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![[Post New]](/s/i/i.gif) 2015/01/09 01:21:56
Subject: Drop-pods are far too cheap.
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Dakka Veteran
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Why can't sm assault out of dp then i taje them but they just don't do what i believe thet should let you do attack ur opponent on ur terms not oh lets get and stand here a trun before we can charge
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![[Post New]](/s/i/i.gif) 2015/01/09 01:27:42
Subject: Drop-pods are far too cheap.
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Powerful Phoenix Lord
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zilka86 wrote:Why can't sm assault out of dp then i taje them but they just don't do what i believe thet should let you do attack ur opponent on ur terms not oh lets get and stand here a trun before we can charge
Seriously dude, spellcheck. As for why, because the rules forbid it.
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Greebo had spent an irritating two minutes in that box. Technically, a cat locked in a box may be alive or it may be dead. You never know until you look. In fact, the mere act of opening the box will determine the state of the cat, although in this case there were three determinate states the cat could be in: these being Alive, Dead, and Bloody Furious.
Orks always ride in single file to hide their strength and numbers.
Gozer the Gozerian, Gozer the Destructor, Volguus Zildrohar, Gozer the Traveler, and Lord of the Sebouillia |
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![[Post New]](/s/i/i.gif) 2015/01/09 01:33:41
Subject: Drop-pods are far too cheap.
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Blood-Drenched Death Company Marine
Little Rock, Arkansas
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I would still pay up to like 70 points for a pod on a BA fragioso.
In fact I'm pretty sure that without the pod, I would shelf my fragiosos until a more walker-friendly edition. MAYBE put one in a raven every once in a while.
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20000+ points
Tournament reports:
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![[Post New]](/s/i/i.gif) 2015/01/09 01:42:41
Subject: Drop-pods are far too cheap.
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Storm Trooper with Maglight
In Warp Transit to next battlefield location, Destination Unknown
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I have yet to lose to a drop pod army. In my local, the Salamanders player loves them to death. He likes putting just about every imaginable combination of infantry and Dreadnaughts possible into them. You name the unit that can go into a Drop Pod, he has tried at least once, if not multiple times.
The strength of the "Drop Pod" army list is the infiltration of your deployment zone, on turns 1 and 2 respectively. Which in turn, allows the DP player to score a lot of line breaker secondary objectives.
The disadvantage of the DP army list is, it effectively divides their force into 2 or 3 smaller forces that are more easily taken out piecemeal. The DP marine player can have his units taken out by the full might of the opposing army.
A good deployment of the forces at your disposal, will insure that you can choose where he might get to set up his Drop Pods. If your mission starts with Objectives on the board during set up. You can choose to place your objective tokens in your zone. Then by placing your Troops around them, they can then secure that objective. It is easy enough to huddle your Troops around an objective, using proper squad dispersion, to disallow a drop pod the minimum, to be able to score that objective by itself.
Can anyone deny that drop pods are not part of the fluff for Space Marines? They have been a part of the fluff since Rogue Trader. It only took GW like 5 or 6 editions to make the models a reality. What is that? Like 20 to 25 years? In my opinion, Drop Pods have been long over due concerning the fluff.
So, in summary, I think the Drop Pods are just fine, as is.
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Cowards will be shot! Survivors will be shot again!
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![[Post New]](/s/i/i.gif) 2015/01/09 01:44:27
Subject: Drop-pods are far too cheap.
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Resolute Ultramarine Honor Guard
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TWilkins wrote:
You're missing my point completely. I'm not saying that drop pod lists are the most powerful things ever created. I'm saying that a single drop pod is worth a lot more than it costs.
And there's no need to be so condescending regarding Meta, believe me I wish I could play against more people. But I can't. So I make do.
And I understand game balance very well. And I understand that having an instant deep strike turn one with almost no chance of mishap and no need to roll for reserves is unbalanced. It ignores the reserves rule, the risks of deep striking, the need to roll for reserves and all for a measly 35 points.
If I'm missing your point, you're making mine. Game balance (and not that there is any in 40k) has to be measured in lists and detachmetnts. If you're playing unbound, then what does balance matter anyway?
