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I've entered the wonderful world of drop pods, and have read the 4th edition drop pod tactica, which largely applies in 5th edition. At present i have four pods as follows:
Pod 1: dreadnought with multimelta, DCCW, heavy flamer
Pod 2: 10 Sternguard, 5 with combi-meltas
Pod 3: Tac squad with either flamer or melta, multimelta
Pod 4: Tac squad with either flamer or melta, multimelta
(pod 2,3, or 4 includes an HQ, which is usually not Vulcan as it upsets my friends and opponents)
(between one and 4 pods has a homing beacon fro troops described below)
The other deepstriking troops include:
Grey Knight Terminators
Assault Squad with two flamers
Power Armor Grey Knights
----My question is... which two drop pods should i deploy first?----
I usually go with the dreadnought and sternguard. The sternguard combat squads the combi-meltas as necessary, sometimes keeping 5 together, sometimes splitting them up. I've also had luck with a librarian with the sternguard for using "Gate of Infinity" to pop them around without risk of scatter (as the pods frequently have beacons). The problem tends to be that, despite bringing a world of hurt 1st turn, the expensive sternguard get shot up and the dreadnought follows soon after.
I know, buying a 5th drop pod would alleviate things, so three could come in first turn, but i don't feel like painting one right now.
Thanks in advance.
I think you have the right idea. Sure the Dread and Sternguard get shot up, but you do a lot of damage too. The new 40k uses elites and such to take ground and the troops to hold it. When I play I tend to try to kill all the scoring units first. You, however, can save them till later and drop right on an objective (or between two - splitting the squad).
How is the end game when you quickly lose the two mentioned?
First, i appreciate the positive feedback. In regards to the end-game, i've had a fair amount of success. The dread/ sternguard (with combi's) option guarantees a LOT of killing versatility first turn. By splitting up the combi-meltas, i've popped Sammael (in a landspeeder) and two predators first turn. Alternatively, the flamer on the dreadnought and the sternguard special ammo has helped me to wipe out quite afew fire warriors on more than one occasion.
I'm a huge fan of using homing beacons, as i don't have to take risks with my other deepstriking units. Two cheap flamers on a small squad of assault marines helps them take out anybody close if they need to arrive in the line of fire. I plan on using this option regularly.
As you mentioned, the tac squads come down once things have softened up a bit, and make their way for objectives or mop up whatever is around. Granted, the sternguard are usually dead by turn 3, but they've done a fair amount of damage by then.
It sounds like your not doing bad at all my friend. I always view the success of my army based on how well each unit does. When a unit kills more than their points worth on the board, its a good thing!
I think you're view on success is based on the survival of each unit (or certain units), and sometimes that isnt possible. Sacrifices have to be made in war so that the ultimate victory can be achieved =)
Glad you joined me in drop-podding most of your army =)
I would have to agree with the consensus so far. Sent in the hard-hitters in the initial wave to dish out some damage and weather the counter-attack, then your troops come in to mop up and secure the objectives.
The whole point of podding is that you always get to make your initial strike, so whilst your killer units may be coming in early, you can always make sure you drop them where they will do the most damage. They can make the gaps in the enemy lines that your troops can exploit.
This is the best approach in general and especially when you have objectives to grab - your Elites are expendable in these games, so the more fire they can attract the better.
Your Troops are not, and the later you can get them onto the board, the better for grabbing objectives they become - when the game is well underway, you can better assess which objectives you are likely to be able to clear and/or hold until the end.
Obviously as a Marine player you will be aware this can end up with you running out of troops, but by the sounds of it you have plenty of units to throw down.
If you are using a Librarian I'd recommend taking Tigurius (or a Counts-As) as his vast array of powers are great while podding, and the fact you can re-roll all your reserves rolls is a gift from the Primarch as far as podding/deep strike armies are concerned.
Hmmmm... drop podding Tigurius sounds like it could be devastating for either side. I'm curious who you usually attach him to, and what tactics you take. At present, the dread + 2 sternguard strategy divides incoming fire. I'm worried the presence of tigurious will attract the fire of their entire army. So once again... who do you recommend putting TIggy with, and do you place him in the first round drop?
What you should land first depends on if you get first turn, and what the opponent is doing.
