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Drop Pod Assault vs Tyranids


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I can see how dropping a deathwind pod could be usefull. Not optimal, but if you were running a DP list and happened to come up against some nidz it would have its advatages in certain scenarios.

 

Yes you have to be carefull about where you drop them because they might get some extra movement out of them. But why would you drop them in front anyway? You want to drop them behind the lines so you can kill some genestealers without having to worry about cover saves from the gaunt screen.

 

Alternatively a few well placed combiweapon suicide pods could cripple a player who depends heavily on monstrous creatures. (For example: Taking down a tervigon on turn one in one brutal round of plasma while its in range of one or two squads of gaunts is bound to annoy your opponent.

Killing a 200+ pt commander tyrant on turn one is also bound to be annoying for the opponent as he is depending on both the danger the creature itself represents and the speedup in reinforcement deployment that it offers)

 

I think drop podding can certainly have its application against nids if you perform surgical strikes at key points in his list. But i do think that an all drop pod approach is not optimal. Ofcourse not every list is good against everything, you jsut have to play your list as best you can regardless of opponent and adapt as well as you can manage (which might mean deploying some empty 'useless' pods and sticking with a gunline approach)

page 63 of the hard backed version.

 

"Combat Results:

Combats against vehicles are very different from those among other unit types. for a start, whilst vehicles can be assaulted, they cannot be locked in combat. at the conclusion of a round of close combat against a vehicle there is no combat result, and so there are no sweeping advances, pile-in moves, and no consolidation moves. the vehicle and enemy remain where they are and are free to simply move away in future turns. In a multiple fight including enemy vehicles and other unit types, the results of the fight is worked out as normal agaisnt the latter, ignoring vehicles."

They can charge the pods even knowing they cant destroy it and disengage next turn to do the next move, the charge being the extra 6 inch movement

 

This is what I was talking about.

 

And if they do this your DWML should have fun with those bunched up Nyds. Not to mention the other pods probably coming down on them with Hopefully a Heavy Flamer in it? A redeemer might like this strategy as well.

 

It could work. Just stay away from big bugs.

i am not sure about this, but you cannot move once you have disembarked from a drop pod, but you may run and shoot. Does this mean that a IC cannot detach from a pod squad in the movement phase? Because in order to do so, he must move. However, i could place them seperately, with the leader on one side and more than 2 inches from any of that squad member, but still he counts as moving?

 

thanks

antique_nova

antique, yes you can deploy the IC far enough away to break coherency and thus be detached. On the topic of letting the 'Nids come to you, remember this, only a couple of units have flesh hooks now so a vast majority of the 'Nid units do not have assault grenades. Stay in cover, rapid fire them to death and then cut them down first when they assault.
Man I think i might be half retarded, but can you show me where it says deathwind launchers cant fire on the turn they drop? It's heavy 1, but what is the movement rate considered to be when the pod lands. I realize troops landing can't fire heavy weapons. I had a game tonight and I was like, wait, I dont think you can fire those on the turn they land, but I couldn't for the life of me find it to show my bud.

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