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Drop Podding CC or Rapid Fire

1451 Views 23 Replies 13 Participants Last post by  Zatt
After playing a couple of games of drop podding tac squads with bolters and a sarg with a powerfist, I was able to withstand both CC and mostly obliterate a troop squad next to me with bolter fire. However I am wondering if CC weapons with a melta would be a better choice, or maybe a mixture of the two types of squads.

What does everyone else use and why?
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I would stick with bolters, because you might have to kill something when you land that you would be unable to kill with just bolt pistols. Plus, a bolter shot is going to kill more than one extra attack.
I think it would depend on what you were shooting.....anything like eldar and stuff...fire away but if u have a power fist (unless u don;t mind tying combat) and they're like 3+, see if its worth getting the enemy squad stuck in close combat *aka any shooty unit like devestators*
but I would double tap most of the time because its double the S4 hits.
Well if your in charge range your in bolt pistole range...
But you only get one shot when you land I belive. I would just take a Vet sergeant with a powerfist and fire away untill every thing is dead or untill they charge you.
Use the clense and purify trait.
I tactic I like to use is have 2 rhino's filled with 10 tactical marines. The marines are equipped with 8 bolters and 2 flamers. The Rhino's move up on the same flank and move up to the closest enemy unit. The rhino's let out their squad on each side of the squad and they bolter and flame them to death. This usually kills the whole squad. And if they are still alive the Rhino can shoot its weapons too. After they destroy the squad they get back into the Rhino and go to the next squad to destroy. This could probally be done to a similar effect with Drop Pods but I don't think it'd work quite as good.

Ben
I have the trait Cleanse and Purify.

I take a 10-man squad with 2 melta-guns, vet Sgt with pfist, drop pod in next to an enemy tank and pop it with the melta-guns. If I kill the tank, great! If I then have to shoot, well, I have 7 boltguns, 2 melta-guns, and 1 boltpistol to shoot with. If necessary, I can assault/be assaulted and I have the hidden pfist to use.
The most effective Drop Podding tactical squad

To date, the most effective Drop Podding Tactical squad I have seen is as follows:

10 Marines
7 with Close combat weapons & Bolt Pistols
2 With melta guns
1 sergeant with powerfist and bolt pistol.

Obviously this is a DIY chapter with cleanse and purify as well as take the fight to them.

One of my friends plays this chapter and it is unbelievably devastating. Each of these squads has the ability to pop armor reliably on the drop as well as rapid fire troops. After the drop turn, they make for excellent short range firefighters as well as close combatters. There are few point effectiove "take all comer" units in the SM armies, as you should know if youve read the tactical squad tactica. This is without a doubt the best of those.

I would highlly recommend this chapter to anyone who wants a drop pod army. It is incredibly effective and is certainly tournament worthy.
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Actually have to agree with Chaosbrynn for once, cc oriented tac-squad is one of the better choices. (Still don't agree on the use of the dropppod over rhinos but thats different...8))
I personally don't find CC drop pods that effective. This is because if the enemy has enough firepower he will just kill you his coming turn and all you can do is shoot your little pistols. With shooty squads coming down (2 heavy/special weapons and bolters) it can do a lot more damage.

Ben
well if you have 2 plasma guns in your squad you will make short work of his shooty squad especially since the majority of players tend to not have the meat shiels to back up the heavy guns. If you want to go really crazy give the sergent a plasma gun as well. I like to do this against chaos players they think that they can out shoot us well eat that. Now the most effective can be calculated for specific opponets
First you apply the number of bolter shots 7 marines 3 plasma
14 bolter 6 plasma hits 4/6 so 9.3333333 bolter hits and 4 plasma hits
apply toughness (4) wounds on a 4 and a 2
so 4.6666666 bolter and 3.3333333 plasma now apply the saves as you can see by cutting the firepower in half you reduce the wounds to 2.3 how are you going to effectively reduce a chaos space marine squad of equal points with that and remember that is before they take their saves--- you wont go with the bolters and the fist for the sergent this is even more important if you are fighting lower toughness models along with their weaker armour the wquad will be devestating
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The problem with bringing down a heavy weapon in a droppod squad is that its fire is wasted since the pod and the occupants follow the rules for deepstriking.

