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Tactica: Drop Pods/drop pods armies


Iron-Daemon Forge

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Hi everone

 

Just to get a topic on Drop Pods, mainly a all out Drop Pod army, but all drop pod info welcome.

 

Basicly looking for

 

- Tip for building a Drop Pod force

- Tip on useing Drop Pods in your armies

- Tip on fighting other armies from Shooty, combat heavy, Hordes (Orks & nids), mix, etc.....

- What units to use in your first wave in the event of a all pod force

- Also how do you use your Drop Pods in the 40k mission from the rule books??

 

IP

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https://bolterandchainsword.com/topic/159938-tactica-drop-podsdrop-pods-armies/
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I am a drop pod-aholic. here are my REASONS and OPINIONS which have worked for me and some wisdom I have gleamed off our elder wulf brothers

 

 

Use the DP like a Rhino... you do not have to deploy deep in your enemies rear area ( insert joke hear ) you can put them in the way of your opponents path and when you fork over the extra points for the Deathwind you will always get your points back. Your enemy will have more targets to consider and once those large blast templates start falling the fun really begins. At 55 total points it's a bargain.

 

I posted a question about how many pods to take and the I found that odd numbers work for eveyone the best for every 250 points rounding up.

 

Do not place them without support so that if you have 3 and the first 2 come in do not put them on the opposite ends of the table and out of range of support unless you have a real good reason like bait and switch.

 

Don't be afraid to drop it in your own deployment zone... Deathwind, the ultimate speed bump!

 

Don't underestimate the psychological effect of the DP vs the Rhino... they have a general idea of where the Rhino will deploy and knowlwge is power.

 

MAKE THEM GO FIRST!!!!! this will max out the effectiveness of the DP. You might even think that you messed up big time letting the enemy go first like I did on quite a few occasions but after each game when we reviewed the moves letting the enemy go first was never one of the errors that cost me the game...it was crappy dice and lousy deployment and targeting priorities that did the damage.

 

Good Luck and just type in drop pod on the search to get more info...

 

Pat

Always field an odd number of Drop Pods. By doing so, you maximise your predictable boots-on-the-ground compared to Reserves.

 

Use Scout Bikes with Locator Beacons. With Infiltrate and Scout they can position themselves in such a way as to ensure pinpoint precision Drod Pod delivery, and subsequently assault to engage any unit threatening the Landing Zone while your Drop Pod troops deploy. Furthermore, their Cluster Mines make for good LZ protection too.

 

The success or failure of a Drop Pod assault depends entirely on the commanders ability to control their Landing Zone.

I think one important element is to consider how you're going to bring your heavy support to the table.

You don't normally want to have anything down beforehand, especially if you're giving them first turn, thats just a free turn to get focus fired.

 

This means that while Tacticals and Sternguard might be podding in to handle infantry, you'll need other units to handle tanks and such.

Dreadnoughts of all variety make for good model support as do Terminators deepstriking or podding themselves.

Fast attack options like Attack Bikes or Land Speeders can work by deploying them in reserve and then bringing them in as the game progresses. You could try this logic with Vindicators also.

Terminators deepstriking or podding themselves
termies cant buy pods...

 

3 is the best number - it gives you two pods turn one - and one in reserve - This is best because you have a unit that is supported (two pods) with the intiative - the last pod is only one pod with one unit so a great deal of your points (say with 5 pods) is not held in reserve... An all pod army will struggle vs a skilled opponent - I guarantee it, unless you have Tigurius who can alter the reserve rolls somewhat or you are lucky and get your reserves at the right time..

 

Hoards... pods are perfect - whats wrong? You hit a flank and because the enemy is so large he is going to find it really hard to redeply in order to meet your threat effectively... Hit their fast unit straight up or their biggest threat - I find that dreads (ironclads) really shine here - more so with 2x hunter killers - that is 6 shots at str 8 ap3 or better - which most MC cannot handle, nor dreads or defilers... Infantry will bounce... the only exception is a nob thing with str 10 or firedragons... PF and TH bounce... str 8 vs AV13... not soo good... These two WILL collapse a flank and draw the enemy into a protracted fight that will bind them largley to their own deployment zone which will destroy the effectivness of a hoard army in itself.. at this stage, the rest of your army can manouvre and shoot or move in to support.. it depends on your list and tactical ability...

 

All a pod does is close distance - I dont worry about scatter... I drop in on the enemy as close as I can and am yet to scatter beyond the 12' range of a meltagun.. (its impossible unless you hit a table edge..) Closing distance so rapidly and easily definately gives you the initiative.. providing there is something to gain the initative from!! thats why it is most important to pick first or second, with 90% second being preferable.. If your enemy deploys all in reserve you are going to find it hard to regain the initiative, but dont fret too much as unless they have a twin autarch or tiggy army as their reserves will be random and segregated.. you just have to take your time and try and kill them as they come on but try to do so on favourable ground... like you in cover... (most MC dont have grenades!) Pods are dirt cheap and providing the rest of your army has reach or speed you have wasted little in the end.. I think pods are a must have transport in 40k... but they are not for every unit.. I am running an uber unit (in landraider) with three pods with two ironclads - this does two things.. Lets me support directly but also lures the enemy into deploying at least something... otherwise I will have a redeemer with uber unit + two ironclads waiting within striking distance of their table edge to say hello...

I'm thinking of getting some pods. I have 2 Rhinos currently and they're a little clunky for me, still getting used to them. The idea of being able to drop an entire unit of guys almost wherever you choose on the table is awesome. Coupled with long range support from Devs, Preds and Dreads you have the terrible choice of running from the drop pods to deal with the armor, or leaving the armor to rip you apart while fighting the pods. Right now the local GW only has 2 in stock. I think today I might pick one up and get crackin on it tonight. I definately want to get about 3 of them as odd numbers seem to be the best for them. I don't know what to put in them. Tac marines I guess, Sternguard or a 'naught. I was thinking of using it to deploy my Devs in a tall building or cover just behind the enemy deployment zone after they've taken their first turn move. Yeah you wouldn't be able to shoot that round but then you have heavy weapons in front and behind you. Sterns would be cool I'd think just because they are scary for anyone to have to deal with. Plus, after putting locater beacons on them, thats an assault squads, vanguards or termies who can jump in to save you if things get a little heated in the LZ.

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