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Okay so over the course of getting my assorted marines (codex who were later turned into wolves when I disvocered I could be space vikings, and the wolves I have bought since then) I have somehow managed to acquire 8 Drop Pods, all fully assembled, fully painted and ready to carry the sons of russ to war!

 

But my question is, what and when are Drop Pods good for?

 

I thought of using them to accelerate the pincer tactic I usually use. Pounding down the middle with Vindicators and Predators while the Rhinos carrying my troops and WG flank the board edges.

 

Its 240 Points for a unit of 5 Termator Armored Wolf Guard with Combi-Meltas and a Chainfist for Vehicle Busting in a Drop Pod. It is rather pricey for a 5 man squad, but they are resilient up close (Power Weapons on 4 and a Chainfist on the 5th) and can do some damage at range with their Combi-meltas.

 

Because I am moving away from my traditional approach to warfare (I think I've finally gone past the Blood Claw pahse) and am using Long Fangs and Wolf Scouts for Fire Support, I thought it might be good to take a list with Grimnar, some Wolf Scout Snipers (because I love my snipers!) and a few Terminator Armored Wolf Guard packs, supported by some Grey Hunters and Long Fangs.

 

So what do you think? Should I use drop pods or not?

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Okay so over the course of getting my assorted marines (codex who were later turned into wolves when I disvocered I could be space vikings, and the wolves I have bought since then) I have somehow managed to acquire 8 Drop Pods, all fully assembled, fully painted and ready to carry the sons of russ to war!

 

But my question is, what and when are Drop Pods good for?

 

I thought of using them to accelerate the pincer tactic I usually use. Pounding down the middle with Vindicators and Predators while the Rhinos carrying my troops and WG flank the board edges.

 

Its 240 Points for a unit of 5 Termator Armored Wolf Guard with Combi-Meltas and a Chainfist for Vehicle Busting in a Drop Pod. It is rather pricey for a 5 man squad, but they are resilient up close (Power Weapons on 4 and a Chainfist on the 5th) and can do some damage at range with their Combi-meltas.

 

Because I am moving away from my traditional approach to warfare (I think I've finally gone past the Blood Claw pahse) and am using Long Fangs and Wolf Scouts for Fire Support, I thought it might be good to take a list with Grimnar, some Wolf Scout Snipers (because I love my snipers!) and a few Terminator Armored Wolf Guard packs, supported by some Grey Hunters and Long Fangs.

 

So what do you think? Should I use drop pods or not?

Well,If you do not,I would certainly enjoy buying one or three from you *grins* but yes...Drop pods are useful in small amounts.

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Drop Pods are good for an in your face aggressive and targetted force. I use 9 or 11 in my 2k force.

 

Grey Hunters and Dreadnaughts are frankly the best bang for your buck when it comes to DPs, as they are both very effective on the turn they land, good at taking the charge, and a palpable threat once they are in your enemy lines- wich DPs make happen NOW.

 

Good support units are key- Bloodclaw Bikers led by a Rune Priest with Stormcaller is a favorite of mine- Cast SC and then turbo-boost up to support your DP assault. Not only can they likely get a good counter-charge in the next turn and absorb a good bit of firepower, but theyll give a couple of your units a cover save while doing so.

 

Landspeeder Typhoons are also a great support unit, as they provide you with long range and mobile firepower from turn 1, something that many foolhardy DP players tend to overlook.

Long Fangs likewise can be a good investment, though I normally prefer to deploy them and let their DPs come down empty later in the game.

 

Grey Hunters with dual special weapons, powerfist and a wolf totem tend to be a good setup for DPing, as they allow you to concentrate your fire on a particular style of enemy unit as you like, and to take a hit from any enemy units supporting the one you hopefully just devastated.

 

When it comes to Dreads never leave home without extra armor, and I highly recommend taking a heavy flamer for some extra punch, or flexability if your taking anti-tank weaponry.

 

If you have the elite slot to spare after using dreads Wolf Scouts can make a great addition, infiltrating into position as first turn support or OBELing later for some carnage.

 

DPs are a VERY strong build for SWs, and played properly theyre effective against any army. Some other tips:

 

1) Dont be afraid to deploy normally, and let the pods come down to deny certain routes of march to the enemy. This is particularly effective in DOW and when your enemy deploys entirely in reserves while giving you the first turn. The first turn especially allows you an extra bit of movement to book it into advanced firing positions where you can then envelope, enfold, and destroy.

 

2) Always support your pods. 1 DP is a suicide mission in many cases- you paid darn good points for that unit so dont throw it away.

 

3) Always target enemy pie plates first. Examples- Vindicators, Basilisks, etc. Executioners are likewise a high target priority.

 

4) Target enemy lynchpins in the initial assault- farseers, big meks, etc....

