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hey i have a question....do drop pods replace thier storm bolters with the deathwind launchers or do they have both? at first glance it seems one way but i could see it being the other...
also DEATHWIND LAUCHERS ARE HELLA AWSOME!!! (i killed sooooo many orks with them)
finally just to be sure...dreads cant assault out of a drop pod correct?
As it does not say "replace the Storm Bolter" it does, indeed, keep the Storm Bolter, since vehicles are allowed to carry multiple weapons.Originally Posted by beiltan2003
And, you're correct. Nothing can assault out of a Drop Pod:Page 21, second from last paragraph of the "Drop Pod Assault" section, two last sentences.The passengers may not move (other than to disembark) or assault in the turn they land. They may shoot but count as moving.
Originally Posted by beiltan2003While it is true one cannot assault right out of a drop pod, I can see good reason to put a Venerable Dreadnought with a multi-melta, missile launcher, extra armor, and the Tank Hunter skill in a drop pod and Deep Strike him within twelve inches of enemy armor. Just a couple of dice rolls and bam, we have a busted enemy tank and our hapless foe has to decide whether to ignore something that can really hurt him or try to destroy this hard-to-kill adamantium giant.Originally Posted by Lost Nemesis
Oh, if you think Deathwinds are so awesome bieltan2003, then please tell me about this little thing I found:Drop pods aren't really meant to kill anything. They're meant to bring down a squad of Tactical or Veteran Marines, a small Terminator Squad, or a Dreadnought. A crapload of bolters will do more at the short range the Deathwind Launcher (e.g., a Tactical coming out of a drop pod and rapid-firing bolters and a plasma gun). It's a "throw-away" transport that earns its points back when you make your reserves roll for it and in comes screaming down.Originally Posted by Some Random Article
Victorus aut mortis,
Last edited by Archetype-; July 12th, 2005 at 09:33. Reason: I'm getting the feeling I should compose my posts in MS Word first...
Yeah as has been said before you cant assault out of a drop pod.
As for the Deathwind launcher it isnt really worth paying 20 points for something that will only has a 2 in 6 chance of hitting.Id rather spend those points on other things.
Considering the opponent will probably never shoot the drop pod, though, it might be worth getting it if the opponent has to stay near it. And with armor 12, if they do need to take it out because of the deathwind (it will probably need only 1 shot to make its points against all non-3+ sv armies), then thats less heavy weapons going at the more important things. Up against most armies (orks, nids, eldar, etc) one shot will take out a lot more then 20 pts of models *if it hits*.
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
All so let's not forget the blocking LOS function that it can serve. All in all for 50 points it can be a pain to your opponnent. With that said, I have to agree the primary fuction is to get those troops into the firefight and it does that quite well.
breath, sight, squeeze.
now double tap just for grins
and Another One bite's the dust.
A bolter round for all that oppose the Emperor.
but do you have to roll for to hit with the deathwind launcher is do you have to treath it as an ordenance.
DonÂ´t mess with the dicegod
I'm afraid page 30 of the BGB disagrees with you. The Deathwind carries none of the advantages of ordnance other than the large template. The only ordnance Space Marines have comes in the form of the Vindicator and the Whirlwind, as shown on page 41 of Codex: Space Marines.Originally Posted by dead_raider
Victorus aut mortis,
i still like the launcher, with 4 drop pods down im gonna be hitting iwth at least one a turn and ive always found that they get their 20 points back (hey if i kill a single marine im almost there) also i play against orks, guard, and eldar a lot, and those large lovely pie plates wounding on 2+ are godsends to my marines whne they are at their most vulnerable....
...plus the launchers scare these players so much that they often direct much of thier fire at the launcher which would likely be better aimed at my mainres in an attmept to silence the launchers.....and with the power of the machine spirit and armor 12, even that doesnt work all that often
ive played about 6 games with them and they have NEVER failed to kill more points than they are worth (in one game my launcers together probably took out 25-30 orks)