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I have posted this in a couple of other forums... i wanted to include this site as well.
Im interested in gathering Tactics for DP's vs anyarmy. I would like anyone interested, to post thier Drop Pod tactics for any scenarios..such as CoD, or just how they play them well vs Particular armies. I would like to keep the focus on 100% DP squads. Ill also welcome any suggestions that include a couple of non- DP squads such as Land Speeders,WW's or a Deep Strike. But in all honesty i would prefer 100%DP. I am also not looking for Death Wing tactica,since there is already a thread about that in here. The idea is to give a general idea as to what a DP army should look to do when facing a particular army and how to deal with certain aspects of that army.
Thanks to anyone who participates. I will update this thread and organize the info.
BTW iM NOT LOOKING FOR ARMY LISTS...IM LOOKING FOR TACTICS.
Deployment: The Drop Pod is a safer way to transport troops onto the field then Deep Striking. The DP rules make it harder for a DP to scatter off a table due to it having to stop short by 1" of any enemy or impassable terrain.
Game Turn: if you win the roll, choose to go second. Your opponent will have to take 2 turns without any of your army on the board.
Determine Arrival Priority: decide exactly what order you will roll for your units to arrive.
Determin Target Priority: Identify which targets your opponent has that you need to elminate ASAP.
Roll for Deepstriking Units first: Some DP armies will DS termie squads in. Try to deploy them first to lower the risk of deep striking into a friendly unit and destroying it.Teleport homer can be taken by a DPing squad to assist in bringing them in safely.
Drop Pods block LoS: Use the DP as cover, place them between your tac squads, termies or Dreads to protect them from your enemy's shootier elements. Use the Drop Pod as a way of forcing your enemys movement and direction. Creates firing lanes.Try to drop in supporting formations.
1" Rule: Units cannot charge within 1" of the DP. Use this to your advantage by deploying behind the DP . Make the enemy split its attacks by having to attack the DP as well as your squad. An even better tactic is to try to get multiple DP's within 1-2"s of each other. Creating a DP wall making assaults harder.
Divide the Enemy: Use Drop Pods to divide the enemy. Find a weak spot and drop there. Surround it and destroy it with massive rapid fire.
Flanks: Drop on a weak flank. If the enemy is closely placed to each others units making it difficult to divide the enemys forces. Strt at a weak flank and work your way to the middle.
Objectives: If you are playing an Objective based games, land yor DPs to easily claim Objectives.Make the enemy come to you. Just keep your forces close so they can support one another.
Useful Drop Pod Traits:
Cleanse and purify: Two special weapons are better then one.
Trust your battle Brothers: True grit and counter attack add an extra attack to your Bolter carrying guys.
Heed the Wisdom of the Ancients: Dreads can be used as Heavy Supports. Want more then 1 venerable dread ? Want a 6 fatty Army ?...this is the trait for you.
Librarians: the most commonly used HQ in a DP army.
- They are to be attached to either a Command squad or Terminator Command Squad
- Terminator Armor is required if leading a Terminator squad.
- Psychic Powers: Shooty; Fear of the Dark (FotD), Fury of the Ancients(FotA), CC; Veil of Time (VoT), Might of Heros (MoH).
Drop Pods: Storm Bolters;The most common loadout on the DP. It costs nothing and with an BS of 2 its a lousy shot. However those lucky shots can be annoying and against some armies can work to great effect in thinning down your opponent.
Deathwind Launchers are an option. However most players find them inneffective and costly. A post from BerserkWolf explains:Terminator Squads: 2 assault cannons....duhOn the subject of death wind launchers, I'd have to say in most situations this is a mistake. First off they have a shorter range than the little storm bolter. Second they only get one shot a turn vs. two. Third, they cost extra points. This all adds up to making it a very inefficient. With the way GW is interpreting DP's immobilized status you're also giving up an extra VP. Now the main uses for the deathwind is when facing orcs or other swarm type armies. Now people look down on its poor AP but its strength makes up for that. The real reason it loses out is you're paying extra points to get a BS 2 gun with short range. On a bad day this is next to useless.
Tac Squads: Cleans and purify is the most suggested Trait.
2 meltas: tank busting and MC killing; can shoot and assault
2 Plasmas: MEQ killers
2 Flamers: good against hordes and Eldar: can shoot and assault, Ignores cover.
Bolters...the bulk of your Squad will have the holy bolter. Rapid fire when you land within 12 inch range.
Assault Cannon w/CCW and Heavy flamer
i will continue to update.
Last edited by zedsdead; October 25th, 2006 at 07:24.
