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Made in us
Ultramarine Chaplain with Hate to Spare






 Haighus wrote:
 Galas wrote:
 Insectum7 wrote:
^I dislike the physics implied in "Meteoric Shockwave". If the Pod impact is enough to inflict MW on nearby units, what is it doing to the guys inside?


Nothing because it has some kind of protection/ cushioning system?


But to be honest I believe Drop Pods should inflict MW because they should land ON TOP of enemy infantry. And put it 3" or something like that of distance from the impacted unit.


The Imperium has access to "inertial dampeners" to protect from such impacts. The Caestus assault ram uses them to allow the thing to ram a ship at full speed without pulping the occupants. I can easily see the drop pod (and boarding torpedoes) using the same technology.
I know, you can certainly handwave the impact away with stasis/inertial dampeners etc, but to MW to a nearby squad feels like even more force than normally implied.

If you could squash guys that'd be more realistic, but crappy for the opponent. I'd settle for either being able to land on the first turn or just land closer than 9", and better rules for flamers.

Also the Drop Pod missile system thing is poop.

And They Shall Not Fit Through Doors!!!

Tyranid Army Progress -- With Classic Warriors!:
https://www.dakkadakka.com/dakkaforum/posts/list/0/743240.page#9671598 
   
Made in us
Humming Great Unclean One of Nurgle






 Brutus_Apex wrote:
I can't wait until GW releases the Primaris Drop Pod, that does all of these things but has 9000 missile launchers and assault cannons and each door has it's own power fist that punches things in combat. Only Primaris Marines can ride in it because lowly squat marines are unworthy.
I laughed for a solid minute at the image this evokes.

This message was edited 1 time. Last update was at 2019/05/23 19:15:56


Road to Renown! It's like classic Path to Glory, but repaired, remastered, expanded! https://www.dakkadakka.com/dakkaforum/posts/list/778170.page

I chose an avatar I feel best represents the quality of my post history.

I try to view Warhammer as more of a toolbox with examples than fully complete games. 
   
Made in us
Omnipotent Necron Overlord






Really the thing that makes drop pods so bad is lots of armies (almost all of them) can deep strike multiple units for CP only. Drop pod is around 70 points. Points DO NOT = CP. They are a separate resource of which you get 3 for free that don't even require specific detachments and really getting 10+ CP just by taking the units you were gonna take anyways.

Drop pods should just cost CP. It is the only way they will be useful without changing their rules.

With a rules change they could be useful. Perhaps if they gave some sort of buff. Increased chance of charge - do mortal wounds to units they drop near...something. Currently they do nothing.


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 
   
Made in ch
The Dread Evil Lord Varlak





 Xenomancers wrote:
Really the thing that makes drop pods so bad is lots of armies (almost all of them) can deep strike multiple units for CP only. Drop pod is around 70 points. Points DO NOT = CP. They are a separate resource of which you get 3 for free that don't even require specific detachments and really getting 10+ CP just by taking the units you were gonna take anyways.

Drop pods should just cost CP. It is the only way they will be useful without changing their rules.

With a rules change they could be useful. Perhaps if they gave some sort of buff. Increased chance of charge - do mortal wounds to units they drop near...something. Currently they do nothing.



Actually you can approximate the cost of CP in points per army, problem is though that these are far cheaper still then the 70 pts /10dudes or dred.


Automatically Appended Next Post:
 NinthMusketeer wrote:
 Brutus_Apex wrote:
I can't wait until GW releases the Primaris Drop Pod, that does all of these things but has 9000 missile launchers and assault cannons and each door has it's own power fist that punches things in combat. Only Primaris Marines can ride in it because lowly squat marines are unworthy.
I laughed for a solid minute at the image this evokes.


Until you realise that this might happen and also be bloody expensive model wise.

This message was edited 1 time. Last update was at 2019/05/23 21:29:23


https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Omnipotent Necron Overlord






You can't approximate a point value to CP. In general I'd say most people would spend 10 points for a CP but wouldn't spend 20. So if a drop pod were 15-20 points then it would probably get used. Sure a loyal 32 is 180 points BUT you also get some really capable units that are worth inclusion without generating the CP. CP is free my friend.

This message was edited 1 time. Last update was at 2019/05/23 21:50:11


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 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Xenomancers wrote:
You can't approximate a point value to CP. In general I'd say most people would spend 10 points for a CP but wouldn't spend 20. So if a drop pod were 15-20 points then it would probably get used. Sure a loyal 32 is 180 points BUT you also get some really capable units that are worth inclusion without generating the CP. CP is free my friend.


I'm sorry, really? You think a Knights player wouldn't spend 40 points per CP?

I do agree, Guard ain't gonna spend many points on CP, but they 1) have good CP generation already and 2) generally middle-of-the-road strats.

Clocks for the clockmaker! Cogs for the cog throne! 
   
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Locked in the Tower of Amareo




I disagree with the pt/CP analysis. They'd be fine costing points if they had worthwhile cargo.
   
