WolfLordLars Posted October 8, 2008 Share Posted October 8, 2008 Talking with Wolf got me onto a new line of "rules" for pods. Basic things that everyone who takes pods should do. I want to hear what you think these rules should be. For example, my rules (now): - For every GH Pack in a Pod, add 1 WGPL in TDA (you have room for 12 models, FILL THAT SPACE!) - If you take an IC in a pod that isnt in TDA, add wolves (one more marine that can get into combat!) - There should NEVER be left over room in a pod Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/ Share on other sites More sharing options...
OnlyInDeath Posted October 8, 2008 Share Posted October 8, 2008 Well, obviously it's hard to argue with the above points. The only problem might not be filling the space, but more filling the points. A big old pack popping out of a pod can have a nice hard punch, but because of wolf points costs, it might end up leaving you light on scoring units, etc. In an apoc game, where points usually arent an issue, of course I'd want to fill out that squad as much as possible. *editI another "rule" or 2 IMO: 1.If you pod a dread, throw on the Deathwind ML. Str 5 cannot hurt him at all, but can hurt any infantry around him. On the flip side, be weary of having a DWML on a pod with infantry. 2. Hit hard, dont be squeamish. If you have a unit you want your podding pack to go after, drop the pod ON the unit to minimize scatter (if hit hits anywhere on the unit, you will end up 1" outside of it. That way you know all weapons will be in range. This is true for dreads as well. And dont be squeamish with your units. Placing them far away or spread out will just hinder YOU instead of breaking up your opponent's formation. Cluster pods for maximum effect and come down right on their heads. Trust in your counterattack:) Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722725 Share on other sites More sharing options...
Wolf89 Posted October 9, 2008 Share Posted October 9, 2008 I agree with the above rules (especially the go big or go home feel to your last one OID ;) ). A few rules (more like guidelines... similar to the pirate code -_- ) that I enjoy in 5th ed. especially in pods. 1. Flamers are amazing, take them, don't question their abilities. Even against high armored units, if you make them take enough saves, they WILL die (unless they're space wolf terminators then you're just screwed :( ). Combi-flamers are my new favorite weapon on my drop podding WGBG in TDA with 3 AC's (one of them on the WGBL of course). Maximize your wound rolls, invest in the cheap points, let them be burned. 2. Ironclad it up a little, they're amazing, tough as nails, lots of close combat and dakka goodness. Why wouldn't you want to pod one of these guys. Did I mention he has a hammer? 3. Blood claws are a toss up for pod lists, the better choice is obviously grey hunters, and it's best to leave the BC's at home. If you're hurting for another scoring unit however and you're short on points, you can always add in a squad of these guys with a flamer and have a cheap distraction for your grey hunters. Best used on bikes for pod lists. 4. (not sure if this kinda thing belongs here, but I'll post it anyways) Don't use the ramps when measuring the drop pod distance and such or for disembarking. Keep them doors closed! 5. Be sure your ven. dread is in the list, he's a great way to fill up the mandatory HQ choice, and depending on who you face, being able to re-roll who goes first and second can end up really helping your list out. The fact that he's tough as nails and can shoot better than the average marine are other bonuses. Keep his weaponry more towards the AC, TLLC, ML area as the plasma cannon's scatter is wasting a perfectly good BS5. - On a side note- Be sure to poke fun at the nilla marines for not being able to use drop pods for their terminators anymore, then proceed to light them up with maxed out AC's. :tu: (this one should be used sparingly and not in a tournament setting where they'll just dock you on sportsmanship... no but seriously, poke an ultra smurf with a stick and watch him tell you the weapon of choice is a bolter not a stick...) This is what I got for now... more to come for sure. Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722784 Share on other sites More sharing options...
Grey Mage Posted October 9, 2008 Share Posted October 9, 2008 Consider having just one pod as a distractionairy unit. Of course space wolves dont have distractionairy units so make sure to give it the ability to dish out and take damage. Obviously the WGBL and TDA retinue fulfill this requirement, but a simple squad of Greyhunters with a good weapons combo can do wonders. If you only have one it will automatically come in first turn, and can be used to distract a good portion of your enemies army. Not to mention the shock value the first time a squad appears out of nowhere on their flanks... better than infiltrators I tell you! Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722826 Share on other sites More sharing options...
