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I'm thinking of making a drop squad IG army after my current project is complete. I was wondering if people can let me know what squads make good suicide drop squads and can make back thier points or more?
I was thinking some squads with meltas to take out tanks and perhaps some squads with demo charges to take out large bundles of infantry.
Anyhow, I'd love some ideas.
1> Use only Command Squads or Veteran Squads for suicide units. Stormies are more expensive and can only take two Special Weapons. I am not a big fan of Special Weapon squads as the Special Weapons cost more. Stormies can be very effective deep striking, but I like squads of 10 to last more than one turn.
2> Add nothing but the guns to the squads. They WILL die after they shoot. Any upgrades are just wasted points. You will also lose these quite a bit of the time to bad drops, so don't make them costly. Play these squads agressively, this is where they will pay you back.:yes:
3> Regular troop squads do not make good drop squads. One special weapon that hits 50% of the time, and you can't shoot HWs the turn you come in on make these much better suited in the background with Lascannons.
4> I like only Plasma Guns or Melta Guns, but mostly (edit PLASMA Guns. Two S7 shots are better than one S8 shot unless you play a lot of Landraiders. The dropping flaming squads can be good, but aren't as multipurpose as the others. Make sure you max out your number of the same special weapon as well, 4 Plasmas or Meltas in Command Squads and three in Veteran.
Hope this helps.
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Sir Winston Churchil
God I love these squads. In my mind, they are the only real way you should be taking special weapon squads.and perhaps some squads with demo charges to take out large bundles of infantry.
Don't normally bother giving them any weapons other than the demo charges, in order to make them as cheap as possible (ludicrously so). This way, you wont care if they fail to kill the enemy/miss/kill themselves - if they hit, they will almost always get much more than their points back.
Otherwise, everything Diggums stated is good advice, although I'm sure he meant to say that plasma guns are better than melta's in general, probably just a brain fart.
You know, i've been tempted to do the whole colonel schaefer thing for a while now, take the maximum amount of those mini squads or whatever they're called, give them all demo charges and deep strike the whole army. Not a winning strategy, but sure would be impressive!
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I personally think that I can work wonders, given that they scatter decently. Popping up behind a tank with 3 Meltas on BS 4 is bound to do some damage. This is why the "Veterans" and "Drop Troops" docterines work so nicely together. I used it annd seen been use very effectively; so I say go for it!
Hmmm, now that you mention it, I don't think we've had an in depth discussion about this.You know, i've been tempted to do the whole colonel schaefer thing for a while now, take the maximum amount of those mini squads or whatever they're called, give them all demo charges and deep strike the whole army. Not a winning strategy, but sure would be impressive!
Schaeffer, Kage and 5 Last Chancers with a democharge each cost 240pts, that doesn't break the bank and you can split them into 5 groups. Hmmm, I reckon that might actually work out to maybe be worth it, especially if you're up against SMurfs or the like, even if only say two or three units land on target, that's quite possibly enough to earn their points back. And then you've got Schaeffer's Plasma pistol that can do some damage as well.
Throw in two more 45 point Special Weapon Demo Charge teams and you could be laughing, until you roll an alpha mission. :/
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How about 10 storm troopers with two plasma guns deep striking in on a objective? If you need to hold a objective then the stormys would fit the bill better thanks to there better save and because we have problems holding ground this squad could be very useful and gives them something to compete with over the veterans.
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I did cover that off in the tactica KOS-MOS mate, it is fluffy, but unless the stormies arrive very late or are ignored, they cant really stand toe to toe with most assault troops so a concerted effort by your opponent will see the stormies get taken down unless one or both of those first two conditions are met (ignored or late) and since you dont (overtly) control either event, it is a very risky stratergy to plan on although can be an effective target of opportunity
Everything you have been told is a lie!
So from what I've gathered, suicide drop troops are a bit risky due to the scatter and I want to keep my squads small and with as many special weapons as possible.
To give a bit of detail, I'll be building a 4000 point army after my current project (a 4000 point necron I'm about half done). I'm allowed up to 2 Force organization charts to build it.
My thought is perhaps to have 6 Leman Russ tanks (just over 1000 points) deploy normally to draw thier troops and give some ordanance fire and then rain suicide squads as the enemy advances. The few regular infantry squads that I'll be required to take will drop in to either take objectives or tie up advancing troops as required.
For the suicide squads I'm thinking of some of the following:
Special Weapons Squads - 2 x Flamer + 1 Demo Charge (63 points a squad)
Junior Officer Command Squad - 4 x Flamer + Bolter (65 Points)
Veteran Squads - Sarg + 4 Vets + 3 Melta (75 points per squad)
Junior Officer Command Squad - 4 x meltagun (80 Points)
Sentinel Squads - 3 Sentinels /w Heavy Flamers (120 points per squad)
Last Chancer Sub Units - 5 Last chancer Specialists + 5 Demo Charges (130 points per squad)
I figure the special weapons squads would be great at taking out infantry formations with little risk in the way of points.
Officer squads with flamers offer the same solutions as the special weapon squads
The veteran squads can take out lone vehicles with minimal point risk.
The officer squads with meltas offer the same solutions as the veteren squad with slightly more risk. Offers less chance to hit but an extra melta shot.
The sentinel squads can take out high priority infantry threats. A bit more of a points risk on the drop but they may be able to survive a round of shooting depending on the deployment and enemy army.
The last chancers can take out the highest priority vehicle or infantry formations. Nobody survives 5 demo charges going off and large scatter on that many charges would be rare. Large points risk on the drop, however, thier targets would be high point values, so the risk would be worth this solution.
Does anyone have feedback? Have I missed some of the risks involved or not thought of a squad that could be well used in this army? What do you folks think of using the leman russes as bait?