Torin Posted August 3, 2012 Share Posted August 3, 2012 Good Day brother, In 5ed rhino has been an important source to every SW army, but with the new 6th ed i dont see their efficiency anymore. Unless for cover sake.. nothing more. Would drop pod be a more effective method in delivering our forces to the battlefield now. Also what kind of troop configuration be more effective now.. a full 10men GH or 8men with WG and priest. Let me know what your view on DP Army in 6th ed. Cheers Brother. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/ Share on other sites More sharing options...
brbla Posted August 3, 2012 Share Posted August 3, 2012 well, droppods imo > rhinos in 6th edition. as for unit composition, this is what im gonna go with, once i finish the pods :) 1 Wolf Lord (HQ) @ 280 Pts Runic Armour; Thunder Hammer; Storm Shield; Frag Grenades; Krak Grenades; Saga of the Bear; Thunderwolf mount 2 Fenrisian Wolfs @ [20] Pts 1 Rune Priest (HQ) @ 100 Pts Bolt Pistol; Runic Weapon; Frag Grenades; Krak Grenades 1 Dreadnought (Elites) @ 140 Pts Dreadnougth CCW; Storm Bolter; Multi-Melta; Search Light; Smoke Launchers 1 Drop Pod @ [35] Pts Storm Bolter 1 Dreadnought (Elites) @ 140 Pts Dreadnougth CCW; Storm Bolter; Multi-Melta; Search Light; Smoke Launchers 1 Drop Pod @ [35] Pts Storm Bolter 7 Grey Hunters (Troops) @ 223 Pts Bolt Pistol & CCW; Bolter (x6); Plasma Gun (x1); Mark of the Wulfen (x1); Wolf Totem; Frag Grenades; Krak Grenades 1 Wolf Guard Pack Leader @ [48] Pts Terminator Armour; Power Fist; Combi-Plasma 1 Drop Pod @ [35] Pts Storm Bolter 8 Grey Hunters (Troops) @ 238 Pts Bolt Pistol & CCW; Bolter (x7); Plasma Gun (x1); Mark of the Wulfen (x1); Wolf Totem; Frag Grenades; Krak Grenades 1 Wolf Guard Pack Leader @ [48] Pts Terminator Armour; Power Fist; Combi-Plasma 1 Drop Pod @ [35] Pts Storm Bolter 8 Grey Hunters (Troops) @ 233 Pts Bolt Pistol & CCW; Bolter (x7); Meltagun (x1); Mark of the Wulfen (x1); Wolf Totem; Frag Grenades; Krak Grenades 1 Wolf Guard Pack Leader @ [48] Pts Terminator Armour; Power Fist; Combi-Melta 1 Drop Pod @ [35] Pts Storm Bolter 8 Grey Hunters (Troops) @ 233 Pts Bolt Pistol & CCW; Bolter (x7); Meltagun (x1); Mark of the Wulfen (x1); Wolf Totem; Frag Grenades; Krak Grenades 1 Wolf Guard Pack Leader @ [48] Pts Terminator Armour; Power Fist; Combi-Melta 1 Drop Pod @ [35] Pts Storm Bolter 8 Grey Hunters (Troops) @ 258 Pts Bolt Pistol & CCW; Bolter (x7); Meltagun (x1); Mark of the Wulfen (x1); Wolf Totem; Frag Grenades; Krak Grenades 1 Wolf Guard Pack Leader @ [73] Pts Terminator Armour; Power Fist; Storm Bolter; Cyclone Missile Launcher 1 Drop Pod @ [35] Pts Storm Bolter 1845pts Models in Army: 57 in case i dont get 1st turn, Wolf lord will be hidden behind some bigger terrain, in my 1st, 4 pods full of angry greyhunters come in, with runepriest who will have divination and give one squad reroll to hit. then the fireworks start :tu: wolf guards are in terminator armour because of 2+ saves, cheap fist, and wolf totem. together with totem, you need 36 wounds in close combat to take that bitch down, so just keep him in front line in CC, and eat all the normal weapon hits (non AP2 hits ofcourse) and all failed 1's reroll :D Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3139942 Share on other sites More sharing options...
Grey Mage Posted August 3, 2012 Share Posted August 3, 2012 Im finding I can stick another pod, or even upwards of two at larger point levels, into my lists because of a change to some of the basic upgrades- wich is to say that powerfists have been traded out for power-axes on my plasma squads, I dont need extra armor on my dreadnaughts, etc. Im also finding drop-podding 5 man TDA squads to be far more viable, and with its high rate of fire the assault cannon is once again just as viable as the cyclone missile launcher- definitely a solid improvement. On the other side scouts are less of a threat and so they arent as good at pushing enemy units into the table edge. This is mildly problematic- Im thinking 5 with melta and 2xPlasma Pistol will still be viable artillery hunters, but they are far more optional now, wich opens up the wolf gaurd slots nicely. Typhoons are still great support, and I heartily recommend them. Strength 5 blasts that cant fire on landing still arent amazing- so I imagine Ill still avoid taking the deathwind launchers. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140019 Share on other sites More sharing options...
