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drop pod BA, how to?


grazer

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Greetings fellow B&Cers. I recently got my hands on three drop pods and am now trying to figure out good ways to use them. Ideally, I think I'd like to drop pod dreads down in them but then figuring out the rest of the list is tricky. To give some idea of what I'd like in the list:

 

3x drop pods

2 riflemen dreads (2x twin autocannons)

1x dread w/ lascannon/missile/blood claw/mm/assault cannon options

1x furioso w/ blood talons, melta, flamer

2x DC furiosos w/ blood talons, melta, flamer

 

I'd love to have most of them in the list, although I think that using 3 furiosos/DC dreads and 2 riflemen, alongside a 10 man dev squad w/ 4 rocket launchers could be a solid start. I also realize that a Stormraven would make this a whole lot easier and more effective, however I don't have one :HQ:

 

In addition to this stuff, I have Baals, las/auto pred, various tactical squads, 2x jp RAS, 1x jp HG, 1x SG, some mm attack bikes and plenty of HQ options.

 

Anyone else out there make any fun and reasonably effective lists with dreads and pods? Suggestions? I'm not looking for an invincible list and at the same time I don't want to be wiped off the board in 2 turns.

 

Thanks!

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I would buy another 2 Pods for the riflemen Dreads don't deploy them in them so you have 5 pods so 3 come first turn carrying the 3 Dreads since the Magic numbers for pods is 3 5 7 9 Due to rounding up how many come in first turn sure with 3 pods you get 2 first turn But still means one of your talon dreads might not come out till turn 4ish
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I would offer similar, but different advice.

 

Rather an drop the riflemen, take 2 tac squads (9 men and a priest with power weapon) and pod them instead, direct onto objectives.

 

That way, you have:

 

Devastator squad with priest starting

2 riflemen starting

 

3 Cc dreadnoughts arriving on turn 1

2 objective taking tac squads arriving on turn 2 or 3.

 

I think this would be good, and you could sprinkle in other stuff (a ras with reclusiarch would wind the army up nicely).

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Right now I run 3 DP's in my list and it's working out pretty well. I have everything DS'ing so two of the pods have locator beacons. This helps everything come in where it is supposed to. The two I drop turn one have furioso dreads in them, and they usually end up popping smoke right away. I this case, it might be a good idea to have the DC dreads in those first two pods so you can get them close to the enemy. My third pod has a tactical squad inside, which can be used for many different things. If want them to camp an objective, you can drop it on that and they can still provide medium range support. They can also be dropped in close to provide some softening fire for the assaulty guys. Most flexible DP combo in my opinion.
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I've been trying out Drop Podding Flesh Tearers for a little bit now, and this is what I've come up with for a list (at 2K):

 

Seth

Librarian w/ Unleash Rage and Shield

Honor Guard, 3 meltas, Blood Champ and Noviate, Pod (Librarian goes here)

Honor Guard, 3 meltas, Blood CHamp, Banner and Noviate, Pod (Seth here)

Chaplain

7 Death Company w/ TH, PW, Pod

3 x 10 ASM w/ PF, 2 Meltas, Pod

DC Dread, Talons, Pod

Furioso, Frag Cannon, Pod

 

It seems to work pretty well, judging by the games I've played using these units. The CC units really hit like a freight train, and I feel like the list is really fluffy for Flesh Tearers. First wave is usually non-scoring units, and then I try and get to the objectives I feel like I can hold with the rest.

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A friend of mine suggested the following:

 

Librarian - jp, Shield & another power

2x 10 RAS, PF 2x melta

Furioso - grapple, heavy flamer, extra armor, pod

Furioso - blood talons, extra armor, pod

Furioso - blood talons, extra armor, pod

2x riflemen dreads

1x las/rocket dread

 

Having 5 dreads on the board on turn one should be annoying enough for most armies.

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A friend of mine suggested the following:

 

Librarian - jp, Shield & another power

2x 10 RAS, PF 2x melta

Furioso - grapple, heavy flamer, extra armor, pod

Furioso - blood talons, extra armor, pod

Furioso - blood talons, extra armor, pod

2x riflemen dreads

1x las/rocket dread

 

Having 5 dreads on the board on turn one should be annoying enough for most armies.

 

The problem that this list presents for you the player is separation of elements, you will have your troops and hq, and cc dreads on one side of the board, and heavy support on the other, this division can be exploited well by guard and tau to a degree, BA lists do well when they stay mobile and focused, I am not saying this separation wont work, but you are creating additional problems that you will have to deal with. This is the challange of BA drop podding, keeping your force together and focused. Though it may be fun, I wouldn't expect too much out of a list like this.

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In non-DoW scenarios I can deploy the shooty dreads more aggressively, and they can move 6" and shoot everything, every turn, so it should be possible to get the army into a reasonable coherency by turn 2.

 

As I said, I don't intend for this style of army to destroy everything ever, but to be somewhat fun to play and to deal some decent damage.

