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Thread: Topic of the Week: Drop Pod Assault

  1. #41

    Quote Originally Posted by Brother Captain Tom View Post
    I read this forum the whole way through, and drop pods seem amazing. I was looking at mobalizing my Ultramarines into a half DP army. I did my homework and noticed people are starting to catch on about how to count our drop pods. In the rules its required that half of the drop pods drop on turn one (or is it turn two im not 100% sorry) anyways alot of people are reserving almost their entire armies, so my question is how do we space marines counter that? I have seen whole drop pod armies get slaughtered in battle reports where the enemy reserves and overruns! I know we can just drop pod into safer areas, but with a skimmer army or a fast moving army (maybe even a horde army) those guys would get overrun and it defeats the purpose of the drop pod. Also not sure how much they cost points wise but would they still be worth it if all of this happened? Well they are my thoughts on all of that any info/advice would be greatful
    Where there is some deep thinking there is a way. ;-)

    BoLs have been doing alot of work putting together tactica for various army options. The following is a good read for the 'Rampant Podder'.

    Warhammer 40k, Warhammer Fantasy & Wargaming News | Bell of Lost Souls: 40K TACTICS: Steel Rain (Drop Pods)

  2. #42
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    81

    Countering the Counter to drop pods.

    The answer is entirely situational. Holding your entire army in reserve can work wonders against drop pods, or totally backfire. If your force is fast and mechanized, or very fast and assaulty, it's got a good chance of working.

    The reason the opponent holds his force in reserve is because he/she is reversing the the best ability of drop pods - shooting first. So your opponent will get to nail you first, generally, if he holds his force in reserve, and 50 to 75 percent of your force is forced to land on the table.

    However, if you consider that most of a good drop pod force will consist of tactical marines, one of the most durable units in the game for the points and who are almost guaranteed a cover save, when using the drop pod as cover or running into cover after landing. The opponent may find themselves exposed as the enter off the board edge, after delivering as much punishment as they can, they will likely find there are still plenty of marines left to seek retribution.

    Space Marines will typically out assault necrons, eldar, tau and imperial guard - and a drop pod force should out assault most other space marines. Against these armies you should deploy up front, take a lot of the table area.

    Deploy more defensively against Nids. Orks and chaos, deny any first turn assault attempts by deploying back further. Deployed in cover and with a lot of troops your still in the fight.

    Take a look at your opponents army list. Don't want to deploy by drop pod? Don't, bomb your opponent with empty pods and setup your units in excellent positions on the board. This works best if the opponents goes first and decides to hold their army in reserve, and you counter the counter.
    Questions about drop pods? Click Here.

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  3. #43
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    41

    I'm not a true SM Commander, but my friends and I often trade armies for a battle. Just to experience something new, and possibly learn new tactics since we all think fairly different from one another.

    When I got ahold of my friends SM army for a short campaign, I tried something different with his DP's.. and IMHO, it was much more effective than his normal full-on DP assault.

    I think Drop Pods are most effective with only 1-3 in a list.
    1 DP: The DP is deployed first turn.
    2 DP: One DP is deployed first turn, and the other is held in reserves.
    3 DP: Two DPs are deployed first turn, and the other is held in reserves.

    The first turn DPs were dropped near-to the enemy's deployment zone, but a safe distance away and around cover. The idea isn't to drop and rapid-fire, but to be able to dig in and harass. Draw enemies away from their formations and into your lanes of fire while simultaneously targeting their weaknesses (if able).

    The one reserved DP acts as a bit of insurance. It allows you to mobilize the remainder of your army, and commit full strength to where it needs to be committed without worrying about sitting back upon an objective. If all else fails, it's an extra unit that can be dropped in the enemy's face to support the remainder of your force.
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  4. #44

    though i belive that drop pods are awsome i only ever use 1 or 2 in my army for tactical reasons and the fact that somehow they seem to miss the board.

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