Blacksad Posted August 3, 2012 Share Posted August 3, 2012 methinks the sniperscouts will be seeing a lot of playtime now though Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140054 Share on other sites More sharing options...
Lord Ragnarok Posted August 3, 2012 Share Posted August 3, 2012 Im finding I can stick another pod, or even upwards of two at larger point levels, into my lists because of a change to some of the basic upgrades- wich is to say that powerfists have been traded out for power-axes on my plasma squads, I dont need extra armor on my dreadnaughts, etc. Im also finding drop-podding 5 man TDA squads to be far more viable, and with its high rate of fire the assault cannon is once again just as viable as the cyclone missile launcher- definitely a solid improvement. On the other side scouts are less of a threat and so they arent as good at pushing enemy units into the table edge. This is mildly problematic- Im thinking 5 with melta and 2xPlasma Pistol will still be viable artillery hunters, but they are far more optional now, wich opens up the wolf gaurd slots nicely. Typhoons are still great support, and I heartily recommend them. Strength 5 blasts that cant fire on landing still arent amazing- so I imagine Ill still avoid taking the deathwind launchers. What are you doing for flyer control? I was in total agreement with assault cannons but then I thought two cyclone bearers with a rune priest casting prescience would be a good idea. Still hard to hit but I would just have to prioritize how hard to kill the flyer versus the threat level of something which may be easier to hit and or kill. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140270 Share on other sites More sharing options...
Flying Rook Posted August 4, 2012 Share Posted August 4, 2012 I have really enjoyed playing with the new 6th Edition rules... I find they enhance the game... In any case, I am using one drop pod of 5 TDA Wolf Guard with 2 assault cannons! They can dish out some damage! (Plus they look super cool!) I haven't had much concern with flyers in my local area as most players haven't switched to flyers... yet! But I have noticed several flyer kits coming into my FLGS, so I put in an order for an Imperial Strongpoint! Just going to rely on the quad and lascannon's skyfire rules for now. It is due to arrive next week and I will be sure to let everybody know how they deal with the expected influx of flyers. And I still don't think that 6th Ed is the end of vehicles... my vehicles are lasting longer! Sure they can be "glanced to death." But that takes sustained fire, which means they aren't shooting at my GHs or BCs (yes, I usually play with a footslogging unit of 15 and a Wolf Priest baby sitter!) so I don't mind. I am thankful that I am not getting the lucky vehicle destroyed glancing hits anymore! I much prefer the hull points and the current system. Play with the new rules a few times and decide for yourself... And a bit off topic - I love my Long Fangs even more! The can move AND fire now! Granted they don't have much of a chance to hit, but at least they have a chance! Enjoy your gaming! Flying Rook Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140978 Share on other sites More sharing options...
Wulfebane Posted August 4, 2012 Share Posted August 4, 2012 In any case, I am using one drop pod of 5 TDA Wolf Guard with 2 assault cannons! They can dish out some damage! (Plus they look super cool!) Just making sure... you have more than 5 WG in that army list, right? And yeah, twin assault cannons coming out of a drop pod would decimate any gunline/horde. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140981 Share on other sites More sharing options...
Flying Rook Posted August 4, 2012 Share Posted August 4, 2012 In any case, I am using one drop pod of 5 TDA Wolf Guard with 2 assault cannons! They can dish out some damage! (Plus they look super cool!) Just making sure... you have more than 5 WG in that army list, right? And yeah, twin assault cannons coming out of a drop pod would decimate any gunline/horde. @Wulfebane: LOL! Of course! I have 10 WG in that list! You can't take two assault cannons in the same unit without taking 10 WG! The other five are in power armor and have been broken off to run other packs. And yup, when that drop pod plops down and the doors open, everybody is running for cover! Usually my opponent freaks out, allowing my GHs go about their jobs snagging objectives, etc. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140985 Share on other sites More sharing options...
Wulfebane Posted August 4, 2012 Share Posted August 4, 2012 I like the concept of this tactic. Not only are they a close proximity distraction from the GH packs, but they're literally spraying death, and in tda no less. Definitely gunna be trying this out. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3140997 Share on other sites More sharing options...
