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Hey guys. Well after waiting for awhile I decided to get back into 40k and the good old marines, and I've been really interested in running a Drop Pod Army. I plan to run my own Chapter, while using Pedro Kantor's model and rules as my chapter master, and I'm just looking for advice on what would be a good start for my drop pod assault army, what I would need and what models and tactics do you use. Thnxs for your help .
Be advised...Drop pod or first turn assault armies are easily denied their benefits as I've found out. All your opponent does is RESERVE his entire army to walk on table edge...Done...denies your ability to corner him and get that benefit. I ran a Dread drop army and my first dreads that came in turn one were often forced to drop spread out to make him deal with them, or dropped together and no where near a target.
I still like drop armies, but be prepared for this tactic.
"There is only do, or do not. There is no try." - Yoda
Well, would a balanced list work pretty well. Like say maybe 2x Tac squads in Rhinos, then the rest in Drop Pods.
If they do that, and you gotta drop in before they get on the table, then drop in as many longer ranged units as you can, and save the close in guys for the successive waves.
A drop pod army plays very differently to a standard space marine army where drop pod assault can be both it's biggest strength and weakness. I personally love the drop pod army concept, I'm currently at 7 finished pods with another 2 in the works.
The drop pod assault rule itself is more of a glass half full/ half empty situation. On one hand you get to drop one half of your army down on turn one, but on the other hand you have to drop one half of your army down on turn one. You may ask how this is a problem but it all comes down to your opponent. In one instance your opponent can waste a turn with nothing to shoot at while you have the last turn to steal objectives and despite him having first turn you still hit him before he hits you. Another time your opponent may reserve his entire army which is now a situation you have to cope with after paying over 30 points a unit for the ability for units to close the distance with your opponent in a turn and strike before he does your left sitting and waiting for him to make the first move, to decide where the battle is fought, and most importantly take away your all important alpha strike.
That said remember as long as your opponent deploys his army YOU can choose where and how the battle is fought. Better yet a dreadnaught with a multi melta is guaranteed melta range the turn it drop pods into play. Do not underestimate this as long as you stay clear of board edges you'll find drop pods are extremely reliable for deep striking as terrain makes them MORE accurate. Utalize this. Open ground is for regular deep strikers, if there is a 4 or 5 inch gap between forests rocks and an enemy unit you should be all but guaranteed to land there, where regular scatter would apply in open ground making your units unpredictable, and when you only have half of your army to face your opponent with even if it isn't the most useful place to put a drop pod it's better not to risk going too far off target.
As for reccomended units many players find success with utilizing sternguard squads tooled up to the brim with combi meltas, while others like me prefer dreadnaughts. I personally reccomend taking a master of the forge simply so you can utilize both, 2 sternguard squads and a couple of dreadnaughts can be very effective out of a drop pod. I'm personally not very experienced with sternguard so I'll leave that to someone else but for drop podding a multi melta dread can be very useful and a word to the wise, the heavy flamer is a must for any dreadnaught taking to battle in a pod.
Best of luck, and I hope the pods fit well with ya!
Ask me about the Black and White Space Marine on the Black and White Bike!!!
Also dont forget you could also drop onto/right next to objectives to make the enemy taking or holding it that much harder.
Real players go Guard....Real Men go Airborne!
A few quick thoughts:
Drop Pod armies like melta and flamers, Vulkan improve those, go figure, Kantor is also considerable though.
Dreadnoughts are awesome for droppod forces, so a Master of the Forge isnt a bad idea (mentioned already above).
Sternguard are nice aswell, but since you're taking Kantor you probably figured already.
If the enemy reservers place your tacticals first, preferably aim a bit in front of an objective so you have the pod as cover.
Locator beacons are interesting, while not really needed for Droppods, they do open for a wide variety of other deepstriking units.
Speeders, terminators, gating librarians, etc. Even Vanguard are almost considerable.
Unless you really fancy Kantor you might also want to consider the BA codex for a droppod/deepstrike army.
1) Either go All/most drop pod
2) Don't use drop pods
Here's why it hurt me (and yes it could be my list). I ran 3 dreads with an infiltrated Shrike + asault marines for first turn alpha strike. What usually ended up happening is turn one I had Shrike+assault marines and 2 dreads up in their face. Then I would deploy or drive my Razorbacks with Las/Plas, 2 vindicators, and las/missile dread and they could at least shoot the longer range. However, what often ended up happening was those 700 points I dropped in his face catch his ENTIRE army focus firing and unable to be properly supported except for some gun fire. By turn 2-3 if he's really into it, he's likely killed both dreads and cleaned up the assault squad. I usually ended up losing more points than he gained. So my arguement is. Drop everything so they can equally support as one army, or drive/walk it all together. Don't get me wrong, it can work...just was rough more than not.
The key is don't feed him FREEBIES in his face, make sure the proper support is there.
"There is only do, or do not. There is no try." - Yoda
actually you only have to drop half (rounded up) of your drop pods, not your army, so you can do what you like with the army, and just drop empty pods near objectives, then hold the remaining half in reserve with good units in. There's no rule that says a drop pod has to have a unit in...