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September 14, 2012 by darrell
Video Sponsors: Heavy Gear – Dark Age
Darrell and Andy talk through some of the best options to load out your Drop Pod and how to get them into action ASAP.
For Blood Angels Drop Pod for Furioso Dreadnought is must and thats to what I use those.
The problem with a Furioso Dreadnought, speaking as someone who has had one drop on him a few times, is that you can’t assault with that dread the turn it arrives so you’re stuck with it’s shooting which isn’t much. I’ve had my opponent land his Furioso, the melta shot misses meaning it’s done nothing then the dread gets taken apart on my turn effectively throwing away 125 points and giving me a first blood victory point.
In 6th it’s an even worse idea because with just the one melta shot there’s a good chance, vs a land raider for example, that you’ve just shaved off a single hull point. Whooptie do. I’d say it’s more a “must not” than a must. Sternguard is definitely the way to go and, IMHO, was in 5th too. 125 points gets you 5 and you’ve got all that specialist ammo. 25 points more than the dread and they’ve all got combi meltas so you’re getting 5 melta shots or 10 shots ignoring cover saves, or all but termie armour saves, or 2+ poisoned… aside from horde units (combi flamer rather than melta would do the trick but giving up vehicle popping) you can literally handle anything. Spend 300 on the Sternguard for 10 all with combi’s so some templates in there too now and then it’s a really frightening unit to arrive on your front door .
So, speaking as someone who’s had a Furioso drop in front of him for it not to bother me much, I have to respectfully disagree. If it could assault, sure, but it can’t so you’re talking just 2 guns which just doesn’t cut it.
I like that my plans for my SG are supported in this vid. I like my SG with 1 or 2 heavy flamers over the combi’s but Sgts have combi-melta or plasma just for sting and they look good doing it. Two drops pods full of SG and two empty drop pods??????? Just to get my 20 SG arriving in the first turn????? Still don’t mind the 4 x HB in a devastator jumping out and snapping or heading for cover just being pests behind the gun lines too. Good vid. Cheers
why the 2 empty? you can only take three, so 1 empty, and still drop 2 pods in the first turn, as the rule says to round up
You can take as many Drop pods as you have units that can ride in them, points allowing. So you could have 2 SG units podding in turn one, with two empty pods belonging to, let’s say Devastators, who start on the board so they can shoot in turn one too. Then you have 2 bits of scenery you can place on the board at on random turns.
True but, I think what he is getting at is you only need to take 3 (2 for the stergaurd and 1 empty) as you round up to half for drop pod assault. If you take 2 empty pods you are wasting 35pts on the second as you can drop the 2 squads of sterngaurd on turn 1 with just 1 empty pod.
Andy, Sternguard are 125 for 5 men, so ten guys is already 250, plus a 35 point pod and 50 points of combi weapons(for all 10), making it a total of 335
exactly what i planned to do as soon as my sternguard are completely painted
In big games I love to play 10 Sternguard in a DP. 5 combi-melta, 5-combi-flamer in combat squads. Drop next to a transport, destroy the vehicle with the meltas, then fry the infantry squad inside. These are very expensive units, though. To go with just 5 would be less effective but great at taking out one vehicle or maybe a squadron. At that point cost I prefer an Ironclad dreadnought in a Lucius pod. Absolutely brutal hitting a vehicle or unit with melta + heavy flamer, then assault with 4 maximum strength attacks. It’s also pretty much the only dread that can survive krak grenade spam now in assault.
As for how many drop pods, I don’t understand you guys being against multiple drop pods. Vehicles die quickly in 6th, especially transports. I go with 3 to 5 drop pods. Tacticals in pods work much better in 6th than they do in rhinos or razorbacks as you virtually guarantee the troops get where you want them to go. The only drawback is the timing. To get more turn one I can play a couple empty in reserve with the units already deployed (e.g. TFC), or deploy empty ones and later tactically land where I want. This worked great in a game last week in a small point game with 4 tacticals in pods, one with Vulkan, plus two flyers – went 2nd and nothing on the table at all for the opponent to shoot their first turn, then dropped 2 pods next to their 2 worst units and shot them dead. Flyers came on next turn and took out one HS each, then last 2 pods later for objective taking. Big win.
I like the idea of 10 sternguard in the drop pod, 5 with combimeltas and 5 with combiplasma…drop in, combat squad out, shot with the first combat squad and blow up the land rainder, then with the other combat sqaud since it is a different unit have them shoot the terminators that escape the wreckage with their plasma…thats 10 plasma shots going into 5 terms…you can usually wipe them out…and if not on that 1st turn, definitely on turn 2. Since you have split into 2 squads, if there are any survivors to the explosion and subsequent plasma volley …and they dont fall back, they can only target one of the squads…so even if they manage to lock you in assault, just assault them back with the other squad…you will be victorious…and earn all your points back.
I think that is an excellent idea, looking forward to trying it!!!
This is a common tactic for me I combat squad them on the drop, and split them accordingly providing on the targets. However, given that they’ll possibly die, I sometimes elect to fire only a few combi-weapons off in case they survive or get assaulted next turn. Also, meltaguns are same points as a combi-weapon, so if you’re willing to sacrifice a boltgun and the SA for a heavy bolter or even heavy flamer, why not a meltagun. You could fail to destroy your target or if you suddenly needed a melta-shot… You’ll have one Worked plenty for me.
Also if you bring enough meltas split into 2 combat squads, and the enemy has 2 Landraiders slightly over 24″ away from each other, you can drop the drop pod in between and still reach to have both squad of meltas rolling extra dice for armour penatration. 335pts that just destroyed 500+ points and still is a nuisance for the next turns.
If you are using “Vanilla” marines, or your own chapter, you can use the “Lysander” character with your SG, and he gets the Bolter drill ability, which means you can use the plasma bolts without too much worry of “Gets Hot” rule. Plus he is a tough model too.
Bolter drill only works when firing the bolter, not the combi part. Still great for vengeance rounds which have “gets hot” also.
Agreed I have grown confident with my Sternguard over the months, although I’ve never ever fielded more than 5 at a tournament, as I’d never used them in such. But I’m confident I’ll do well with 10-20 Sternguard dropping on the 1st turn Providing there is something delicious on the table that which I can upset my opponent once they drop and kill. I’ve had them fail on occasion. It happens. Nothing’s perfect…
I mean, Grots have killed Lysander in assault snap-fire. A scout Sgt with a PF killed Lysander (MINE) coz I rolled snake eyes… Not a good day… lmao!
I have been dropping 10 sterngaurd with 8 combi-flamers and 2 multi-melta onto an objective, I play Kantor so they are scoring. 8 D3 auto hits when being assaulted seems to put most off and the multi-melta tends to keep most armour at arms length. Coupled with infiltrating scout bikes with a locator beacon, dropping in an ironclad and a second gating stergaurd squad (combi-meltas and heavy flamers). Drop Pods are also great for blocking LoS, assaults and granting intervening cover.Now if only you could escort deep striking units with a storm talon.
How are you blocking line of sight? It opens when it hits and the petals never close again.
Don’t open the petals, there is no reason to other than aesthetics
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