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Ok, I'm a little frustrated as I build my custom chapter. I want to use drop pods to get my dread and beefed-up tactical squads (using cleanse and purify) behind the lines.
So far, it fits the "perfect" definition of an effective Space Marines army, eh? My trouble comes when I wanna put something ELSE in my army. I want to try to balance it with some heavier stuff (i.e. dev squads, land speeders, etc.) Are drop pods really an "all or nothing" choice? What else do you add, and can you do it in a 1,000-point force? I just posted an army list and already I can see how it won't work. :cry:
The general consensus is that Drop Pods are all or nothing.
However, I feel that it works if you have a fair amount, two at least. But the fewer you have, the more placement becomes key. You need to land drop pods in the right spot in order to cause the required mayhem. Hit the line just perfectly, and you'll do well.
As an addition, probably a predator or Vindicator would do well, so that you have some sort of support on the table. Assault Squads also make a good choice.
A caveat I often speak is to not count the opinions you hear on this board or any forum, too heavilly.
You want a mixed force of drop pods and gropos troops? Go for it, forum consensus be damned.
I'm pretty sure you can put every sort of marine in the pod except for scouts though and the techmarine and his retinue.
Deep striking troops represent 'delayed solutions'. You'd want a hard-base of gropos there on the field who can weather the assault thats going to be flung their way. Choosing defensive options like Devestators, maybe a castellan whirlwind and vindicator might be able to hold out against the enemy long enough for him to attempt to close on you, allowing you to drop the pods on him.
I think only having a couple of units in pods is the best plan. Drop pod armies can be "cracked" - while powerful, there is a way to take them on ("castling" most often). If you can factor pods into a more general (but possibly on the aggressive side) army to support an attack and disrupt the enemy you will be onto something.
No drop pods makes a viable army, but I don't find that the all pod army is altogether a winner. You'll give your opponent a rough ride, but your opponent will learn how to beat it - falling out of the sky and shooting it is hardly El Alamein .
Having an army and not owning a rulebook is like owning a car with no steering wheel.Originally Posted by amishcellphone
You could always just put a Dev Squad in a pod. Even though they have less rounds to shoot and lose 1 automatically to disembark, just hitting 2 tanks usually makes up points. People hate losing chances to shoot with it, but I like being able to choose a better vantage point where they can get clear shots and keep out of range.
Sleeping, not dead.
Removed by the moderators.
Sounds like you might have already read the tactica.. If not follow my sig.I want to try to balance it with some heavier stuff (i.e. dev squads, land speeders, etc.) Are drop pods really an "all or nothing" choice? What else do you add, and can you do it in a 1,000-point force?
Anyway, in 1000 points games drop pods are all or nothing. In 1500 and above, you can consider mixing in a "scouting force," Such as land speeders, whirlwinds, and assault squads (possibly led by chaplain).
In 2000 or above, i recommend starting with a ground force as well as drop pods.
Devastator squads are poorly suited to assisting a drop podding force, because they lack mobility, and thus will take the brunt of the firepower of the enemy army on turn one. That said, they are space marines, and will likely survive this assault against balanced armies. However, when one considers that 2 melta guns are almost as effective against tanks as 4 rocket launchers against a tank, and 2 plasma guns are arguably more effective then 4 MLs against heavy infantry - Devastators start to seem redundant.
So I wouldn't use them for a competitive force. Also from a fluff stand point, it seems to make a lot more sense for fast attack or scout forces to be on the ground, rather then heavy support choices.
What about using infiltrate with dev squads? My chapter can use See But Don't Be Seen. Allows them to get into firing position before the game begins.
Methinks I must seriously edit the army list I posted.
No. If you want to infiltrate then infiltrate, if you want to drop pod, then drop pod. Do not do both.Hmm... so basically if I want mobility I should use Infiltrate until I go beyond 1,000, then I can handpick a unit or two to stick in the pods for an added punch, eh?
Infiltrate places you outside of rapid fire range. You move up a turn for the same effect, and it only works when infiltrate is allowed. When combined with drop pods, infiltrate splits up a force even more.
If half the force is in drop pods, and the other half infiltrates, then you've built yourself a nice suicidal recipe. Since half the force is of the table, the opponent doesn't have to worry about them. Its to their advantage to hammer your army while its week, with everything they have. Because they know your army is only going to get half of the drop pods in.
So now instead automatically winning the first turn of shooting, your subject to surviving one turn of shooting, and launching a small counter attack with drop pods - and a devastated force of infiltrates. This should fail against most opponents with any skill.
If you want to infiltrate with everything, then go for it. Its a very good strategy as well. But it is not to be combined with drop pods. Infiltrate is for armies looking to assault. Drop pods are for close range firepower armies.
IF you drop pod, drop pod with at least 4 units. If you cant manage this, don't drop pod at all. A properly made drop pod armies is a top tier army, equal the best of other races.
If "castling" is defeating your army (The army is bunching up) Then read the tactical, and take more tactical squads. Like any army, drop pods are beatable and like any army, the skill of the user will determine their success. If you want to do better with drop pods, at 1000 points, do not use any ground forces.
I have use deepstriking termies in 1500 w/ 2 DP dreads, a Full HQ w/2 Plasma Guns with Libi and 2 Troops PF and Dual Melta. 5 pods and some DS....It works 80% of the time....
I've never put a tank down. You simply don't need to.