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I think it really doesn't matter what gun you give your drop pod. I'd probably go for the storm bolter for the longer range and more reliable number of shots, but you shouldn't really ever expect it to kill much.

 

It's interesting that they've lost wounds. I think they used to have 10 or 12, and more toughness too maybe. This is probably so that they can be easily killed instead of holding objectives. But it means they aren't too much of a liability for secondaries.

 

That said, it could become an issue if you're running quite a few pods and some other vehicles. If someone does take Bring it Down then a pod is an easy 2vp. If you're running 3-4 pods and no other vehicles then your opponent probably won't take BID.

 

Bring it Down is actually a point against the impulsor. It's got 11 wounds so it gives the full 3 points. A Rhino only has 10 wounds, so it gives 2vp despite not being much weaker at all. 

 

Personally I'm trying to keep lists to 3 vehicles and characters so as to make it hard to score secondaries against me. Marine infantry is really strong at contesting the mid-board so I think it's a valid approach.

I actually included a Drop Pod in my latest list. Probably for the first time since the beginning of 8th. 

Now when they don't have to come down on turn 1, combined with them being cheaper than Rhinos, giving away fewer VP's and with the change to Flame- and Melta-weapons, there's just so many available plays including Drop Pods that I can't make with Rhinos. 10 Salamander Sternguard with Combi-flamers and Flamecraft during Tactical Doctrine is just mean. 

With that said, the buff to Firstborn probably plays a large part too. 

Thank you for the info karth! What do you think about pods with deathwind missile launchers? Worth it? Do you think it could make people target the pods more and use their firepower? I used deathwinds a lot in 5th and 6th, and they worked well in clearing out my brother's gaunts. My book is still coming in the mail, so I can't look at stuff yet.

 

I really hope the FW book makes Deathwind Deathstorm pods actually useable in 9th. 8th Ed Deathwind Deathstorm pods were pure garbage :unsure.:

 

Edit: I was thinking about the Forgeworld Deathstorm pods, not the Deathwind Launcher option for normal Drop Pods. Still, the Deathwind option was pretty garbage :teehee:

Edited by Kallas

HB/ AC razorbacks are looking king IMO for loyalist oldmarine MSU's. Also Impulsor is the primaris razorback equivalent at 6 man capacity, repulsor is the LR transport equivalent, especially now its moved into the HS slot and gravis take up two passenger slots I believe.  

On that note, do people think the shield dome is still worth taking?

The Impulsor's job is to get its cargo where it is going and then make as much of a nuisance of itself as possible afterwards. In that context, I think the Shield Dome is worth it you are taking an Impulsor. I am undecided on the value of the Impulsor more generally. In late 8th, people were building lists around Impulsors. I think it is now the case that you buy an Impulsor if you have built a list around units that require it (e.g. Bladeguard, Primaris characters).

Thank you for the info karth! What do you think about pods with deathwind missile launchers? Worth it? Do you think it could make people target the pods more and use their firepower? I used deathwinds a lot in 5th and 6th, and they worked well in clearing out my brother's gaunts. My book is still coming in the mail, so I can't look at stuff yet.

The Deathwind is pretty weak now which is why it doesn't require points to upgrade from the Stormbolter. Personally I would stick to the Stormbolter for its longer range. The Deathwind cannot be fired in melee since it is a BLAST weapon but if your opponent charges the Pod to smash it up, they will still have to face those 4 S4 Stormbolter shots every turn. :teehee:

 

Drop Pods can actually be useful for Secondaries if you take something like Linebreaker. Drop it in with 2x5-man squads and straight away your opponent has to kill at least 2 of those units to stop you racking up 5VPs a turn for linebreaker. This can be really useful against compact elite armies who don't have the numbers to screen their DZ effectively.

 

On that note, do people think the shield dome is still worth taking?

The Impulsor's job is to get its cargo where it is going and then make as much of a nuisance of itself as possible afterwards. In that context, I think the Shield Dome is worth it you are taking an Impulsor. I am undecided on the value of the Impulsor more generally. In late 8th, people were building lists around Impulsors. I think it is now the case that you buy an Impulsor if you have built a list around units that require it (e.g. Bladeguard, Primaris characters).

