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![[Post New]](/s/i/i.gif) 2014/10/12 17:50:46
Subject: Rocket Launcher in Drop Pods.
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Dakka Veteran
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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?
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![[Post New]](/s/i/i.gif) 2014/10/12 19:58:59
Subject: Rocket Launcher in Drop Pods.
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Prophetic Blood Angel Librarian
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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.
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![[Post New]](/s/i/i.gif) 2014/10/13 06:47:09
Subject: Rocket Launcher in Drop Pods.
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Hallowed Canoness
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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.
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"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. |
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![[Post New]](/s/i/i.gif) 2014/10/13 12:37:03
Subject: Rocket Launcher in Drop Pods.
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The Marine Standing Behind Marneus Calgar
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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.
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![[Post New]](/s/i/i.gif) 2161/01/27 10:15:03
Subject: Rocket Launcher in Drop Pods.
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Boosting Space Marine Biker
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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?
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This message was edited 1 time. Last update was at 2014/10/13 13:15:36
Innocentia Nihil Probat.
Son of Dorn |
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![[Post New]](/s/i/i.gif) 2014/10/13 14:48:35
Subject: Rocket Launcher in Drop Pods.
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Longtime Dakkanaut
Minneapolis, MN
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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.
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This message was edited 1 time. Last update was at 2014/10/13 19:01:48
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![[Post New]](/s/i/i.gif) 2014/10/13 19:13:09
Subject: Rocket Launcher in Drop Pods.
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Boosting Space Marine Biker
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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.
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Innocentia Nihil Probat.
Son of Dorn |
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![[Post New]](/s/i/i.gif) 2014/10/13 20:16:51
Subject: Rocket Launcher in Drop Pods.
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Longtime Dakkanaut
Minneapolis, MN
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Tigramans wrote:
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.
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This message was edited 1 time. Last update was at 2014/10/13 20:17:07
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![[Post New]](/s/i/i.gif) 2014/10/14 06:22:59
Subject: Rocket Launcher in Drop Pods.
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Boosting Space Marine Biker
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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.
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Innocentia Nihil Probat.
Son of Dorn |
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![[Post New]](/s/i/i.gif) 2014/10/14 13:26:31
Subject: Rocket Launcher in Drop Pods.
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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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.
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This message was edited 3 times. Last update was at 2014/10/15 11:55:26
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![[Post New]](/s/i/i.gif) 2014/10/14 14:03:16
Subject: Rocket Launcher in Drop Pods.
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Decrepit Dakkanaut
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Combat, not cruising/. Cruising speed was 6th edition, and disallowed normal vehicels from firing any weapons at full BS.
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![[Post New]](/s/i/i.gif) 2014/10/15 11:55:14
Subject: Rocket Launcher in Drop Pods.
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Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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I totally meant Combat speed, as I was reading that as I typed it.
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