Niiai Posted December 22, 2009 Share Posted December 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/ Share on other sites More sharing options...
hendrik Posted December 22, 2009 Share Posted December 22, 2009 i've used it to various succes=) Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223573 Share on other sites More sharing options...
Grey Mage Posted December 22, 2009 Share Posted December 22, 2009 Ive proxied it a few times... 12" range causes me issues, as does the chances of scattering onto my own troops. I just wont take large blasts in a DP army. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223580 Share on other sites More sharing options...
Niiai Posted December 22, 2009 Author Share Posted December 22, 2009 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. :-) Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223619 Share on other sites More sharing options...
mastrchief33 Posted December 22, 2009 Share Posted December 22, 2009 Its a 20 point upgrade for a drop pod is it not? That would be the first thing to deter me if I played a pod list. Pods are for getting in your opponents face and cutting off areas of the board. Why spend points to make them shooty? Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223631 Share on other sites More sharing options...
Olgerth Istaarn Posted December 22, 2009 Share Posted December 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223647 Share on other sites More sharing options...
commander alexander Posted December 22, 2009 Share Posted December 22, 2009 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. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223665 Share on other sites More sharing options...
Niiai Posted December 22, 2009 Author Share Posted December 22, 2009 You pay 35 points to land them. The DP does not realy do anything more. For 20 points more it does a whole lott more. Now that 12 open topped has to be attacked ;) Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223681 Share on other sites More sharing options...
Schertenleib Posted December 23, 2009 Share Posted December 23, 2009 It can't fire the turn it lands? Did I miss something in the codex? Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223945 Share on other sites More sharing options...
Grey Mage Posted December 23, 2009 Share Posted December 23, 2009 It can't fire the turn it lands? Did I miss something in the codex? Vehicles Deepstriking count as moving flat out, so cant fire anything. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2223953 Share on other sites More sharing options...
CainTheHunter Posted December 23, 2009 Share Posted December 23, 2009 It's also immobile, so probably not. But I have a habit to magnetise all weaponry now, so one day I will try this upgrade. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224004 Share on other sites More sharing options...
Niiai Posted December 23, 2009 Author Share Posted December 23, 2009 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.) Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224070 Share on other sites More sharing options...
CainTheHunter Posted December 23, 2009 Share Posted December 23, 2009 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! Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224090 Share on other sites More sharing options...
Quillen Posted December 23, 2009 Share Posted December 23, 2009 Use them on ork hordes and Nids. I also used them on Tua and they worked wonderful. Against marines not as good. better to use the points for more Marines. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224209 Share on other sites More sharing options...
rodgers37 Posted December 23, 2009 Share Posted December 23, 2009 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 Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224223 Share on other sites More sharing options...
Ignatius Posted December 23, 2009 Share Posted December 23, 2009 Waste of points if you ask me! it's the range that's the killer, 20 points could mean more all too important upgrades for your squads. I Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224289 Share on other sites More sharing options...
Demogerg Posted December 23, 2009 Share Posted December 23, 2009 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 Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224615 Share on other sites More sharing options...
Niiai Posted December 23, 2009 Author Share Posted December 23, 2009 The SW armys is pretty well balanced. It seems weard that we have not tryed them out before, nearly all of the other stuff is neat :-) Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224800 Share on other sites More sharing options...
AdeptusDavidus Posted December 24, 2009 Share Posted December 24, 2009 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. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224975 Share on other sites More sharing options...
40k Junkie Posted December 24, 2009 Share Posted December 24, 2009 The range is too short, and its really not worth the points. A hail of storm bolter fire would be much better. Link to comment https://bolterandchainsword.com/topic/187925-drop-pod-missile-upgrade/#findComment-2224980 Share on other sites More sharing options...
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