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  1. #1
    durus Diggums Hammer's Avatar
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    Ultimate Drop Troop Army?

    After posting my 1000 pt list, I thought up a 1700 point list that I could use at my upcoming tournament. It would be a different stlyle, and I would like to practice with it. I wanted to incorporate some of my Deamonhunters as well as have a Basilisk which was suggested in another post that I thought was a great idea.

    Here goes:

    Doctorines: COD, Stormtroopers, Drop Troops.

    HQ
    HQ Squad
    JO
    2 x Melta gun

    Grey Night Grand Master
    Teleport Homer
    Retinue, 5 Grey Night terminators
    Frag Grenades

    ELITES
    Stormtrooper Squad
    Veteran Sergent w Power Weapon
    2 Melta Guns
    10 Troops
    Deepstrike

    Stormtrooper Squad
    Veteran Sergent w Power Weapon
    2 Melta Guns
    10 Troops
    Deepstrike

    Stormtrooper Squad
    2 Plasma Guns
    5 Troops
    Deepstrike

    TROOPS
    Command Platoon
    J.O w/Bolter
    Flamer * 4

    Troop1
    10 Troops, Vet Sgt
    Plasma Rifle

    Troop 2
    10 Troops, Vet Sgt
    Plasma Rifle

    Command Platoon
    J.O w/Bolter
    Melta * 2

    Troop1
    10 Troops, Vet Sgt
    Grenade Launcher

    Troop2
    10 Troops, Vet Sgt
    Grenade Launcher

    FAST ATTACK
    Grey Nights Squad
    Justicar, Melta Bomb
    9 Krey Nights
    Frag Grenades
    1 Teleport Homer

    HEAVY SUPPORT
    Basilisk
    Smoke
    Indirect Fire

    The idea is that a couple of thow away IG squads tie up enemy units while the Grey Knights come in from a safe distance or spot and charge. The Stormtroopers take out specific threats, Tanks/Broadsides atc, and the two large Stormie squads could assault and hold out for Grey Knights as well.

    Both the Grey Knight squads have Teleport Homers to help the other squad if they come in first, and have a good deep strike.

    What do you think, and what would be some good tactics for this army.

    Last edited by Diggums Hammer; September 7th, 2005 at 04:21.
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
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  3. #2
    Treadhead with a Chainaxe Kaiser's Avatar
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    You're not going to use your officers for leadership? Sure, it's a DT army, but I think you should try and fit in Iron Discipline on some of your officers. Also, Improved Comms could really help a drop troop list out alot. Getting to reroll one reserves roll per turn could save you the game. Especially when you need those Grey Knights to arrive.

    Sorry though, I'm not to experienced with Drop troop armies.
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  4. #3
    durus Diggums Hammer's Avatar
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    Quote Originally Posted by Kaiser
    You're not going to use your officers for leadership? Sure, it's a DT army, but I think you should try and fit in Iron Discipline on some of your officers. Also, Improved Comms could really help a drop troop list out alot. Getting to reroll one reserves roll per turn could save you the game. Especially when you need those Grey Knights to arrive.

    Sorry though, I'm not to experienced with Drop troop armies.
    I figured the COD + Vet SGT (LD9) would be sufficient, as they might scatter past the 12" ranges, and the command squads are sort of specialist ( Melta ) target squads for Armor. You are right about improved comms, and should find a way to put it in.

    I actually want the Grey Knight to arrive a bit late. The whole idea is that the IG squads shoot and then assault, tieing up the shooty enemy squads, while they Grey Knight come in and join them, wiping out enemy left-overs. ( thats the idea anyway ). I also want to be safe with the Grey Knights, so I might be walking them for a bit. I just hate the thought of a 300pt squad dropping off the board!
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
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  5. #4
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    COD + Vets will be more reliable than platoon Ld in a drop army.

    I don't know about the double homers. Logically, half of the time you lose a unit, it will be the first unit to deep strike, so you're spending two homers worth of points on a set-up that will be less effective than a single homer.

    From a tactical point of view, what is your set up? Which units do you drop, which start in your zone?

  6. #5
    durus Diggums Hammer's Avatar
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    Quote Originally Posted by IGFreely
    I don't know about the double homers. Logically, half of the time you lose a unit, it will be the first unit to deep strike, so you're spending two homers worth of points on a set-up that will be less effective than a single homer.

    From a tactical point of view, what is your set up? Which units do you drop, which start in your zone?
    You don't know what squad will DS first, so you give one to each.

    Tactically, the only thing that doesn't DS is the Bassie. This is where the tactics get interesting and difficult. Just imaging game set up, you put your Bassie down behind cover, and then say, I'm done! WTF!!!

    My plan is to have the Regular Guard Squads drop in very close, Rapid fire and if they last, assault the next turn to hold up the enemy squads until the Grey Knights assault. The Metla squads are to suicide drop and take out armor, MC etc. The Stormies Rapid Fire Plasma, kill troops. I have thought of deploying a couple of squads with Lascannons at the back, but I thought I would start with an all DS army.

    The good thing about this army is I get always get first shot, the bad thing is I'll be out in the open. The trick will be to keep the Grey Knights Safe until they assault. The Grey Knights to have a good amount of firepower as well. The 10man FAGK squad dishes out 20 S4 shots even at 24".
    "A love for tradition has never weakened a nation, indeed it has strengthened nations in their hour of peril."
    Sir Winston Churchil

  7. #6
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    I'm not so sure about DSing everything but the bassie.

    A drop army should exert some kind of pressure from their deployment zone to encourage the opponent to cross the field, spreading their troops out so that the drop troops will not land in an area where they're sure to be outnumbered and will force an enemy to choose between the troops ahead of them and the troops behind them.

    If you have nothing but a bassie in your deployment zone, I'm not sure there's enough pressure to charge. Sure, an opponent will want to knock it out, but knowing how many DSers you have coming, they won't march across the field because is just isn't that hard to knock a bassie out, especially if there aren't troops screening it. A single landspeeder has a great chance of doing the job quickly. Also, if terrain doesn't go your way, every single weapon that can reach will fire on the bassie because there's no other target.

    Dropping GKs makes great sense, because no matter what unit they land in, they're gonna chop some heads. But dropping "throw away" IG squads is like cranking a meat grinder. Because the drops won't be predictable, odds are good that your outclassed troops will also be outnumbered and chopped up on landing. You trade away the IG's biggest advantage (massed troops, massed fire) and won't capitalize on the biggest advantage of drop troops unless your opponent, for whatever reason, opts to charge everything across the table at your bassie.

    For this reason, I tend to think that a pure GK force already is the ultimate drop army and that IG detracts from their strength. Unless you use IG to set up a potent firebase to draw the opponent across the table and DS the GK to slow their advance, subjecting them to more turns of IG fire + CC. Which might be good.

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