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Drop Pod Army


RichVStone

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I love it. Key? Just make sure you have stuff that'll keep your dudes up through that little shooty they get. Runic Charms on terminators are worth every freaking point you spend, always, forever, always, forever, definately, oh yeah..

 

 

Anyway...I rarely drop pod bare bones squads, they generally stay back and do what they need to from afar.

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Ive found it works wonderfully. The key is deciding what units to drop and what units not to. I tend to drop shooty units early, and assaulting units later... if I take them at all. At 1.5k I usually have a 5man wolfgaurd squad, a dreadnaught, and a unit of grey hunters that come in first turn.

 

Once you have that going, decide if you want any of your units to Not drop pod in. Of course there pods still have to come down, but they dont have to be in them eh? So if Im not feeling like being as random as it can be Ill leave some of them umounted and keep them as fire support or to hold my own objectives. Then their drop pods can either be removed from the equation or can be used as area denial/LOS blocking.

 

Works well, and as for the idea some have of coming in from reserves... *shrugs* Whatever. I dont have to put myself in a bad spot... in wich case Im no worse off then before.

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Oh, and new my BFF? Ironclad in a pod. Thing has melta and storm bolter as basic, and then the hammer and claw when they get in. All around he's a tough nut, but as Grey said, get your shooty in first since it will probably be shooty anyway. Then bring in melee when things get messy.
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Once you have that going, decide if you want any of your units to Not drop pod in. Of course there pods still have to come down, but they dont have to be in them eh?

 

:D

I have never even thought about that. What a completely wonderful idea...

 

This is a stretch tactic, but just as an idea.... if you have drop pods, that wont be useful as LOS blockers and have no one in them consider dropping them in your own backfield or near a table edge in your own backfield. Why? Because if its out of the way its less likely to give up a KP. If it goes off the table theres only a 1/3 chance of it giving a KP... but theres also the 1/3 chance of your opponent placing it. Its a gamble, but it could save your game sometime.

 

Edit: One other thing... you can put a wulfen in another units drop pod. It says that you can only place the unit a dedicated transport was purchased for and any independant characters in it when its deployed. Theres nothing that says the IC has to join the unit. So, if your DPing and want to throw in a wulfen, well one of your units can stay on the ground as firesupport. Or you can buy it for that 15 man Bloodclaw unit that isnt using it anyways :P.

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I've found that 'podding in the blood claws first and offloading them so the pod gives them cover works better than the other way around. I usually want my assault troops taking on their targets ASAP, and them coming down turn 1 means they can hit the enemy lines turn two (and maybe flame them a bit now), whereas the shooty troops coming down turn two doesn't slow them down as they can start laying down the rapidfiring bolter death immediately.
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Edit: One other thing... you can put a wulfen in another units drop pod. It says that you can only place the unit a dedicated transport was purchased for and any independant characters in it when its deployed. Theres nothing that says the IC has to join the unit. So, if your DPing and want to throw in a wulfen, well one of your units can stay on the ground as firesupport. Or you can buy it for that 15 man Bloodclaw unit that isnt using it anyways ^_^.

 

This just makes me smile, as soon as you said that I thought immediately how I'd make a "wulfen style" drop pod... man I have to crunch the numbers to see how practical this is...

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Never used DP before, have one of the new plastics (boxed) thinking adding another

 

Is a 2 DP force viable say GH Pack and Vdread or GH and HQ +WG TDAs, do I need 3 pods (even if one is empty ala grey mage) to make sure my main two come in when needed?

 

I have constructed but unpainted a pack of GHs all with running legs and plumed helmets that would make a very nice unit coming out of a DP

 

Unit has 2 x PP 2 x PF 1 x MG and 9 x Bolter x CCW so plenty of combinations available (and spares if I need to add something else), perhaps lead by a WGuard in TDA armour?

 

 

 

D.

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I also don't like having 40% of my army starting in reserve, so I only bring 1 DP which has 8 GH 1WG in TDA and hard hitting HQ in TDA and is a pain for my opponent to deal with.

 

I know your asking about tactics for a full DP army, but also consider just bringing 1 or 3 DPs. Three is good because it allows you to get 2 in on turn 1 and the reserve DP is actually quit nice to rely on to fill any holes or claim objectives once the game has developed a bit and you have a better idea of where it's needed.

 

Folks are getting somewhat wise to the DPing army and either giving you turn 1 and putting their entire army in reserve or blocking up their troops which is another reason to do the 1 or 3 DP list.

 

Mostly its a learning curve of when and where to use them, what units to load them with and How to take full advantage of strengths.

 

WG Vrox.

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I am actually creating my first all DP list for play. I just "dropped" it in the SW Army list section.

 

Critiques and/or various tips on how to play it would be kewl.

 

http://www.bolterandchainsword.com/index.p...howtopic=164711

 

Goes with the topic I guess.

 

Cheers!

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What do you do when your opponent keeps his army off the table against you?

They deploy their army in reserve, so theres literally nothing on the table to fight.

 

The thing about this tactic is that it shouldnt really help your enemy. If you set up second, you just dont put your men in the drop pods. If you set up first, just drop your drop pods near cover using their inertial guidance systems and deploy your squads out in an intellegent manner. Then, once theyve deployed from reserves themselves you can start targetting your DPs again.

 

All deploying from reserves does for your opponent is keep you from hitting him turn 1. In return he splits up his forces, negates the effectiveness of his heavy weapon units for an extra turn atleast, lowers the firepower of his tanks both for the game and the arriving turn, and makes it hit or miss on wether his scoring units will deploy quickly enough to get to objectives.

 

I dont know why anyone does it. Against a DPodder who isnt confused by the blank field they set themselves up for an even harder fight.

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In tournament play, a DP list is a great way to make sure you can get a full-strength unit onto or at least close to an objective right off.

 

In general, the key I've found is to not get overly aggressive with placement, and make sure that your units are dropped in ways that allow them to support each other.

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I have found it a good idea in al all DP army to place objectives on the opponent's side of the board and concentrate the area in which all objectives are deployed as much as possible. This tactic reduces the need for mobility after the drop and allows you to both hold and take objectives with a more mutually supporting army.
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http://www.bolterandchainsword.com/index.p...mp;hl=adepticon

 

I'll just toot my own horn here with the above list. I'm still working on getting all the models together for the list (8 pods is a bit steep, plus all new dreads in addition to the 4 i have!) but I've play tested this a couple times using proxies, and good lord it hits hard. I even made a list for my wife (DA player) which was a very defensive force against a list like this and managed a draw.

 

All in all, I love DP lists, and there's many good tactics described here.

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It also depends on what enemy you are facing. If i would face a horde army like orks than i would place the droppods close to each other making it diffficult for the orks to get to me while i shoot them down, You can shoot over those ramps and they don't provide the Orks a coversave as you see more than 50%. Likewise they can't run up to you as they cannot walk over youre vehicle.

 

If it were marines i would scatter them somewhat and pic of each unit 1 by 1.

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Youve been playing it correctly. The doors are not part of the hull of the vehicle... it specificly talks about ramps and doors in the BRB and they just arent included.

 

That being said, if you had a WGBL with an AC or 4-5 long fangs they could fit in a ring of drop pods that were just barely an inch apart and the orks couldnt reach you without a lucky six on the damage table.

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