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		<title><![CDATA[Latest posts for the thread "Drop Pods-Too powerful?????"]]></title>
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				<title>Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p>Howdy Ladz.</p>  <p>Just a quickie for all out there...</p>  <p>Do you think that <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Drop pods are way too powerful, and that is why <span class="glossaryitem" onmouseover='gp(50);'>GW</span> have NEVER released a model? It has been about twenty years since I started playing this game, had a hiatus of about 10 years, and during this time, NO drop pods were released(except by <span class="glossaryitem" onmouseover='gp(39);'>FW</span>-$$$$LOTS!)</p>  <p>Is this because, in reality, they make Marines WAY TOO TOUGH?</p>  <p>The scatter is nice and friendly, <span class="glossaryitem" onmouseover='gp(319);'>RF</span> Bolters are suited perfectly for this style of combat, and putting a Death-wind launcher on them (for a big pie-plate blast Marker) for a total of 50pts is cheap as.</p>  <p>I now have about 10 Drop pods for my Chapter, and it honestly seems that they are almost unbeatable. I am not batting my own drum, because I have a win/lose factor of about 8/1. I really think it has a lot to do with Droppies.</p>  <p>Please let fly with your opinions/observations.</p>  <p>But not about my love life(such as it is!!!  <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> &nbsp; )</p>  <p>&nbsp;</p>]]></description>
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				<pubDate><![CDATA[Wed, 31 Oct 2007 18:34:23]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ No drop-pods are not too powerful. <br><br> I have 7 drop pods and I use them to good effect BUT drop podding marines are not my best army and they are not an army that I fear in competitive play.  My mech Eldar are not worried about them.  My Godzilla Nidz are not too worried either, and my <span class="glossaryitem" onmouseover='gp(116);'>SAFH</span> marine list is a great matchup for drop pods because I always bring the Inquisitor insurance plan with that army.<br><br>Darrian]]></description>
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				<pubDate><![CDATA[Wed, 31 Oct 2007 18:40:52]]> GMT</pubDate>
				<author><![CDATA[ Darrian13]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Nice one Darrian. I Looove seeing another take on what is pretty much my style with our club.<br><br>I am sure some of our club members may drop you a line on how to kick the <span class="glossaryitem" onmouseover='gp(270);'>Sh</span>*t outta me...........]]></description>
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				<pubDate><![CDATA[Wed, 31 Oct 2007 18:43:55]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ i just think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> never bothered with drop pods because not many peole would have bought them prior to 4th edition. Rhinos were better in 3rd so nobody bothred with drop pods.<br><br>Rhinos got nerfed and now people prefer drop pods.  ]]></description>
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				<pubDate><![CDATA[Wed, 31 Oct 2007 23:35:15]]> GMT</pubDate>
				<author><![CDATA[ beef]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ If I recall they're saving them for another big cash infusion after Codex <img src="/s/i/a/ef7b97610a8bf5b2bd5df8209dc08ff3.gif" border="0"> verstock is no longer popular.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 00:40:54]]> GMT</pubDate>
				<author><![CDATA[ stonefox]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I have never lost to a drop pod army.<br><br>If you have the right army build, and you know how to defend against them, they are easy to beat.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 00:55:41]]> GMT</pubDate>
				<author><![CDATA[ Blackmoor]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ The problem is if you play most <span class="glossaryitem" onmouseover='gp(69);'>IG</span> armies or Tau (I think) they will slaughter you.  <br><br>I think they are grossly unbalanced since there is no real counter.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 00:59:58]]> GMT</pubDate>
				<author><![CDATA[ Kid_Kyoto]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Are you saying <span class="glossaryitem" onmouseover='gp(69);'>IG</span> will slaughter pods or pods slaughter <span class="glossaryitem" onmouseover='gp(69);'>IG</span>? I see the latter not the former. ]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 02:01:48]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <br>Pods are a prime example of a gimmick army. The problem with gimmick armies is that against seasoned tournament players or the rock to the gimmick army's scissors the gimmick can often be quite easily countered, but against non-optimal lists the gimmick army can be grossly unfun to play against.<br><br>Your average person with an average "balanced" army that goes up against a good drop pod army not only has no chance to win, but the game will be a ridiculous slaughter.<br><br>So seasoned tournament players may laugh at the idea of a drop pod army being too much but your average player definitely thinks a Drop Pod army is <span class="glossaryitem" onmouseover='gp(276);'>OTT</span>.<br><br>]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 02:07:44]]> GMT</pubDate>
				<author><![CDATA[ yakface]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Upping the cost to 50pts a la the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex is the right answer in my opinion.&nbsp; Vanilla Pods are way too cheap for what they can do.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 03:02:30]]> GMT</pubDate>
