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Made in us
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I'm sure I'm about the ten millionth person to propose this, but it's true. Drop pods should let you assault out of reserve. That is the whole point of a drop pod, to drop a screaming assault force right into the middle of a chaotic battlefield and wreak havoc. I mean, they're already technically an assault vehicle, being open-topped.

Of course, they should also kill models they land on top of, instead of politely stopping short, but I imagine that would make them the most overpowered weapon in the game. Just take an all drop-pod list and drop them right on top of the enemy.

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AnFéasógMór wrote:
I'm sure I'm about the ten millionth person to propose this, but it's true. Drop pods should let you assault out of reserve. That is the whole point of a drop pod, to drop a screaming assault force right into the middle of a chaotic battlefield and wreak havoc. I mean, they're already technically an assault vehicle, being open-topped.

Of course, they should also kill models they land on top of, instead of politely stopping short, but I imagine that would make them the most overpowered weapon in the game. Just take an all drop-pod list and drop them right on top of the enemy.


Sure but how many points should those little buggers cost then?

100? 200? thats pretty game breakingly strong when it has scatter protection, av12 and fits a butt load of guys or dreadnoughts.

Obvious answer being No. thats just silly to think considering fluff =/= crunch at all. otherwise 10 marines would be whiping out full armies. or just chapter master would go slap fight wraithknigths like its no business.

This message was edited 1 time. Last update was at 2015/02/03 00:13:28


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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I lean more towards a different approach-certain units should have a rule which enables them to assault from drop-pods (vanguard veterans perhaps), rather than drop pods enabling any unit to assault.

Makes things slightly more interesting, without leading to a game where everyone starts using drop pods for absolutely everything. The points on whichever unit gained the rule would need to be adjusted significantly upwards because, as mentioned, it could be a game changer.
   
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Ether that or put everyone at near equal footing and stop restricting all assault after things. (scout infiltrate and outflanking)


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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 Desubot wrote:
Ether that or put everyone at near equal footing and stop restricting all assault after things. (scout infiltrate and outflanking)


This. Let me assault out of Deathwing Assault pretty please.


Automatically Appended Next Post:
I mean it says assault right in the name....

This message was edited 1 time. Last update was at 2015/02/03 01:45:03


 
   
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The meta would shift significantly if you could assault turn 1 and put cc units on an equal footing with the more shooty armies that are around. For instance, Tau would hate this, but Grey Knights would get an obvious buff.


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I think that we would see so many Space Marine players doing this that it would make 40k stale. No one would want to play a shooting army because you'd, most of the time, get stomped by this.

Something I do think would be cool would be the Drop Pod itself doing damage when it lands.

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I agree that this would be way too over the top.
   
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Now assaulting out of rhinos on the other hand....

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wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
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I miss the 5th ed rules that let you assault if the vehicle hadn't moved.

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I mean, the Imperium already gets turn one Reserves and safer Deep Strikes than everyone else; if you're going to give them more toys Eldar/Necrons/DE/more really ought to get some equivalencies.

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 TheCrazyCryptek wrote:
I think that we would see so many Space Marine players doing this that it would make 40k stale. No one would want to play a shooting army because you'd, most of the time, get stomped by this.

Something I do think would be cool would be the Drop Pod itself doing damage when it lands.




Not necessarily, their were units that could assault out of deep strike before, and with power weapons that ignored all armor, and it did not get over used. However a assaulting out of reserve drop pod would be nuts. The only way I see this happening is if you increase the points it would cost as an upgrade and then make it to were you have to choose to shoot or assault, no getting to do both.


Automatically Appended Next Post:
 TheCrazyCryptek wrote:
I think that we would see so many Space Marine players doing this that it would make 40k stale. No one would want to play a shooting army because you'd, most of the time, get stomped by this.

Something I do think would be cool would be the Drop Pod itself doing damage when it lands.




Not necessarily, their were units that could assault out of deep strike before, and with power weapons that ignored all armor, and it did not get over used. However a assaulting out of reserve drop pod would be nuts. The only way I see this happening is if you increase the points it would cost as an upgrade and then make it to were you have to choose to shoot or assault, no getting to do both.

This message was edited 1 time. Last update was at 2015/02/03 06:03:29


 
   
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As a player of drop podding Space Wolves, I have to say hell no to anything allowing an assault out of reserve, especially if it arrives from reserve on turn 1. As much fun as it would be, its pretty much an auto-win against any force that isn't already heavily biased to assault.

Now, if drop pods remained closed on the turn they landed and served as a protective bunker before opening up and unleashing their cargo on the second turn, I could get behind that.

