimum GH squads with melta and WG with combi melta in pods, storm fang, Tigurius, tac squad with melta and combi melta in a pod, grav cents in a pod. This gives me the best troops in the game, 7 obsec pods, anti air and a death star that gets to choose between gate, prescience and 4++ or invisibility. It's about the only thing that can hang with wave serpent spam and daemon factories right now.
   
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Longtime Dakkanaut



Cheyenne WY

 Vasarto wrote:
I have space wolves and I want lots of vehicles. Originally, I wanted to try a all drop pod army way back in 5th. It never did me any good really.

Are pods good in 7th? Like, lets say I put 100% of my army in drop pods, I go second...because of pods I cannot deploy any pods until my actual turn begins and I wait for my opponents first turn to happen and then spread all the pods I can out on my turn 1.

how good would this be in 7th? would I be able to just drop everyone on all the objectives and then rush my other stuff in later?


Drop pods are very strong in 7th...though you need not go "all pods, all the time!". SW would likely benefit a fair bit from Drop pods.

The will of the hive is always the same: HUNGER 
   
 
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