				<author><![CDATA[ Samwise158]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ There are pod armies and pod armies, of course. A &quot;balanced/fluff&quot; pod army can be a reasonably fun game for most opponents. Shortly after the codex first came out I ran my <span class="glossaryitem" onmouseover='gp(25);'>DA</span> in a podding version, but not optimized for pods. So no dual special weapons, no Fear Librarian. It was competitive but not crazy; I hit reasonably hard on the drop, but&nbsp;the lack of mobility after landing was a definite weakness.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 03:03:35]]> GMT</pubDate>
				<author><![CDATA[ Mannahnin]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I am not a fan of pod armies. I generally do well against them but the game is not especially fun. Castling and waiting for sufficient numbers of the enemy to appear and then counterattacking them is effective but strictly meh on the funmeter (same when playing EPIC). While always true it literally feels like the game is nothing but dice luck. <br><br>Its also not especially interesting in that these are typically the lists that max out A cannons with the usual 2x A cannons on termies with multiple speeder A cannons and dropping dread A cannon. In fact they tend to be plasmas and A cannons now that I think about it, with no other weapon needing to apply. ]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 05:31:36]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I alwayu s have wondered about what people think about Chaos Dreadclaw armies?<br />  <br />  Does anyone play these other than me?<br />  <br />  I think they are pretty good.&nbsp; The problem is their high point cost but i think there is an advantage by using chaos instead of imperial marines.<br />  <br />  I actually dont think drop pod armies are too overpowered, its just a challenge if you dont know how to play against them.<br />  <br />  Any thoughts?]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 06:38:54]]> GMT</pubDate>
				<author><![CDATA[ WarsmithMorgoth]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ My shooty Necrons are able to strongly challenge many lists.<br><br>Not Drop Pod marines.<br><br>Fear the Darkness from Tiggurious and his sidekick simply beat me.  I consider Drop Pod lists very strong.  Kudos to those who have never lost to them.]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 07:49:42]]> GMT</pubDate>
				<author><![CDATA[ 40kenthusiast]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p>Depends what's in the pods, and if its <span class="glossaryitem" onmouseover='gp(25);'>DA</span> or doctrine marines.</p>  <p>I have a drop pod army doctrines with 6 venerable dreads in pods with heavy armor&nbsp; heavy flamers and A cannons, I also have 9 typhoons, but I generally play only 6.&nbsp; It's undefeated.</p>  <p>Yes, they are to much, the only vehicle that is not destroyed when deepstriking into enemy models... (ok except the monolith...)</p>  <p>Ought to be wrecked when DSing into models, that alone would fix it.&nbsp; Or more points, and <span class="glossaryitem" onmouseover='gp(72);'>IMO</span> dreads and terminators don't come in pods, that's a current codex aberation, should be flat out removed.&nbsp; Teleporting should be better and it's not, wrong.&nbsp; Also should technically deepstrike. But that's what they wrote...</p>]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 09:21:53]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ The worst thing you can do when fighting pods is to spread out. Pods are really good at picking off units without return fire. Try to set up in a corner with a lot of cover, and spread out to push back where the pods can land. Put your soft, expensive units in the back. The effective range of a Pod army is 12&quot;. Then when they land they will kill some things, but then they get the return fire of your entire army, and then if you have some fast assault units you can engage them before they charge you. <br />  <br />  <br />  The Librarians can be a game winner against some armies. You need something to make yourself fearless. If you can stand up to Fear the Darkness, your game is half won.<br />  <br />  Tau have the most problems with them because of there leadership. I guess you have to either go full mech, or perhaps an etherial will help a little.<br />  <br />  <span class="glossaryitem" onmouseover='gp(69);'>IG</span> need to take a <span class="glossaryitem" onmouseover='gp(272);'>INQ</span> w/Mystics and a psychic hood to ruin a podders day.<br />]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 09:29:50]]> GMT</pubDate>
				<author><![CDATA[ Blackmoor]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p>Not really on the <span class="glossaryitem" onmouseover='gp(69);'>IG</span> blackmoor, <span class="glossaryitem" onmouseover='gp(272);'>inq</span> and mystics MAY not be allowed to fire on doctrine marine pods....&nbsp; That aside he only has so much range, its pretty easy to put the pods out of that range, and even be able to fire on him (inquisitor) afterward...&nbsp; Pods destroy <span class="glossaryitem" onmouseover='gp(69);'>IG</span>, I have both armies.</p>]]></description>
