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Hey guys, I am thinking about picking up some new models and building towards a nice Drop list. I am thinking about using my Drop Pods to get in the enemy's face and cause a lot of problems. Really using the GH to their potential for once. 

I am thinking about supporting them with Long Fangs and a Thunder Wolf Lord and  a Thunder Wolf Cav unit for my death star. I'm hoping that the Drop Pods will be causing so much havoc that they wont put as much of a priority on the Thunder Wolves.. who will roll up and be nasty. 

Questions... should I give LFs drop pods so my other pods come down sooner, or give them to TLLC Razorbacks for some added long range fire support? 

lemme know if you guys wanna see the list. 

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Questions... should I give LFs drop pods so my other pods come down sooner, or give them to TLLC Razorbacks for some added long range fire support? 

 

Usually not a good idea to DP your LF in, you miss out on at least 2 turns of shooting and most likely will leave them exposed to serious return fire before they get a full BS shot. Better to put them in a Bastion or behind Aegis Defence Lines, which also can provide you with some anti air weaponry. 


 

If you're open to allies, a White Scars biker detachment is pretty sweet. You can tool up a really scary Chapter Master and take 2 squads of bikes with MM attack bikes and Grav guns. What this detachment gives you is a nice package that can deal with many threats and still move fast enough up field to support your podding Wolves.

Probably a much cheaper alternative to the Thunderwolves as well! Haha, thank bud, but I do wanna stay a pure space wolves force. I'll have some termies w/rune priest podding is as well to unleash some mayhem on the poor souls in their wake. I've wanted to play pretty aggressive before with SW, i think this will be my ticket. 

Usually not a good idea to DP your LF in, you miss out on at least 2 turns of shooting and most likely will leave them exposed to serious return fire before they get a full BS shot. Better to put them in a Bastion or behind Aegis Defence Lines, which also can provide you with some anti air weaponry. 

 

 

  

The LF will not be in the DP at all. The DP will drop empty, LF will be posted up somewhere. I'll consider the fortification options though. 

Yeah, he's saying he'll give the long fangs drop pods to help more grey hunter pods drop in the first turn since you have to drop one half, rounding up. Clever idea, actually. Never seen it done via Long Fangs. I've done it a few times with an outflanking SotH WP +GH pack.

 

I've personally never been a fan of tllc/pg, though others swear by them. Lately, my games have consisted of giving my opponent first blood any time I put a razorback on the table...so now if I bring one, its in reserve, sheltering my back-capping GH pack of 5-6.

 

I think the LF drop pods sound like fun. And if you're looking for some additional support, you could upgrade it with a deathwind missile launcher or FW assault cannons. Interesting concept to play around with regardless; 1-2 more AP than a razorback all-around, potentially in range to ruin someone's back field on Turn 2, lesser priority to your opponent than the packs coming out of them unless they're really hoping to pop them for first blood, and if you take first blood, more often than not your opponent will ignore them the entire game, giving your GHs cover.

 

... Yeah I think I might be grabbing a few more pods this weekend.

Good support for DP lists:

Landspeeder Typhoons.
Swiftclaws.
Dreads in DPs.
Wolf Scouts.
TWC, if you can keep them cheap enough.
Deathstorm Pods.

WG in a DP, with the heavy of your choice on the TDA.

 

All solid options.

I usually run a Rune Priest on a bike supported by 4-6 swiftclaws. He can mitigate opponents speed with tempests wrath, eat tau with jaws, or bring cover/or an invulnerable save depending on the game. If FW is allowed Bjorn in a Lucius pod is a solid option for getting that turn one alpha strike.

 

I honestly think if youre running pods then a deathstar is counter productive. Why? Because pods want as many units as possible in your list crippling units in their lists. Death stars tend to outright suck at crippling enemy units on the drop, and suck up alot of points that could be put in places where youll get effcicient close range firepower.

Pods also have an interesting tactical use: walling sections of the board.

 

Blocking LOS, access for vehicles, narrowing the paths...sure, it ain't something lasting but its proven useful many a time.

Everything else yes, but pods don't block true line of sight to a whole pack, they'd just grant a cover save.

Aye definately try and get 3 pods down first turn (meaning you need 5 overall), or at least 2 (4 pods). Having 3 units of grey hunters arrive in your opponents deployment in the first turn gives them plenty to worry about.

 

Thunderwolves may work as a good hammer to your drop pod anvil, but id rather spend more money on putting more things in drop pods (terminators, dreadnought) than buffing the TWC out too much...i usually run 4, 1 with SS (out front taking hits), and one with a thunder hammer..thats it..still come to about 260pts though, but should chew through most things (and the TH cant be challenged out).

