Schertenleib Posted July 13, 2012 Share Posted July 13, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/ Share on other sites More sharing options...
Orphus Posted July 13, 2012 Share Posted July 13, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119711 Share on other sites More sharing options...
Lord Ragnarok Posted July 13, 2012 Share Posted July 13, 2012 Correct, the codex entry specifically states that units cannot assault the turn it arrives. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119739 Share on other sites More sharing options...
Khine Posted July 13, 2012 Share Posted July 13, 2012 Correct, the codex entry specifically states that units cannot assault the turn it arrives. unfortunately your right :lol: When are we going to get our flying open topped krakken?! :( Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119741 Share on other sites More sharing options...
d@n Posted July 13, 2012 Share Posted July 13, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119912 Share on other sites More sharing options...
Vassakov Posted July 13, 2012 Share Posted July 13, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119934 Share on other sites More sharing options...
narf Posted July 13, 2012 Share Posted July 13, 2012 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 Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3119977 Share on other sites More sharing options...
Rik84 Posted July 13, 2012 Share Posted July 13, 2012 are you sure that you can get out and move 6" after the deploment 6" move? im sure you can only move up to 6" away from the drop pod, aleast thats how ive been playing my drop pod army. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120013 Share on other sites More sharing options...
Vassakov Posted July 13, 2012 Share Posted July 13, 2012 Yeah, sorry - it's 6" from the Pod, no further movement unless you run. Sorry for the confusion! Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120027 Share on other sites More sharing options...
SgtTelion Posted July 13, 2012 Share Posted July 13, 2012 I think im about to jump on the Drop Pod bandwagon at last... shame they are such a B$%&$rd to put together :) Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120106 Share on other sites More sharing options...
Kassill Posted July 13, 2012 Share Posted July 13, 2012 Yeah, I've been wanting to play a DP army since I first started playing, and now with vehicles pretty much useless, I have no reason not to go to drop pods anymore. And yes, they are a royal pain in the rear to assemble ;) Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120246 Share on other sites More sharing options...
Lord Ragnarok Posted July 13, 2012 Share Posted July 13, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120461 Share on other sites More sharing options...
Valerian Posted July 13, 2012 Share Posted July 13, 2012 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 Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120462 Share on other sites More sharing options...
Zagar Posted July 13, 2012 Share Posted July 13, 2012 I have wanted to make a drop pod list for an eternity, so maybe I should do that now? :cuss I do have 7 drop pods standing around which I have ever only used once in an apoc game. But I don't actually think that they are that bad to assemble :D Z. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120465 Share on other sites More sharing options...
Vor Posted July 13, 2012 Share Posted July 13, 2012 Most of my games with my Wolves in the last year or so of 5th had 6 drop pods in. They're great. Even better now. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120564 Share on other sites More sharing options...
dswanick Posted July 14, 2012 Share Posted July 14, 2012 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... Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120761 Share on other sites More sharing options...
Runesch Posted July 14, 2012 Share Posted July 14, 2012 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 =) Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3120768 Share on other sites More sharing options...
Russ Brother 92 Posted July 14, 2012 Share Posted July 14, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3121477 Share on other sites More sharing options...
Runesch Posted July 14, 2012 Share Posted July 14, 2012 I have played 7 games in 6th now and used the expensive 9xwg dual pp +mark, priest with pp in pod, only once they failed to much to be worth the points, but i agree its a really, really expensive unit. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3121499 Share on other sites More sharing options...
Vassakov Posted July 14, 2012 Share Posted July 14, 2012 I have played 7 games in 6th now and used the expensive 9xwg dual pp +mark, priest with pp in pod, only once they failed to much to be worth the points, but i agree its a really, really expensive unit. Have your opponents yet to discover AP3 blasts? Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3121549 Share on other sites More sharing options...
narf Posted July 18, 2012 Share Posted July 18, 2012 9 WG in TDa with combi melta and power weapons costs less and can walk up the table. The only thing the twin pistols has is tehy can be fired each round, however combi weapons can have more of a mix, so plasma, melta etc Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3125346 Share on other sites More sharing options...
Valerian Posted July 18, 2012 Share Posted July 18, 2012 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 Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3125444 Share on other sites More sharing options...
dswanick Posted July 18, 2012 Share Posted July 18, 2012 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". :) Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3125458 Share on other sites More sharing options...
Valerian Posted July 18, 2012 Share Posted July 18, 2012 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. Link to comment https://bolterandchainsword.com/topic/256352-drop-pods-in-sixth-edition/#findComment-3125495 Share on other sites More sharing options...
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