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				<pubDate><![CDATA[Thu, 1 Nov 2007 09:40:48]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p>Did I miss an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> while I was gone that allows mystics to shoot at non-deepstriking pods while I was away?</p>  <p>I played terminator heavy pods for a while, and only nids gave me worries (but the new eldar book wasn't out long, and would have been tough in escalation games). The terminators and their extra range tended to make the army less 'gimmicky', but overall I agree with the sentiments listed. </p>]]></description>
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				<pubDate><![CDATA[Fri, 2 Nov 2007 16:59:55]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I use 'Die Standing' trait to balance out my 'Honour Your Wargear' elite Devastators.<br><br>"You are taking elite <span class="glossaryitem" onmouseover='gp(29);'>Devs</span>, you must be a cheesehead."<br><br>"Hold on, I have disavowed myself from making a Drop Pod list, and I only have the one Devastator squad in the whole army. How is this cheesy?"<br><br>I think this is a more thaan fair trade, what do you think?]]></description>
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				<pubDate><![CDATA[Sat, 3 Nov 2007 00:13:01]]> GMT</pubDate>
				<author><![CDATA[ Orlanth]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I think you need to get a higher quality group of opponents.]]></description>
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				<pubDate><![CDATA[Sat, 3 Nov 2007 00:39:09]]> GMT</pubDate>
				<author><![CDATA[ Lorek]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ When the new rules for drop pods was first released they were strong because people did not know how to deal with them. Tiggy in a pod is a special case and fortunately we don't see it too often. Drop pod armies can be beat by taking advantage of their inherent weaknesses.<br><br>- <b>G</b>]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2007 04:38:45]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Pods are too good in the current <span class="glossaryitem" onmouseover='gp(119);'>SM</span> book, mainly because giving risk free deep strike to every unit in the most customizable army in the game is just too much.  Pods, as they are priced in <span class="glossaryitem" onmouseover='gp(25);'>DA</span>/<span class="glossaryitem" onmouseover='gp(10);'>BA</span> revised army lists, with the larger squad requirements and no two <span class="glossaryitem" onmouseover='gp(5);'>AC</span> Term squads in them, are much more balanced, but still a crippler to many types of armies, particularly infantry heavy T3 armies, like Tau and Guard.  They have made a lot of people, myself included, design their entire lists around their presence at the competitive level and limited a lot of what people are willing to field.  I really would like to see some sort of restriction on their use on basic troops (should be Fast Attack unless the entire army is deep striking), but if the future marine books follow the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>/<span class="glossaryitem" onmouseover='gp(10);'>BA</span> template it should work itself into a more balanced situation, eventually.  MY main issue with pods is that it turns Space Wolves, and army that is supposed to be weak on deepstrike and anti-tank options, and eliminates their one major weakness.<br><br>Honestly, the real problem is Fear of the Darkness, especially when in multiples.  That power, combined with the pods (though it is almost as effective with bikes) and multi-librarian command squads, has changed the entire metagame, giving rise to Mech Eldar/Tau and all but bannishing foot slog guard from the game.]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2007 10:27:46]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ The short answer is No.<br><br>The long aswer is...it depends on your opponent.<br><br>I began playing drop pods about 18 months ago.  For the first 6 months, I lost most games since I was learning to use the list against seasoned opponents.  I played my list too aggressively, trying to knockout my opponents on the drop.  After a while I learned to use drop pods for protection, pick my fights, and plan my route after dropping.  Then I started winning, and didn't lose a game for almost 9 months with drop pods.  Eventually though, my opponents climbed the learning curve and most games now come down to the wire.<br><br>I usually play terminator heavy lists due to the required tank-hunting assault cannons to take out skimmers.<br><br>A drop pod list used by a good player is a good list, but it isn't "too" powerful.  It takes a fair amount of skill to play since you are at the mercy of reserve rolls.  <br><br>I'm actually looking into other marine builds, simply because my regular opponents have adapted so well to my pod lists.<br><br>Daydream]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2007 16:35:32]]> GMT</pubDate>
				<author><![CDATA[ Daydream]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By jfrazell on 11/01/2007 10:31 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  I am not a fan of pod armies. I generally do well against them but the game is not especially fun. Castling and waiting for sufficient numbers of the enemy to appear and then counterattacking them is effective but strictly meh on the funmeter (same when playing EPIC). While always true it literally feels like the game is nothing but dice luck. <br />  </div></blockquote>  <p>I think this expresses my views as well.&nbsp; I don't think Drop pod armies are overbalanced, but they don't create a really fun game to play.&nbsp; The first time you come across them, it might have some gimmicky qualities to them...but in the end&nbsp; it creates a game that largely skips deployment, ignores the concepts of manuver, massing down entirely to a game built solely on locallized combat power.</p>  <p>I think when drop pods hit 50 pts across the board, these armies will lighten up in the gaming field.<br />  <br />  </p>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 02:08:15]]> GMT</pubDate>
