Jump to content

Drop Pod Genius!


calgaryBA

Recommended Posts

I was checking out DakkaDakka the other day and ran into this thread: http://www.dakkadakka.com/dakkaforum/posts/list/324121.page

 

The gist of it is you can buy drop pods for units like Devastators and such, in order to drop everything you want, where you want, in turn 1. What would normally go in the other half of the pods gets deployed normally, so only empty drop pods are left in reserve.

 

This allows you to place half your army wherever you want!

Link to comment
https://bolterandchainsword.com/topic/214481-drop-pod-genius/
Share on other sites

Not exactly a new tactic, and I've used it myself. The main problem however is that if you did it with Devastators they can't fire that turn. So it gives your opponent a turn to neutralize this threat freely. And in KP missions DPs are pretty much free KPs to your opponent. Not that DPing isn't good or fun, it can be both. Really useful against Deamon armies if you can make them go first, as you then turn their advantage into your advantage.

 

If you intend to do DPing I suggest looking at Sternguard versus Devastators. Yes they take up one of our precious elite spots, but with combi-meltas and heavy flamers you can make a squad that can respond to any army list and be right where you need them to do the most damage.

This drop pod technique is also commonly used in reverse, buy drop pods for units you have no intention of deep striking and deploy them turn one (empty) to block los and allow your other drop pods with dreds in them etc to arrive turn 2 when its safer and the opponent will have to decide between shooting at more threats.

 

Mudpuppet

Not exactly a new tactic, and I've used it myself. The main problem however is that if you did it with Devastators they can't fire that turn. So it gives your opponent a turn to neutralize this threat freely. And in KP missions DPs are pretty much free KPs to your opponent. Not that DPing isn't good or fun, it can be both. Really useful against Deamon armies if you can make them go first, as you then turn their advantage into your advantage.

 

If you intend to do DPing I suggest looking at Sternguard versus Devastators. Yes they take up one of our precious elite spots, but with combi-meltas and heavy flamers you can make a squad that can respond to any army list and be right where you need them to do the most damage.

 

 

I think you missed the point of it.

 

You wouldn't actually Drop Pod the devastators in. You'd deploy them normally, and purchase the pod for them just so you can drop more units in turn 1. The pod you purchased for them stays empty in reserve so you're not actually missing anything. It's just a way to pod half your army where you want to, without having anything in reserve.

 

To counter reserve armies, you can just choose to drop the empty pods in T1, then counter pod in later too.

As black orange said, you are giving up kill points. If you drop in 6 pods, thats six instant kill points for your enemy as the pods count as imobilised vehicles in ALL respects, which concede a kill point. So unless you are going to completely obliterate your opponents army with no questions asked, or if kill points are not an issue than the drop-pod list isn't all that great.

 

P.S:

I fought against this ruling for quite awhile, but all my friends were using it and I eventually had to give and use it aswell.

I always recommend using this tactic to some degree when taking drop pods. I never, ever take one.

 

A good example of a similar, but somewhat different technique I saw in an army list recently was someone who had two Furiosos in pods. One had Blood Talons and the other had Blood Fists. If there's a good chance of wrecking infantry, you drop the Talons on Turn 1; if there isn't, you drop the Fists.

 

But like everyone above has said, I would recommend keeping unnecessary pods to a minimum. If you give your opponent a round where he doesn't have anything to shoot at, he's going to start blowing up pods.

 

They're great in objective games though. Drop it on an objective Turn 1 and make him decide to either divert his forces to deal with it immediately, or risk having to come back for it.

As black orange said, you are giving up kill points. If you drop in 6 pods, thats six instant kill points for your enemy as the pods count as imobilised vehicles in ALL respects, which concede a kill point. So unless you are going to completely obliterate your opponents army with no questions asked, or if kill points are not an issue than the drop-pod list isn't all that great.

