|
Post by hivemindintrainin on Sept 3, 2008 19:36:15 GMT 9.5
got my hands on the new drop pod this arvo. not bought, but held a constructed one down at Geedub. very nice model indeed. a lot more detail than the ones that CNC make, but that is cost they're not made from wood price is high, but that everything GW makes, not sure whether I'd go buy one with the CNC ones I've already got, or should I say acquired (cheers shippy )
|
|
|
Post by draconis on Sept 3, 2008 21:48:12 GMT 9.5
From what I've seen of em' they look purdy.
Might get some for my Templars.
|
|
|
Post by alex on Sept 3, 2008 21:51:49 GMT 9.5
I'll be interested to see them, what role do they play in the game? Deployed when a unit deepstrikes and stays there shooting a stormbolter? Is the price you pay if you want to deepstrike a non termie non jetpack squad?
|
|
|
Post by draconis on Sept 3, 2008 22:12:45 GMT 9.5
Pretty much, Alex.
|
|
|
Post by alex on Sept 3, 2008 22:38:10 GMT 9.5
hmm, it'd have to be a pretty cool model to compete with choosing a rhino, razorback, landraider as your mode of transportation, unless it was a clever tactical descision to get some of your footsloggers into a deep objective like location. Can imagine a whole marine force coming in on these things would be cool and if you ever wanna make up a cool objective marker for your tabletop what could be better than one of these babies?
|
|
|
Post by Disco Stu on Sept 3, 2008 23:28:14 GMT 9.5
If you were playing as part of a campaign it would be very fluffy to use drop pods for the first battle. But $50 for something that doesn't do much I dunno. But then a Land Raider doesn't do much, as my opponent proved tonight. But then all transports are basically taxis, you pay, it gets you to your destination, you get out. Job done.
|
|
|
Post by ash on Sept 3, 2008 23:48:02 GMT 9.5
They can take Missile launchers too! Drop in behind some of your enemies key tanks and let loose on their rear armor!
Gold!
|
|
|
Post by alex on Sept 4, 2008 0:42:10 GMT 9.5
It would be very cool to have an army of just tac marines in drop pods, gets you where you need to go without bikes, rhinos, jetpacks etc, I assume you'd be able to use them in any scenario, not like the old "no deepstrike in this battle" type thingo. Did anyone ever use that rule "umm if they want to, and the oponent doesnt whine too badly then the marine player can decide to think about deep striking the whole army, like if its allowed in the mission and stuff..." I definately think the scale of 40k is such that transports are very limited in their use, in a scale like fow or warhamster then sure I can definatley see it working, but in 40k its so unneeded, hmm I could have 1 squad of 10 guys and a taxi, or two squads of 10! But a taxi that can drop you right on the objective or as ash says in a read armour arc, now that opens up interesting tactical lines. Almost everything except the enhanced super human 10 foot tall Space Marines fleets these days anyway, lol, you'd have slanty eared guardians keeping up with a rhino anyway!
|
|
|
Post by Disco Stu on Sept 4, 2008 10:24:05 GMT 9.5
yeah I was thinking about this after I posted last night and came to the realisation that drop pods are by far the best transport in the game. Cheap, get you where you want to go in 1 turn, they rarely miss their mark and Ash says they can have missile launchers. I may have to get 10 of the suckers now.
|
|
|
Post by alex on Sept 4, 2008 14:20:02 GMT 9.5
yeah, the problem is in a 6 turn game, every turn you are not on the table you are not killing stuff. The argument "yeah but you are also not dying" would work for other armies, but not for marines, they are meant to be these super human fearless warriors, not sitting up in a ship till turn 5 to drop onto an objective and take it just as the whistle blows.