				<author><![CDATA[ derling]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By mauleed on 11/02/2007 9:59 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>Did I miss an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> while I was gone that allows mystics to shoot at non-deepstriking pods while I was away?</p>  <p>I played terminator heavy pods for a while, and only nids gave me worries (but the new eldar book wasn't out long, and would have been tough in escalation games). The terminators and their extra range tended to make the army less 'gimmicky', but overall I agree with the sentiments listed. </p>  </div></blockquote>  <p><br />  <br />  Yes you did. In the Blood Angels codex <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> there is a question that asks if Blood Angels can assault after disemarking from a Drop Pod ( yes, it says disemarking).</p>  <p>The answer is a very generic answer that covers the issue at hand. No, as units that enter by Deep Striking cannot assault the turn they enter.</p>  <p>The answer is not Blood Angels specific. It is a very general answer that shows the answer is an obvious one that the questioner should have known. </p>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 02:46:06]]> GMT</pubDate>
				<author><![CDATA[ General Hobbs]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Drop Pods suffer from the same problem as Necrons. They're either overpowered or underpowered depending on whether you have the counters to them in your army list and they're also boring as hell to play against.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 02:55:03]]> GMT</pubDate>
				<author><![CDATA[ Asmodai]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ So far I haven't had any difficulty with drop pod armies.  Casteling up in cover and then laying waste to them as they come down piece by piece has worked just fine for me.  That being said, I haven't faced multiple drop podding fear librarians.  Those guys might cause me some serious problems (but who knows).  One of the major problems with pod armies is that they are so random.  On average, half the army should come in on turn 2, but since we are dealing with dice here, that may not be what happens.  If only a couple of units come in then it tends to be easy to wipe them out and move on.  If the whole army shows up on turn 2, their opponent is going to be in for a hurting.  In general, I find it a lot more fun for the game to hinge on tactics more than on the luck of a couple of critical die rolls.<br><br>That having been said, I'm glad to see pods go up to 50 points, 30 was just stupid cheep.  I'm also glad to see the "assualting out of pods" problem come to an end as well.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 03:48:26]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Here's a questions: what's really the problem, that Drop Pods cost 30pts or that good units can take 30pt pods?<br><br>Codex Marines can take double <span class="glossaryitem" onmouseover='gp(5);'>AC</span> termies and double plasma marines in 30pt pods, it's a decent list<br><br>Dark Angels can take one Plasma marines in 50pt pods, it's a weak list.<br><br>what's the key, the cost of the pod or the fact that there are tough shooting squads in the pods?<br><br>I think the better fix would be to tighten up what can be carried in the pods, rather than the pods themselves.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 04:46:06]]> GMT</pubDate>
				<author><![CDATA[ Polonius]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ No its that, at 30 points, pods eliminate the risks associated with deepstrike, random drop, landing on enemy troops. For 30 points they are better than a rhino in getting your assets into their primary operation zone without fear of reprisal. <br><br>it would be better that, if anything dropped, everything had to drop. <br><br>Having said that, they still are not entertaining to play against. <br>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 06:06:26]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By General Hobbs on 11/06/2007 7:46 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By mauleed on 11/02/2007 9:59 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>Did I miss an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> while I was gone that allows mystics to shoot at non-deepstriking pods while I was away?</p>  <p>I played terminator heavy pods for a while, and only nids gave me worries (but the new eldar book wasn't out long, and would have been tough in escalation games). The terminators and their extra range tended to make the army less 'gimmicky', but overall I agree with the sentiments listed. </p>  </div></blockquote>  <p><br />  <br />  Yes you did. In the Blood Angels codex <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> there is a question that asks if Blood Angels can assault after disemarking from a Drop Pod ( yes, it says disemarking).</p>  <p>The answer is a very generic answer that covers the issue at hand. No, as units that enter by Deep Striking cannot assault the turn they enter.