Unit cost is only relevant in so far that it creates a list. There is no unbalanced list with drop pods in it. Even a BA/ SW list with AM melta vets popping out of it shouldn't break anything. If a unit can't yield a broken list with it's only possible uses, then it's just fine. Units can't be taken in a vacuum.
For example. If chaplains suddenly dropped to 20points... It probably wouldn't change the meta much, if at all. It'd still take up a spot in a slot, and still would have to run around with marines.
Drop pods aren't deploying all melta Fire Dragons or Crisis Suits or move shoot move rending Dires. It's at best a Sternguard suicude squad, which can be bubble wrapped against, which is 40k 101 type stuff. Its like saying an Ork bike is broken because it's so much better than a marine bike (and it is) without thinking about the fact that only Orks can use it with only Ork options. If you can't follow why looking at units out of the context of their codex is a non sequitur, well that might be why you're losing games to an AV 12 deployment mechanic.
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This message was edited 1 time. Last update was at 2015/01/09 01:59:59
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![[Post New]](/s/i/i.gif) 2015/01/09 02:25:13
Subject: Drop-pods are far too cheap.
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Fixture of Dakka
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FlingitNow wrote: We have tried this exact setup, and holing up in a corner is a terrible idea. The BA player can grab all of the objectives, and then you blow with drop pods, and then you blow two turns just running around like an idiot trying to get rid of them... And your army is super far away from half the objectives. If you have a heavy LOS blocking map, you can't even shoot at some if the objective-claiming drop pods until T3. With the stormravens being so physically large (and a flyer), the BA player has an advantage just denying objectives if the Tyranid player starts off far from them.
Secondly, you guarantee that the BA player is going to crush with blasts, templates, grenades. Remember those stormravens are nasty against ground units. And finally, you have the problem that if you fail leadership rolls and your opponent is clever in assault, you can actually lose whole units (nowhere to flee).
I think the best answer to Angel's Fury is Flyrants. No matter what, you have to deal with 3 flyers that are quite damaging, and all the carnifexes in the world won't do jack.
Also, we have found that the higher the point level of the game, the greater the advantage of Angel's Fury and drop pods. The T1 alpha charge is especially good if you have 2500, 3000, or 3500 points to work with.
Well it wasn't a terrible idea as I tabled my opponent with a Nid list that had 2 units of Warriors and 2 Units of Genestealers in it (illustrating it is a more fun than competitive list). He's invested more than half his army in the Formation making it reliant on that Alphastrike. Denying him that won me the game. Castling isn't always the best call against all DP armies or even all alphastriking armies but it and bubble wrap are good tools to use in the right situation.
The point is countering 3 or 4 DPs is pretty easy and possible with any codex even the much lamented Nid dex. That DPs are not OP and game breaking. The can be part of VERY effective lists and are a good tool to help an army that is hamstrung by its generalist nature. Yes you can build a top tier list with DPs however you can also build many SM top tier lists without them. They are not an auto include and do come with counters and down sides.
I completely agree with your point that SM are not dependent on DP. DP can also be used effectively without being cheesy and spammy. Maybe I came off too strong -- I just was trying to make the point that sticking your Tyranids in a corner as a counter to deep strike T1 charge isn't generally a winning strategy, as it it has functional weaknesses, and essentially concedes two-thirds of a 6x4 board to your opponent for at least a couple of turns and half the board for longer than that (especially if you have ground-slogging army. Just because an army can null deploy deep strike charge doesn't mean that it HAS to charge, and it's not like your opponent wont know exactly what he's charging into.
By the way, if your buddy got foiled by a couple of warrior and genestealer units... Well, he is doing something wrong  The deep strike alpha charge is cool, but those thousand points aren't exactly thrown away. The three stormravens and thirty tacticals are solid, useful units. Really, the only "tax" is about 15 of the tacticals.
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This message was edited 1 time. Last update was at 2015/01/09 02:32:58
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![[Post New]](/s/i/i.gif) 2015/01/09 03:31:58
Subject: Drop-pods are far too cheap.
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Calm Celestian
Florida, USA
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easysauce wrote:serioulsy, there are things called wave serpants that break the DT slot far more then drop pods ever will... eldar get super powerfull and cheap DT's, shootyness, CC, psychic powers... Im missing the thing they are supposed the be bad at....
