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1250-1500 Strategies - To Pod or Not to Pod


Kasper_Hawser

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Hi everyone. As of late, I've been experimenting with drop pod and deepstrikes with my list. With the Wolves overcoming their distrust of teleportation and our Detachment rules Cunning of the Wolf guaranteeing one reserve arriving every turn, I wanted to start seeing if the famed Drop Pod alpha strike could still work.

 

It didn't for me, although I admit its because of my poor target priority as well as the limited points I choose to play. My meltas kept on missing, and the squad was almost always subsequently shot to pieces before they could charge next turn.

 

My question then is, at a low point game like 1250, should I stick to Rhinos for mobility as opposed to getting there at once? Also I'm beginning to see that Dreadnoughts are somewhat fragile based on the fact that my Dreadnoughts kept getting glance to death by missile squad devastators, that I'm now reconsidering deploying more Long Fangs.

 

FYI, my current list is as follows:

 

Wolf Lord - Armour of Russ, Fangsword and plasma pistol - accompany Melta grey hunter squad drop pod

Rune priest - Mastery level 2 - together with Wolf Lord

Arjac - Deep strike with termie group turn 2.

 

Dreadnought - Heavy flamer with drop pod locator beacon

 

3 Terminators with combi meltas and power axes

 

Dreadnought - TL Lascannon and missile launcher

 

8 Grey Hunters with CC, melta, wolf guard, combi melta , power axe and wolf standard in drop pod (locator beacon)

6 Grey Hunter with plasma in Drop pod

 

4 Long Fangs - 3 lascannons.

 

If you ask me what happened during my last two games, basically when I struck my Wolf Lord and melta squad and Dreadnought in Turn 1, they often didn't do enough damage to the enemy before being shot off. And Arjac just kept rolling ones when throwing his hammer, and even in non challenge CCs.

 

My mates informed me that I just didn't have enough drop pods. 3 in total, with 2 guaranteed to come turn 1, and turn 2, I normally use to bring in the termies and Arjac automatically.

 

FYI, the games which I lost dismally was against a blob IG squad full of plasma and lascannons, the second was a strange Black Templar list with 3 devastator squads, filled with missile, lascannon and plasma cannons each. IG was a purge the alien mission, BT was Scouring.

 

I really want to make my dreadnoughts work but so far, except for Bjorn they are underperforming. Should I use all of them for durable long range sniping instead of long fangs, or use all my alpha strike pods for the dreadnoughts?

My experience of drop pods has led me to believe that they work best in two ways. Either you go full drop pod with a flier (5-7 at 1500) or you go 1-3 cheap pods with melta squads for removal only, probably just the one now with the price of combis.

If you are aiming for a strong alpha strike, consider allies. Being able to buy empty pods in the FA slot opens up a whole new world of cheese and new innovative ways to lose friends.

Personally I like Centurions in there, but there are other options like GK Terminators in SW pod with shunting interceptors and dreadknights.

If going pure is more your cup of tea, then look to others for advice. I have not tried that yet. I am not the full pod SW type. My SW portions/lists are mostly beta strike ;)

One of the things I saw from your list is after your first two drop pods arrive in turn one, on the table you've probably only got.

 

wolf Lord, Rune Priest Drop pod and melta Grey hunters - right in the face of something

 

Dreadnought with flamer - up close and in their face

 

Long fangs and shooty dreadnought sitting at the back of the field probably in cover from the deployment phase.

 

Your opponent, any guns strength 6 or more, only have 2 targets the dreadnoughts, one will be a long way back, deployed before the game probably in cover, the other with flamer close and normally in the open. it's just a matter of target priority and your decision for the opponent is mostly made already. I've seen a  similar thing recently with Murderfang coming down in a drop pod turn one and dying before he makes combat on turn two.

 

dropping Murderfang on turn two, give you one or two rounds of shooting there anti tank, before the dreadnought can get there on turn 3 and mop up the infantry.

Make your army so in T2 you could make several assaults. My lists are 3 pods with hunters, bikes, thunderwolves and thunderlord and depending on the enemy, a fourth GH pack in rhino, long fangs with Divination Priest, etc. Whatever you feel necessary

 

The thing is at the end of my firts turn I have 20 gh, thunderwolves and bikes in situation of assault. If the enemy wipes you out, he brought more guns than you. He probably will concentrate fire in TWC. You should tank wounds with TWL and retinue with SS. Now that they are cheaper and lord have 4 wouns should be easier.

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