Wolf89 Posted October 9, 2008 Share Posted October 9, 2008 Not to mention the shock value the first time a squad appears out of nowhere on their flanks... better than infiltrators I tell you! Now if we could have infiltrating terminators, then we'd be all set... :blush: I forgot to mention this. Excluding what GM said above (1 DP with the termies IS a great distraction) if you're using just one pod, like for grey hunters, then don't. It's best to have some sort of support when using drop pods, so I suggest 3 pods and up in a standard pod list so your one squad doesn't get obliterated by the entire army. Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722831 Share on other sites More sharing options...
saphius Posted October 9, 2008 Share Posted October 9, 2008 My first Rule is, IF your only going to run a pod or two, Make them effective. They have to be able to kill everything. Otherwise, Run more or none at all. Effective: (Point Heavy, but a thing here or there can be skimmed if needed after list is made.) I really only run GHs in a pod. (Excluding Dreads.) But I really never run all pod lists. I usually do run one though, and if anyone has read my other post they know versatility is key to me. I run 8-10 (Depending on if I Run a WGBL and a WGPL, or just one.) One with a Melta Gun, Two with Plasma Pistols, Three with Bolters, One with a Pistol and CCW, and One with a Pistol and PW. (Also helpful in allocating wounds if your expecting a charge or whatever the circumstance.) A WGBL in TDA with an AC, Frostblade and Pelt. A WGPL in TDA with a Combi-Flamer, a PF and a Pelt. This gives you tons of shooting power when you drop, Can kill anything: tanks, tough infantry, MC, and large swarms. You are tough, Two models in TDA, 11 Wounds. You can take a charge better than you can give one. (Seven Frotblade attacks, Three Power Weapon attacks, Fifteen normal attacks, and fist at the end with Four [The Pelts.]) And a high LD to pass that needed Counter-Charge check. I take charges from Mean hand to hand squads after I have decimated another Unit and Broke them easily And while Being in TDA does hinder a Sweeping advance, you are usually close to the board edge and it's game over even if they can survive that brutal combat. - This unit usually makes it in 1750 - 2000 pt games or higher, and a little taken off it as games get smaller. Second Rule. Scouts. Pod lists NEED scouts. Whether it's because your running one nasty pod like I do and want support for them, or because you run a pod list with many pods and need a very reliable unit, (Both in where they enter and how they preform.) Scouts are a MUST. If you equip them right. (Look in the scout thread for my opinion on that.) They will substantially increase the effectiveness of even one pod when close by. Get scouts, and make them as big and nasty as possible if you plan on running any pods. Third. The rest of your army needs to be fast. Transports, Infiltrating, tanks, speeders, bikes, whatever your poison. Pods will start the battle, kill effectively, take the charges, and the rest of your army needs to be on top of your opponent before he can have a chance to react. I live by these rules, and generally, make very successful armies around them. Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722851 Share on other sites More sharing options...
Wolf89 Posted October 9, 2008 Share Posted October 9, 2008 I agree with what you said for the most part, one question though... where do you get 7 frost axe attacks? the most I can come up with is 6 (4 base, 1 counter, 1 wolf pelt). This is just nitpicking, but none the less it shows that I read your long post so it's more like a compliment? :lol: The bikes do work good for me in my pod list, I also need to start considering the SW scouts, now that I found out you can assault the squad in the rhino you blew up! :blush: Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722855 Share on other sites More sharing options...
saphius Posted October 9, 2008 Share Posted October 9, 2008 Six. My mistake. No 2 HtH weps. Awww... The drawback of an AC on BS5 Battle leader. Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722876 Share on other sites More sharing options...
Wolf89 Posted October 9, 2008 Share Posted October 9, 2008 Six. My mistake. No 2 HtH weps. Awww... The drawback of an AC on BS5 Battle leader. SEE!!! and people were saying it was a cheesy HQ to take, but look at how much we suffer! :devil: Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722885 Share on other sites More sharing options...
muzzyman1981 Posted October 9, 2008 Share Posted October 9, 2008 I'm still taking my WGBL & 4 WGBG in my Drop Pod....Whooping butt and taking names Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722903 Share on other sites More sharing options...
Ragnar Lodbrok Posted October 9, 2008 Share Posted October 9, 2008 These are some great rules especially since I have been considering starting a Space Wolves Droppod Army. :devil: Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722909 Share on other sites More sharing options...
OnlyInDeath Posted October 9, 2008 Share Posted October 9, 2008 These are some great rules especially since I have been considering starting a Space Wolves Droppod Army. :devil: http://www.bolterandchainsword.com/index.p...howtopic=148402 Something to mull over;) Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722921 Share on other sites More sharing options...
Ragnar Lodbrok Posted October 9, 2008 Share Posted October 9, 2008 Thanks for posting that OnlyInDeath very interesting. ;) Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722930 Share on other sites More sharing options...
WolfLordLars Posted October 9, 2008 Author Share Posted October 9, 2008 Oh, by the by... you can now bring 6 terminators (or 5 and 2 wolves). Link to comment https://bolterandchainsword.com/topic/148442-sw-pod-rules/#findComment-1722967 Share on other sites More sharing options...
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