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drop pods and the relentless rule


Delvarus

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hey guys, im new here and joined as i need opinions from other people other than the 2 guys i play regularly. so here it is: the drop pod rules state that a squad may not assault on the turn it arrives if deep striking in a drop pod. does the relentless rule cancel this out?
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Relentless will let them shoot at full range with bolters when they drop (or in the case of Space Wolves they can get relentless heavy weapons in drop pods which is a really nice combo), but relelntless will not allow charging from a drop pod.
  • 2 weeks later...

I'm just restarting this discussion as it's pretty much related to what I have to ask.

I have a set up in my list that is a DC in a drop pod with Reclusirach + 2 PW and + PF, what I was considering is to exchange the CCW and bolt pistols from the other 5 guys (it's a 8 men unity, not counting the Chappy) and give them Bolters...the reasons are:

 

- with relentles the DC can fire at the full distance and move, and eventually even fire 2 shoots each and charge. hability that I could use in the first turn as a kind of supressing or cover fire for when they arrive and in between prey unities...that they have to walk to reach the charging distance.

 

- the drawback is the loss of 5 attacks in a unity tha discharges 23 or if in charge 26 agains 31...

 

what are your thoughts about ?

@ Ultramacros:

 

Considering you run with a chaplain, there's no way you should be running bolters, imo. You're going to kill more in the assault phase then you would to shooting. I "run" with mine when they get out of the pod to get them even closer to where they need to be!

 

I don't go with bolters because you still can only assault what you shoot. So, in an example from a game I played this weekend, my DC were baited by a rhino but were in assault range. Bolt pistols did nothing for me, but neither would bolters as I couldn't have shot something else and I still wanted to destroy the rhino.

 

Sometimes I don't even use their bolt pistols because I don't want the opportunity for my opponent to pull the nearest models and move my DC out of assault range.

 

IMO, if you want a veteran unit that can shoot effectively, you should just take SternG.

 

I still don't recommend it, especially with a chaplain.

I agree with the "removing the nearest model history" but I wouldn't use it anyway in such a distance even with the pistols. But bolters get 24" shots...and that's what I was aiming for, as a target at this distance can not be charged at all. and there are those turns that you are left in the middle of nowhere, after ripped of the previous unity and would help to send some bullets at that distance.

Yet another question for you guys...the Power Fist felow...power fists don't get the extra assault attack anymore...woundn't make sense to give him as well a bolter, or I'm missing something ?

I agree with the "removing the nearest model history" but I wouldn't use it anyway in such a distance even with the pistols. But bolters get 24" shots...and that's what I was aiming for, as a target at this distance can not be charged at all. and there are those turns that you are left in the middle of nowhere, after ripped of the previous unity and would help to send some bullets at that distance.

 

Sure, there is that, but I still think that running is a better option for this unit than 6 bolter shots

 

As to your other question, the guy with the PF should definitely have a bolter.

I have everyone except the guys with the Power weapons equiped with Bolters. I figured the extra Powerweapon attack with a pistol on those guys made up for the extra attacks lost.

But the local games seem to be a Power armour rich environment

 

 

Yeah, that's my issue as well. I'm way better off with the close combat attacks as the extra bolter shots just don't do much good.

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