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Hi, i'm a Tyranid player (OMFG a xeno-____ - Watch your language, please. - Katie Drake in the emperor's chosen warriors forum!), but i want to make in future an army of marines, cause i find the models quite cool (even if they don't have big claws and they don't live only for eat), not an army for win tournaments, just a funny and playable one.
So i have read this:
http://www.librarium-online.com/foru...ad.php?t=81283 (Tactica: Drop Pods-)
about the tactic of drop pod.
I'm talking a bout a 100%drop-podded army, with 3 Venerable dreds,a couple of normal dreds and some squads with 2 plasmas or 2 melta, other than the QG.
I have heard many people tell me that this is a total sux kind of list, cause you don't have speeders, and more important, if a combo of 1+2+1 comes in many of your reserve roll you are dead flesh at early turn...
So, what's your opinion, a 100% drop pod list is playable (i mean, a standard 1500 points game) or it's just a waste of time?? Not necessary an easy list to play, just a working one...
Thanks in advance!
Last edited by Katie Drake; November 10th, 2007 at 16:31.
All-drop-pod lists are perfectly fine (between 1k and 2k points). In fact they are astoundingly effective!
Their ability to mass a surprising amount of firepower in a single segment of the battle-field without previously giving any notice as to where they will strike enables such a list to deal a crippling amount of damage as soon as things start rolling. Together with the high probability of dealing one player turn's worth of damage to the opponent more than he deals to you (let him or make him take first turn and you're in for it) this really is game-deciding.
If you have enough drop pods the risk of being torn due to bad reserves rolls is not all too great. I just don't think you will fare too well with 4+ Dreadnoughts at 1,500 points. I would rather take some more ten men squads with two special weapons and a powerfisted Sergeant. These should definitely be the backbone of your drop podding force!
But Cleanse and Purify and Heed the Wisdom of the Ancients are good traits for a drop pod force. My experience is that such a list is definitely playable and nothing like a waste of time! Be careful with armies, though, that are only waiting for you to come close. Even though your mass bolters should still cause a lot of harm here...
It has its good and bad points.
The bad: You don't know what's coming in when. You have to be prepared for any single element of your list to be on the battlefield alone because, with bad dice rolling, it's entirely possible. That will make any one of your units potentially VERY lonely and vulnerable early in the game. It also means your strategy for applying your units to the current game will depend largely on what you have available in a given turn. Don't build your entire army or strategy around one really good "miracle" unit, because if that unit doesn't come into play until Turn 5...
Also, you have to wait for your units to arrive, sometimes several turns. All that time, your opponent is setting up, digging in to cover, taking objectives, etc. You may find the bulk of your force arriving late in the game, forcing you to put your plan into motion VERY quickly.
The good: All that unpredictability works in your favor, too. Your opponent can spend the deployment stage carefully laying out all his units while you just twiddle your thumbs and smile enigmatically. Knowing a 1,500-point list is going to (literally) drop in on him at any moment and any place on the board is unnerving, and hard to plan for. Also, there is no safer way for any unit in the entire game to deep strike to any given location. All you have to do is make sure you don't place the pod too close to the edge of the board, and you are guaranteed to arrive safely. Try THAT with teleporting terminators. Yeah, there are teleport homers, but that only works if the scout unit carrying it lives, and even then your termies are forced to arrive where the scouts are.
Then there's the pod itself. They are not merely a vehicle for delivering troops. Just because they are stationary, that doesn't mean they can't be useful AFTER they've delivered their cargo. Dropping 2-3 of them in vicinity of each other makes a nice little wall of instant terrain that wasn't there before. It's a good way to cut off avenues of access/escape to your opponent, or to block line of sight. Also, DON'T FORGET THEY HAVE GUNS TOO! Every drop pod player (myself included) has made this mistake. At minimum, a single, unaugmented pod gets two stormbolter shots a turn. Use enough of them, and you might aggravate your opponent into shooting at the pods, which means they're not shooting at your marines.
Good to know that is not that bad list! ^^
Drop away some dreds may be a good idea, so keep 2 of them (maybe venerable) and then marine squads!
Well, if your looking to bomb your opponent with dreadnoughts, id suggest a larger point cost game. What a drop pod does is allows your marines to play the way the emperor envisioned the use of space marines, as shock troops.
Space marines tactical squads do not make good singers, foot sluggers or Mech units, as compared to other races. And the more these elements of warfare are mixed the worse space marines preform. (that is the more rolls assigned to a tactical squad the worse it preforms for the points.)
With drop pods however, tactical marines can finally do what he was meant to do, where the above completely the opposite. Tactical squads suddenly are effective tank hunters, anti infantry, assault troops, capable of sieging objectives or terrain. Dreadnoughts, Terminators, and other units are also enhanced by drop pods. But not nearly as much as tactical marines. Starting the game within 12 inches of the opponent, bolters blazing, is how marines should play. It turns out this is also incredibly devastating to ones opponent.
Dreadnoughts can do very well in these lists, as can terminators, but they can't be the back bone. However, if your not concerned with winning, then by all means, bomb your opponent with lots of drop pods full of dreadnoughts with Id assume heavy flamers and assault cannons.
If it where me, id first fill out 4 units of tactical marines, with at least 8 marines per pod, with powerfisted sgts. After that, you can do almost any combination of dreadnoughts and terminators and find relative success. Although that would mean a low number of each (terminators/dreadnoughts) at 1500.
Mmm, yes i probably will go for a 4 squad too, and then look i have space for 1 dread or two.
And for the command squad?
I'm thinking about a librarian + terminator squad instead of a librarian + command marines...but probably i must try them and see what is better...
To be perfectly honest, I HATE the official drop pod rules.
The Forge World ones are actually good.