Losing?
DarknessEternal wrote:Ask any player of any army if they'd use Drop Pods if they were in they're army and they wanted to win the game. Anyone who says no would be lying.
As a SoB player, I'd volunteer for the Repentia or as a Penitent Engine "pilot" for my army to have DP as a native option.
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There is a fine line between genius and insanity and I colored it in with crayon. |
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![[Post New]](/s/i/i.gif) 2015/01/09 03:37:04
Subject: Drop-pods are far too cheap.
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Fixture of Dakka
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zilka86 wrote:Why can't sm assault out of dp then i taje them but they just don't do what i believe thet should let you do attack ur opponent on ur terms not oh lets get and stand here a trun before we can charge
SM cannot *charge* from a drop pod on the turn it lands, because units arriving from deep strike can't charge on the turn they arrive. If you want to do this, play Angelo's Fury, which has a special rule that overrides this under certain conditions.
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![[Post New]](/s/i/i.gif) 2015/01/09 03:44:52
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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SYKOJAK wrote:I have yet to lose to a drop pod army. In my local, the Salamanders player loves them to death. He likes putting just about every imaginable combination of infantry and Dreadnaughts possible into them. You name the unit that can go into a Drop Pod, he has tried at least once, if not multiple times.
The strength of the "Drop Pod" army list is the infiltration of your deployment zone, on turns 1 and 2 respectively. Which in turn, allows the DP player to score a lot of line breaker secondary objectives.
The disadvantage of the DP army list is, it effectively divides their force into 2 or 3 smaller forces that are more easily taken out piecemeal. The DP marine player can have his units taken out by the full might of the opposing army.
A good deployment of the forces at your disposal, will insure that you can choose where he might get to set up his Drop Pods. If your mission starts with Objectives on the board during set up. You can choose to place your objective tokens in your zone. Then by placing your Troops around them, they can then secure that objective. It is easy enough to huddle your Troops around an objective, using proper squad dispersion, to disallow a drop pod the minimum, to be able to score that objective by itself.
Can anyone deny that drop pods are not part of the fluff for Space Marines? They have been a part of the fluff since Rogue Trader. It only took GW like 5 or 6 editions to make the models a reality. What is that? Like 20 to 25 years? In my opinion, Drop Pods have been long over due concerning the fluff.
So, in summary, I think the Drop Pods are just fine, as is.
This poster explains my position very well.
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![[Post New]](/s/i/i.gif) 2015/01/09 04:13:25
Subject: Drop-pods are far too cheap.
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Fixture of Dakka
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Martel732 wrote:
You are completely incorrect. In fact, the way many marine players use them, they are a hindrance. They are a good way to get a lot of expensive marines killed VERY quickly.
That's just delusional. I'm not going to participate in that level of willful ignorance.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2015/01/09 04:13:55
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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Not really. Read the above posts. I'm not the only one saying that drop pods can backfire big time.
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![[Post New]](/s/i/i.gif) 2015/01/09 04:21:36
Subject: Drop-pods are far too cheap.
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Anything can backfire or fail to work.
But a well built drop pod list isn't anything to sneeze at.
Having a mix of mechanized units and drop pods can be a devastating mix. You drop some units turn 1, they shoot at stuff while your mechanized forces advance, now your opponent has to deal with a ton of infantry amongst their lines *and* stopping the imminent arrival of whatever mechanized forces you have plus any support elements sitting in the backfield.
I've seen that work dozens of times.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2015/01/09 05:16:39
Subject: Re:Drop-pods are far too cheap.
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Guarded Grey Knight Terminator
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And it's not like they're an auto-win button or anything. The fact that they aren't doesn't mean they aren't really, really good. A bad player with a good army will still lose plenty of games.
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This message was edited 2 times. Last update was at 2015/01/09 05:16:58
I am the Hammer. I am the right hand of my Emperor. I am the tip of His spear, I am the gauntlet about His fist. I am the woes of daemonkind. I am the Hammer. |
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![[Post New]](/s/i/i.gif) 2015/01/09 08:56:14
Subject: Drop-pods are far too cheap.