 

For an aggressive wolves list though, your definately going long the right liens with drop pods :)

 

The rune priest with termies idea is an alright one..but...if you are simply using him to divination a load of combi-plasma terminators, it may be better to put a wolf priest in there instead..as he gives ongoing preferred enemy to them. If however your rune priest is dropping with some nice shooty killy powers (jaws etc) then fire away :)

Good support for DP lists:

 

Landspeeder Typhoons.

Swiftclaws.

Dreads in DPs.

Wolf Scouts.

TWC, if you can keep them cheap enough.

Deathstorm Pods.

WG in a DP, with the heavy of your choice on the TDA.

 

All solid options.

 

I usually run a Rune Priest on a bike supported by 4-6 swiftclaws. He can mitigate opponents speed with tempests wrath, eat tau with jaws, or bring cover/or an invulnerable save depending on the game. If FW is allowed Bjorn in a Lucius pod is a solid option for getting that turn one alpha strike.

 

I honestly think if youre running pods then a deathstar is counter productive. Why? Because pods want as many units as possible in your list crippling units in their lists. Death stars tend to outright suck at crippling enemy units on the drop, and suck up alot of points that could be put in places where youll get effcicient close range firepower.

This is exactly what I was thinking was going to happen. I have just had so much success with my Wolf Lord on Thunderwolf (thunder bear as some calls it?) It's hard for me to leave him at home... he's been a game changer for my whole playing style and has made me more competitive. 

 

Since I already have the rune priest in the list.. what about running a WP with the swift claws.. or sky claws? Do you take the swift claws over the sky claws because of the bonuses the bikes give you? 

 

I've been hesitant to take Dreads because of how nerfed they got in this edition.. 

 

Guess I'll try to experiment with a few different HQs as well...

 

 

 

Pods also have an interesting tactical use: walling sections of the board.

 

Blocking LOS, access for vehicles, narrowing the paths...sure, it ain't something lasting but its proven useful many a time.

Everything else yes, but pods don't block true line of sight to a whole pack, they'd just grant a cover save.

May not block line of save well... but empty pods can contest objectives can't they? Drop em on someone that thinks they have one. 

When I use them, I prefer SwiftClaws over Skyclaws simply for the extra T, twin linked bolters & the extra save if you move them flat out.Besides, you can give them an attack bike w/a heavy weapon & if you want to go all out, you have the option of a WGPL as well as an HQ.

When I use them, I prefer SwiftClaws over Skyclaws simply for the extra T, twin linked bolters & the extra save if you move them flat out.Besides, you can give them an attack bike w/a heavy weapon & if you want to go all out, you have the option of a WGPL as well as an HQ.

Bikes also automatically get their Hammer of Wrath strike on the assault, whereas Jump Infantry do not.

 

V

 

When I use them, I prefer SwiftClaws over Skyclaws simply for the extra T, twin linked bolters & the extra save if you move them flat out.Besides, you can give them an attack bike w/a heavy weapon & if you want to go all out, you have the option of a WGPL as well as an HQ.

Bikes also automatically get their Hammer of Wrath strike on the assault, whereas Jump Infantry do not.

 

V

Bikes are also faster and turboboost gives them a survivability option that jump packs do not. The advantage of Jump Packs is ignoring terrain- wich is situational- cheapness -wich I balance with smaller sqaud size, theyre a fixer not a hammer- and being able to deep strike -wich bloodclaws really arent very good at since their shooting is minimal for a marine squad. Thus, I take bikes.

 

Also, have you seen Lilbitz bikes slam into units? Yegads man!

 

 

 

 

This is exactly what I was thinking was going to happen. I have just had so much success with my Wolf Lord on Thunderwolf (thunder bear as some calls it?) It's hard for me to leave him at home... he's been a game changer for my whole playing style and has made me more competitive. 

 

Since I already have the rune priest in the list.. what about running a WP with the swift claws.. or sky claws? Do you take the swift claws over the sky claws because of the bonuses the bikes give you? 

 

I've been hesitant to take Dreads because of how nerfed they got in this edition..

 

Guess I'll try to experiment with a few different HQs as well...

You dont have to leave said wolf lord at home- but death staring him with a 350pt TWC unit isnt going  to give you the tools you need to get DPs working. Take 15 fenrisian wolves instead- plenty of bodies to catch bullets, and you can multicharge the entire line while abusing Runic Armor tanking shenanigans a bit if you like.

 

I still suggest the priest on the bike, so he is always where you need him to be. However the Wolf Priest is good if you find the swiftclaws just arent hitting hard enough to break open the assaults you need broken open, certainly not a bad idea.