 

 

Yes, this is in context of a Bladeguard delivery service. 

 

Thank you for the info karth! What do you think about pods with deathwind missile launchers? Worth it? Do you think it could make people target the pods more and use their firepower? I used deathwinds a lot in 5th and 6th, and they worked well in clearing out my brother's gaunts. My book is still coming in the mail, so I can't look at stuff yet.

The Deathwind is pretty weak now which is why it doesn't require points to upgrade from the Stormbolter. Personally I would stick to the Stormbolter for its longer range. The Deathwind cannot be fired in melee since it is a BLAST weapon but if your opponent charges the Pod to smash it up, they will still have to face those 4 S4 Stormbolter shots every turn. :teehee:Drop Pods can actually be useful for Secondaries if you take something like Linebreaker. Drop it in with 2x5-man squads and straight away your opponent has to kill at least 2 of those units to stop you racking up 5VPs a turn for linebreaker. This can be really useful against compact elite armies who don't have the numbers to screen their DZ effectively.

So, I got my book on Monday, and today I finally got the chance to browse it. Yah, deathwinds look like garbage. At the range they shoot at, the storm bolter is firing 4 times due to rapid fire anyways, and as you said, the deathwind can't fire in combat. So, with the extra range, ability to fire into combat, and rapid fire making almost equal shots, storm bolters are definitely the go to option. Good thing all my pods are modeled with them.

 

Looking forward to making a steel rain black templars list again!

 

 

Thank you for the info karth! What do you think about pods with deathwind missile launchers? Worth it? Do you think it could make people target the pods more and use their firepower? I used deathwinds a lot in 5th and 6th, and they worked well in clearing out my brother's gaunts. My book is still coming in the mail, so I can't look at stuff yet.

The Deathwind is pretty weak now which is why it doesn't require points to upgrade from the Stormbolter. Personally I would stick to the Stormbolter for its longer range. The Deathwind cannot be fired in melee since it is a BLAST weapon but if your opponent charges the Pod to smash it up, they will still have to face those 4 S4 Stormbolter shots every turn. :teehee:Drop Pods can actually be useful for Secondaries if you take something like Linebreaker. Drop it in with 2x5-man squads and straight away your opponent has to kill at least 2 of those units to stop you racking up 5VPs a turn for linebreaker. This can be really useful against compact elite armies who don't have the numbers to screen their DZ effectively.

So, I got my book on Monday, and today I finally got the chance to browse it. Yah, deathwinds look like garbage. At the range they shoot at, the storm bolter is firing 4 times due to rapid fire anyways, and as you said, the deathwind can't fire in combat. So, with the extra range, ability to fire into combat, and rapid fire making almost equal shots, storm bolters are definitely the go to option. Good thing all my pods are modeled with them.

 

Looking forward to making a steel rain black templars list again!

 

The deathwind averages more damage against T4-5, or if you get blast (it gets the same shots against 6 models, more against 11+). Despite the mathhammer, I'd agree the deathwind is a bad choice due to the other factors. Range is more important on an immobile model, as is the ability to fire in combat. The difference in output when the deathwind is optimal is relatively small, and neither weapon is doing much.

 

Honestly it's not really important, and you won't gain or lose much either way, but I prefer the utility of the storm bolter.

On that note, do people think the shield dome is still worth taking?

I think there are still a fair number of situations where it's more useful than the other upgrades and better than saving the points by taking no upgrade at all. It's just that now you'll actually entertain the other options rather than taking the dome as a no-brainer every time, which is probably healthy for the codex overall. If you don't have a lot of vehicles and it's carrying something your opponent will prioritize shooting down, like Bladeguard, that 5+++ will be useful.

Skytalon/Stubber upgrades make it a pretty shooty little gunboat. Basically a Primaris AssBack.

 

Not exactly needed, since Primaris pack a lot of Bolter-level shots, but in support of, say, Bladeguard Veterans it could help clear the chaff to open the way to a juicier target.

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