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1 hour ago, Nephaston said:

Does anyone remember the price of the old one before it vanished? The price for the new one should pop-up soon-ish and it'll make or break the value of this one.


$80 for the new one, $58 for the old one.

With two in a box, I think it's almost a guarantee that they only carry five models now.

 

Then the rules can be as bad as the models. I seriously hope they don't sell a single box so that GW will never again make the mistake of taking a good articulated kit and turning it into a static waste of plastic. I know it's a downer to read mad negativity, so I'll make it my last comment, but I hate these models almost as much as I hate the three year edition cycle or what they did to psychic powers in 10th.

Where does the assumption come from that they'll only carry 5 models? Quality aside, the dimensions and design of the interior are largely the same with two fastening mechanisms per sub-chamber. Said mechanisms also still have the backpack shaped slot.

17 minutes ago, ThePenitentOne said:

With two in a box, I think it's almost a guarantee that they only carry five models now.

 

Then the rules can be as bad as the models. I seriously hope they don't sell a single box so that GW will never again make the mistake of taking a good articulated kit and turning it into a static waste of plastic. I know it's a downer to read mad negativity, so I'll make it my last comment, but I hate these models almost as much as I hate the three year edition cycle or what they did to psychic powers in 10th.


The old ones look cool closed... but during gameplay should never actually be closed, so honestly I don't see the issue.

Totally agree on the three year edition bit though!

I'm writing a boarding actions mission were Hermiatus has to activate a drop pod so that the genestealer can pile in and make planetfall to begin their cult. The game will begin with a closed pod. If Herniatus makes it to the control panel and performs an action, the doors open and the stealers can board. I might even do a landing battle, but I'm not sure about that: Hermiatus wants the pod to land far enough away from settlements to draw much attention, or at the very least, to give the Stealers enough time to scatter off in different directions to seed their cult in multiple settlements at the same time.

 

The number of Stealers that make it will depend on the game. The pod will try to stay aboard the ship long enough to fill up, but if the Marines chase the 'Stealers back to the launch bay and the pod itself is in danger, it might have to launch early. 

 

Opening doors are good for narrative missions and cinematics, and that's the whole reason I play 40k. Closeable doors also make the model easier to transport and deploy.

 

@Nephaston It would be weird for GW to sell a kit that REQUIRED two infantry units to use. Sure, there are vehicles that can hold more than one unit... But that kit CAN still be used even if you only have one unit to transport. But with this kit, if you've got 10 infantry models, you're only using half the transport box. 

22 minutes ago, Borbarad said:

So, can we expect new rules for the drop pods?

 

Probably, the warcom made a point that the new Pods were armed so at the very least they will need to remove the stormbolters and missile Launcher from the profile.

 

It's difficult to know what rules would make it playable since the unit already allows it to come in from Reserves on T1. Maybe allowing charges (subject to the usual 9" restriction).

2 hours ago, Karhedron said:

 

Probably, the warcom made a point that the new Pods were armed so at the very least they will need to remove the stormbolters and missile Launcher from the profile.

 

It's difficult to know what rules would make it playable since the unit already allows it to come in from Reserves on T1. Maybe allowing charges (subject to the usual 9" restriction).

 

You already can charge from a drop pod at 9"?

 

I think all they could really do is lower the points cost. The novelty of a turn 1 deepstrike and ignoring reserve restrictions is unique enough, it's just too expensive at 70 points a pod. Maybe if they remove the guns they could drop them to 40-50 points and that would make them more interesting.

Edited by Kilamandaros
59 minutes ago, Kilamandaros said:

You already can charge from a drop pod at 9"?

 

Not currently. A unit arriving from Reserves counts as moving. A unit disembarking from a vehicle after it has moved cannot declare a charge (unless it has a special rule like the Land Raider). So currently there is not much point putting a melee unit in a Drop Pod.

2 minutes ago, Jolemai said:

Unless you use Rapid Ingress.

 

Yes, which also gets around the 9" limitation as the unit gets a normal move in your own turn.

 

The problem is I have always found Rapid Ingress to be too situational to plan around. You need a location that is close enough to the enemy to be able to stage a good charge but also with sufficient cover that your arriving unit won't just get gunned down. It's nice when you can pull it off but the stars don't align often enough to make it a reliable strategy.

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