Heretic_EOD Posted August 4, 2012 Share Posted August 4, 2012 I do a mix of drop pods and rhinos in my list and have had good results. I use 3 pods, 1 with 10 GH with a flamer and metla, 1 with a dreadnought w/ assault cannont and heavy flamer, the other has 4 WG in TDA and a Rune priest in TDA. Depending on how my enemy deploys dicates which models go down first. If they bunch up to hide behind buildings to avoid getting shot by my long fangs i'll drop in the grey hunters and dread on turn 1. Using the flamers on bunched up units has a pretty awesome affect. I drop them in a triangle style that way all the pods are close enough to support each other, plus my two rhinos with 10 GH ea can move up to help. I tried using 4 once but that has the downside of 2 units deep striking in that normally came in around turn 4, so I went back to 3. Pretty fun and affective way to play in my opinion. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141068 Share on other sites More sharing options...
WG Vrox Posted August 4, 2012 Share Posted August 4, 2012 I have pretty much stuck with a 3 pod list and so far it has continued to work well in 6th. 2- 10 GH with 2 plasma guns. 1-8 GH Melta with WG in TDA CM/CF. In fact DPing in has become even more effective now that the 24' shot is an option on drop. I have been considering adding the PP to my plasma squads to give them an extra shot and another reason not to allow a over-watch shot against any assaulting unit. I am also considering painting up a 3 man swiftclaw + AB unit with WG to provide some additional down field support as well as regain some lost mobility. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141263 Share on other sites More sharing options...
Ulricspath Posted August 4, 2012 Share Posted August 4, 2012 I have really enjoyed playing with the new 6th Edition rules... I find they enhance the game... In any case, I am using one drop pod of 5 TDA Wolf Guard with 2 assault cannons! They can dish out some damage! (Plus they look super cool!) Damn! Add a wolf priest to that and you get 8, S6 ap4 with rending shots each turn that could reroll all 1s! (not counting around 12 normal bolter shots!), some would see it as really cheesy but that would indeed be lethal! Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141341 Share on other sites More sharing options...
Lord Ragnarok Posted August 4, 2012 Share Posted August 4, 2012 I have pretty much stuck with a 3 pod list and so far it has continued to work well in 6th. 2- 10 GH with 2 plasma guns. 1-8 GH Melta with WG in TDA CM/CF. In fact DPing in has become even more effective now that the 24' shot is an option on drop. I have been considering adding the PP to my plasma squads to give them an extra shot and another reason not to allow a over-watch shot against any assaulting unit. I am also considering painting up a 3 man swiftclaw + AB unit with WG to provide some additional down field support as well as regain some lost mobility. I want to pod all and was thinking of a WP with hunter with 3+AB bikers to out flank and help provide some speed to my droppers. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141342 Share on other sites More sharing options...
Russ Brother 92 Posted August 4, 2012 Share Posted August 4, 2012 one thing I'm going to try, is allied scouts and allied TDA w/ ass cannon, the scouts come in enemy back line and teleport the termies in - meanwhile, earlier my own termies pod in with a wolf priest, methinks a 4 pod army and 2 with TDAWGs, they drop in to blast away any resistance, the other 2 pods hold hunters who pod close to objective - this would be with running a semi-Loganwing :tu: Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141343 Share on other sites More sharing options...
Grey Mage Posted August 5, 2012 Share Posted August 5, 2012 Im finding I can stick another pod, or even upwards of two at larger point levels, into my lists because of a change to some of the basic upgrades- wich is to say that powerfists have been traded out for power-axes on my plasma squads, I dont need extra armor on my dreadnaughts, etc. Im also finding drop-podding 5 man TDA squads to be far more viable, and with its high rate of fire the assault cannon is once again just as viable as the cyclone missile launcher- definitely a solid improvement. On the other side scouts are less of a threat and so they arent as good at pushing enemy units into the table edge. This is mildly problematic- Im thinking 5 with melta and 2xPlasma Pistol will still be viable artillery hunters, but they are far more optional now, wich opens up the wolf gaurd slots nicely. Typhoons are still great support, and I heartily recommend them. Strength 5 blasts that cant fire on landing still arent amazing- so I imagine Ill still avoid taking the deathwind launchers. What are you doing for flyer control? I was in total agreement with assault cannons but then I thought two cyclone bearers with a rune priest casting prescience would be a good idea. Still hard to hit but I would just have to prioritize how hard to kill the flyer versus the threat level of something which may be easier to hit and or kill. Not sure yet, but Im considering dropping a quad-auto dread, or possibly taking some allies. Hasnt come up strongly yet. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141823 Share on other sites More sharing options...
Russ Brother 92 Posted August 5, 2012 Share Posted August 5, 2012 If your group are okay with FW models you could run a Mortis Contemptor for their AA-Mount Rule, run them with two twin LC or AC and watch the birdies fall out the sky :D Although rifleman dread would probs work quite well. Link to comment https://bolterandchainsword.com/topic/258098-drop-pod-army-in-6th-ed/#findComment-3141828 Share on other sites More sharing options...
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