Switch Theme:

Rocket Launcher in Drop Pods.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Dakka Veteran




I have seen people putting Space Marines holding rocket launchers in Drop Pods. Why? It's a waste of point and potentially counterproductive. On the turn they come on the board, the launcher will only snap-fire. On the next turn, assuming they survive and not stuck in close combat, there is a high chance the Space Marines will want to charge instead. A bunch of Krak grenades against rear armor is better than 1 or 2 rockets against frontal. Can anyone tell me why people are bringing lists like that?
   
Made in gb
Prophetic Blood Angel Librarian




Maelstrom. Drop it on an objective turn 1. Sit and hold all game. Shoot tanks in side armour.

There are 2 main uses to drop pods. To get in the opponents face with units well armed with specs and combi-weapons or assault weapons. The other use is to be able to place OS units wherever they are needed on the board to hold objectives/key positions from turn1. The missile launcher helps in the latter instance. Also being able to threaten rear armour of opponents tanks all game because a unit had the space to drop behind the opponents battle line into cover is a good way to threaten the opponent fron multiple directions.
   
Made in gb
Hallowed Canoness





Between

Yep;. It sounds strange to those who like the idea of movie marines charging across the battlefield to punch their enemies, but often the best use for deepstrike is getting into a good firing position.

Deep Strike a missile launched behind enemy lines, and suddenly you're either shooting rear armour... or side armour as he tries not to present his rear to any of your heavy guns. Either way, a good result.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
The Marine Standing Behind Marneus Calgar





Upstate, New York

There are ways to mitigate the snap fire (2/3s of the UM CT let you re-roll snap fire for tac squads)

Sometimes (often I find) you don’t want to assault, but would be better off just shooting your target. And as long as the ML marine doesn’t move, the rest of the squad can swing around as needed.

Combat squads

One of the problems with drop pods is that once you are down, your mobility is severely hampered. Having a long range weapon lets them impact the battle.

   
Made in fi
Boosting Space Marine Biker





I like to use the multi-melta in the alpha-striking tacticals instead. Why? There are two reasons:

1. As long as the opponent knows that there's that ONE tank-popping melta with 24" range, it'll be his/her problem in the future if it's not taken down quickly, 'cause it WILL ruin some stuff the next turn when the model will be firing at FULL BS. (also, if the multi-melta marine actually manages to hit something with his first snapfire, it's usually hilarious)

2. Why don't you come closer to have a look?

This message was edited 1 time. Last update was at 2014/10/13 13:15:36


Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
Longtime Dakkanaut




Minneapolis, MN

It's not a totally stupid tactic. Sure, your shooting sucks for 1 turn, but you can often set up your devastators in a really sweet firing position. You can also combat squad and send out a 5 man unit of bolter marines to score objectives and harass the enemy rear.

Salamanders lists with Vulkan can make effective use of Multimelta Devastators in Drop Pods. Re-rolling to hit means that they can land one or two hits, and so can disable a vehicle that turn. This mitigates the short range of the Multimeltas, and puts a very dangerous unit into position that the enemy must deal with on their next turn (or else feel the wrath of 4 Mastercrafted Multimeltas). This costs less than something like an Ironclad Dreadnought in a drop pod, and can often cause just as much havoc.

This message was edited 1 time. Last update was at 2014/10/13 19:01:48


 
   
Made in fi
Boosting Space Marine Biker





 DanielBeaver wrote:
(or else feel the wrath of 4 Mastercrafted Multimeltas)


I think you mean TWIN-LINKED Multi-meltas.
Oh yes, Vulkan makes the flamer/melta armies a horrendous nightmare for opponents, not to mention the boost the dreadnoughts get.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in pr
Longtime Dakkanaut




Minneapolis, MN

 Tigramans wrote:
 DanielBeaver wrote:
(or else feel the wrath of 4 Mastercrafted Multimeltas)


I think you mean TWIN-LINKED Multi-meltas.
Oh yes, Vulkan makes the flamer/melta armies a horrendous nightmare for opponents, not to mention the boost the dreadnoughts get.

Vulkan grants Mastercrafted, not Twinlinked. Since they're all single shot weapons, it's functionally the same thing.

This message was edited 1 time. Last update was at 2014/10/13 20:17:07


 
   
Made in fi
Boosting Space Marine Biker





 DanielBeaver wrote:

Vulkan grants Mastercrafted, not Twinlinked. Since they're all single shot weapons, it's functionally the same thing.


I stand corrected, I recently checked it.

No matter, master-crafted also makes 'em brilliant.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

In the Arriving by Deep Strike in the 7th ed rules, vehicles count as having moved at [Cruising] speed.
As this allows a single weapon to be fired at full BS. Even blasts and templates.

But as mentioned, having a 12/12/12 sat on an objective, with a blast-weapon pointed at you, normally keeps the area clear.

This message was edited 3 times. Last update was at 2014/10/15 11:55:26


6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
Made in gb
Decrepit Dakkanaut




Combat, not cruising/. Cruising speed was 6th edition, and disallowed normal vehicels from firing any weapons at full BS.
   
Made in gb
Moustache-twirling Princeps





Gone-to-ground in the craters of Coventry

I totally meant Combat speed, as I was reading that as I typed it.

6000 pts - Harlies: 1000 pts - 4000 pts - 1000 pts - 1000 pts DS:70+S+G++MB+IPw40k86/f+D++A++/cWD64R+T(T)DM+
IG/AM force nearly-finished pieces: http://www.dakkadakka.com/gallery/images-38888-41159_Armies%20-%20Imperial%20Guard.html
"We don't stop playing because we grow old; we grow old because we stop playing." - George Bernard Shaw (probably)
Clubs around Coventry, UK https://discord.gg/6Gk7Xyh5Bf 
   
 
Forum Index » 40K General Discussion
Go to: