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Drop Pods, Wolf Gaurd, and Grey Hunters


Raensleyar

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Just some questions regarding the use of drop pods from a newcomer to Space Wolves.

 

I used to deep strike my terminators, but learned that is illegal for Space Wolves. Whoops.  No problem, I don't mind them footslogging up the board.

 

Then I got my hands on a drop pod, but it only holds 5 terminators, so I am at a bit of a dilemma in deciding what to do with the drop pod.

 

1. Is it even useful having just one drop pod? My understanding is that if you have 1 drop pod, it essentially has to come down the first turn. It would seem that would just mean feeding the pod and the troops it is transporting piece meal to the opponent.

 

2. If I use the drop pod, is it worth bringing down the number of terminators in my wolf guard to fit into the drop pod or can they survive walking/running up the board?

 

3.  I also have considered using the drop pod to bring in a squad of grey hunters. I have three squads at present. If I were to choose this option, which of the following squads, in your more experienced opinions, would probably do better in a drop pod:

 

a. 10 grey hunters, 2 with plasma guns

 

b. 10 grey hunters, 2 with melta guns

 

c. 9 grey hunters, wolf banner, joined by melee-oriented wolf guard

 

The dilemma squads a and b pose is the issue of capacity and deployment versus taking a free special weapon. I usually deploy the grey hunters with a wolf guard; however, that brings it up to 11 if I want the two special weapons and a no drop pod; alternatively, I drop either the wolf guard or the 2nd free weapon to be able to use the drop pod.

 

Finally, I have also considered whether a drop pod would be useful for bringing in a dreadnought, instead.  

 

Of course, I could just resolve all this by saying screw the drop pod and and forget about it completely.  

 

Space Wolves seem to be one of those armies where we are spoiled for choices ... which only makes army building that much harder.

 

Anyway. thanks for any help and advice you can give.

 

 

 

I know it's a cliche, but it comes down to your play style my personal preference is using a 9 man grey hunter squad and add in a wolf guard with a combi weapon depending on squad need and it can make up for not having the extra free special weapon

The meltagun squad you mentioned has real potential for hunting those nasty artillery pieces and hammernator transports that can give the rest of the army trouble. Id drop them in, having added a wolf totem, and prepare for the counter attack.

 

One pod, either GHs or TDA, can be effective. The key to not just 'throwing them away' is knowing your ranged and playing strong deployment that wont leave them over exposed. Targets on the flank, or dropping down and then deploying directly into cover, helps quite a bit.

 

Use the pod to screen them from some targets if at all possible, make your opponent work for his shots. Heck, make him work for everything.

 

And of course, use the inertial guidance system to its fullest! If you have terrain and troops to reduce the scatter on two sides, youve taken your chances of a hit from 1 in 3 to about 2/3, and thats significant... and without downside.

In a pod, I like the melta led by a WG as you'll only look to pop a tank on the turn of landing before making things personal in close combat, mitigating the kombiweapons one shot only, where a WG will quite aid you. For fire support packs I'd go double special weapon though, cranking out the free plasma upgrades.

If you're putting a dreadnought in a pod, you might want to consider a Lucius Pattern drop pod. It's slightly more expensive but not too bad. Importantly, it's not "dedicated" and therefore uses a FOC slot (Fast Attack in this case). The benefit is that unlike a normal drop pod, the dreadnought can charge the turn it disembarks. That's a big deal IMO!!!

 

It's forge world though. Many people are 100% fine with forge world (myself included) but your mileage may vary. Check with your regular opponents if you're in doubt as to whether it's allowed.

It can but you're back to the old problem of it hopefully killing something nasty in the other person's army & then getting taken out unless you forward deploy & push hard to support. ideally push forward with a unit of Swift Claws or Thunder Wolves follwed by a pack or 2 of GH in Rhinos/Razorbacks with fire support. My experience anyways.

Thats because its a FW option, takes up a fast attack slot....

 

If your group uses FW rules, its a decent choice.

 

That being said the key to using a dread in a DP is taking a heavy flamer. Best ten point upgrade in the codex, I promise.

Yes, if you're considering a Drop Pod Dread, then a Hvy Flamer upgrade is worth it on one. As for the Lucius, it's definitly worth it IMO. But it is FW so you need to check with those you play against if they're Ok with it. I run one all the time pretty much & the nice thing is you caN PUT any Dread in it, including Bjorn.

Thats because its a FW option, takes up a fast attack slot....

 

If your group uses FW rules, its a decent choice.

 

That being said the key to using a dread in a DP is taking a heavy flamer. Best ten point upgrade in the codex, I promise.

 

 

I find it a definate hard choice over a dread with M.Melta/H.Flamer, and 5 TDAWG with combi weapons and a H.Flamer.

 

Anyone thought about maxing out a 10 man squad of wolf guard, firing some off to join other units, and having 2 TDAWG with H.Flamers in a pod? :D

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