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Drop Pods: Which Units will you take?


Rommel44

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With the changes to Drop Pods in order to make them valuable again, many people have expressed a desire to field at least 1x Unit in a Drop Pod in order to capitalize on their potential. As it stands (and depending on your Chapter Tactic), I could see the following units:

 

* Devestator Squad: With the Devestator Doctrine being available Turn 1, I can see these guys being a popular option in order for Turn 1 devastation against enemy Armor or Hvy. Units depending on the loadout.

 

* Sternguard: These guys I see benefitting the most atm. With all the weapon flexibility and firepower they can dish out, they become and Elite Alpha Strike Unit that can change the outcome of a game Turn 1 with all they can do (or Turn 2 combined with the Tactical Doctrine). IF and CF players will love them for the Special Bolters to go with their Chapter Tactics, but a popular build I have been seeing popping up has been:

 

*(10x) Sternguard:

-w/Sgt w/Combi-Plasma, PW

- 2x Sternguard w/Grav-Cannon w/Grav-Amps

- 7x Sternguard w/Combi-Plasma

 

The amount of Firepower they can dish out in a single turn is absolutely devestating and while expensive, it has a ton of potential.

 

* Vanguard Vets: Certain Chapters such as the BTs would love to have a unit of these guys in a Drop Pod for a potential Turn 1 Charge, which is very possible with the BTs Chapter Tactic.

 

* Assault Squad: Basically a Tactical Squad w/BP and Chainswords, like the Vanguard Vets, these guys would be a cheap alternative for a CC unit. BTs would love these guys, but White Scars w/the Assault Doctrine and their Devestating Charge would also benefit as well.

 

* Dreadnoughts: Would need to utilize the FW Dreadnought Drop Pod, but the ability to place a Dreadnought within striking distance Turn 1 would be a solid Tactic for Space Marine players. Contemptor Dreadnoughts come to mind here.

 

Just a quick rundown on what I can see being popular with SM players who want to utilize a single Drop Pod Unit in their armies. But feel free to share your ideas or other units you can see being effective. Or if you plan on fielding more than a single Drop Pod unit.

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Thinking 3 drop pods (one dreadnought drop pod) for my iron hands.

 

1: 5 devs with 4 grav cannons, plus captain

2: 10 sternguard (I think with tactical doctrine they are fine naked. Probably a powerfist on the champ)

3: ironclad with hurricane bolter

 

General idea is a turn two strike to load a flank. Rest of the army is a gun castle. Thoughts?

Edited by Amon777
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I'm thinking two five man crusader squads with combi plasma, plasma, and grav cannons in each. And maybe a second drop pod with a melee Captain, Lieutenant, and five company vets kitted out for combat and three with barebones gear to tank wounds for HQs. Drop them on a key objective and form a base of fire with counter charge elements to stall the enemy while the rest of my army rushes up the field.

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I’m liking a 10 man squad of sternguard to arrive without any casualties and making benefit of the +1 to wound strat. 2 x 5 man tactical squads with double specials is a good shout too though.
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A Chaplain with the Litany that adds 2 to charge rolls.

 

An Apothecary.

 

A Captain kitted out for melee.

 

A LT also kitted out for melee.

 

Chapter or Company Ancient.

 

5 Company Vets with storm shields and melee weapon of choice. They can screen your characters and soak wounds for them, then the Apothecary stands them back up.

 

An annoying bomb that can't just be ignored and will require inordinate amounts of firepower to remove.

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I am planning to run Sword Bretheren (templar detachment) with lots of storm bolters, backed up by my Chapter master and lots of devestators with cherubs.

I am going to run an army based around pods at the next tournament, that list is here: http://www.bolterandchainsword.com/topic/357811-new-codex-black-templar-alphastrike-pods-2000-points-14cp/

 

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For a while now I've wanted to have a very fast and aggressive gunline, essentially a giant blob of jump pack units all moving forward. So now with Drop Pods it adds another tool I could use, so I think I will probably do 3 Drop Pods with  two of them with one 5 man Crusader Squad in it and one with two squads, all with a Heavy Weapon, Special Weapon and a Combi-Weapon. The two DPs with only one squad will carry the Headquarters and then this gunline will be reinforced with Terminators and Inceptors which will link with the HQs and be buffed  and all just holding onto the middle of the board and just charging as needed.

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A Chaplain with the Litany that adds 2 to charge rolls.

 

An Apothecary.

 

A Captain kitted out for melee.

 

A LT also kitted out for melee.

 

Chapter or Company Ancient.

 

5 Company Vets with storm shields and melee weapon of choice. They can screen your characters and soak wounds for them, then the Apothecary stands them back up.

