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Here's the original thread: which got me thinking.
At a BS of 2, the Deathwind Launcher is only hitting 1/3 of the time and considering the fact that the quickest you're likely to see the drop pods come in is on turn 2, that typically means you're only going to get 1-2 hits in all game.
1. Lets take that one hit against a SM squad that is relatively close together but not tightly bunched. You'll get around 5 hits.
Which translates into aproximately 3 wounds.
Of which the SM player will save 2.
Netting you a loss of 5 points when you compare the cost of a SM to a DWL.
Not too good.
However, this is not the important point. It is the fear that the large template will generate in the majority of your opponnents. Seeing the big template come down will 'encourage' them to focus some firepower against the pods.
As is stated in the thread linked above , anything that takes some shooting away from your squads jumping out of the drop pod is a good thing.
2. I don't believe that the wording for the drop pod indicates that the storm bolter is replaced by the deathwind launcher.
Other vehicles where the weapon is replaced either use the word replaced or state that weapon is upgraded into the more powerful weapon. For the Drop Pod, it is the vehicle itself that is being upgraded. This leads me to believe that you get both weapons.
Admittedly this isn't a big deal since you'll be missing most of the time with that as well, but it does take away some of the stigma attatched to the Deathwind Launcher.
3. Probably the worst aspect of the Deathwind Launcher is its tiny range. All your opponent has to do is hang out at 12" away and he's safe from it.
However that brings me to my next point, the gaming advantage to be had against a opponnent who stays away from your drop pods. If your drop pods are bringing in troops who are perhaps more suited to firefights than hth, then they can only benefit by enemies avoiding their transport.
4. 'Throwing good points after bad'.
Another way to deal with the short range of the Deathwind Launcher is to have a lot of them. Say in a list where the majority of your forces are coming in via drop pod. In this case, there won't be that many safe locations from the DWLs. This may seem a bit nuts, especially if your opinion of the DWL is already low.
Last edited by Grey; February 6th, 2007 at 21:05. Reason: Points stated
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I agree. I have had all of these exact thought many times.
I have always wanted to do a drop pod force with the DWL. But for some reason I always drop them to add more troops.
I do however believe that once you start dropping pie plates they would draw some fire. And you are totally correct about it NOT replacing the SB. The wording clearly says "add" not replace.
It would all come down to how smart your opponent is, and how much you make him believe he cannot afford to ignore the DWL.
Yes you do get both weapons but can only fire one of them per turn.
The issue of deterent pie plates is a good one, but for me giving even more VPs to your opponent has now kinda taken the gloss off the Deathwind Launcher for me.
Plus in the new DA Codex DPs are going up in cost anyways. (
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I'm pretty sure you are incorrect. Here is why. LOGICALLY, you should only be able to shoot 1 weapon or the other, not both, becuase we know that it's the PotMS firing the weapon, since the DP has no crew. However, rules wise, it does not say this anywhere. There is nothing inthe rules that says a DP does not follow the normal shooting rules, which means it can, and does fire both weapons every turn.
It sounds like its a one trick pony.
Yeah, if you're using it for the first time, sure, the pie plate sounds good. But once the opponent realizes the very low ratio of kills you're getting with it, it's not great.
Mediocre strength and medium AP don't make much of a scare tactic IMO, coupled with awful BS.
Better off using them as placeable terrain.
Look at them as a group. If you are playing an all DP list, you have at least 6. Odds say that is 2 hits every turn, even with the pods poor BS. 2 pie plates every turn is not something to be dismissed.
Okay, but even so...
Again, once this trick is used, the opponent will also make sure to stay out of range of the shots. Sure, when you plop down, you'll have range, sure. But its hard to coordinate your DP's in one spot, nor is it wise to have three or four DP's lined up right next to each other. You'd only be hurting yourself.
So, instead of using them as a massive killer, maybe you could use them as movers. If your opponent really doesn't want to get hit by them, they'd have to take a long walk around out of range, leaving them open for assaults and shooting. Movement control.
Expensive, but advantageous.
Whoever contols the field is going to win the battle.
Yes, the essence of 40k is that you make your opponent react to you. If you're reacting to your opponent, then you're already losing. [/sage]
Hrm...I must try this out. *scurries to write a list*
Also, think of it this way.
Compare a DWL on 6 drop pods to the cost of 2 Whirlwinds. The 2 Whirlwinds are about 50% MORE expensive. The DWL are going to get 2 hits every turn, the WW will get .6 hits every turn...but have a good chance of hitting something even when they miss. The WW have a much greater range...but they need it, they are way back in your deployment zone where as the DWL are in your enemies face. The WW can pin, but the DWL is more in line with your army theme. The WW are a little stronger weapon, but again, they are 50% more expensive, and won't hit as often. The DWL's don't come into the game until later, but that is the same as the WW in an escalation, which should be a third of the games you play.
Looking at it this way, I think the cost is justified.