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Drop Pods in sixth edition


Schertenleib

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I'm just wanting to make sure that I'm reading this right and haven't over looked something.

 

So our Drop Pods are Open Topped Transports. That gives them the Assault vehicle rule and we can assault the turn we disembark. If I'm reading that right Drop Pod lists full of TDA and Walkers juts got very interesting.

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Does this apply if the vehicle moves flat out though? As i thought drop pods did when landing and I thought it was a specific rule in their entry stating that units deploying from drop pod could not assault the turn they arrived. Does that rule still even exist, I don't have the new book.
No you cant assault out of pods. but there still far better in the 6th ed. you can disembark 6" move 6" and still fire 24". you can get 1 plasma gun and 1 plasma pistol on your gray hunters, a plasma pistol on a wolfguard and a plasma pistol on a wolf priest thats 5 plasma shots, re-rolling your 1's why would you want to charge anything? your only going to missing shots on 2's and your almost guaranteed to wound anything you fire out. just drop pod down 12" away from something you want dead and plasma spam them.

What D@n said. As someone who used to run 3 Grey Hunter Packs in Drop Pods, the new rules are nothing but good - I'm now using 4, with a slight bias towards Plasma.

 

The ability to deploy anywhere with 6" of the Pod will help enormously to avoid template death and ensure our shots really count - you have a little more leeway in placement now, and all but the worst scatters will be not too bad from a firing perspective.

 

That said, Grey Hunters are still the only real unit for Podding. Snap Fire doesn't help that much for Podding Fangs, Blood Claws are not going to gain much from it and Wolf Guard are, to my mind, only good in TDA for Pods - Grey Hunters are better as a CQC Fire Support Uniting.

 

The other great advantage is that Drop Pods are unaffected by the new Reserves rules, so the days of your opponent giving you First Turn, reserving everything and then blowing you off the board are hopefully over.

Hmmmm reading through the rules last night, it appeared to me that the disembark from a moving transport meant you disembarked 6", with no further movement, at least thats how i played my dreads.

 

happy to be corrected though is someone can provide a page reference

I love drop pods. I used them exclusively in 4th. Never really was able to play 5th so I'm excited they are back in style for 6th. My wolves are chomping at the bit to get into battle via pods.

 

Love my Pods, too, Rags, and used them in several 5e games. Looking forward to continuing the "Claws of Russ" legacy of Ragnar's Great Company in 6e.

 

V

and Wolf Guard are, to my mind, only good in TDA for Pods

Try nine PAWG with 2X Plasma Pistols and a Wolf Priest w/ PP...

 

And mark for those extra A in assault/counter =)

 

problem with that is the sheer points cost - 48pts per WG, only 3+ saves plus our priest and the pod - that's nearly 600pts in one relatively easy to kill unit, whilst yes they may slaughter one unit in that first volley, they're be massively exposed and within enemy rapid fire or move/assault range, again yes they'd be pretty ace on the defence (overwatch with re-rolling plasmas is very tasty) but a high likelihood of failing at least a few times and potentially killing many of your own, for me that's what rules out having a full unit like this unless I was able to drop them in Turn 5 and land them right next to an objective - a couple or maybe some WG with GHs (all plasma guns/combi-plasma) with wolf priest w/PP then I think it would be a worthwhile podding investement as that wouldn't be anywhere near as expensive and you can still pod in, fire 2 combi-plas, 1 PG and 2 PPs all re-rolling with the back up of bolters and able to control objectives.

and Wolf Guard are, to my mind, only good in TDA for Pods

Try nine PAWG with 2X Plasma Pistols and a Wolf Priest w/ PP...

 

And mark for those extra A in assault/counter =)

 

problem with that is the sheer points cost - 48pts per WG, only 3+ saves plus our priest and the pod - that's nearly 600pts in one relatively easy to kill unit,

 

Fellas,

 

Don't forget that only one Wolf Guard can be given the Mark of the Wulfen per pack. So, your unit there won't be too tough in close combat, if the enemy can actually make contact with you through that wall of Plasma Death.

 

Valerian

and Wolf Guard are, to my mind, only good in TDA for Pods

Try nine PAWG with 2X Plasma Pistols and a Wolf Priest w/ PP...

 

And mark for those extra A in assault/counter =)

 

problem with that is the sheer points cost - 48pts per WG, only 3+ saves plus our priest and the pod - that's nearly 600pts in one relatively easy to kill unit,

 

Fellas,

 

Don't forget that only one Wolf Guard can be given the Mark of the Wulfen per pack. So, your unit there won't be too tough in close combat, if the enemy can actually make contact with you through that wall of Plasma Death.

 

Valerian

I dunno - 42+d6 attacks with 3-8 of them being Rending? That's not what I would call not "too tough in close combat". :)

I dunno - 42+d6 attacks with 3-8 of them being Rending? That's not what I would call not "too tough in close combat". :)

 

Well, yeah, I suppose that isn't too bad. Averages out to be, what, about 4 dead MEQs? Just not nearly as formidable as Wolf Guard or other units with a handful of Power Weapons, however.

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