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Ultramarine Chaplain with Hate to Spare
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By the way, if your buddy got foiled by a couple of warrior and genestealer units... Well, he is doing something wrong The deep strike alpha charge is cool, but those thousand points aren't exactly thrown away. The three stormravens and thirty tacticals are solid, useful units. Really, the only "tax" is about 15 of the tacticals.
He didn't get foiled by the Warriors and Stealers they largely achieved very little. The Flyrants, Dakafex and Zoanthropes did the majority of the killing. Whilst the spores largely did the bubble wrapping.
I knew my opponent and his army. His army is built on that Alphastrike and he only knows how to use it that way. I still had mobility in Flyrants, was not in my Deployment Zone due to infiltrating bubble wrap and I had a pod of my own. So at the end of the game I was winning fairly comfortably on VPs too.
DPs are a solid choice and can be used effectively. Your best ways to counter them are deployment and interceptor. If you can't deploy to counter them at all that is your fault not a game balance issue with DPs.
Yes they allow someone to deliver short ranged units into range. But putting them at near the same cost as a Wyvern that can deliver far more death turn 1 without having to put expensive units at risk is madness. Likewise Broadsides, Wave Serpents etc that have great long range firepower can do all the killing they want turn 1 again without having to put themselves in harms way.
Drop Pods are fine. They are currently a good unit. They are not a great unit, nor an auto include. They are not as easy to use as many other units (like the 3 mentioned above). They do not give a game breaking tactical advantage. They give a tactical option that you have to commit to and they force your hand and give you little fall back options.
If you're playing unbound, then what does balance matter anyway?
Why would balance not matter if you're playing with an unbound list? Sure they in general aren't up there with the top tier battleforged lists but you can still do some very strong unbound lists though they're generally one dimensional (double TC'tan is probably the best unbound list,though it has hard counters).
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![[Post New]](/s/i/i.gif) 2015/01/09 11:15:32
Subject: Drop-pods are far too cheap.
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Dakka Veteran
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I really believe you should be able to charge out of a dropod the trun it arrives as it seems the point of drop pod not just to oh lets land right in the enemys back yard and shoot at him and make hime mad .
DROP PODS SHOULD LET YOU CHARGE THE TRUB U ARRIVE NOT JUST SHOOT. IF SO IT WOULD MAKE ASSAULT MARINES AND BOTH KIND OF TERMYS WAY MORE USEFUL IN MY BOOK. I HAVE HOUSE RULED IT THAT YOU CAN ASSAULT OUT OF DROP PODS. AS THAT SEEMS WHAT DROP PODS ARE FOR. AND IT STILL DON'T MAKE PODS THAT GOOD
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This message was edited 1 time. Last update was at 2015/01/09 11:18:52
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![[Post New]](/s/i/i.gif) 2015/01/09 11:58:04
Subject: Drop-pods are far too cheap.
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Confessor Of Sins
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Spell Check is your friend.
And they removed charging from Drop Pods just as it got removed from Rhinos. Why would they be any different? The "cannot charge" is explained by the fact that they need time to get out of their harnesses etc.
"It seems that's how drop pods work" right?
Also, as the hatch opens, you can fire a shot or 2 before you remove your harness, hence allowed to shoot
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DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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![[Post New]](/s/i/i.gif) 2015/01/09 13:01:19
Subject: Drop-pods are far too cheap.
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[DCM]
Moustache-twirling Princeps
Gone-to-ground in the craters of Coventry
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zilka86 wrote:[Translation on]I really believe you should be able to charge out of a drop pod the turn it arrives. It seems the point of drop pods is not just to "oh, lets land right in the enemy's back yard, shoot at him and make him mad".
Drop pods should let you charge the turn you arrive, not just shoot. If so, it would make assault marines, and both kind of termys, way more useful in my book. I have house-ruled that you can assault out of drop pods, as that seems what drop pods are for. And, it still doesn't make pods that good.[Translation off]
I hope that is what you intended to type.
Fluff-wise, being thrown out of space in a harness takes time to recover from. Once the pod has hit the ground, and every non-enhanced person on board has stuffed their brains back in their ears, the doors have to drop, and the passengers are free to disembark.
Once you let them get their gear and size-up the enemy standing around outside, it's time for the next turn.
