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GK against drop pods


Bucky

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Hey guys,

 

So I have been playing a BUNCH of games with me my new GK force. I have been pretty successful so far. The one list that is giving me many problems is the drop pod melta army (it only gets worse when I play against Vulcan). I'm playing a 3 LR force, and I usually lose one to two a turn when they drop in.

 

The only thing that I have to try at this point is deploy my GK's around the LR 6" away so the melta's don't get the 2d6. However, I'm leaving my GK terribly exposed.

 

Do you guys have any other ideas?

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Well you know the persons tactics so I can only advise to use that against them, use your land raiders to draw the drop pods and meltas away from your main force. Maybe use two raiders to draw fire away from the rest and away from objectives, use some IST as armour cover like you said and your away

The Salamanders are really our nemesis. But after I put in an Inquisitor and two mystics, which cost me just 32p, i came out with a proper answer to all nasty deep striking thinks.

I put them in a LR. 2 linked LC and with heavy bolter support have a fair chance to lighten up squads or destroy dreads. At least it's a fear factor on your site. <_<

I second what Alanter stated... I'd suggest an Inquisitor with atleast 2 Mystics, Raider mounted of course.

 

For EACH unit that deepstrikes within 4d6 inches of him he ges t pick one unit wihin 12 inches to take a free shot. I'd suggest making sure he stays inside the raider with atleast 1 squad of GK's out andwithin 12. If armor pops out, shoot em with the Lascannons... if it's troops, then shoot em with GK's or a crusader, or just Las' and Heavy Bolters... whichever will cause the most wounds.

 

And like Alanter said, it will atleast make your opponent 2nd-guess himself dependng on how much damage you can dish out. Sure, they may still be able to pop you landraider with a swarm of meltas.... but the key will be what is left for the GK's to mop up afterwards.

 

Hope that helps a bt....

 

=EBC=

If you win the dice off, you could always elect to go second and hold your army in reserve. Make him spread his first half drop pods out and walk his ass to you as you come in from reserves far away from the bulk of the force. You can still run the Inquistior with Mystics too, and since your reserves come in a tighter cluster away from his drop pods, he will have a greater chance of landing secondary pods within the Inqs range. Just a secondary opinion...

Just want make sure I have the workings of the mystics correct.

 

Player indicates where he wants Drop Pod to land. Rolls scatter. Places drop pod. Deploys bad guys. Roll for mystics, if within range will confer a free shooting phase to a nearby unit. Nearby unit shoots at unit. Repeat for multiple drop pods.

 

Thanks.

If the Inq and Mystics aren't in your normal force, I'd leave them out here. Maybe it's just me, but I hate writing lists to face specific opponents. Now, if you face enough deep-strike armies regularly, perhaps it's worth adding mystics to your normal list permanently, and then that's a different story altogether.

 

I heartily agree with Toogeloo. Reserves is a wonderful rule, and with a fully-mounted force you are perfectly set up to take full advantage of it. Go ahead and choose to go second, let him drop 1-2 rounds of pods before you even show up (1 round if Dawn of War due to 1st turn reserves, 2 if otherwise), and then come on exactly where you want to. Pod armies are set up to fight the entire game within 12" of the enemy, whereas you are equally effective up to 24" away and on the move. Use that against him by striking at a flank, and just roll up his lines. If he drops in too close to your board edge, feel free to boost forward, unload your squads, flame him, and charge into combat. Really, pod armies absolutely rely on having the initiative at all times. If at any point you take that away from him (and reserves let you do just that), you should have an easy time winning.

 

The hardest game, I think, against pods would be Capture and Control (2 objectives). In this case you could either a) send two raiders to his objective and leave 1 in reserve to get your own, and pray to the emperor for good luck, or b} simply play as normal, and play for the draw (or hope for an easy time killing the bulk of his army, and enough turns to drive a raider over to his objective before the game ends).

Just want make sure I have the workings of the mystics correct.

 

Player indicates where he wants Drop Pod to land. Rolls scatter. Places drop pod. Deploys bad guys. Roll for mystics, if within range will confer a free shooting phase to a nearby unit. Nearby unit shoots at unit. Repeat for multiple drop pods.

 

Thanks.

 

That is always how I have played it in the past (with 2x Mystics as Stargazer pointd out), but just to be safe I am going to re-read the rules for Drop Pods and Mystics just to be safe... my initial worry is how everything is worded. I can see someone possibly arguing whether or not you had to fire only at pod or if you could fire at the unit/dread that just disembarked. It will take into consideration did the Pod itself trigger the "deepstrike rule" from the mystics, was it the unit that just disembarked, or both/either one.

 

***

EDIT: I just checked, and yes that is how it would would work... Pod lands, rolls scatter, unit disembarks (thus ending the unit's "entrance via deepstrike using drop pods"), then you roll for your mystics and take your shots if in range. Doing that order for each pod that lands. My main concern was whether or not the unit (inside) were considered the ones deepstriking or just the pod... turns out based on wording that BOTH would be legal targets for the follow sooting. Phew... :D

 

***

 

 

=EBC=

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