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Best/Favorite 3 drop pod combo


Theduke08

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Only 3 pods? That's rough. 

 

If you asked me 6 months ago the answer would be the same as mort above, 3 frag dreads. In todays meta I'm not so sure, it depends too heavily on the rest of your list. 

 

But probably double frag dreads and a sternguard unit.

The one thing that I have hopes for when it comes to a new codex is that Priests will be moved from elites.  Id love to drop 3 Fragiosos but i typically run two priests in my lists.  I think 2 of them with a unit of sternguard would be pretty fun.  How do you guys typically load your Furiosos?

3 pods are usually 2 Fragiosos and a 5man squad with flamer/melta for me. I'll try to paint up 2 more pods soon though, and then it's definitely gonna be 3 Fragiosos :D

 

Another version would be a squad of sternguard and bolter DC first turn and another 5man squad for later. I don't believe in mixing armor and infantry though, and anything expensive in my pods should arrive turn 1.

There's not many things nowadays where you need a snippy dread - guard blobs, gaunt swarms and orc hordes mostly. Terminators are immune thanks to 2+ armor and the rest will lose cc sooner or later anyway, so the extra firepower upon arrival is a lot better in my opinion.

I use, mostly for "what is painted" reasons,

1 Fragioso,

1 squad of 8 Death Company with bolters + 1 power fist, and

1 Death Company Dread,

And I make sure to mention in excited tones, with my jump pack/terminator units in reserve set to deep strike, that all three pods will have locator beacons. I might even wink at the opponent at this point to impress upon him how important those drop pod locator beacons are - whether I'm actually using them or not.

 

I put Meltagun and Manga-Grapple on a talons Death Dread so it can open the box the turn it arrives to get to the gooey parts inside.

 

The Fragioso has meltagun and Frag Cannon, since the rending cannon and meltagun can pop something if needed, but most of the time I'm wiping out deck chair units. 

 

The Death company arriving 2nd turn is best, because it makes the opponent stick around to deal with them - they spent lots of resources dealing with two drop pods, two dreadnoughts, and another thing comes down on their objective that they need to dedicate serious firepower to, or assault to remove any benefit I would get from the charge. 

I use the three pods in most games to keep the enemy pinned until Mephiston, Stormravens, assault squads, buffers like Prescience-Libby and Priest, or Vanguard get there.

 

Lastly, I like to put the pods in the midfield, in FRONT of my enemy but between me and him. This gives cover for advancing troops, and tends to keep them from running away into the middle to get away from the drop pods. I try to use my speed to contain the enemy, and then control the board.

Good point about the pods in midfield.  That's what I usually do, but a couple times I've been able to bait the other guy into moving his forces to get in range of scouts on an objective, speeders, etc., something that looks soft over on the other side of the map.  Then I bring in my force behind him, or usually because its trying to break a castle, between his tanks and his infantry so I can remove the major threat to my infantry.  It almost guarantees that I lose the pods, but not having to face dedicated anti-infantry or anti-vehicle for the rest of the game is usually worth it.  After all, take away the best weapon the other army has for killing Mephiston and he can rampage through their army for the rest of the game, as an example.

Do you guys think that drop pod lists have increased in value due to the like of the Riptide?

 

It cant necessarily target your guys because the blast could wind up hitting his own, and you could block LoS with the pod if needed for the interceptor shot.

I'm using a variation of a 3 drop pod combo by deep striking termies on either of the 1st turn pods w/ beacons and putting them as close as I can to the 2nd turn pod containing Corbs, a Libby, and 5 assault marines. 1st turn pods have a Fragioso and an allied Iron Hands Sternguard with 2 grav guns.

 

Finally getting to play test tomorrow but I'm going up against a very good player who's using the Eldar list he's taking to FoB's invie so I'm not going into this with high expectations. I'll document my games at Feast next week regardless of how well I do so be ready for those.

I would also think that Sanguinary Gaurd would be useful to have around against the trixy eldar lists too.

 

Power glaives and bloodshard shells for aspect troops, and inferno pistols for those pesky wave serpents

 

Quite the opposite. In a good eldar list you'll see mostly 3+ saves with enough lances, rending and wave serpents to question why you would ever bother with marines that aren't white scars on bikes. :P

 

Sanguinary guard is some of the worst units you can take in a competitive list.

I would also think that Sanguinary Gaurd would be useful to have around against the trixy eldar lists too.

Power glaives and bloodshard shells for aspect troops, and inferno pistols for those pesky wave serpents

Quite the opposite. In a good eldar list you'll see mostly 3+ saves with enough lances, rending and wave serpents to question why you would ever bother with marines that aren't white scars on bikes. tongue.png

Sanguinary guard is some of the worst units you can take in a competitive list.

Thanks haha its been a while since ive played 40k 6th edition.

That said I revised a list and came up with this:

Double fragosios with heavy flamers in pods

9 man DC in pod with reclusiarch (bolters and 1 PF, reclusiarch uses plasma pistol since he is bs5)

5 man sterngaurd combi melta in a pod with Tycho (I feel he is underrated!! ignores armor saves at initative and hits like a MC and has blood song!)

I have yet to try it but it looks solid on paper.

  • The fragosios do their thing and sizzle some castlers or pathfinders
  • DC with Reclusiarch absorb bullets like no tommorow, distract, then hit back any scoring units
  • sterngaurd are pretty derp and take out things like riptides and have tycho to back them up

I have some lasplasbacks running around the table ferrying msu asm where they need to be, 2 baals with ACs, and a 5 man scout squad with snipes and a missle to be annoying.

The drop pod elements are just to put the enemy's balls to the wall while the other shmoes run around grabbing objectives and lending fire support.

As a former Tau player I'm trying to find a list that would piss in their cereal :D

I find that drop poding Multi-Melta/Heavy Flamer regular dreadnoughts is pretty good as well, they are a smaller investment, free up an Elite slot and can deal with heavy armor upon deployment as well.  They are likely to be less fire magnets, Do consider that.

 

If you won't go for 3 DCs in pods, then I suggest 1DC in pod, 1 MM/HF Dreadnought in pod and 1 Fragioso in pod.

I find that drop poding Multi-Melta/Heavy Flamer regular dreadnoughts is pretty good as well, they are a smaller investment, free up an Elite slot and can deal with heavy armor upon deployment as well.  They are likely to be less fire magnets, Do consider that.

 

If you won't go for 3 DCs in pods, then I suggest 1DC in pod, 1 MM/HF Dreadnought in pod and 1 Fragioso in pod.

 

A whopping 10 pts cheaper.... For an arguably worse weapon combo, one less blip of AV and two blips of WS. But ok if you need that elite slot I guess. 

 

I'd be tempted to bring the TL Heavy flamer + Heavy flamer for the same points. It's much more specialized but better at killing everything that isn't 3+ or a vehicle. Not having to depend on rends to kill things can be a godsend. 

I'm finding the difference between AV12 and AV13 is massive for survivability.  Especially with so much S7 in the game.  Its even more important in melee, which I tend to use to keep my dreadnought alive after the drop.  I can charge marines and they have to basically run away or just die slowly.

 

Also, some fun times with Furiosos vs. Smash attacks.  When a monster with 2 attacks at S10 has to roll 4 and then 4 again to actually put a damage result on, he'll average only half a hit, or call it a result every second round of combat.  My Fragioso (rolling 3s to hit and 2s to wound against damn near everything) will knock 3-5 wounds off in 2 rounds of combat, potentially beating most MCs (Tervigons, Spyders, Wraith-things particularly).  With a standard Dreadnought, I'd be significantly further down the probability curve for winning, and would not want to take the chance.

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