They could get around this by having the choice of a drop podded unit use DStrike, or a sort of infiltrate rule, after both sides have set up you can do a free deepstrike of your drop pod units just prior to rolling for the first turn etc.
|
|
|
Post by Disco Stu on Sept 4, 2008 14:53:16 GMT 9.5
I'm pretty sure I read somewhere that they wanted to get rid of that wait-around-til-whatever-turn-your-stuff-gets-here to space marines in drop pods arive on turn 1. But I could be wrong and I think it was just a rumour anyway.
Ah found it: Drop Pod: - Drop pod assault means that Half of all Drop pods come in on the First turn (GW doesnt want Deep striking armies to come on turn 2 or later...understandable) - Drop pods in the first wave can act as guiding beacons for pods in the Second wave.
|
|
|
Post by alex on Sept 23, 2008 11:33:50 GMT 9.5
its nice how assualt marines without jetpacks get a drop pod or rhino for free, I have a unit of 10 assault marines who've never had packs, I used them as veterans, but now I can stick them in a rhino or a drop pod for quite an affordable points cost (though I was thinking of making the librarian take them there via the warp, lol probably better to go the conventional way
|
|
majordodo
General
You all saw it! That orphanage attacked me first!
Posts: 1,740
|
Post by majordodo on Sept 23, 2008 13:19:41 GMT 9.5
lol Drop pods ftw. Im gunna need 5 or 6 >_>
|
|
goonthelord
Warrant Officer
"Cry Havoc and let slip the dogs of war"
Posts: 185
|
Post by goonthelord on Oct 13, 2008 11:14:09 GMT 9.5
Well i have a nice idear for you guys to use.
Based on the fact that i have not read anything about "You must have something in the drop pod when it comes in"
3 Drop pods. 1st one has 10 Tac squad+HQ "in it" and has the deathwind launcher.
2nd one has 5-10Tac squad "on table" ( and pod deep striking) no deathwind launcher.
3rd one has 10 Sternguard Vets+HQ "in it" and has the deathwind launcher.
Drop pod assault says "half rounding up" so thats 2 out of the 3 so 1 and 3 will arive first turn.
Now most armies start 24" away so to be effective you need to close the distance to rapid fire range so-
Use the scout bikes with the "Locator beacon" with infiltrate and Scouts the bikes will be around 12" away before the game starts.
drop in the 2 pods you CAN then choose to split into combat squads to shoot 4 targets with rapid fire as pods land within 6" of the beacon.
And OUCH the Sternguard Vets with the special ammo pounds one squad into nothingness 1st turn.
Dont look at the one thing something does but what it can do with other units.
Cheers, Goon
|
|
|
Post by ash on Oct 13, 2008 13:29:29 GMT 9.5
You do not need to have anything in the drop pod when it lands. I have been messing with the idea of dropping empty pods with the launcher behind enemy vehicles and zinging them in the lower armour value!
BABOOOM
|
|
majordodo
General
You all saw it! That orphanage attacked me first!
Posts: 1,740
|
Post by majordodo on Oct 13, 2008 15:52:11 GMT 9.5
Dont suppose drop pods do tank shock on landing?
|
|
goonthelord
Warrant Officer
"Cry Havoc and let slip the dogs of war"
Posts: 185
|
Post by goonthelord on Oct 13, 2008 16:48:19 GMT 9.5
Sorry no they dont lol.
|
|
majordodo
General
You all saw it! That orphanage attacked me first!
Posts: 1,740
|
Post by majordodo on Oct 13, 2008 19:28:13 GMT 9.5
Awwww... so much for using them as an orbital bombardment. I guess it will be enough that each one shall disgorge a horde of howling Space Wolves ready to tear apart the enemy.
|
|
goonthelord
Warrant Officer
"Cry Havoc and let slip the dogs of war"
Posts: 185
|
Post by goonthelord on Oct 14, 2008 15:11:51 GMT 9.5
They are quite large and a pain to build not as bad as the land raider. I got one today and have built it, painting it maybe another question!!!
|
|
|
Post by Skuller on Dec 17, 2008 7:35:16 GMT 9.5
|
|