Made in ca
Bounding Ultramarine Assault Trooper





 JNAProductions wrote:
 Xenomancers wrote:
You can't approximate a point value to CP. In general I'd say most people would spend 10 points for a CP but wouldn't spend 20. So if a drop pod were 15-20 points then it would probably get used. Sure a loyal 32 is 180 points BUT you also get some really capable units that are worth inclusion without generating the CP. CP is free my friend.


I'm sorry, really? You think a Knights player wouldn't spend 40 points per CP?

I do agree, Guard ain't gonna spend many points on CP, but they 1) have good CP generation already and 2) generally middle-of-the-road strats.

I don’t think a knight player who was trying to win would spend 40 points a command point when you can make an Adeptus Mechanicus batllion for 160 points getting 5 command points and some dudes.

Ultramarine 6000 : Imperial Knights 1700 : Grey Knights 1000 : Ad mech 500 :Nids 4000 : Necrons 500 : Death watch 500 
   
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recently ive been running 3 with my Salamanders. Personally it feels like the only Unit that can use them correctly are Dev squads (i run 3) filled with 4 Multi Meltas. and Vulcan along for the ride. Ill even squeeze in a Vet squad with SBs in one to clear some chaff. They also do a good job of creating a secondary bubble or weird bunker for a unit.

I cant think of another viable use for them. They can be annoying to dislodge if sitting on an objective or 2.

Getting MMs in 2D6 take the highest damage range is very nice. Vulcan makes it worth dropping heavy weapons (Meltas only)
My list also comes with 30 sternguard so i can dump 60 AP-2 shots into something if needed as well.

 
   
Made in us
Omnipotent Necron Overlord






 JNAProductions wrote:
 Xenomancers wrote:
You can't approximate a point value to CP. In general I'd say most people would spend 10 points for a CP but wouldn't spend 20. So if a drop pod were 15-20 points then it would probably get used. Sure a loyal 32 is 180 points BUT you also get some really capable units that are worth inclusion without generating the CP. CP is free my friend.


I'm sorry, really? You think a Knights player wouldn't spend 40 points per CP?

I do agree, Guard ain't gonna spend many points on CP, but they 1) have good CP generation already and 2) generally middle-of-the-road strats.

Nah - not at all. At 40 points you'd be spending 200 points for just the 5 CP a batallion gives you for 180 (which also gives you 5 units). It would be really difficult to figure that actual value of the CP by itself. Realistically - the CP is free. Because every unit in the loyal 32 is undercosted for it's base stats alone.

This message was edited 1 time. Last update was at 2019/05/24 19:03:38


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 
   
Made in ca
Decrepit Dakkanaut





I just think of how amazing Drop Pods would be with GW's 2019 manufacturing.
   
Made in ch
The Dread Evil Lord Varlak





 Xenomancers wrote:
 JNAProductions wrote:
 Xenomancers wrote:
You can't approximate a point value to CP. In general I'd say most people would spend 10 points for a CP but wouldn't spend 20. So if a drop pod were 15-20 points then it would probably get used. Sure a loyal 32 is 180 points BUT you also get some really capable units that are worth inclusion without generating the CP. CP is free my friend.


I'm sorry, really? You think a Knights player wouldn't spend 40 points per CP?

I do agree, Guard ain't gonna spend many points on CP, but they 1) have good CP generation already and 2) generally middle-of-the-road strats.

Nah - not at all. At 40 points you'd be spending 200 points for just the 5 CP a batallion gives you for 180 (which also gives you 5 units). It would be really difficult to figure that actual value of the CP by itself. Realistically - the CP is free. Because every unit in the loyal 32 is undercosted for it's base stats alone.


It is not difficult you just spew NaCl over all non marine armies.
For guard you pay 180 /5 per Cp at it's most efficent. Now add talarn in the combination and you can get an approximation for what a drop pod should cost. but let me guess GuArD Is FrEEEEEEEEEEEEEE!

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in ca
Ancient Venerable Black Templar Dreadnought





Canada

Well it had been beaten to death but it boils down to: for what reason would you take them that something else cannot do better.
Worse yet: what the heck would you put in it?
Is there ANYTHING that can allow it to earn it's points since it is pretty much dead the moment it is chosen?

Agreed, there is little in the SM army that would benefit from the use of a Drop Pod.

I have around 4 of these assembled and in various states of painting.
I have not used them once in 8th edition, no matter how hard I try, unless it is baked into a scenario there is no justification to use them.

It is meant to be a "shock" weapon: a means of rapid deployment that minimizes risk of being shot down prior to payload deployment.
I would think any combination of these rules would be needed to make them useful not including the obvious need to reduce cost:
- Make it that no-matter what happens, on player's turn of arrival the unit cannot be attacked in any way (including overwatch).
- Be able to assault on arrival or shoot but not both ("balance").
- Could add some "attack" on units within a certain range on arrival... like a form of impact damage.

Some thoughts.
It is meant to be "the" last word on reliable delivery of troops ensuring they get there.
Now everyone has it.
How do you get the pod to go one better?

