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Welcome to part four of the Blood Angels Unit of the Week series!

 
Following the release of the 10th edition Index, there is no better time to discuss all the units we have access to. Each week a different unit will appear, with the idea being that we discuss how best to use that model on the battlefield. Where part one will discuss the units from the units found within Index: Blood Angels, parts two to four will discuss Index: Space Marines, part five will be Imperial Armour, and part six will be Legends.
 
Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.
 
Without further ado, here's this week's entry:

 

sml_gallery_62972_10568_1098.jpg Drop Pod


What are you thoughts here folks? How best would you play a Drop Pod?

  • To compliment a list, or to build a list around? 
  • Which Detachment are you using?
  • What weapon choice are you using?
  • How are you making use of its Transport Capacity?
  • Stratagem synergy of note?

 

Over to you.

Link to comment
https://bolterandchainsword.com/topic/381938-unit-of-the-week-drop-pod/
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Should you want your model on display here (or on another thread), then submit a photo here please.

 

(Once I work out how best to float it!)

 

***

 

As an aside, the thread setup may change over the coming weeks until I'm happy with them. This includes the photos.

I want to love them but as model counts go up and up and up, finding solid deep strike that can hold not only the drop pod itself but also the 10 guys strapped into it, can get pretty difficult especially with terrain the way it is.

 

Add on that it's hard capped at 10 so no max units with their leaders, can be kinda iffy. I've got some whacky ideas on some weird uses (3x3 eliminators and then a Combi LT dropped on an unsuspecting corner to just hammer an enemy from the flank and hopefully do some back field shenanigans) but I think it's still just not good enough to bother any more.

 

If it allowed something beneficial like the pod itself has to be outside of 9 but the dudes inside can get as close as 6, well that would be mighty interesting and I'd probably run it constantly.  As is, Ive used it to drop a unit of infernus marines who barbecued some guys one time and then they all died cuz marines are pretty low in the defense department. 

I'm still trying to figure them out. I like them in concept as they enable an all deep strike army so long as half your army fits within 3 pods.

 

They can potentially be used to score VP on turn 1 from Behind Enemy Lines and Deploy Teleport Homers. But your opponent will see it coming a mile away and block you out of their zone, which is really easy to do with the footprint of a pod and it's squad. Trust me, it looks good on paper, but is a waste.

 

Drop pods also look good for alpha striking a turn 1 charge by using rapid ingress. But you can only use that stratagem once, meaning your unit is gonna get blasted in turn 2.

 

The one useful trick I've found is that the pods themselves tend to be ignored. And they can still score points from controlling objectives in no man's land and for Cleanse or Deploy Teleport Homers. So I think they're useful to have.

 

Jury's still out on how useful 3 are together, but 1 opens up tactical options for scoring points.

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