lordsloth Posted January 29, 2010 Share Posted January 29, 2010 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) Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2265856 Share on other sites More sharing options...
commander alexander Posted January 29, 2010 Share Posted January 29, 2010 Kind of what I said but in more detail. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2265866 Share on other sites More sharing options...
Ullr Direfang Posted January 29, 2010 Share Posted January 29, 2010 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." Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2266123 Share on other sites More sharing options...
saphius Posted January 30, 2010 Share Posted January 30, 2010 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. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2266482 Share on other sites More sharing options...
antique_nova Posted February 1, 2010 Share Posted February 1, 2010 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 Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2269394 Share on other sites More sharing options...
Sithael Posted February 1, 2010 Share Posted February 1, 2010 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. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2269540 Share on other sites More sharing options...
antique_nova Posted February 2, 2010 Share Posted February 2, 2010 So he doesn't count as moving if he does so and not break the rules? It's jsut that i want to be sure. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2270668 Share on other sites More sharing options...
Spacefrisian Posted February 2, 2010 Share Posted February 2, 2010 The DP with an deathwind upgrade seems kind of uselless if you ask me. When you land you cant fire it when nids are in base contact you cant shoot at them as you aren't allowed to hit yourself. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2270862 Share on other sites More sharing options...
Godhead Posted February 4, 2010 Share Posted February 4, 2010 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. Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2273072 Share on other sites More sharing options...
antique_nova Posted February 4, 2010 Share Posted February 4, 2010 drop pods count as moving at cruising speed on the turn that they land and can only fire defensive weapons. and defensive weapons are S4 and less. thanks antique_nova Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2273308 Share on other sites More sharing options...
Godhead Posted February 4, 2010 Share Posted February 4, 2010 Thanks 'Nova, any chance I could get a page reference? Link to comment https://bolterandchainsword.com/topic/190834-drop-pod-assault-vs-tyranids/page/2/#findComment-2273766 Share on other sites More sharing options...
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