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I am going to Gamesday in L.A. this weekend and after reading all of the horror stories regarding the total dominance of Space Marine armies with LOTS of drop pods, winning the Grand Tournaments recently, I have tooled my army specifically to counter this new, almost unstoppable, threat.
Does the Deathwind Launcher upgrade replace the ability to transport troops for the better firepower?
Reason I ask, is that the deathwind launcher drop pod from ForgeWorld says it replaces transport ability and from the pictures, there is no place for models anyway. IF this is the case, would you be able to buy deathwind drop pods as a "transport" for a unit (let's say scouts) and still deploy the actual units separately?
If this is the case then Space Marines are f'ing unstoppable. In a 1500 point game all you would have to do is run the following:
SM master with terminator retinue with two assault cannons and drop pod
6 squads of 5 men scout squads with missile launcher and deathwind drop pods.
2 Vet. Squads with Lascannons and Plasma guns and deathwind drop pods.
Given the rules of the drop pods, you could pretty much block off a large section of the board and totally disrupt any army. Granted the deathwind hits on a 5 or better, but the ability to plop the DP's anywhere is pretty incredible. :o
It seems that a unit that buys a drop pod has to be deployed in it.
Pg 21 of the codex: "Any Command Squad [etc]... may be equipped with a drop pod... Such units remain in reserve and arrive by drop pod..."
If a squad buys the pod, yes they must be deployed in it.
With the comment of Drop Pod armies dominanting, yes as of late I have seen many non-experienced marines players build the Drop-wall in the opponents table quarters. Best way i've seen so far is Drop the Pods, and then move out the back away from the enemy. Players that did this managed to avoid being shot. In addition, if you squad stays in the Drop pod, essentially you must destroy the pod, before the figures in it.
Personally, I don't have much problem against it. I play Eldar/Ironwarriors/Deathwing. Each time i have had plenty of weapons that can pop the pods, and pin the squad. however, I have seen numerous players panic, and get slaughter by a drop pod army.
40K-Beakies(9-14-4),Guard(4-7-2),Orks(34-12-11). FANTASY-Dwarves(15-6-7),Beasts (14-14-1), Skaven (17-17-10) DoC (6-1-2). CYGNAR (28-15-1)
You may not "stay in the pod". This is detailed in the drop pod rules near the end. You may also not re-embark the pod.
No, taking the deatwhind does not remove its transport ability.
And I certainlly wouldnt call this "unstopable". It is just something outside the box and most people can not be bothered to make lists that can deal with things from "outside the box".
As long as your not running a one or 2 trick pony, you should be fine.
Mentor of Space Marine Commanders far and wide.
Efficiency VS Point Cost VS Ease Of Use - Your best bets:
1) Chaplain led Assault squad - 2 plasma pistols, powerfisted sergeant
2) 8 man Devastator squad - 4 missile launchers
3) Land Speeder Tornado - HB + AC
One note, You cant stay in the drop pod when it lands. Check the rules.
The secret of success is sincerity. Once you can fake that, you have it made.
You will live a long full life and gradually decay into a useless blob.
Am i going mad or are people actually buying drop pods from Forge World? Or do you build them out of paper? :huh:
Warhammer Fantasy: Warriors of Chaos, High Elves
Warhammer 40k: Eldar, Space Marines, Orks
Drop pods were only amazing because people werent prepared and didnt read their rules (despite the codex being out for a while)
40k isnt as competative as most games and thus a lot who play simply paint up armies and get a fixed image in their head about how the game is going to play out. When their fantasy doesnt come true they ***** and cry and blame their opponent, dice rolls or whatever else they can think of heh
They arent reliable so you cant count on them to form a "wall". I personally use drop pods because they make tactical squads more useful but I dont form a strategy around them, they merely supplement my strategy. Then again I also play a different army list every weekend so I tend to know what different units do
As another poster said, the problem is people dont "think outside the box" and dont experiment with other units besides their static army list