 

An annoying bomb that can't just be ignored and will require inordinate amounts of firepower to remove.

Keep in mind that the Litanies are triggered at the beginning of the battle round, but a Chaplain in a pod doesn't show up on the board until the end of your movement phase.

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Could you imagine if the faq says he litanties no matter what, "this represents him preaching in the transport, teleportation chamber etc" Heretic heads would pop with jealousy. Oh a neophyte can dream.

 

 

 

A Chaplain with the Litany that adds 2 to charge rolls.

 

An Apothecary.

 

A Captain kitted out for melee.

 

A LT also kitted out for melee.

 

Chapter or Company Ancient.

 

5 Company Vets with storm shields and melee weapon of choice. They can screen your characters and soak wounds for them, then the Apothecary stands them back up.

 

An annoying bomb that can't just be ignored and will require inordinate amounts of firepower to remove.

Keep in mind that the Litanies are triggered at the beginning of the battle round, but a Chaplain in a pod doesn't show up on the board until the end of your movement phase.
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I'm tinkering with the idea of having an entire army in drop pods 30k style. I'm also thinking about using different armor marks for different units (got a lot of mk4 for my tacticals, thinking about getting 10-15 Deathwatch for Sternguard, mk6 for Vanguard or asm, probably converted. Would be visually distinctive on the table in my mind's eye with the Mk8 armor being Tacticool and high speed)

 

If I liked the look of the mk3 armor I'd use them as my heavy support guys, but I only like mk3 in chaos armies.

 

I'm also thinking a stable of scouts, somehow magnetized for switching Bolters to sniper rifles (no more than 20 total)

 

Only terminators I got are tantaros, I'm thinking lighting claws.

 

But the idea behind my army is basically a 30k drop army where everything except the scouts would drop. Captain, two LTs, maybe a Librarian or Chaplain.

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I'll preface this with the fact I don't know if this works with the new dex

 

Company Veterans are pretty decent, you can take all special weapons and fit loads in a pod of mini squads. Bring the banner along that allows shooting upon death and go for those overheating plasma!

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I'll preface this with the fact I don't know if this works with the new dex

 

Company Veterans are pretty decent, you can take all special weapons and fit loads in a pod of mini squads. Bring the banner along that allows shooting upon death and go for those overheating plasma!

You can take 3 squads of 3 with an Ancient in a drop pod.

 

Or 3 squads of 2 with an Ancient and some other leadership like a LT to let you reroll 1s to wound on overcharged plasma.

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I'll preface this with the fact I don't know if this works with the new dex

 

Company Veterans are pretty decent, you can take all special weapons and fit loads in a pod of mini squads. Bring the banner along that allows shooting upon death and go for those overheating plasma!

I ended up running 3 pods at the last tournament.

 

Pod 1: Helbrect, Apothecary, Ancient, Grimaldus, Lieutenant, Plasma Cannon Dev Squad

Pod 2: Grav Cannon Dev Squad, 5x Company veterans with storm bolters

Pod 3: Multi-Melta Dev Squad, 5x Company Veterans with storm bolters

 

I put power swords on every sarge, and took the templar vigilus detatchment to give my Company vets some bite.

 

I went undefeated and took 2nd in the tournament out of 12 participants. Pods are really nice now.

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@Link2edition,

 

I really like your concept of each Drop Pod having 5 Devastators with Heavy Weapons and 5 Company Vets with SBs... you get tons of flexibility in your shooting at a reasonable points cost and they can contribute all game long, starting as early as Turn 1!

 

Of course, probably the best Chapter to use this is UMs, since they make the Heavy Weapons and SBs essentially "Relentless" starting Turn 2 (or Turn 1, with their special Stratagem and WL Trait)

Edited by L30n1d4s
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@Link2edition,

 

I really like your concept of each Drop Pod having 5 Devastators with Heavy Weapons and 5 Company Vets with SBs... you get tons of flexibility in your shooting at a reasonable points cost and they can contribute all game long, starting as early as Turn 1!

 

Of course, probably the best Chapter to use this is UMs, since they make the Heavy Weapons and SBs essentially "Relentless" starting Turn 2 (or Turn 1, with their special Stratagem and WL Trait)

Well it is a tradeoff. UM might have a better drop, but they aren't going to get the +1 str from helbrect in melee, or the charge rerolls to get into combat after the drop, or the bonus attacks on 6's (grimaduls has that litany up all the time, AND can stack another litany ontop of it!). UM Also don't have a 5+ save against mortal wounds to keep you on the board longer. I didn't just shoot and then stand there, I shot and charged in! Helbrect killed two daemon princes in one game that way.

 

But more importantly than any of that. I am a Black Templar player, tournament or not, running another chapter was never an option. ;)

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