If the opponent deploys normally, I would probably deploy durable units: tactical squads, they can come in, hammer the opponent, and take a beating. However, you should try to drop into a flank of the enemy, in most cases, so that you can face a smaller section of their army.I don't really see the point of these guys, they seem like wasted points to me. Without Vulkan, I really don't see the point in an assault squad.Assault Squad with two flamers
Do they have a powerfist? or any close combat weapon upgrade?
Starting them in reserve makes them less effective - they won't be able to charge until turn 3 at the earliest. You might consider deploying them normally, but really more tactical squads is what you need.
I guess the real question is, are you winning games? If not, consider removing the fat from the army: GreyKnights and Stern Guard. Tactical squads are the key to victory in 5th edition drop pods.
As far as HQ goes, if your playing at 2000 points, Tigerius does seem like a reasonable option for a drop podding army. Otherwise, I'd probably pick a cheap captain.
Finally, where are the powerfists?
No question there, sternguard to pop landraiders qucikly, or whittle down big elite units. andthe dread should drop hit and enemy unit hard! Depending on your play style, especially when placing objectives I'd place some in cover for you to drop on hide and shoot out of. Especially since drop pods contest =)! I love DP's got me 4th in a big tourney, hooray for new marines!
I should have mentioned the assault sm's have a powerfist. I never used to deep strike them, but the homing beacons make that safer, and usually gaurantee they can cook some guys on the turn they arrive with their cheap flamers. They have weathered the storm in two games sofar, and add some assault punch and anti-tank punch (with the PF) the following turn. It's also nice to have them deep strike behind a wall of pods, so they don't get shot up on arrival (this works when there are no suitable targets for the flamers. I also should have mentioned i use power fists in every tac squad (i'm so used to it i didn't think to mention it).
The pods usually quarantine off an enemy flank, and they make for outstanding cover.
In regards to first or second turn, i almost always give my opponent first-deployment/first-turn when drop podding. I think they find it very unnerving. Giving them first turn also allows me to deploy terrain that LOOKS appealing to them, ussually resulting in them chosing whatever table side has more cover. THis is nice, in that i can plan ahead and bait them into deploying specific ways given the terrain. In the meantime, i'm thinking where my DP's will begin.
In regards to librarians, if i have first turn, i've tried putting a librarian with terminators (GKT's in my case), and using "Gatte of Infinity" to pop them 24" out of my deployment zone, and into the opponents. This works in Dawn of War and Pitched Battle, but is a little more challenging in Spearhead. Once again, the homing beacon gets rid of scatter and that pesky chance of rolling doubles.
As for the FAGK's, they're the unit i hate to love. Two incinerators is pretty nice nowadays, and they draw fire from my troops.
Oh, and i'm batting 2-1-1 in the tournament right now, which is good for me as i'm a mediocre player
Forged definitely makes good points about your wargear loadouts, to be honest I just assumed the usual smattering of Power Fists would be in there, but it's good you've confirmed it.
The flamers can be very good as long as you are hitting the right targets (i.e. Orks) just remember that when you are also planning to assault you don't want to wipe them out in case you end up as sitting ducks!
To be honest though I'd be anxious about deep striking the Assault Squad just to fire off a couple of flamer shots - when podding, I rely on making sure that squads do as much damage as they can on the turn they arrive to ensure success. Personally I'd consider swapping them out for something with more ranged firepower - Terminators w/ Cyclone perhaps, or for ultimate flamey template death, 5 sternguard w/ 2 heavy flamers and 3 combi-flamers. On the other hand, for assaulty death you could try some Vanguard Vets, as they can make that all important Heroic Intervention, and have the added benefit of being a mere Fast Attack choice (since you've already used up all your Elites slots).
I have found the most success with Tigurius by putting him in a pod with Sternguard, as his variety of powers works well in tandem with their variety of ammunition types (using Null Zone combined with Hellfire or Vengance rounds quickly makes mincemeat of even the toughest enemies - I assassinated 2 Daemon Princes in 3 turns with Tigurius and 5 Sternguard).
As you rightly stated though, they do draw a lot of attention, so you have to be very careful where you place them and make sure you take advantage of cover and obscured lines of sight. If the enemy has to move units to be able to shoot at them, this is more likely to work to your advantage than not, as you have them on the back foot.
Again this is more how I would do things than anything else, you have to play to your own strengths afterall.