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Disembark


Ravinella

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Thanks Isiah, I thought that was how it worked.

 

Normally I wouldn't put them in a transport, that's why I wanted to check.

 

Only really doing it to see the oppositions face when a full company makes a drop pod entry onto the field.

 

A small additional question, if I drop an entire company, do the assault marines arrive using normal ds rules as they would usually ?

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vanilla marine assault squads can DS as normal (with mishaps) or drop their packs and take a rhino or drop pod (C:SM p135). if they take a rhino, they roll on to the board, no deep strike, while the pod uses DP assault rules like the rest (C:SM p69).
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... but unless the assault marines are in a drop pod (and that pod is part of the 'half the number of pods, rounding up' group), the assault marines cannot drop on the first turn, no - only models with specific rules likes pods may do that. Unless that's an Apoc rule I dont know about.
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correct - only specially-ruled units or transports may deepstrike on turn 1. assault marines would deepstriek normally - i.e. from reserves, arriving as the dice gods see fit.

 

there's likely something in apocalypse that allows for turn-one deepstrike. find an apocalypse formation in any of the books / WD / website for it and you're in (or make your own, cost it appropriately, get opponent consent).

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It's a full comapny so I get to use the battle company formation, comes with the strategic asset (careful planning) that allows you to bump up you reserves entering to turn 1 and 2 instead of 2 and 3.

 

As it's a single formation they all enter play at the same time.

 

By my understanding of the rules that means the whole company drops on turn 1 if I choose it as part of the half of my strategic reserves that I bring on in turn one.

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You can also deploy the pod in your deployment zone before the game starts to get the devs firing turn 1.

 

A cool fluffy force has all pods or deep strikers, and the way to play them is to do just that.

 

Pod during deployment any devs, thunderfires, etc. Half the rest pod turn 1 anywhere, the remainder as turn 2-5 reserves.

 

A typical pod/deep strike only force would have maybe 9 pods - 3 to deploy before the game, three on turn 1, three in reserve. Add to that LSs, Termies, assault marines, etc., for non-podded resources. No mechanized vehicles required.

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You can also deploy the pod in your deployment zone before the game starts to get the devs firing turn 1.

 

A cool fluffy force has all pods or deep strikers, and the way to play them is to do just that.

 

Pod during deployment any devs, thunderfires, etc. Half the rest pod turn 1 anywhere, the remainder as turn 2-5 reserves.

 

A typical pod/deep strike only force would have maybe 9 pods - 3 to deploy before the game, three on turn 1, three in reserve. Add to that LSs, Termies, assault marines, etc., for non-podded resources. No mechanized vehicles required.

 

Pods cannot deploy on the table at the beginning of the game. They always come in via deep strike.

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