 

5) Keep your units flexable, and go heavy to the troops side of things. This gives you the extra padding youll need for the heavy losses you might take. Our troops are simultaneously the best marine style troops in the game and the cheapest- why wouldnt you capitalize on this?

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Drop Pods are good for an in your face aggressive and targetted force. I use 9 or 11 in my 2k force.

 

Grey Hunters and Dreadnaughts are frankly the best bang for your buck when it comes to DPs, as they are both very effective on the turn they land, good at taking the charge, and a palpable threat once they are in your enemy lines- wich DPs make happen NOW.

 

Good support units are key- Bloodclaw Bikers led by a Rune Priest with Stormcaller is a favorite of mine- Cast SC and then turbo-boost up to support your DP assault. Not only can they likely get a good counter-charge in the next turn and absorb a good bit of firepower, but theyll give a couple of your units a cover save while doing so.

 

Landspeeder Typhoons are also a great support unit, as they provide you with long range and mobile firepower from turn 1, something that many foolhardy DP players tend to overlook.

Long Fangs likewise can be a good investment, though I normally prefer to deploy them and let their DPs come down empty later in the game.

 

Grey Hunters with dual special weapons, powerfist and a wolf totem tend to be a good setup for DPing, as they allow you to concentrate your fire on a particular style of enemy unit as you like, and to take a hit from any enemy units supporting the one you hopefully just devastated.

 

When it comes to Dreads never leave home without extra armor, and I highly recommend taking a heavy flamer for some extra punch, or flexability if your taking anti-tank weaponry.

 

If you have the elite slot to spare after using dreads Wolf Scouts can make a great addition, infiltrating into position as first turn support or OBELing later for some carnage.

 

DPs are a VERY strong build for SWs, and played properly theyre effective against any army. Some other tips:

 

1) Dont be afraid to deploy normally, and let the pods come down to deny certain routes of march to the enemy. This is particularly effective in DOW and when your enemy deploys entirely in reserves while giving you the first turn. The first turn especially allows you an extra bit of movement to book it into advanced firing positions where you can then envelope, enfold, and destroy.

 

2) Always support your pods. 1 DP is a suicide mission in many cases- you paid darn good points for that unit so dont throw it away.

 

3) Always target enemy pie plates first. Examples- Vindicators, Basilisks, etc. Executioners are likewise a high target priority.

 

4) Target enemy lynchpins in the initial assault- farseers, big meks, etc....

 

5) Keep your units flexable, and go heavy to the troops side of things. This gives you the extra padding youll need for the heavy losses you might take. Our troops are simultaneously the best marine style troops in the game and the cheapest- why wouldnt you capitalize on this?

 

This. Grey Mage has pretty much perfectly summed up most things I do, but I personally prefer a more Mech/Pod hybrid force.

 

At larger games, it'll be 30 Grey Hunters in Pods, backed up by maybe 2 Dreadnoughts. This will then be supported by Terminators in a LRC, Long Fangs and a Vindicator. HQ will either be a Rune Priest or Wolf Lord, in TDA. The tactic is to ensure that the GH Packs can clear out most of the stuff that poses a significant threat to the Crusader, with the Long Fangs providing supporting fire. The Vindicator is pretty much there to draw fire from the Crusader and Demolisher Cannon anything it can reach.

 

Turn 1 will see 2 Packs of Hunters land on key targets will Melta and Plasma to clear targets. A Dreadnought will join them whilst the Crusader and Vindicator move 12" and pop smoke.

 

Turn 2/3 will see me launch a hammer blow on either the enemy main line or key objectives. The 3rd Grey Hunter Pack is usually on objective grabbing duty, hopefully at such a point where the enemy will not be able to muster any signifcant counter attack.

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Good support units are key- Bloodclaw Bikers led by a Rune Priest with Stormcaller is a favorite of mine- Cast SC and then turbo-boost up to support your DP assault. Not only can they likely get a good counter-charge in the next turn and absorb a good bit of firepower, but theyll give a couple of your units a cover save while doing so.

Is this tactic legal? I did not think you could cast a power on the same turn you turbo boosted. I am probably missing something, but trying to figure out what.

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Good support units are key- Bloodclaw Bikers led by a Rune Priest with Stormcaller is a favorite of mine- Cast SC and then turbo-boost up to support your DP assault. Not only can they likely get a good counter-charge in the next turn and absorb a good bit of firepower, but theyll give a couple of your units a cover save while doing so.

Is this tactic legal? I did not think you could cast a power on the same turn you turbo boosted. I am probably missing something, but trying to figure out what.

The only thing your not allowed to do is shoot- you cast stormcaller in the movement phase, and its a radius centered on the rune priest- so you cast it, then you turboboost, and everythings legal.

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I used three recently in an Objective game (five on the board) and the shock tactics of the Drop Pod worked more work on my opponent's confidence more than the actual models. But by the end of the game, by entire half of the board was clear and secure, and he was tied up in CC in his deployment zone.
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