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View Full Version : Drop Pods vs. Other Transports



Gridge
7th April 2009, 23:55
I am working on a new army list and trying to decide which way I should go. I'm leaning towards an all drop pod force. My opponent plays CSM and he ate me alive with his obliterators, defilers, and lash of submission in our last game. I figure that I can drop my force close enough to him to get into combat and negate his lash, as well as his heavy weapons more effectively this way than having my marines trying to make it across the board at full throttle and hoping for the best. The force I'm planning on will probably consist of 4 units of troops, a couple dreadnoughts, and a captain + command squad, but the particulars haven't been worked out yet since I'm not sure if I should go drop pod, traditional transports, or a combination of the two.

cypher0.9
8th April 2009, 00:39
I always use at least 2 rhinos, as it allows you to make walls with them. Blocking an assault which would have whiped out your unit, then their within rapid fire range and have the entire army shooting at them, then you can assault them

I'd take 2 dreads in drop pods. Drop them near their obliterators or behind his defiler or even just a big squad of marines. He'll ignore the 2+ save on the obliterators, pop the defilers rear armour with his multi-melta, or just tie up the squad untill you get there.

Never underestimate a walker in close combat. they'll only hit you on your front armour, so most people will use grenades so only one attack each. Grenades means hitting on 6's and glancing on a 6 as well for a krak grenade. Mean while you'll be killing them with your fist and then making them run, or waste another turn in combat with it. Either way its your win.

Combination for the win!

Gridge
8th April 2009, 00:52
Thanks Cipher, that makes sense. I'll get crackin' on a combination list and see what I can come up.