</p>  <p>The answer is not Blood Angels specific. It is a very general answer that shows the answer is an obvious one that the questioner should have known. </p>  </div></blockquote>  <p>&nbsp;</p>  <p>First, that answer is certainly blood angels specific. </p>  <p>But secondly, the blood angel pods SPECIFICALLY SAY THEY DEEPSTRIKE!</p>  <p><br />  </p>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 08:42:56]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ It certainly seems to be the case that Drop-pod armies are beatable. My main hypothesis is starting to solidify.<br>There are EXPERIENCED gamers out there who will wipe the floor with a Drop-pod army. Players who know various combo's etc that crush 'em. My main point though is, are they too powerful for your average-new player?<br><br>I think if little Timmy bought 4 from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to go with his Black Templar Army, then played against a friend, they would not play too many more, due to a floggin'.<br><br>Before everybody goes"yeah right Akira" , I am putting forward the idea that they are too powerful for the 'average/new' player to beat. <br><br>Remember, this is one of the MOST preferred entry options for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Fluff, so I think that there are VERY good reasons that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do not release/promote Droppies.<br><br>Yes Gentlemen, most Dakka bloggers are <span class="glossaryitem" onmouseover='gp(262);'>DP</span> floggers, but the new guys are toast. That is why I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do not release them. For over 20 years mind you. Food for thought, as they are really a Business, concerning a hobby. Don't kill the hobby with Uber-powerful Armies, and your Business grows.........................]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 08:52:14]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By mauleed on 11/06/2007 1:42 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div>Posted By General Hobbs on 11/06/2007 7:46 <span class="glossaryitem" onmouseover='gp(682);'>AM</span><br />  <blockquote class="uncited"><div>Posted By mauleed on 11/02/2007 9:59 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <p>Did I miss an <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> while I was gone that allows mystics to shoot at non-deepstriking pods while I was away?</p>  <p>I played terminator heavy pods for a while, and only nids gave me worries (but the new eldar book wasn't out long, and would have been tough in escalation games). The terminators and their extra range tended to make the army less 'gimmicky', but overall I agree with the sentiments listed. </p>  </div></blockquote>  <p><br />  <br />  Yes you did. In the Blood Angels codex <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> there is a question that asks if Blood Angels can assault after disemarking from a Drop Pod ( yes, it says disemarking).</p>  <p>The answer is a very generic answer that covers the issue at hand. No, as units that enter by Deep Striking cannot assault the turn they enter.</p>  <p>The answer is not Blood Angels specific. It is a very general answer that shows the answer is an obvious one that the questioner should have known. </p>  </div></blockquote>  <p>&nbsp;</p>  <p>First, that answer is certainly blood angels specific. </p>  <p>But secondly, the blood angel pods SPECIFICALLY SAY THEY DEEPSTRIKE!</p>  <p><br />  </p>  </div></blockquote>  <br />  Nowhere does it say there is such a thing as a Blood Angels Drop Pod. Blood Angels use Drop Pods, the same as all other Marines. Nowhere is there a Blood Angels Inertial Guidance System etc etc. Stop trying to find a loophole in the rules. There isn't one, and this is insulting for a player of your caliber to be making an argument about. <br />]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 09:25:20]]> GMT</pubDate>
				<author><![CDATA[ General Hobbs]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I understand mauleed's position and believe it is valid. It would be nice if <span class="glossaryitem" onmouseover='gp(50);'>GW</span> made a written ruling to clarify this issue. That said I play all drop pods the same (except for points cost) as this makes it easier on everyone.<br><br>- <b>G</b>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 10:54:55]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By akira5665 on 11/06/2007 1:52 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  It certainly seems to be the case that Drop-pod armies are beatable. My main hypothesis is starting to solidify.<br />  There are EXPERIENCED gamers out there who will wipe the floor with a Drop-pod army. Players who know various combo's etc that crush 'em. My main point though is, are they too powerful for your average-new player?<br />  <br />  I think if little Timmy bought 4 from <span class="glossaryitem" onmouseover='gp(50);'>GW</span> to go with his Black Templar Army, then played against a friend, they would not play too many more, due to a floggin'.<br />  <br />  Before everybody goes&quot;yeah right Akira&quot; , I am putting forward the idea that they are too powerful for the 'average/new' player to beat. <br />  <br />  Remember, this is one of the MOST preferred entry options for <span class="glossaryitem" onmouseover='gp(119);'>SM</span>'s in <span class="glossaryitem" onmouseover='gp(3);'>40k</span> Fluff, so I think that there are VERY good reasons that <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do not release/promote Droppies.