Edit: Cleaned up multi-post caused by board glitch

This message was edited 5 times. Last update was at 2015/02/03 09:24:58


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I actually wish they would REDUCE the amount of damage output that can happen in turn 1 and right after deep strike.

No assaults from deep strike, shooting from deep strike is snap shots, and long range decreases BS.
I see way too many games that just end in a tabling by turn 5. It'd be nice to tone down the destruction just a little, especially on the "oh you're not one of the few models with interceptor in the game? I'll just land right by you and blow your unit away" stuff, and see some games where people actually count up vp's.

I like the idea of pods staying shut for a turn.

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I don't mind if they do cost properly.

Like 120-140 pts base, don't have guiding systems = can mishap and don't have droppod assault.

This message was edited 1 time. Last update was at 2015/02/03 09:00:06


 
   
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 Thaylen wrote:
I miss the 5th ed rules that let you assault if the vehicle hadn't moved.

As a CSM player, please give this back to us haha

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Sure, let units assault out of all drop pods. But take away their immunity to mishap and make them roll for reserves like normal.

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Why not make 1st turn assault at I1 no matter what? I might try to run this today and report back. It will be wolves vs tau and ill run it by my brother.

But T1 Assault sounds nice out

I will run it today as assault out of pods is I1 and -2 to distance, same as going through terrain ignoring assault grenades and other abilities (wraiths, belts etc)


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Fluff reasons against this - Drop Pods do have reverse thrusters. They still hit almost hard enough to crack spines (IF you're strapped in properly. If you're not, you die) There's no way anyone except maybe a terminator won't need a minute to adjust cognitively.


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<sigh> yet another thread about buffing marines.
   
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Maybe we should have a thread about buffing tau or eldar?


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SGTPozy wrote:
<sigh> yet another thread about buffing marines.


This is less about buffing marines, and more about a potential movement to allowing assault from reserves using a middle ground army. Obviously these rules could be ported to other armies and tested. Its not like every army played couldn't use a little bonus to its assaulting in this edition and out of reserves with large penalties would be awesome and force tough decisions and add a whole new spin to the game.

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Kavik_Whitescar wrote:
SGTPozy wrote:
<sigh> yet another thread about buffing marines.


This is less about buffing marines, and more about a potential movement to allowing assault from reserves using a middle ground army. Obviously these rules could be ported to other armies and tested. Its not like every army played couldn't use a little bonus to its assaulting in this edition and out of reserves with large penalties would be awesome and force tough decisions and add a whole new spin to the game.


Assaulting out of reserves is one thing (something which I am okay with) but when drop pod spam becomes even more chheesy than it already is then there is an issue. SMs should not be guaranteed assault every single game at turn 1. That is broken.
   
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Desubot wrote:Ether that or put everyone at near equal footing and stop restricting all assault after things. (scout infiltrate and outflanking)



I'd be fine with that. Honestly, numerous armies and units have rules that seem outright intended to allow a first turn assault, but are specifically forbidden from doing so. I mean, look at the Master of Ambush WT. Where exactly is the "ambush", if you don't actually get to ambush anyone?

Pyeatt wrote:Fluff reasons against this - Drop Pods do have reverse thrusters. They still hit almost hard enough to crack spines (IF you're strapped in properly. If you're not, you die) There's no way anyone except maybe a terminator won't need a minute to adjust cognitively.


Actually, if you look in Imperial Armour, which contains more artwork of drop pods in use, they are depicted as having reverse thrusters and using them to land safety, and drop pods are modelled with reverse thrusters. I mean, I doubt even a dread could survive the impact of atmospheric entry without them.

SGTPozy wrote:
Kavik_Whitescar wrote:
SGTPozy wrote:
<sigh> yet another thread about buffing marines.


This is less about buffing marines, and more about a potential movement to allowing assault from reserves using a middle ground army. Obviously these rules could be ported to other armies and tested. Its not like every army played couldn't use a little bonus to its assaulting in this edition and out of reserves with large penalties would be awesome and force tough decisions and add a whole new spin to the game.


Assaulting out of reserves is one thing (something which I am okay with) but when drop pod spam becomes even more chheesy than it already is then there is an issue. SMs should not be guaranteed assault every single game at turn 1. That is broken.


This has nothing to do with buffing marines, it's about making an almost utterly useless model have an actual use. Pretty much no marine player I know runs drop pods at all. They just don't have the utility. And obviously there would need to be a drastic increase in the points cost. And as Kavik_Whitescar suggested, there's definitely room for allowing assault after several other special rules.

The fact is, assault armies (Space Wolves, Orks, Daemons, etc) are somewhat crippled by the fact that they are not avle to use their best assets until turn 2 or 3, while shooty armies can fire everything they've got on turn 1.

