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Hi all, has anyone read the new sm codex? They have this Drop Pod Assualt rule in which 1/2(round up) of their drop pods they choose will arrive on their first turn.
It sure sounds like we will be knocked out very quickly if we used our castle formation.
Anyone here have any viable tactics to deal with it?
For the old drop pod assualt it wasn't so much of a problem as we can move forward to spread out. But now, they come first turn!
"Hard pounding, gentlemen: but we shall see who can pound the longest."
Arthur Wellesley, Duke of Wellington
Hmm... I dont have experience with these, is brand new. But I think we all can discuse the feasibility of some tactics.
1 - We can use the first deploy, first move option if we can chose. But that work only if we win the roll dice.
2 - Hold as much units as posible in reserve. These sounds like the battle is going to be some kind of reserves duel.
3 - Carpet the deploy area with conscripts and cheap infantry so there is not so much space for landing.
"The only valid test is combat; the only valid result is victory"
Ardak Kumerian, Klingon Admiral.
Multiple pods will be challenging - but they'll be without cover saves in many cases, landing out in the open. This makes Marines vulnerable to our greatest equalizing tool - the battle cannon. On several occasions I have annihilated to a man a Space Marine squad, stepping out of its pod with a single, wonderfully non-scattering Battlecannon shot. If they have a meltagun and choose to shoot at your tank, well fine - your infantry squads nearby hopefully are in rapid-fire range, and volume of fire is the second best tool we have. Overwhelm their saves. I am not too too worried about a massive drop pod assault either - its good at breaking your army in a part of the board, but then (unlike a Rhino-based army) they're just as mobile as we are, allowing our Chimeras to outmaneuvre them.
"Not Another Step Back! Death to the Enemies of Man!"
Personally, i think ill be taking a couple more small Rough Rider squads. Maybe 2-3, 5-8 man squads so i can charge anything with lances and imediatly make a dent in any assaulting unit so it will be weekend and tied up for a turn or 2 giving me time to move and get some rapid fire there rdy.
In all honesty tho i cant see it being a problem aslong as you have a couple of Lemon Russ's waiting to great them or maybe command squads with some melta's in. Anything thats gonna either imedialy kill the units landing in or tie um up effectivly and cheaply until i get into position.
Well placed tanks & infantry will be key tho i recon. protect tanks with infantry so they cant drop pod in right near the tank and as usual place the rest of ur units to make landing a bitch.
Apart from that.... all i can say is focus on objectives... let them waste time ur deployment zone. some nice cheap infantry units can hold them up indeffinatly why ur more mobile forces secure objectives.
V is for victory. Lads prepare the V formation at deployment.
Arrange the troops along one corner edge in a V. Put the hard hitting units at the center and the grunts to the outside lines. The drop pods will have a choice, fall in the mouth of the V and get slaughter by every gun you got or drop the pods farther back and march forward. Either way the marines will take a hitting.
Where the heck did all them guardsmen come from?
Great Wolf! Is that the howl of the 13th?
Castling would probably be the best option to use if you weren't playing for objectives. It's tough though since Guard mobility is already fairly limited, and if you want to deal with a deep strike wave, you need a big chunk of your guns firing in concentrated fashion, thus taking away your ability to move out and snag an objective. If you just gunline it as if you were playing something other than a DSing army, you will probably start with more objectives but risk losing your fire saturation. Tough call.
I think you need to spend more time on your floor.
2500 Black Templars
form square. heavy weapons teams and armour in the centre, infantry platoons formed up outside. when he drops, your infantry outside take the brunt of fire, then moves to open up a channel for armour to charge and destroy the enemy.
sws with demo and flamers works well too
I don't see much of a problem with 1 or 2 marine units arriving on turn 1. Our guardsmen wont get to rappid fire to their front until at least turn 2 or 3 so if a few squads arrive behind us or just in front of us it allows a reasonable chunk of our units to blaze away at them while we await other marines to get to 12" range.
Quorn! - Protein for the Protein God.
Battle cannons, tarpitting, rapidfire lasguns and lots of attrition on both sides should do us fairly well. Special weapon spam doesn't look very cost-effective from my peeks at the new Smurf Codex, so if they want to sacrifice one of their units (either scoring or 25+ points per model) for one of ours then I'm okay with that. I worry more about Landspeeders and Whirlwinds than drop pods.
It's too bad the 'Frag the Drop Pod' strategy got nerfed. Hit the pod with a meltagun and a penetrating hit will have a 50% chance of exploding and inflicting wounds on the squad in addition to leaving them without cover, but the explosions are significantly weaker now. Still, it always feels good to put a cinematic Guard finish to a cimenatic Marine debut.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
I'm actually looking forward to Drop pods. because of my (now) favorite model. The Mystic.
I know some people don't like using =I= allies. I'm not one of those people. I started with =I=.
take a DemonHunters =I= Lord with Psycannon, and put a plas cannon servitor, a couple of HBolter servitors, a pair of sages (still gotta roll the 'gets hot, and 2 sages give you a re-roll) then add in 2 mystics, which will let either the Inq. to shoot at a DS'ing unit within 4d6" or let another unit shoot at the DS'ing unit.
I suppose if you're worried about DSing Dreads, put Multi-meltas instead of HBolters. it's a lot of hurt coming from a unit, that gets to shoot AS SOON AS someone Deep Strikes.
kills Demons pretty Dead.
plus you could take a second elite =I= if you wanted too, tooled out similarly, to put Inq. on both sides of your flanks.