<br />  <br />  Yes Gentlemen, most Dakka bloggers are <span class="glossaryitem" onmouseover='gp(262);'>DP</span> floggers, but the new guys are toast. That is why I think <span class="glossaryitem" onmouseover='gp(50);'>GW</span> do not release them. For over 20 years mind you. Food for thought, as they are really a Business, concerning a hobby. Don't kill the hobby with Uber-powerful Armies, and your Business grows.........................</div></blockquote>  <p><br />  <br />  For the average gamer who has a typical guard/ork/non-cheesed <span class="glossaryitem" onmouseover='gp(119);'>SM</span> army, they will have no real shot at beating a well designed pod army, but that is easily the case with any competitive tournament build.&nbsp; The real issue, in my mind, is that their presence in the game has pretty much made people abandon several archtypical army builds in competitive play.&nbsp; Specifically:</p>  <p>Guard-&nbsp;The massed foot slogger guard army is pretty much gone from competitive play.&nbsp; Unlike Nids or Orks, they just don't have the kind of morale defenses and mass <span class="glossaryitem" onmouseover='gp(19);'>CC</span> power to absorb a massed pod landing.</p>  <p>Edar- Its either huddle around the Avatar to avoid Fear of Darkness, or (much more frequently) mount up.&nbsp; I personally can't remember the last time I saw an eldar army without either of those two builds, even prior to the rescent codex.</p>  <p>Tau- Pretty much in the same boat as the Eldar, only worse, thanks to no defense against the Big Boo or any other psychic tactic.&nbsp;&nbsp; Fish of Fury was practically invented in response to the Pod threat.</p>  <p>Now, the guys who are stuffing 1-2 ten man <span class="glossaryitem" onmouseover='gp(167);'>tac</span> squads into pods are not the ones causing the balance problems and the way things have been going in the newer marine books, I think it is going to work itself out, but right now the metagame is mostly dorked because of the presence of pod armies, particularly when they combine with <span class="glossaryitem" onmouseover='gp(5);'>AC</span> spam or multi-librarian elements.&nbsp; When you start seeing more diverse and manueverable <span class="glossaryitem" onmouseover='gp(119);'>SM</span> armies, with larger squads, you will see a lot of the other unbalanced lists become a lot less effective, as well (particularly Nidzilla and Mech Eldar).</p>]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 11:34:45]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Larger squads means weaker marines...Just makes Nidzilla and Mech Eldar more powerful.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 11:38:08]]> GMT</pubDate>
				<author><![CDATA[ skyth]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Yeeeeeees. we are all aware of the inconsistencies between Codex's. The original thread topic is wavering.........]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 11:39:21]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Phazael, that is a spot-on observation. Thanks soooo much for your view on things.! It was just the sort of thing i was looking forward to reading when I started this thread. Thanx mate!<br> <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">     <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">    <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2007 12:16:28]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By skyth on 11/06/2007 4:38 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Larger squads means weaker marines...Just makes Nidzilla and Mech Eldar more powerful.</div></blockquote>  <p><br />  <br />  Yes and no.&nbsp; Honestly, as a mech eldar player, a static army full of 5 man las <span class="glossaryitem" onmouseover='gp(166);'>plas</span> doesn't bother me in the least because you can pretty much surgically destroy those units without any fear of reprisal, as an eldar player.&nbsp; Full sized squads, on the other hand, require a serious commitment of force that often puts you into a vulnerable position, especially when backed up by sizable mobile units waiting to counter charge.&nbsp; This is why Crons are such a hinderance to Mech Eldar/Tau, as well, because the units are too large to take out piecemeal and every Warrior can potentially down a skimmer.&nbsp; Larger squads that suck you into prolonged fights are a huge issue for Eldar in general and mech eldar in particular.</p>  <p>Nidzilla thrives on the metagame tendancy towards small <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> units, as well.&nbsp; An army with large units sporting powerfists and some mobility can put the hurt on Nidzilla, but no one runs that sort of army anymore, partially due to pods and partially due to every <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> player being focused on beating the other <span class="glossaryitem" onmouseover='gp(95);'>MEQs</span> out there.&nbsp;&nbsp;&nbsp; When <span class="glossaryitem" onmouseover='gp(119);'>SM</span> players start building armies around ten man units with mobility again, Eldar and Nid players will have a need for higher model counts and you will see a serious tempering down of the curent forms of Nidzilla and Cylon Death Fleet Eldar.</p>]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 04:37:39]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By General Hobbs on 11/06/2007 2:25 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  <blockquote class="uncited"><div></div></blockquote>  <br />  &nbsp;Nowhere is there a Blood Angels Inertial Guidance System etc etc. <br />  </div></blockquote>  <p><br />  <br />  Obviously you need to crack your white dwarf open and read the 'Inertial Guidance System' entry in your Blood Angels army list.</p>  <p>Because clearly they DO have a Blood Angels Inertial Guidance System. </p>]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 05:12:10]]> GMT</pubDate>