So after "jets, thud, clank, whoosh, groan, stomp", there's barely time left to let off a few rounds.
House-rule all you like. Why not just let Marines get Rending with CCW while you're at it. They're augmented super-soldiers, right?
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This message was edited 1 time. Last update was at 2015/01/09 13:02:07
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![[Post New]](/s/i/i.gif) 2015/01/09 13:13:15
Subject: Drop-pods are far too cheap.
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Omnipotent Necron Overlord
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Did someone actually say drop pods are a hindrance? Easy to counter? You've got it completely backwards? What kind of foresight do your drop pod enemies have where you play?
Easy to counter why? because you can bubble wrap and hide in a corner? I'm forcing my enemy to start bunched up in a corner and you think you are countering me? Give me the table for 140 points of pods which are gonna hassle you all game regardless of where you start? All of the best strategic locations will be mine? Oh and by the way...I've got 2 Chapter masters with Orbital bombardment...the first 2 drop pods I drop will be empty and we can start this all over again next turn while you continue your bubble wrap and hid in the corner strategy. Drop pods control the field....If you think otherwise you are delusional.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/01/09 13:35:55
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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Xenomancers wrote:Did someone actually say drop pods are a hindrance? Easy to counter? You've got it completely backwards? What kind of foresight do your drop pod enemies have where you play?
Easy to counter why? because you can bubble wrap and hide in a corner? I'm forcing my enemy to start bunched up in a corner and you think you are countering me? Give me the table for 140 points of pods which are gonna hassle you all game regardless of where you start? All of the best strategic locations will be mine? Oh and by the way...I've got 2 Chapter masters with Orbital bombardment...the first 2 drop pods I drop will be empty and we can start this all over again next turn while you continue your bubble wrap and hid in the corner strategy. Drop pods control the field....If you think otherwise you are delusional.
They control the field until I kill what came out of them. I said they COULD be a hindrance SOMETIMES. And, yes, relatively easy to counter with practice.
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![[Post New]](/s/i/i.gif) 2015/01/09 13:41:37
Subject: Drop-pods are far too cheap.
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Confessor Of Sins
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Playing Adepta Sororitas, i'd guess the enemy has as many Drop Pods (or less) than i have Rhinos.
He can pop 1 or 2 (possibly), but then my Units get to fire back.
I don't think it's as OP as people think. Sure it's quite brutal and possibly surprising, but that's all.
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DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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![[Post New]](/s/i/i.gif) 2015/01/09 13:42:55
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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How can it be surprising when you see their list ahead of time?
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![[Post New]](/s/i/i.gif) 2015/01/09 13:44:23
Subject: Drop-pods are far too cheap.
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Omnipotent Necron Overlord
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Martel732 wrote: Xenomancers wrote:Did someone actually say drop pods are a hindrance? Easy to counter? You've got it completely backwards? What kind of foresight do your drop pod enemies have where you play?
Easy to counter why? because you can bubble wrap and hide in a corner? I'm forcing my enemy to start bunched up in a corner and you think you are countering me? Give me the table for 140 points of pods which are gonna hassle you all game regardless of where you start? All of the best strategic locations will be mine? Oh and by the way...I've got 2 Chapter masters with Orbital bombardment...the first 2 drop pods I drop will be empty and we can start this all over again next turn while you continue your bubble wrap and hid in the corner strategy. Drop pods control the field....If you think otherwise you are delusional.
They control the field until I kill what came out of them. I said they COULD be a hindrance SOMETIMES. And, yes, relatively easy to counter with practice.
I play agianst pods all the time. They are always a hassle no matter what I do. Their cheapest use is SW with IG allies and put 60 point special weapon teams in them with 3 meltas orcompany commands with orders or vetren squads in them with melta and demo and grey hunters in some of them. Nothing you can do to stop those squads from killing more than they are worth unless ofc they roll badly.
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This message was edited 1 time. Last update was at 2015/01/09 13:46:40
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/01/09 13:45:21
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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Yeah, I already said SW pods are unhinged. For the rest of the marines, though, they get less effective. Quickly.
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![[Post New]](/s/i/i.gif) 2015/01/09 13:51:57
Subject: Drop-pods are far too cheap.