If your in range to use those bolters with 12 inch range, than your in range to use those bolt pistols. (correct me, and the guys I work with now, if I'm wrong but cause the marines count as moving they only get a single shot off their bolters.) Twin assault weapons is definately a way to go though, an evil must that buys back a good deal of points...8)
What drawbacks?

Chaosbrynn said:
To date, the most effective Drop Podding Tactical squad I have seen is as follows:

10 Marines
7 with Close combat weapons & Bolt Pistols
2 With melta guns
1 sergeant with powerfist and bolt pistol.

Obviously this is a DIY chapter with cleanse and purify as well as take the fight to them.

What disadvantages did you or your friend take? Those major drawbacks are really harsh!
The problem with bringing down a heavy weapon in a droppod squad is that its fire is wasted since the pod and the occupants follow the rules for deepstriking.
So don't take heavy weapons.

If your in range to use those bolters with 12 inch range, than your in range to use those bolt pistols. (correct me, and the guys I work with now, if I'm wrong but cause the marines count as moving they only get a single shot off their bolters.)
You have a good point; but with the special weapons you can still do more initial damage before you die instead of being only able to shoot those pistols and then die. This is probally the best combination IMHO:

-7 Marines w/bolters
-2 Marines 2 special weapons depending on what your gonna attack
-1 Aspiring Champion with bolt pistol and Powerfist

You can rapid fire the bolters and use the special weapons and then if your still alive next turn charge with the aspiring champion with powerfist.

Ben
You can still rapid fire if you move correct so thats 14 bolter shots and 6 plasma as opposed to 8 bp and 2 melta then you might recieve an attack for any models left alive when you get charged
You can still rapid fire if you move correct so thats 14 bolter shots and 6 plasma as opposed to 8 bp and 2 melta then you might recieve an attack for any models left alive when you get charged
Thanks for the clarification; so i'd just replace the bolt pistols and CC weapon with bolters.

Edited it in.
That is in my opinion the best way to go otherwise you have a squad that is armed with handguns droped into or behind enemy lines now seriously think about that for a second ....... would you want to be that guy?
If you're going to use drop pods and traits, might as well use Cleanse and Purify and Trust your Battle Brothers--it's the best of both worlds. After all, you want very much to be able to lay down that hail of fire the turn you disembark. You also get your two Meltas in each squad for tank hunting and monstrous creatures and such. Since you're very rarely charging with your drop-pod squads, losing the charge attack is insignificant next to gaining an attack off of True grit.

Sargeant: Terminator Honours, Bolter, Power Fist, True Grit, Counter Attack
2x Marines: Melta, Counter Attack
7x Marines: Bolter, True Grit, Counter attack.
Drop pod

Comes to, I think, 255 points.
IAmAngel said:
You have a good point; but with the special weapons you can still do more initial damage before you die instead of being only able to shoot those pistols and then die.
So take a pair of plasmaguns with those pistols, or melta's for surefire death (as long as you hit) then all your missing out on is a few more pistol shots.

I think maybe its time this topic was ended before it follows the path of one of the poles in the fluff section...8)
So take a pair of plasmaguns with those pistols, or melta's for surefire death (as long as you hit) then all your missing out on is a few more pistol shots.

I think maybe its time this topic was ended before it follows the path of one of the poles in the fluff section...
Yes but why not have bolters instead of pistols?

Ben
Thats between personal preference and where I work/play rapid fire weapons only get one shot at half range if they moved. (It's a bit stupid, but that came from the managers mouth not us.) Means that either way they only get seven shots, only difference is what they are armed with.
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