				<author><![CDATA[ mauleed]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p><span  ><font color="#555555"><span  >Green Bloater&gt; </span>I understand mauleed's position and believe it is valid. ... I play all drop pods the same </font></span></p>  <p><span ><font color="#000000">Mauleed's position is correct, I concur, and I recognize anyone can play by whatever they want, but why play all drop pods the same?&nbsp; That's like playing all rhinos the same, even though they are called the same thing, with the same model, they have differences accross codexes because that's what they wrote.&nbsp; </font></span></p>  <p><span ><font color="#000000">Drop pods are&nbsp;in the same situation, they are context specific in each codex, just because they are called Drop Pods does not mean one can assume they should all have the same rules, they don't.</font></span></p>  <p><span ><font color="#000000">Ironically the more expensive ones in the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex are not as good, but that's what they wrote. ( For the record I think the <span class="glossaryitem" onmouseover='gp(25);'>DA</span> codex is pretty bad.)</font></span></p>]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 05:33:03]]> GMT</pubDate>
				<author><![CDATA[ Augustus]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Okay what is the most powerful:<br><br>drop pod<br>assault cannon<br>super falcon<br>dakka fex<br><br>???]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 08:56:44]]> GMT</pubDate>
				<author><![CDATA[ Green Bloater]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ My Drop pods ALWAYS contain the same.<br>10-man squad<br>1x Powerfist Sarge with Bolt pistol(the way I roll, a plasma would kill 'im)<br>1x Melta-gun<br>1x Heavy weapon.<br>The traits I give them-Trust your Battle Bro's(Counter attack and True grit)<br>ALWAYS put a deathwind on top of the droppie(The Ord Temp-S5, AP5). Nice.]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 09:08:55]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <blockquote class="uncited"><div>Posted By Green Bloater on 11/07/2007 1:56 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  Okay what is the most powerful:<br />  <br />  drop pod<br />  assault cannon<br />  super falcon<br />  dakka fex<br />  <br />  ???</div></blockquote>  I've never seen drop pods without beaucoup assault cannons. They go together like moonshine and bus drivers with buses full of kids. <br />  <blockquote class="uncited"><div>Posted By akira5665 on 11/07/2007 2:08 <span class="glossaryitem" onmouseover='gp(634);'>PM</span><br />  My Drop pods ALWAYS contain the same.<br />  10-man squad<br />  1x Powerfist Sarge with Bolt pistol(the way I roll, a plasma would kill 'im)<br />  1x Melta-gun<br />  1x Heavy weapon.<br />  The traits I give them-Trust your Battle Bro's(Counter attack and True grit)<br />  ALWAYS put a deathwind on top of the droppie(The Ord Temp-S5, AP5). Nice.</div></blockquote>  <br />  I was going to say they always include a 5 man termie squad with 2 Assault Cannons<br />]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 09:13:00]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ One of the main problems with drop pods is that they obsolete rhinos.  Who wants to pay more for a transport that can get blown up before you get where you are going?  Why not just spend less points and get the transport that deep strikes you in with no chance of getting killed by landing on the enemy?  <br><br>Why not take the 30 point transport for terminators instead of the 250+ one?<br><br>The primary thing that chafes me about the drop pod is that there is nothing you can do about them.  The always come in (baring really really bad reserve rolls) and there isn't anything you can do to react against them (with the laughable exception of auxpex).  Normal transports can be shot at before they get to you, but pods are a gaurenteed dilevery system.  That's stupid powerful for only 30 points.]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 09:40:53]]> GMT</pubDate>
				<author><![CDATA[ Phoenix]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Naahhhhh. 5-man termie squads become non-scoring units quick-smart. Just kill 3, with 30 lasgun shots from yourIG @ 6 pts each, that termie squad is toast.<br><br>10 Marines in power armour. 3+ save. nice.<br>]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 10:17:45]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ 30 lasgun shots? 15 hits, 5 wounds, almost 1 failed save. Nice.  <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"> <br><br><span class="glossaryitem" onmouseover='gp(69);'>IG</span> can do the job, no doubt, but it sure as hell won't be with lasguns.]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 14:01:20]]> GMT</pubDate>
				<author><![CDATA[ tegeus-Cromis]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Is there some reason were debating whether a list that effectively died over 6 months ago is overpowered?<br><br>The list was brilliant when it came out, but the fact that it can't realistically beat Mech Eldar or Zilla Nids, as well as the fact that people have gotten better both in planning for, and fighting Pods means the list is no longer viable.  <br><br>and Akira<br>-30 shots<br>-15 hits<br>-5 wounds<br>-1.666 dead marines, 0.833 dead terminators]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 14:08:46]]> GMT</pubDate>
