Jump to content

Space Wolf drop pod army


freakd9

Recommended Posts

in 1500 pts game, I´m playing:

1 WL full equipped (termi)

3 WG (termi)

5 scouts

1 LW (termi)

6 LF (5 ML)

3x8 GH + MOTW + Flamer + PA

1x8 BC + flamer + PF

 

Each line unit goes with a termi inside a DP...

 

As Ragnars Claw stated, it isn´t the most competitive army on games... but I really like playing it and I got my objective, avoid tanks and vehicles..that I don´t like much

I personally love the drop pods, I run 3 in my army and will usually have 3 groups of grey hunters in them or two groups and a dread, depends on my mood. They are pretty handy against my local metagame, which consists of every army out there, even a loyal sisters player. It's important to remember that you dont HAVE to put the guys in the pod but can deploy them on the board normally. I have used empty pods to "close" firelanes or to help herd someone towards a particular side of a building.

Always 2 or 3 pods in my list. I feel a hybrid list that has both Mech and DP is one of the harder lists to deploy against. Add a scout unit, a couple long fang units and you have a force that on turn 1 hits like a hammer that doesn't let up till the game is over.

 

This is what I consider my best all comers LIST

 

Vrox

Always 2 or 3 pods in my list. I feel a hybrid list that has both Mech and DP is one of the harder lists to deploy against. Add a scout unit, a couple long fang units and you have a force that on turn 1 hits like a hammer that doesn't let up till the game is over.

 

Vrox

 

That's pretty much my technique, too. 1 Land Raider, plus 3 Drop Pods, plus 2 Scout packs.

 

Valerian

1. Searching for drop pod on here causes an error message to appear.

 

2. I've played three of the 4 types of drop pod army.,...wolves, codex marines and templars. I have not tried a blood angels list yet ( I imagine a couple of pods with jump pack support would be nice).

 

Since wolves and GH squads are superior to codex and templar marines, they should make for a better podding force.

 

Here are the problems with a pod force.

 

1. Many armies will castle up or circle the wagons and maul whatever units come in. If you pod far away, you don't have the range or mobility to do damage.

2. The number 1 defense against a pod/deep strike force is to hold your army in reserve, then come on either far away from the enemy, or move units that can shoot or assault the enemy and maul them.

3. the pods give up easy kill points to the enemy.

4. Inconsistent drop times.

 

 

The idea I've been toying with, for an all pod force, is to go half and half...half the pods filled with GH and the other half with long fangs and a dread, so you can put long range firepower on the table where you want it.

 

The enemy reserves his army. You go ahead and deploy the dread and long fangs etc on the table. Your turn, you drop those empty pods, keeping your filled ones in reserve. Now you force your opponent to deploy and you hopefully can hit him with 2-3 pods of Grey Hunters, or you can put them where he cannot attack them....The only thing you have to worry about is not being able to bring them down until late in the game, and that they come in piece meal, which is what kills the Templar Pods. I had a game where 5 pods did not show until turn 4, and there was not enough time to do damage to the enemy at that point.

Interesting idea taking ALL pods and then only having half of them loaded.. That would mean you could drop half your pods.. being all the loaded ones, on turn one. So while droping the empty pods works if he holds back, if he chooses not to you can drop all your packs bam turn one, in the later turns you roll for the empty pods which can be droped wherever.
I took a 5 drop pod army to a 1500 pt tourny awhile back and had very mixed results. I found against fast moving armys like eldar i was pretty screwed from the get go but agaisnt gaurd and daemons it was really good fun. Im not that great a player so the only advice i can give would be to drop the pods down close to each other in a squarish shape and use it as a power base/ castle with all of the drop pods you have created a lot of cover to hide behind and with your entire army in one area there isnt really anything that can stand up to it at close range so you dont have to worry to much about crazy killy combat units messing everything up for you.
i run 3 myself. i try to diversify each of my packs so 2 are in pods, 2 are in Rh1no's, and 1 is in a las/plas razorback. i find, for me, that if everything is different then people have a hard time desiding on target priority.