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The Marine Standing Behind Marneus Calgar
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Drop pods are high risk, high reward. Against someone who isn’t ready for them, either due to lack of units to bubble wrap with or inexperience, you are going to alpha strike them right off the table. Against someone who knows what they are doing, it can be an uphill battle as half your army faces all of theirs.
As a drop pod player, you need to be very careful how you build your list, and where you drop what. Because all of your mobility is front loaded, once you commit, you are stuck. And there is a time and place for suicide drops, but sometimes it’s better to use a safer, flank drop.
I don’t think they are undercosted for what they do. While they excel in their transport job, putting their cargo in optimal range with next to no risk, the force you into a high-risk mode of play. Which is not always the best option.
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![[Post New]](/s/i/i.gif) 2015/01/09 13:53:52
Subject: Drop-pods are far too cheap.
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Omnipotent Necron Overlord
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Martel732 wrote:Yeah, I already said SW pods are unhinged. For the rest of the marines, though, they get less effective. Quickly.
Thats just because marines really don't have anything spectacular to put in them outside of a venerable dreadnought or centurions maybe DA veterans. Still though - With IG gaining access to them they become broken beyond belief - even sisters in pods is out of control. Just goes to show you that marines in general are awful units they can't even abuse the most under-costed transport in the game - grey-hunters do it okay just because grey-hunters are actually decent meq which is quite a rarity. Wish I could put purgation squads in pods - sucks grey-knights got no pod.
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This message was edited 1 time. Last update was at 2015/01/09 13:54:26
If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
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![[Post New]](/s/i/i.gif) 2015/01/09 14:16:00
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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I think grey-knights have enough toys.
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![[Post New]](/s/i/i.gif) 2015/01/09 14:26:44
Subject: Drop-pods are far too cheap.
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Omnipotent Necron Overlord
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Dread knights, affordable term troops with a usable heavy weapon, and purifiers. We lose drop pods though...pretty big drawback. We get NSF but...gotta roll for the alpha...not reliable. I think most marine armies could use a few new toys.
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If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder |
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![[Post New]](/s/i/i.gif) 2015/01/09 14:27:42
Subject: Drop-pods are far too cheap.
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Confessor Of Sins
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Martel732 wrote:Yeah, I already said SW pods are unhinged. For the rest of the marines, though, they get less effective. Quickly.
You have heard of the Flesh Tearer Detachment then? 1 HQ+1Troop that allows for 6 Pods? (for those IG and Sisters  )
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DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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![[Post New]](/s/i/i.gif) 2015/01/09 14:28:22
Subject: Drop-pods are far too cheap.
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Locked in the Tower of Amareo
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Marine armies need fewer toys in general and more things that work. All one needs to do to see how dependent marines are on a few selections by comparing BA to regular marines. Because the BA lost all of them, imo. I don't count the drop pod. I wouldn't miss it much, except for Furiosos. Automatically Appended Next Post: BlackTalos wrote:Martel732 wrote:Yeah, I already said SW pods are unhinged. For the rest of the marines, though, they get less effective. Quickly.
You have heard of the Flesh Tearer Detachment then? 1 HQ+1Troop that allows for 6 Pods? (for those IG and Sisters  )
What's your point? That's IG and Sisters being good drop troops, not marines.
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This message was edited 1 time. Last update was at 2015/01/09 14:29:09
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![[Post New]](/s/i/i.gif) 2015/01/09 14:33:24
Subject: Drop-pods are far too cheap.
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Confessor Of Sins
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Point was you though SW were unhinged, but i thing the new BA Codex gives more pods for a cheaper Tax
Well, the Exterminatus book technically...
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DA:80-S+G+M+B++I-Pw40k01++D+++A+++WD100R++T(T)DM+
Roronoa Zoro wrote:When the world shoves you around, you just gotta stand up and shove back. It's not like somebody's gonna save you if you start babbling excuses. - Bring on the hardship. It's preferred in a path of carnage. Manchu wrote:
It's like you take a Space Marine and say "what could make him cooler?" Instead of adding more super-genetic-psycho-organic modification, you take it all away. You have a regular human left in power armor and all the armies of hell at the gates. And she doesn't even flinch. Pure. Badass. |
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