				<author><![CDATA[ IntoTheRain]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ Math-hammer does not work when playing against me.<br><br>On many occaisions, I have had to roll 5 Dice to make 5, 2+ termie saves. <br><br>I rolled- 1,1,1,1-2. <br>Because I suk @ dice rolling, I try to make it as painless as possible!!    <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0">   <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Wed, 7 Nov 2007 15:28:02]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I've seen pod forces do quite well against mech eldar. I haven't seen them vs. Nids so can't comment. <br><br>I guess the better question is, do you see competitive marine lists without them? ]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 03:30:23]]> GMT</pubDate>
				<author><![CDATA[ Frazzled]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I would say that the <span class="glossaryitem" onmouseover='gp(5);'>AC</span> Spam army, with a side of Big Boo is the most competitive marine army at the moment, at least against what I have been playing against.  Massed Razorbacks is also a bear to fight, as a mech skimmer player, but its not as solid in the mirror match.]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 03:40:23]]> GMT</pubDate>
				<author><![CDATA[ Phazael]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ <p>I think that it depends on the points level. I think pods are best at the 1500 to 1750 level. Above that you almost have too many pods and placing all of them can be difficult. I'll agree that <span class="glossaryitem" onmouseover='gp(5);'>AC</span> spam and Big Boo are still integral components, but not pods.</p>  <p><br />  I would agree that they are the best marine build at 1500 to 1750 though. I've struggled to find anything else that can compete with them.</p>]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 10:56:30]]> GMT</pubDate>
				<author><![CDATA[ Daydream]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I know I splattered a pod force with my zillas...5 <span class="glossaryitem" onmouseover='gp(5);'>AC</span>'s and boo librarian...]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 14:14:39]]> GMT</pubDate>
				<author><![CDATA[ skyth]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I dropped using pods (<span class="glossaryitem" onmouseover='gp(84);'>lol</span>) for a more traditional <span class="glossaryitem" onmouseover='gp(116);'>SAFH</span> Marine list and did much, much better with that than I ever did with Pods.<br><br>The problems with Pods, from my perspective:<br><br>1.) You're way too dependent on a few amount of dice rolls, <b>every game</b>.<br><br>If I have everything drop in turn 2, against a smart player, I will lose many games.<br><br>2.) Against Mech Eldar and Zillas, it's going to suck, a lot. Especially in missions.  Zillas can play against pods just fine, especially in say "Take and Hold" or "Recon" where you have to deepstrike into their zone, which is plenty easy for them to go and concentrate on you.  You simply will not do enough damage on the drop to really hurt them.<br><br>]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 14:36:00]]> GMT</pubDate>
				<author><![CDATA[ Voodoo Boyz]]></author>
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				<title>RE: Drop Pods-Too powerful?????</title>
				<description><![CDATA[ 80 Marines.<br>8 Drop pods<br>14 Heavy weapons<br>6 Melta guns.<br>Less than 2000 points.<br><br>8 reserve rolls second turn.<br>4 SHOULD(if you roll averages) come down.<br>Leaves 4 for a more tactical deployment.<br><br>The original point of the thread though is that the average newbie would cop a floggin'.<br><br>Most Dakkites do not fall under this category.     <img src="/s/i/a/c944477abc92c1c101da485e07ff06d8.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Thu, 8 Nov 2007 14:45:17]]> GMT</pubDate>
				<author><![CDATA[ akira5665]]></author>
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				<title>Re:Drop Pods-Too powerful?????</title>
				<description><![CDATA[ I think that what voodoo is getting at is that even if four should come in, it doesn't mean that they will.  A poorly timed drop can leave a podding army dead in the water.  If you end up playing escalation and are stuck with the first turn, if 6 of your pods show up on turn 2 and the other guy's Zillas or Skimmers are all still in reserve, your army is going to get ripped apart.  <br /> <br /> Pods have problems against the top tier builds because they are somewhat random.  Those armies can deal with a full fledged drop, but static armies can't.  Also, new Orks are going to crush any podding army.  For some armies, there are a certain set of ways to deploy and react if you are going against an all podding army, a new player won't know this stuff and as people have said.  Castling up an waiting for a drop isn't much fun.  <br /> <br /> 30pts is too cheap for what a pod can do.  I'm glad they bumped up the price in the <span class="glossaryitem" onmouseover='gp(25);'>DA</span>/<span class="glossaryitem" onmouseover='gp(10);'>BA</span> codex and hope they do the same thing in <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Redux whenever it hits.  All Pods should be a finesse army, one that is fun to play against, even unexpectedly.]]></description>
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				<pubDate><![CDATA[Sun, 11 Nov 2007 16:21:39]]> GMT</pubDate>
				<author><![CDATA[ Samwise158]]></author>
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