 

I run similar to this, split between Rhino/Razorback and pods, although I prefer to pod in Dreadnoughts so my oppo suddenly has to think about random heavy weapons on his flanks.

 

Podding in Dreads like this always seems to pay off for me since one is guaranteed on Turn 1 and the other is as needed.

Interesting idea taking ALL pods and then only having half of them loaded.. That would mean you could drop half your pods.. being all the loaded ones, on turn one. So while droping the empty pods works if he holds back, if he chooses not to you can drop all your packs bam turn one, in the later turns you roll for the empty pods which can be droped wherever.

 

Exactly. It gives you alot of options.

 

Of course, you can just take 1 pod and that won't cause your opponent to reserve his force.

I took a 5 drop pod army to a 1500 pt tourny awhile back and had very mixed results. I found against fast moving armys like eldar i was pretty screwed from the get go but agaisnt gaurd and daemons it was really good fun. Im not that great a player so the only advice i can give would be to drop the pods down close to each other in a squarish shape and use it as a power base/ castle with all of the drop pods you have created a lot of cover to hide behind and with your entire army in one area there isnt really anything that can stand up to it at close range so you dont have to worry to much about crazy killy combat units messing everything up for you.

 

I played a mostly drop pod army a couple of years ago in a tourney. The only thing I did not pod were vindicators (obviously).

 

4 round tourny, I played 2 eldar armies with lots of wave serpents. I had...2 assault cannons and the vindis for long range fire. The guy flew around, sniped at me, hit me with fire prisms...for some reason he got up close and let me hit him with vindi shells, but the game was no contest. He focused fire on units and wiped them out. It was a kill points game, so he easily got 4-5 KPs just from the pods.

 

Anyways, lesson learned....take long range fire power. Enough of it so one round does not erase it.

I took a 5 drop pod army to a 1500 pt tourny awhile back and had very mixed results. I found against fast moving armys like eldar i was pretty screwed from the get go but agaisnt gaurd and daemons it was really good fun. Im not that great a player so the only advice i can give would be to drop the pods down close to each other in a squarish shape and use it as a power base/ castle with all of the drop pods you have created a lot of cover to hide behind and with your entire army in one area there isnt really anything that can stand up to it at close range so you dont have to worry to much about crazy killy combat units messing everything up for you.

 

I played a mostly drop pod army a couple of years ago in a tourney. The only thing I did not pod were vindicators (obviously).

 

4 round tourny, I played 2 eldar armies with lots of wave serpents. I had...2 assault cannons and the vindis for long range fire.

 

Yeah, 24" weapons do not equal "long range fire".

 

V

what you gotta remember is u need long range AT rlly :/ and somethign fast, I have always found Land speeders to be useful (with MM) as they are fast or a squad of swift/skyclaws. Also deep striking in an area ti gain control of a vital area, that rlly helped tbh to be able to have a sense of control or fire base. Also IF u can get the midfeild and some LC things wouldnt too tricky, with fast moving vehicls.

 

Squads in Drop Pod need to max CC with still high range, so go for plas/melta+MOTW, PW, WG with combi + PF/TH, and some sort of IC maybe in atleast two or three pods, WP and RP help alot and a WL for the lols has helped me loads :cuss

 

We could try puttin together a list with different opinions on this thread if people want?

what you gotta remember is u need long range AT rlly :/ and somethign fast, I have always found Land speeders to be useful (with MM) as they are fast or a squad of swift/skyclaws. Also deep striking in an area ti gain control of a vital area, that rlly helped tbh to be able to have a sense of control or fire base. Also IF u can get the midfeild and some LC things wouldnt too tricky, with fast moving vehicls.

 

Squads in Drop Pod need to max CC with still high range, so go for plas/melta+MOTW, PW, WG with combi + PF/TH, and some sort of IC maybe in atleast two or three pods, WP and RP help alot and a WL for the lols has helped me loads :)

 

We could try puttin together a list with different opinions on this thread if people want?

 

 

You forgot the banner. Don't leave the fang without them.

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.