I feel given their durability and armaments, Pods need to be at least 30 points Cheaper (something like 55 with SB, 60 with Deathwind maybe - Also deathwind needs a slight buff, maybe 2d3 hits
Not to further beat this to death, but the only strengths of Pod vs SFTS is: Consolidating drops and in turn getting a higher concentration of Weapons (Special or Heavy). The ability to run 2 Dev Squads (or more likely) 2 Company Veteran squads to fill a pod with 8 Plasma Guns and 2 Combi-Plasma (as an exmaple) is definitely a choice. However, the cost is just very prohibitive.
I think the comparison of 95 pts v 1 CP is valid. I'm sure there are Raven Guard lists that would consider the 95 points a value when they are running a non-battalion list (Vanguard Detachment spam, as an example), but I think that's far and few between.
The ability to provide delivery on demand (in later turns) is not to be underestimated, but as the meta lately has been so alpha/beta intensive, I find most games very hard to consider holding a significant chunk of your forces in reserve beyond Turn 2.
Honorable mention goes to Sternguard x 10 in a pod dropped at 13-15" away, using the CP to give them +1 to W, and having them still claim our -1 to hit on the counter punch.
All comparisons lead towards "its sub optimal, but not awful"
edit: Also, of note: Pods in terms of deployment are identical to Jump Packs. 1W Infantry (Vanguard Vets) pay 2pts a model for Packs. Meaning transport cost for 10 models is 20 points. Pack is superior not only in cost, but also in every subsequent turn (eg: movement).
Maybe something clowny/cheaper is worth considering: 10 Devs with 8x Heavy Bolter in a pod, or 10x Shotgun Scouts in a pod, something like that.
Edited by ltvyper, 13 September 2017 - 09:50 PM.