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Drop pod missile upgrade


Niiai

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hi, I know that all of us think that the drop pod missile launcher is a bad upgrade, seing it is open topped and all, and it does not get to shoot the first turn.

 

However, I se that there always is an argument that you should not field just 1 tank, field more to give there HW more targets. If you use dop pods with the upgrade (say 3 DP's and upgrade the two who will come first turn) and drop TDA and have a lott of tanks and other though units I wonder if it could work? You would be a realy shooty army and focus on using AOE to wipe out all of the little units. In my experience the DP's are ignored after they land seing as there is not enough Hw to go around. What to do you think? The large blast is big!

 

Anybody experimented with it? You could or course field rocket launchers (for both AOE and krak for harder targets) vindicator (ap 13 and big blast) heavy bolter predators and or whirl winds. The point of the army would be to pres out as mutch big blasts as posibly, leaving just a few hard targets left and then use the krak's on them.

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Hmmm...the scatter is not so bad.

 

An the ods are that it does not scatter in top of you (first it must scatter further the 4 iches, 7 being the norm, and it has 1/3 chance of not scattering, even when scattering it must have say 1/4 for scattering in your general direction, it must harm you on +3 and even then you have a save of +3) That is 4/6 * 1/4 * 15/36 * 3/6 * 2/6 that it will kill your units.

 

360/31104 or 1,1% that it will kill your troops, so it is not that big realy. ;-) That is 1,1% for each unit standing by, with the precation that when it hits it hits big. (some of you math gurus out there might disagree with me)

 

I can understand the vindicator cannon, but this one is not so bad. It would be amasing to just hang out around objectives. :-)

Never had good luck with those missiles. They either scatter, or get shot off ASAP. Yes, they may turn your drop pod into a viable target (instead of the unit it delivered), but is it worth 20 pts? Not too sure. The short range is a put-off too.
I have to admit, I think its a pretty good deal actually, especially for preventing infantry form taking objectives, people often dont target drop pods, ever so I'm not sure how the upgrade would affect peoples assessment of them as a risk factor.
Got any top on magnetising those veapon mounts? I had a fun-fun night of glue stuck to fingers and magnets being glued the wrong way. In the end I ended up using freen stuff (it was on my razorback so I will porbably stick to the heavy bolters on that one.)

Well, glueing Your fingers together is a part of being a wargamer. You cant' claim to be one, if You've never done this thing.

 

I'm sure, You can find some better advices in modelling part of the forum or on Youtube, but the way I do it, I plan it in advance - especially with those difficult to access places, and I use the so called stack-pilling - You never work with one single small magnet, You just put a small got of glue where You want it to be, press the whole stack to it, and after 15 secs carefully sideways pull the rest away, so that only one magnet remains. Then You put another dot on the part which You want to attach, re-attach the whole pile to the FIRST magnet, so You know the polarity and then stuck the other end to Your second part. This way You never miss.

 

Good luck!

I just don't see it as useful....

 

negatives:

12" range.... not very far

the range means you are almost as likely to hit your own troops (it may not be desatorous, but not very useful either)

No AP!!! so it doesn't even kill orks/nids/Guard..... if it was AP5 i would take it....a Havoc launcher is, and costs 12 points, and is longer range (it is only a small blast though)

it costs 20 points..... 10 points i could live with, but 20 is just far too much, Storm bolters can be quite effective at times anyway :o

I have been considering deathwind launchers myself, havn't had an opprotunity to try them as I only own a single drop pod.

 

My idea was to spam deathwinds, 4 Units of 10 grey hunters with a mix of special weps, 3 units of 6 longfangs, and either logan grimnar, or a couple of rune priests to join the long fangs.

 

all 7 units with Deathwind drop pods, and deployment will go one of two ways...

 

1. you get first turn

A. deploy 3 long fang units along your backfield, have 3 empty pods and 4 full pods in reserve.

B. opponent hold everything in reserve

C. drop 3 empty pods for area denial in spots that the long fangs cant shoot, or use them to block paths to objectives, or set them just outside of assault range inbetween his table edge and your long fangs. drop the 4th full pod whereever useful. alternatively, use the grey hunters as bait with all 4 deathwinds around as cover/supporting fire.

D. win

 

2. opponent gets first turn

A. opponent deploys

B. counter-deploy long fangs to hurt him

C. opponent moves up and piddles some shots at your long fangs

D. drop in either 3 empty pods and 1 full pod to road block your opponent, or 4 full pods to unleash lots of special weapon shots into him.

E. win

The Deathwind Launcher seems like an ideal pick if you're the sort to drop empty pods.

 

Without the launcher, an empty drop pod screaming down and landing is, at best, an annoyance. It might lead your opponent to rethink the routes he'll take against you, it might block line of sight for some of his heavy hitters, and the storm bolter might prove a bit pesky. With the launcher, though, I'd think that it would at least appear to be more threatening, even against troops with a decent armor save. If you can plop that large blast on an enemy unit twice, I think the odds are fair that something will die. If that deathwind kills four Guardsmen, its killed its own point cost. With a large blast, I think that would be imminently doable.

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