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What are the best SM Chapter for an all out drop pod/deep strike army ?
I guess you could say that depends on the enemy, scenario, fluff etc, but i'm looking for a 1500 tournament army.
The empor's champion seems to be a problem. You either have to drop him seperatly and join a unit (god forbid if he arrives first) or give him a huge crusader squad, to fot slog alone the battle field. What do people do ? He seems to ruin this strategy.Can only have one plasma/melta gun in a normal squad also.
- Space Wolfs
A lot of people seems to mean that this is the best drop pod army. I'm myself a little uneasy. I love all the power fists you can pack into a blood claw or grey hunter squad, but they cant charge when they arrive, and they can only have one melta/plasma-gun. The grey hunters of course have true grit, but are rather expencive with bolters, and still only one special weapon.
Seems to be like the wolfs. Need to get into close assault. I prefer it with jump pack units on the board at the start of teh game.
Dropping Tigurius with Fear of the Darkness with double range is quite "fun" against armys with low Ld, even sm without a captain. But still missing 2 special weapon in the squads.
- Imperial fists
A lysander wing with 4 squads of terminators each with 2xassault cannon arriving the same turn could be devastating in a 1500 game. One of the big problems with a drop pod/deep strike army - arriving spread over a lot of turns - is avoided. But with 4 squads arriving the same turn, and potentially on one flank, and all should arrive within 24" of the enemy, the scatter issue seems to be a problem. Low body count too.
Cleanse and Purify is great for drop podding giving to special weapons, but im unshure of the never despair.
Guess i would just choose a army with traits cleanse and purify, and a drawback that doesnt interfer, like we stand alone.
Anyone have a opinion/advice ?
Last edited by Tyfus; July 8th, 2006 at 20:00.
I'm kinda biased, But I say go with traits.
Cleanse and purify is the obvious one for a drop pod army but it's not the only one. I'd consider also getting heed the wisdom of the ancients so you can pod in some venerable dreads as well. Uphold the honour of the emperor is also a good one for drop pods if you're going to use a command squad the 6+ invul will help them survive when they come in.
The drawbacks eye to eye and we stand alone shouldn't interfere if you're going with all drop pods.
"You challenge me knowing that I am Xiahou Dun!?"
Space wolfs can be very nasty if you drop in a unit or two of terminators and dreads with assault cannons. They tend to cause enough damage to cripple anything that could assault the puppies.
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
Drop podding Marines with 'True Grit' is nasty to anyone that they land next to. The idea is to keep all of them with rapid fire or assault weapons (even the Veteran Sergeants with the power fists), and keep them in full squads of 10 Marines. Drop them as close to rapid fire range as you can. Yes, the enemy will probably charge you, but it won't be that bad.
Once you disembark the Drop Pod, open up with everything in the squad (flamers vs. infantry are really good, but I like to have meltas, in case my target is a tank). The target unit will, most likely, be a shredded mess. If they don't fall back, they'll probably be forced to charge you in the next turn, knowing full well that they'll die after another turn or two of being shot up like that. The 'True Grit' trait will come with 'Counter Attack' if you use the Codex trait system, and Space Wolves have both skills as well. This will allow all 10 models to get into the fight with two attacks a piece.
Sure, the enemy will get their charge bonus, but their numbers should be considerably less after being shot in rapid fire range. Also, IF they aren't taken out in that first round of close combat, they'll loose their charge bonus, where the Marines will still have their 2 attacks.
I don't use this tactic from Drop Pods, but I do use it from deploying off of Rhinos, and it works VERY well. Disembarking from a Drop Pod or a Rhino usually carries the same rules: 2" deployment distance, and cannot assault or use heavy weapons, which would make me believe that Space Wolves, or another Marine army with 'True Grit' would do very well indeed.
IMO there are 3 very good kinds of armies for podding. Note they're not in a specific sequence.
1. Trust your Battle Brother armies
Once they land they can start shooting the crap out of the enemy. Of course special weapons are good, but bolters are not be underestimated.
The good thing about these armies is that they're good in CC too.
Obviously SW are the best in this as they have bolters, true grit, a special weapon and multiple powerweapons/fists without having to pay for a Veteran Sergeant.
On the note of them being expensive, that's certainly not true. GHs with bolters are just as expensive as codex marines with True Grit. And as I said above you don't have to pay for a Vet sergeant.
Not to forget, the SW Ven Dread has the Old and Wise rule which gives one a much better chance to roll for the first turn. If you give it to your opponent you've already got a turn advantage in shooting and reserves.
2. Cleanse and Purify armies
With 2 special weapons they have just an edge over others. And against MEQs that edge is even better as plasmaguns take a good toll of them.
3. Terminator armies
Terminators with assault cannons and maybe a unit with heavy flamers too for building or cover cleansing. Or simply for fluff. These certainly work.
Finally, you can of course make any combination of these for very good podding armies. Especially combining the TYBB and the C&P traits give good synergy.
Still, if you're looking for specific GW chapters I do give my vote to the Space Wolves. Grey Hunters, Ven Dread, termie WG Bodyguard, 'Speeders. You'd almost say perfect for the job.
seeing as you posted fluff chapters how come you left ou Raven who specialise in rapid response more so than many chapters
WELL SAID, NO MORE SQUATS THEY ARE DEAD GET OVER ITOriginally Posted by artificer
Raven Guard should excel in Drop pods assaults fluffwise, and they can do well gamewise also.
However, TYBB and C&P armies typically do best when Drop Podding. ==My== DIY chapter uses C&P and Blessed Be the Warriors, making for a very quick response, killy force. Tacticals use DPs exclusively, while Assault Marines and mobile firepower units support.
Dark Angels can also do quite well with Drop Pods. Stubborn and Intractable keep us from running, and some special gear like the Lion Helm and Standard of Devastation are downright evil for DP armies.
And shockingly you forgot to add the Deathwing. Their whole army can teleport in/drop pod. Only problem you have with it is low numbers (all terms) and the possibility only one or two units will show up at a time. They do work well as a drop podded army though.
Well Deathwing is just obscene with Drop Pods, I didn't want to scare the guy:sleep: