Jump to content

Ranulfs Drop pod company


calgar101

Recommended Posts

Basically building a 2000 pt Space Wolf army with a drop pod theme. Was thinking 3 Blood Claw packs and 3 Grey Hunter packs lead by Njal and a Wolf Lord( if points permit). My localclubs running a 2000 point campagin and i want to win as i've never won one in 9 years B)

 

Do you think this would work? First turn my Grey Hunters could be infront of their army, or upon the objective potentially pumping out 24 bolter shots and 6 plasma or melta shots. The the second turn my Blood Claws show up if the Emperor wills. i know its counting on the dice but what do you all think?

 

Thanks in advance.

Link to comment
https://bolterandchainsword.com/topic/195741-ranulfs-drop-pod-company/
Share on other sites

When Drop Podding I'd be tempted to say keep Characters out of your troops and either bring them in with Wolf Guard or outflanking or something. Grey Hunter units with 2 special weapons and a power weapon can deal some nice hurt where as Blood Claws are pretty much useless the turn they arrive and just open to getting shot. 4-6 squads of Grey Hunters in Drop Pods, a Dread/VenDread or two in a pod and 1-2 Pods of Wolf Guard with Characters could make for a very hard hitting Drop Pod force. I used to run something along those lines back in 4th Edition, at least now you can rely on a number of you're pods showing up together on Turn 1. It helps though to go second so that you can let you're opponent spread out before you're pods come crashing down and it can also help to have a couple units deploy on the table so that you have something to lure you're opponent towards you with and keep them from turtling up in anticipation of you're armies arival.

Nah, make the rest a pair of Dreadnaughts and some Long Fangs to take up defensive positions- let the bloodclaws come in via thunderhawk at a later time :P.

 

In my opinion the biggest decision on a DP list is really what Else to bring with you. I prefer Wolf Scouts, Landspeeders, Swiftclaws/skyclaws.... fast moving units that can quickly support my DP troops/elites. Long Fangs work pretty well as well, and can take a DP to further increase your initial wave while setting up on the table to give their support starting turn 1.

Well im working from i have. i bought the Battle force and made 10 Blood Claws and 10 Grey Hunters and i had 10 terminator Wolf Guard and a drop pod already. Then a friend of mine decided Space Wolves were nor for him and so we'vre traded armies. He's given me 6 drop pods, Logan Grimnar, 40 Grey Hunters, 20 Blood Claws and 10 Wolf Scouts. Thats all i have to use for now.

Then I'd suggest take all 50 Grey Hunters in Drop Pods and split the Terminators into two groups to fill the last two pods. Deploy the Wolf Scouts to OBEL and put the Blood Claws in two large units of 15 with the Characters to deploy on field and advance to link up with the Drop Pods. It's not the way I'd prefere to do it but you have to use what you've got.

 

Still in a tournament against well honed armies I wouldn't be surprised to lose. When you're restricted from using balanced and combined arms tactics and army choices because of a limitation in what you have it's always going to put you at a disadvantage against armies that do not have that problem. If you do it well you should do alright but you'll be fighting up hill.

Well at 2k my most recent winning list was this:

 

HQ: 185pts.

Rune Priest- Bike, Master of Runes, Stormcaller, Living Lightning- 185pts.

 

Elites: 405pts.

Dreadnaught- Assault Cannon, HF, EA- DP- 165pts.

Dreadnaught- MM, EA- DP- 155pts.

5 Scouts- Meltagun- 85

 

Troops: 1055

10 GHs- 2x Meltagun, PW, DP- 205pts.

10 GHs- 2x Meltagun, PW, DP- 205pts.

10 GHs- 2x Meltagun, PW, DP- 205pts.

10 GHs- 2x Plasmagun, PF, DP- 220pts.

10 GHs- 2x Plasmagun, PF, DP- 220pts.

 

 

6 Swiftclaws- Powerfist- 175pts.

Landspeeder Typhoon- 90pts.

Landspeeder Typhoon- 90pts.

 

2000pts. 5 Scoring units, 20 KPs, and an initial drop of 4 pods supported by a good sized bike squad, scouts, and two landspeeders.

 

Had a solid victory vs mechanized IG.

 

The speeders, if you can get them, give you speed once your boots are on the ground. I prefer Typhoons in this role, because of the greater range, but MM or MM/HF are also pretty good.

 

The Swiftclaws make a good bodygaurd for the Rune Priest, and are an excellant assault unit... and give you on the ground speed. Skyclaws could do a similar job, though I dont think they do as well without turbo-boost. Unit can be a bit expensive though *$*.

 

Wolf Scouts are good if you can get them too- just in general. Should have some in the battleforce, and giving them weapon options is an easy conversion.

 

For in the Pods I, obviously, suggest Grey Hunters as a good standby- the more the better. Theyre cheap, and theyre very good at what they need to do- rapid fire, take the charge, come out swinging.

 

Bloodclaws have a secret.... theyre the same models as Grey Hunters but with a different paint scheme :P. If theyre not painted up yet, I might suggest using what you have as GHs and see how you like them, because they have a hard time in a DP list. If you want to use them then Id actually suggest a 2:1 ratio in your initial drop, theyll not do a whole lot in shooting... but the GHs will, and if they can keep the heat off your BCs you might even get that charge off that youll want so desperately.

 

Dreads are definitely a good investment for in a DP, venerable or Regular flavor makes little difference, though I find the fewer the pods you drop the more youll want them venerable to take all that incoming firepower. They provide a much needed heavy weapon support, heavy flamers to target squads in cover, and a definite fear factor to draw more firepower off your troops- after all, alot of armies special weapons are mixed into their standard troop killing squads, meaning your opponent will need to make hard choices. At the least, the things that we think of as tank killers will not instantly vape him like they would a GH. Theyre also invaluable if you decide to deploy normally- say against an opponent who decided to deploy in reserves in response to finding out you were bringing DPs.

Thank you very much. For now i will try variants of what i have and try out tactics against different opponents and in the long run start to add in new units and then try them with the Drop Pod tactic. Thanks again guys, i'll tell you how i got on when i play the Tau in 2 weeks.
Thank you very much. For now i will try variants of what i have and try out tactics against different opponents and in the long run start to add in new units and then try them with the Drop Pod tactic. Thanks again guys, i'll tell you how i got on when i play the Tau in 2 weeks.

 

Well with regards to fighting Tau with Drop Pods there are some things you should keep in mind.

 

First remember that Tau are a combined arms force. This means that their infantry can't deal with armor easily and can't tote heavy weapons, likewise their elites and heavies don't have a lot of versatility in roles either, being either good against heavy infantry, or heavy armor but not usually kitted to deal with infantry.

 

Secondly because the Tau are a very gun heavy army, to combine their firepower requires lines of sight to be open.

 

So one viable option is to bring you're Grey Hunters down and then hide them behind the pods. At the same time you can use the pods to fill up fire lanes, dropping them in the open between buildings or in the way of a Broadside team or something. Since you're opponent can only clear those fire-lanes again with a penetrating 6, and only a few units can achieve that, even fewer reliably, then you force you're opponents army to fight in segments and keep it from working together properly.

 

You can then rush out from behind the pods and charge. If you're pods are assembled to open properly then the enemy can still see you, but you can still see them and you'll also be able to shoot but still clog up fire lanes nicely and give yourself a nice cover save in the process.

 

Splitting a Tau army up and forcing the component parts to fight independantly is a great way to pick you're opponents army to pieces and leave it without the support it needs. Firewarriors are very squishy without tanks to protect them or Battlesuits to fend off marines.

forsome of your pods i highly suggest a few deathwind launchers!!!! they are well worth the points, can hurt the back armor of almost anything and a strength5 pie plate is something that must be dealt with...... thus diverting some shooting off of your troops.
And if tau are a regular opponent... never leave home without the heavy flamers, either on your speeders or your dreadnaughts.... becayse theyre usually kind enough to line up into neat little firing lines... wich are easy to turn into toast.

I haven't lost a game with my drop pod army yet. I recently tried 2000 points with this.

 

Hq - 3 Kill points - 303 Points

(Joins Grey Hunter Pack 3)

1x Rune Priest

1x Bolt Pistol

- spells -

1x Jaws of the world wolf

1x Murderous Hurricane

100 points

 

(Joins Grey Hunter Pack 5)

1x Rune Priest

1x Bolter

- spells -

1x Murderous Hurricane

1x Living Lightning

100 points

 

(Joins Grey Hunter Pack 4)

1x Rune Priest

1x Storm bolter

- spells -

1x Jaws of the world wolf

1x Living Lightning

103 points

 

Elites - 0 kill points - 291 points

( 0 kill points for this squad because they become part of the other squads and they must be killed as well before you can claim the kill point for killing the squad that they joined )

 

Wolf Guard Pack

(Joins Long Fang Pack 1) ( Bodyguard for the long fangs )

1x Wolf Guard

18 points

 

(Joins Long Fang Pack 2) ( Bodyguard for the long fangs )

1x Wolf Guard

18 points

 

(Joins Grey Hunter Pack 1)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

48 points

 

(Joins Grey Hunter Pack 2)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

48 points

 

(Joins Grey Hunter Pack 3)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

48 points

 

(Joins Grey Hunter Pack 4)

1x Wolf Guard

1x Thunder hammer

1x Combi-melta

48 points

 

(Joins Grey Hunter Pack 5)

1x Wolf Guard

1x Terminator Armour

1x Cyclone Missile Launcher

63

 

Troops - 10 Kill points - 830 points

 

Grey Hunter Pack 1

7x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

180 points

 

Grey Hunter Pack 2

7x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

180 points

 

Grey Hunter Pack 3

7x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

180 points

 

Grey Hunter Pack 4

7x Grey Hunters

1x Melta gun

1x Power fist

1x Wolf standard

- Transport -

1x Drop pod

180 points

 

Grey Hunter Pack 5

5x Grey Hunters

- Transport -

1x Drop pod

110 points

 

Fast Attack - 2 Kill points - 160 points

 

1x Thunderwolf Cavalry

1x Thunder hammer

80 points

 

1x Thunderwolf Cavalry

1x Thunder hammer

80 points

 

Heavy Support - 4 Kill points - 410 points

 

( Keep your long fang packs atleast 12 inches away from each other with your grey hunter squad 4 inbetween them to be able to support them )

 

( The drop pod hear is used to funnel units and block Line Of Sight, the logn fangs don't go in it. )

Long Fang Pack 1

6x Long Fang

1x Pack Leader

3x Missile launcher

2x Lascannon

- Transport -

1x Drop pod

205 points

 

Long Fang Pack 2

6x Long Fang

1x Pack Leader

3x Missile launcher

2x Lascannon

- Transport -

1x Drop pod

205 points

 

1994 points - 19 Kill points

 

34 marines and 4 drop pods drop down first turn with two devestator squads backing them up and two thunder wolf cavalry as your counter attackers or sniffers.

 

Originally, i thought about more firepower with a long range squad, but i wanted to be able to snif out hidey hidey units and lone units that bombarded me from ages away from their main force. So that's why the thunder wolf cavalry.

 

thanks

antique_nova

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.