 

Dreads are still viable, if not the absolute most efficient choice still a decent one- they arent there to stay the whole game, theyre there to bring heavy weapons to bear on important and hard to reach targets. Heavy flamers to wipe out fire warriors behind an aegis line, Multi Meltas as full BS to crack land raiders so youre plasma hunters can remove the terminators inside, assault cannons to crack light armor at about 2/3rds the price of a plasma hunter pack and freeing them up again for the choice bits inside. Etc etc.Wolf Guard can do a similar role, but a full pack is more expensive and a partial pack is usually far less survivable, if just doing combis and PA for example.

May not block line of save well... but empty pods can contest objectives can't they? Drop em on someone that thinks they have one.

Vehicles cannot be denial units, unless otherwise specified, such as the Big Guns Never Tire scenario, allowing LRs, preds, vindies, and whirlwinds to control objectives.

 

Edit: Nor can they claim linebreaker.

Anybody ever used the Deathstorm Drop Pod? There has been some confusion in the rules.. of which I don't really know why. In the rules it clearly states it has a special rule, "Automated Weapons" which states it is allowed/able to shoot all of it's weapons (albeit indiscriminately) at all targets after landing. There is all kinds of talk about moving at cruising speed.. blah blah blah, however all drop pods move at cruising speed (in that case) and other wise troops shouldn't be able to depart from Drop Pods at all when they land, they of course do...

Do you guys think Deathstorms would be fun to take in a drop pod list? ...It is debatable whether or not it'd be worth it. I'm thinking instead of dropping empty Pods throw something down that can do some damage. 

Theres about five different versions of the rules- some of them with issues in the wording.

 

Basically they say to shoot, but dont override the vehicle speed issue, and thus require snap shots, wich in turn eliminates the WW type one from shooting on the drop. Most players who are ok with FW arent going to be jerks about this one though...

 

That being said, theyve been updated in the last six months, so take anything before that and throw it out, and anything since then take with a grain of salt.

I've used the missile version to great effect several times. They ARE indescriminate on the 1st turn but a pair or more coming in the 1st turn can REALLY hurt non PA armies. If you're really lucky, you can even glance a vehicile or 2 on their rear armour with good placement. Have not seen the new rules as mentioned by Grey Mage as I've been waiting for the re-release of the Space Marine book from Forge World hoping to get all the rules for the vehiciles both old & new  in one book.

I've used the missile version to great effect several times. They ARE indescriminate on the 1st turn but a pair or more coming in the 1st turn can REALLY hurt non PA armies. If you're really lucky, you can even glance a vehicile or 2 on their rear armour with good placement. Have not seen the new rules as mentioned by Grey Mage as I've been waiting for the re-release of the Space Marine book from Forge World hoping to get all the rules for the vehiciles both old & new  in one book.

So are you saying the rules I was talking about are the supposed "most current" 

Yeah, kinda of what I was afraid of. The rules I have are the large blast. Kinda why I haven't used them in the last 2 or 3 months. Heard they nerfed the Lucius Pattern Drop Pod as well so as I said earlier, just gonna wait till they re-release the Space Marine book & hopefully get all my rules I need in one go. Maybe I'll even get lucky & they'll include the rules for the Fire Raptor. I know I know. Dreaming. But one can hope. LOL!!!

What you guys think about 2x Vindicators as a support units? those 2 with a pack of Thunderwolf Cavalry seems to have its pros. I have noticed that if the table is long I have hard times to get right range and fire lanes with my Long Fang, Vindicators are also much cheaper.  Also with Long fags, that dont have good fire lanes/range, opposite player just concentrate all fire to the dropped pod units and kill my troops. If I charge with 2x Vindicators and Cavalry unit while I have 3x Drop pods right next to enemy seems like a "ok" plan at least?  I just need to be carefully with the Demolisher cannons scatter dice..

 

Any opinions?

I think your idea has merit. With 2 Vindi's & a TWC pack, if your opponent does not pay them attention, they are in for some hurt. Just be aggressive with the TWC. They're only really good in CC. I've tried it with 3 TWC packs & found it works. You're problem will be how many pods you can actually bring in 1st turn. The more pods you can bring in, the better off you are. The fewer pods, the faster you will be focused fired off the table.

What you guys think about 2x Vindicators as a support units? those 2 with a pack of Thunderwolf Cavalry seems to have its pros. I have noticed that if the table is long I have hard times to get right range and fire lanes with my Long Fang, Vindicators are also much cheaper.  Also with Long fags, that dont have good fire lanes/range, opposite player just concentrate all fire to the dropped pod units and kill my troops. If I charge with 2x Vindicators and Cavalry unit while I have 3x Drop pods right next to enemy seems like a "ok" plan at least?  I just need to be carefully with the Demolisher cannons scatter dice..

 

Any opinions?

I wouldnt want to shell my podding forces on accident, so I dont take vindicators.

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