This message was edited 1 time. Last update was at 2015/02/03 16:30:17


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AnFéasógMór wrote:


This has nothing to do with buffing marines, it's about making an almost utterly useless model have an actual use. Pretty much no marine player I know runs drop pods at all. They just don't have the utility. And obviously there would need to be a drastic increase in the points cost. And as Kavik_Whitescar suggested, there's definitely room for allowing assault after several other special rules.

The fact is, assault armies (Space Wolves, Orks, Daemons, etc) are somewhat crippled by the fact that they are not avle to use their best assets until turn 2 or 3, while shooty armies can fire everything they've got on turn 1.


The feth? Pods useless?

do you play against nothing but tau interceptor?

Pods are amazing with the right "shooting" units in it and in this edition that's where the jams at.
How is that useless?

since 6th GW has be determined to make it REALLY hard to get into assault....or sell a ton of terrain kits that evens out the playing field in general.



This message was edited 1 time. Last update was at 2015/02/03 16:39:50


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
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AnFéasógMór wrote:
Desubot wrote:Ether that or put everyone at near equal footing and stop restricting all assault after things. (scout infiltrate and outflanking)



I'd be fine with that. Honestly, numerous armies and units have rules that seem outright intended to allow a first turn assault, but are specifically forbidden from doing so. I mean, look at the Master of Ambush WT. Where exactly is the "ambush", if you don't actually get to ambush anyone?

Pyeatt wrote:Fluff reasons against this - Drop Pods do have reverse thrusters. They still hit almost hard enough to crack spines (IF you're strapped in properly. If you're not, you die) There's no way anyone except maybe a terminator won't need a minute to adjust cognitively.


Actually, if you look in Imperial Armour, which contains more artwork of drop pods in use, they are depicted as having reverse thrusters and using them to land safety, and drop pods are modelled with reverse thrusters. I mean, I doubt even a dread could survive the impact of atmospheric entry without them.

SGTPozy wrote:
Kavik_Whitescar wrote:
SGTPozy wrote:
<sigh> yet another thread about buffing marines.


This is less about buffing marines, and more about a potential movement to allowing assault from reserves using a middle ground army. Obviously these rules could be ported to other armies and tested. Its not like every army played couldn't use a little bonus to its assaulting in this edition and out of reserves with large penalties would be awesome and force tough decisions and add a whole new spin to the game.


Assaulting out of reserves is one thing (something which I am okay with) but when drop pod spam becomes even more chheesy than it already is then there is an issue. SMs should not be guaranteed assault every single game at turn 1. That is broken.


This has nothing to do with buffing marines, it's about making an almost utterly useless model have an actual use. Pretty much no marine player I know runs drop pods at all. They just don't have the utility. And obviously there would need to be a drastic increase in the points cost. And as Kavik_Whitescar suggested, there's definitely room for allowing assault after several other special rules.

The fact is, assault armies (Space Wolves, Orks, Daemons, etc) are somewhat crippled by the fact that they are not avle to use their best assets until turn 2 or 3, while shooty armies can fire everything they've got on turn 1.


I'm going to call bs on this. 35pts for a perfect-accuracy Deep Strike for twelve models in the Imperium on turn one is an insanely powerful utility trick without being able to assault out of it; put your short-ranged guns in them (Sternguard are the classic choice) and you get to turn-one up and remove threats with no risk of retaliation and no counter unless you're fighting an army that's got enough inexpensive models to bubble-wrap everything important.

As with everything the key to Drop Pods is target saturation; one Drop Pod is not scary, eight Drop Pods are a nightmare.

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 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
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Can I buy drop pods already for my Grey Knights? PLEASE!?!? I have the units, I just don't have any of the right tools to use them.

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wtf is this buddhist monk ascendant martial dice arts crap lol
 
   
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Way too powerful, without a shadow of a doubt.

Can you imagine the frustration of an Imperial Guard player fighting Space Wolves that have half their army engaged in turn 1? And then the other half on turn 2...

If I could get my Orks stuck in on turn 1, I'm pretty confident I would win just about every game I played against my usual opponents. And that's just Orks... imagine Demons, or Dark Eldar, or Grey Knights...

The reality is that assaulting out of reserves is gone. There's a lot of butthurt about it, frankly, and to those folks I say adapt or die. I see plenty of competitive armies that take advantage of drop pods, outflankers and assault-oriented units that win just fine without having to do it from complete safety off the table.
   
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I don't think that drop pods should get turn 1 assault but I like the idea of letting the unit stay inside until the next turn for a little extra protection. Plus there's a flip side too since its opentopped templates would wreck.

This message was edited 1 time. Last update was at 2015/02/03 17:09:45



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