A revolution is an idea which has found its bayonets.
Napoleon Bonaparte 
   
Made in de
Calculating Commissar





England

 Talizvar wrote:
Well it had been beaten to death but it boils down to: for what reason would you take them that something else cannot do better.
Worse yet: what the heck would you put in it?
Is there ANYTHING that can allow it to earn it's points since it is pretty much dead the moment it is chosen?

Agreed, there is little in the SM army that would benefit from the use of a Drop Pod.

I have around 4 of these assembled and in various states of painting.
I have not used them once in 8th edition, no matter how hard I try, unless it is baked into a scenario there is no justification to use them.

It is meant to be a "shock" weapon: a means of rapid deployment that minimizes risk of being shot down prior to payload deployment.
I would think any combination of these rules would be needed to make them useful not including the obvious need to reduce cost:
- Make it that no-matter what happens, on player's turn of arrival the unit cannot be attacked in any way (including overwatch).
- Be able to assault on arrival or shoot but not both ("balance").
- Could add some "attack" on units within a certain range on arrival... like a form of impact damage.

Some thoughts.
It is meant to be "the" last word on reliable delivery of troops ensuring they get there.
Now everyone has it.
How do you get the pod to go one better?


This is a good point- they are meant to be shock-and-awe weapons. Maybe they should provide steep hit modifiers to themselves and cargo in the turn they arrive- perhaps a -2 to hit for enemy units shooting at them? Couple this with allowing them to drop in a bit closer than 9" to make flamers, melta, and assaults more useful.

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
Made in us
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 Haighus wrote:
Spoiler:
 Talizvar wrote:
Well it had been beaten to death but it boils down to: for what reason would you take them that something else cannot do better.
Worse yet: what the heck would you put in it?
Is there ANYTHING that can allow it to earn it's points since it is pretty much dead the moment it is chosen?

Agreed, there is little in the SM army that would benefit from the use of a Drop Pod.

I have around 4 of these assembled and in various states of painting.
I have not used them once in 8th edition, no matter how hard I try, unless it is baked into a scenario there is no justification to use them.

It is meant to be a "shock" weapon: a means of rapid deployment that minimizes risk of being shot down prior to payload deployment.
I would think any combination of these rules would be needed to make them useful not including the obvious need to reduce cost:
- Make it that no-matter what happens, on player's turn of arrival the unit cannot be attacked in any way (including overwatch).
- Be able to assault on arrival or shoot but not both ("balance").
- Could add some "attack" on units within a certain range on arrival... like a form of impact damage.

Some thoughts.
It is meant to be "the" last word on reliable delivery of troops ensuring they get there.
Now everyone has it.
How do you get the pod to go one better?


This is a good point- they are meant to be shock-and-awe weapons. Maybe they should provide steep hit modifiers to themselves and cargo in the turn they arrive- perhaps a -2 to hit for enemy units shooting at them? Couple this with allowing them to drop in a bit closer than 9" to make flamers, melta, and assaults more useful.

Just having Supersonic on the turn they deep strike and then being able to disembark afterward as normal (not subject to the DS placement rules) might just be enough to make the pods usable.

   
Made in se
Ferocious Black Templar Castellan






Sweden

Disembarking within 9" alone would make them playable. Flamers and Meltaguns might have a purpose again, and a bunch of melee options would be a lot less awful as well.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Omnipotent Necron Overlord






The Newman wrote:
 Haighus wrote:
Spoiler:
 Talizvar wrote:
Well it had been beaten to death but it boils down to: for what reason would you take them that something else cannot do better.
Worse yet: what the heck would you put in it?
Is there ANYTHING that can allow it to earn it's points since it is pretty much dead the moment it is chosen?

Agreed, there is little in the SM army that would benefit from the use of a Drop Pod.

I have around 4 of these assembled and in various states of painting.
I have not used them once in 8th edition, no matter how hard I try, unless it is baked into a scenario there is no justification to use them.

It is meant to be a "shock" weapon: a means of rapid deployment that minimizes risk of being shot down prior to payload deployment.
I would think any combination of these rules would be needed to make them useful not including the obvious need to reduce cost:
- Make it that no-matter what happens, on player's turn of arrival the unit cannot be attacked in any way (including overwatch).
- Be able to assault on arrival or shoot but not both ("balance").
- Could add some "attack" on units within a certain range on arrival... like a form of impact damage.

Some thoughts.
It is meant to be "the" last word on reliable delivery of troops ensuring they get there.
Now everyone has it.
How do you get the pod to go one better?


This is a good point- they are meant to be shock-and-awe weapons. Maybe they should provide steep hit modifiers to themselves and cargo in the turn they arrive- perhaps a -2 to hit for enemy units shooting at them? Couple this with allowing them to drop in a bit closer than 9" to make flamers, melta, and assaults more useful.

Just having Supersonic on the turn they deep strike and then being able to disembark afterward as normal (not subject to the DS placement rules) might just be enough to make the pods usable.
Sterngaurd start to look real appealing with that -2 to hit ruling. Heck I'd drop 9 with itggy and make them -3 to hit.

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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