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i have had some success with a furioso dreadnought with heavy flamer and frag cannon with blood fist. It pops out of its drop pod first turn and lays down its 3 templates which cause a lot of wounds and force the enemy to deal with it while storm ravens and razorbacks are left unmolested its fun but deepstriking can be fickle sometimes.
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Well, I think, if you're going to running a DP list with BA, I would to try to include some of our heavier vehicles into the mix. Like a bunch of DP Dreads, 2 small troops choices in pods to take objectives and a SR or LR with a hammer unit to really bring the hurt. With all the locator beacons available to you, I think it would be a great way to supplement your army with some more hurt.
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I ran 3 drop pods against IG today. It was cap and control spearhead and this worked out nicely for me. 2k points

 

10 DC

2 TH

1 PS

Drop pod

 

DC Dread

H Flamer

Magna Grapple

Drop Pod

 

5 Sternguard

4 combimeltas

1 PF

Drop Pod

 

I also ran a Vindicator with dozer blades

 

Baal Pred TLAC

 

10 Man RAS with 2x melta, PF

also with the RAS

spriest jump pack power sword melta bombs

Reclusiarch jump pack melta bombs

 

 

10 man TAC squad with flamer, PF and las, combat squads( SGT and flamer in 1, Lascannon in the other)

with Razorback TLLC and dozer blade

 

Honour Guard with Blood Champ jp's, 3x melta and a PF

 

I brought the DC and DC dread down first turn. Unfortunately the Sternguard didn't drop until round 4 but anytime you deep strike there is that chance.

The Sternguard didn't do too much for me besides distracting.

The DC and DC dread was a HUGE distraction and gave my Baal and Vindi a lot of time (neither went down until turn 6!). Of course they did take some fire and I got lucky a few times with only shaken and stunned results.

This was only my second time playing a TAC squad but I liked the long range support and just had them sit on my objective. The flamer in that squad ended up killing about 10 guardsmen by himself and although the TAC doesnt have quite the punch as RAS, they were still really nice.

My honour guard deep struck in turn 3 and they didn't last too long, and their meltas fizzled on his Chimeras with 4xplasma gun vet squad. They were still a nice distraction

 

I usually run a razor/armor 13 spam list because I don't feel DOA is very reliable, but I always have to borrow a friend's rhinos. He wasn't around so I made due with the models I had. Overall I was quite pleased with this list because I was unsure of it to begin with. I felt the whole army wouldn't share the same common goal. But it worked, maybe it was a little luck.

I had also never ran a reclusiarch with a jump pack RAS before. I felt like the RAS was the squad he would benefit from the most. Boy, was I right. This was awesome - when I assaulted the squad on his objective I caused 3 power sword wounds, 4 crozius wounds, and 17 chainsword wounds. Rerolls with a RAS are awesome. Needless to say the petty humans didn't stand a chance.

 

Well, this was my drop pod list, may not be exactly what you are looking for but it might give you some ideas on how to expand on what you like to do.

Also, I wish I could have ran 10 sternguard with 4 combimeltas and 4 combiflamers. Combat squad upon arrival and you have yourself a very very nasty group that can soak some wounds. I believe this was my biggest mistake.

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Thanks for the notes, tednificent, looks like a fun list.

 

I got in a game against demons yesterday with the aforementioned Drop Pod & Dread list. I messed up and forgot about the heavy flamer on the one Furioso, but no big deal.

 

His list:

Fateweaver

Demon Prince

Soul Grinder x2

10 Daemonettes

8 Plague Bearers

4 blood crushers

10+ bloodletters

I think that was it.

 

Deployment was table quarters and the mission was kill points. I deployed my 3 shooty dreads in the back corner of my quarter, and prepared for the first wave of them to hit. His first wave was Fatewaver, 1 soul grinder, the blood crushers and daemonettes, which all hit near the center of the table offset into my quarter a little bit. His first shot with the soulgrinder stunned my las/missile dread, but other than that, his first turn wasn't terrible. My shooting, I destroyed the big gun on the soulgrinder with a riflemen dread, and then killed a daemonette or two with the other. Everything was close enough to Fateweaver to receive the invulnerable :( Oh, and 2 of my drop pods with furiosos hit, one behind his line, scattering away and thus making that dread not terrible useful for the game, and the other near the edge of my deployment zone. I was hoping to isolate the first 1/2 of his army and take them down en masse, before the rest arrived.

 

Turns 2-4 had only his demon prince arrive on turn 2, right in the heart of my deployment, and all the rest of my army showing up, thus surrounding his and slowly whittling them down with firepower. Fateweaver charged a riflemen dread, took off an arm, and then I caused a wound, and he failed his re-rollable invuln and then failed his Ld check and took a hike back to the warp. His DP charged a riflemen dread and that combat lasted until turn 6!

 

On turn 4, the rest of his army finally arrived, and he decided to go for kill point denial and deployed them all far away from the action, which proved to be his mistake. All of my Furiosos made it into close combat, killing the DP and the blood crushers, and I popped the soul grinder with a melta shot in the backside. In turn 2, I immobilized it while it was facing the board edge, so it was ineffective as well.

 

I admit that I was immensely lucky in close combat with his monstrous creatures failing to harm my dreads, and that he tried to play the denial game, but I ended up winning 4 to 3 and it was a ridiculously fun game.

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