I played a pretty good drop od army this weekend. He had three devistator squads laying down covering fire and then 4 pretty tricked out tact squads. He ran a cleanse and purify army with every squad having two flamers. He would drop in and flame the crap out of me (I am a BA player so it didnt do much) . Then his squads had half thunder hammers half had lightning claws. One of the squads had a librarian attached to it. I guess in the past he ran some other things like a dreadnaught and more squads and didnt have the dev squads.
I won the game. I shot up his lascannon dev squad on my right flank. Assualted the ML squad 2 turn and stayed away from the HB squad till I got it into combat. He didnt make any drop pod rolls the first 2nd turn. I see how this army would be really nice against gaurd or nids but marines just ate it up.
If you build a man a fire he will be warm for a night. If you set a man on fire he will be warm the rest of his life.
well it sounds like an example of what not to do as a drop pod army. Assault termies are lousy to be DPed in because they literally cant do anything when they land, no shoot/no assault. Dev squads arent usually used either since there Heavy weapons cant fire the round that they land. Flamers are fine depending on the army. Eldar/nids/ig are great to use the flamer against but plasma and meltas are better vs MEQs.
It sounds like he wasnt able to do much until round #4 by then im sure you were either in CC with his squads or avoiding them all together.
Well i don't know how well it fares agniats armies because i play a deathwing pod force so it also might be different. But a few things i have learned is to :
1. Always take the second turn as it gives your opponent more turns to do nothing.
2. try to isolate part of your enemies force with yours.
3. use your pods to block line of site to you or to stop charges.(enemies can't be within one inch of your men.
4. IF your enemy stays close together the whole time go for the objective.
I hope this helps.
1-He acted first so I got to react to him.
2-I used my drop pods as cover from shooting and from assault from footsloggers.
3-I cut his force in two and then crushed one part at a time.
4-I used units that could step out and shoot immediately: bolters, melta guns and plasma guns. I prefer to take Cleanse and Purify which allows an additional special weapon. (In my above example the lascannons were already set up on the table.)
5-I stayed away from board edges, but I easily drop between two of his units, provided there is enough room for the pod and the squad. It can't scatter into his unit, so use this to your advantage.
I love drop pods, but they are not foolproof. Terrible reserve rolls will sink you. Fortune favors the bold, and drop pods give opportunites for bold strikes! Fortune also laughs upon the foolish and kills them, and drop pods give opportunities for foolish deployment too!
Once a Marine, always a Marine.
@Zedsdead. Terminators can fire after landing out of a Drop Pod just fine. Units fire after deploying out of a drop pod as if they had moved in the movement phase, so no heavy weapons carried by normal marines. But since a terminatro can legally fire all it's weapons after moving, it can fire them after DPing.
I believe (althou I may be wrong) that this does not change for teleporting.
"There will never be enough peace in the universe unless first there is enough war." - Farseer Eleuflin
according to Lord Spankos post the squads that deployed had Thunder hammers and lightning claws. I took this to mean at least one of the squads he had dropped was an Terminator Assault squad. Assuming this, i ptresented him with the fact that for basically a whole turn, his termies couoldnt do anything since they cant assault when they land and dont shoot since its not there capability to do so.
btw good info guys.... ill start organizing it a bit once we get more info.
My bad...I see that now. Yes... DPing assault termies must be done with care and precision. And should only be done in the right list... where your giving your oppnent many other targets just as juicy to shoot at.
In a game I played this weekend, a guy DSed in his termies, which were subsequently hit (a direct hit) by my vindicator... one of them actually survived.
Okay the biggest thing I've found with my drop pod list are that you have to deploy VERY carefully and know what your opponent's capabilities are. The big disadvantage of a drop pod army is simply you don't know where they're going to land or when. Of course you opponent doesn't either so that works out a bit.
With drop pods, you'll probably get 50% of your force turn 2 (second half hopefully). This means isolating your enemy is essential. Now if they know they're fighting drop pods this will be difficult but still doable, especially if the enemy uses vehicles. Every one of my DP squads has a melta gun and two plasma pistols (I'm space wolf). This means I can kill anything when I get out of the pod right that turn, this is extremely important. In one game I screwed a tau player because I was able to jump out stun or at least shake all of his vehicles. He was mech tau so after his turn I blasted him again and then proceded to wipe the floor with his firewarriors. Another thing I've found is you need your squads to have the ability to stand on their own, one bad roll, a pod out of formation and there you've got a dead squad easily. Thatâ€™s why all my squads have powerfists too.
Use the terrain to your advantage. Especially covering terrain. One game I fought some world eaters, just about the worst army you can face as a DP army because you can either drop away from them and get some chance to shoot or drop close and get charged. I however dropped into some woods. He of course tried to charge me, and then rolled bad on his difficult terrain test, didn't make into the woods, and was blasted by me next turn. Your pods block LOS use it especially, against IG.
I'll think of some more later and post again.