 

hmm, that seems like a dumb rule, probably designed to deal with LR heavy armies. We only count wrecked or destroyed as a kp, so not a problem. I would probably drop the empties on my side if opponent is reserving, no since in give them easy targets. i'm not a fan of DW launchers, too short on range. SB is better and AV 12 is not chump armor. Anyone shooting those will waste shots that should be on Devs or others.

As black orange said, you are giving up kill points. If you drop in 6 pods, thats six instant kill points for your enemy as the pods count as imobilised vehicles in ALL respects, which concede a kill point. So unless you are going to completely obliterate your opponents army with no questions asked, or if kill points are not an issue than the drop-pod list isn't all that great.

 

P.S:

I fought against this ruling for quite awhile, but all my friends were using it and I eventually had to give and use it aswell.

 

 

I am sorry your friends are wrong. Immobilized models I do not beleive count as kill points, and it is asinine to think so.

 

Wrecked vehicles count as kill points., Drop pods can still operate stormbolters/and missle launchers after they land.

 

Ashton

Woooooowwwww, this thread is so, so, so wrong.

 

Major problems I see:

 

1. Drop Pods are not immediate Kill Points, they're just immobilized, 1 weapon, armor 12 and Open-Topped. 1 Melta shot usually puts them out. You must achieve wrecked or explode-ed in order gain a Kill Point from a tank.

2. Deathwinds are a terrible choice. You're now paying 80 points for a unit to Deep Strike on the first turn. Doesn't seem worth it eh?

3. Your mobility is shot to bits. After the first turn, you're on foot. Better hope you stun/destroy all their tanks, because if not, good luck catching them.

 

Drop Pods for Blood Angels in general are a bad idea. Riflemen and Dreads are good because they're cheap, adding a 35(45 or 55) point tax onto them negates that. We've got a very mobile army, Drop Pods mess with that. The only use for them is to deliver a unit that can't deep strike on their own, straight at the enemy to cause more damage on the first turn than you'll be taking in return. If you can drop in some Sternguard and take out 2 Land Raider, Battle Wagons, Falcons, or Hammer Heads, mission accomplished. If not, well try for the biggest targets you can find. Other than Sternguard, and maybe Tac Marines, Drop Pods just don't have a place in our armies.

Woooooowwwww, this thread is so, so, so wrong.

 

Major problems I see:

 

1. Drop Pods are not immediate Kill Points, they're just immobilized, 1 weapon, armor 12 and Open-Topped. 1 Melta shot usually puts them out. You must achieve wrecked or explode-ed in order gain a Kill Point from a tank.

 

According to a tournament we played at the los angeles battle bunker, immobilised vehicles count as a kill point. Considering this was a tourny at a GW store we figured that that was the ruling, so that is how we have been playing. I have not owned a 40k rulebook since 3rd ed. and I didn't even play then, I just go by what I am told.

Well then, good job Mr. Eichman.

 

Now go out and buy yourself a rulebook. They're invaluable, especially in situations like that. I've had a GW store manager tell me that I can't disembark Lysander and some Sternguard out of a Drop Pod because my doors were glued shut before. So maybe you should read the rules, and learn to question things that frankly make no sense at all. GW staff aren't omnipotent, you'd be surprised how many problems you run into over 10 years all because someone thinks that a staff member's word is more important that the rulebook.

As per the Rule book the kill point mission is defined as follos

 

"At the end of the game, each player recieves 1 'Kill point' for each enemy unit that has been completely destroyed"

 

Now a tournament can house rule whatever it wishes, but the base rules for KP missions state that the drop pod would have to be destroyed to count as a kill point.

I believe that, somehow, the whole confusion is comming due to the fact that...once something is imobilized, is a very easy target for destruction...e.g. if it's charged, automatic hit! Due to that, people tend to consider it "informaly" a lost kill point because is just about the enemy to destroy the thing...you put the whole complexity of the rules, plus people who believe that they know all the rules when in reality they don't...you shake it a bit...the result is a rule of "imobilized = kill point".

 

just my 2cts

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.