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I was just curious as to weather drop pods or infiltrating is more suited to the turny enviroment and why.
Thanks in advance for any responses.
That is a great question. I have included drop pods in every tournament army I have ever used. They are a great tactical option, and they start the head games before any dice are rolled. When your opponent learns you have drop pods he will likely cringe and start to sweat. HOWEVER, I commonly come upon scenarios in which drop pods are not allowed, so they are wasted points in that case and your podders are now walkers. Slow ones.
Drop pods are allowed in every single standard scenario with or without your oppponent's permission, but the tournaments in which I have played standard scenarios were never used. They were always special fun ones. IF the scenario allows deep strike, then the pods are good to go!
Of course, sometimes tourney scenarios don't allow infiltration either...and that can sometimes lose you some points if you paid for infiltrating devs or hqs or something...
As far as pods go...I love 'em and I always hold the banner high for those lovely skyfalling gifts from above!!
Once a Marine, always a Marine.
Pods are 'The Unstoppable Vengeance of the Emperor, raining down to bring the Angels of Death to the heart of an enemy from where righteous and gratuitous violence is shown in an amazing display.'
Until you play a slightly different scenario.
Pods are unstoppable, and probably the safest Transport in the 40K universe, deploy properly and you have a 0% chance of your Pod killing you.
Infiltration on the other hand can be countered. Although allowing last deployment your opponent can push advance unts out to keep you at a distance from his main force or deploy his own infiltrators first often comicaly reducing the possibilities for the infiltrator. When playing a wholy infiltrating IG army I won first infiltrate, in went 10 spread out scouts creating a massive exclusion zone and preventing him from fittig on the board. What was was so tightly packed as to be easy Whirlwind meat.
Go with the firey-aggresive 'Pod, Infiltrating is for puny Guardsmen.
Every time you read this sig: a fairie dies!
The following is a list of advantages and disadvantages of drop pods and infiltrate. With a quick look it seems that infiltrating is far supior. I might be missing somthing however, or a whole lot of somthings so please expand on my list so that I can make a better informed choice.
Â» Pods provide cover
Â» Can be used in most armies
Â» Can pod dreadnoughts
Â» Gives victory points.
Â» Cant shoot heavy weapons when disembarking
Â» Don't start with a unified front.
Â» May be destroyed if scatterd.
Â» Not usable in all missions.
Â» Are banned from some tournaments.
Â» Modles are expensive.
Â» Can shoot heavy weopons first turn.
Â» Start with the entire army on the board.
Â» Provides greatest tactical flexability without relying on dice rolls.
Â» Not usable in all missions.
Â» Uses a trait
here is the real rundown.
The advantage of Pods over Infiltrate is that as long as you don't drop within 12" of the edge your guaranteed to arrive whole, and very close to where you want. They are cheap, and effective. They allow you to choose how you engage the enemy, as you can engage all of your forces against a portion of his, and your opponent is forced to react to you. However, poor reserve rolls can screw you.
the advantage of Infiltrate over Pods is you get to start with your whole force on the table. But this is it's own disadvantage as it's more difficult to isolate your enemy. However you have more unit options with Infiltrate, as Heavy Weapons are a good option, and are not practical at all with Drop Pods. However it's very easy to get screwed with an infiltration army. The mission may not allow infiltrate, where as Pods are usable in all standard scenario's. Also, if your enemy also has infiltrators, you can be left with only very poor area's in which to setup. And if your enemy has a close combat oriented army, setting up close to him is the last thing you want to do.
In general, I would say Drop Pods are a better option because you are more assured of being able to use them, and it's more difficult for your opponent to screw up your deployment. However, I would say that an infiltration army is much easier to use, as Drop Pods require a lot of sound tactics to use effectively.
So drop poding the majority of your army and infiltrating your dev squads would be the best of both worlds?
Last edited by Kaluha; December 1st, 2006 at 20:59.
@Kaluha - read the full rules for the Drop Pod Assault in the SM codex.