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Drop Pods and Power Armour
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Old 10 Aug 2006, 03:29   #1 (permalink)
SGS
Shas'La
 
Join Date: Feb 2006
Location: Fort Vermilion Alberta
Posts: 265
Default Drop Pods and Power Armour

I am trying to come up with a solid 1500pt "take all comers" list before I re-paint and re-model my Marines. I believe Drop Pods will be fun to scratch build and use. I am not a big fan of Librarians, but a force comander is an option. Let me know what you think.

1)Should I use the trait system, and if so whitch ones?

2)What am I missing? Should I add Scouts?

3)Where can i trim of 11pts, or enough points to make any changes work?

HQ
Reclusiarch-BP, term. hon. -101pts

Comand sqd.
Melta gun x2
BP/CCW x5
Vet. Sgt. Storm Bolter, Power Fist
Drop Pod -205pts

Elites
Dreadnought, heavy flamer
Drop Pod -145pts

Dreadnought, heavy flamer
Drop Pod -145pts

Troops
Tactical Squad
Bolter x5
Melta gun x1
Heavy Bolter x1
Vet. Sgt. BP, Power Fist
Drop Pod -195pts

Tactical Squad
Bolter x5
Melta gun x1
Heavy Bolter x1
Vet. Sgt. BP, Power Fist
Drop Pod -195pts

Tactical Squad
Bolter x4
Plasma Gun x1
Las Canon x1
Drop Pod -145pts

Fast Attack
Land Speeder Typhoon -70pts

Land Speeder Tornado -80pts

Heavy Support
Devastator Squad
Bolter x4
M-Launcher x4
Drop Pod -230pts

Total 1511
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Old 10 Aug 2006, 05:39   #2 (permalink)
Shas'Ui
 
Join Date: Aug 2006
Location: Montreal, Quebec, Canada
Posts: 930
Default Re: Drop Pods and Power Armour

1) Yes, yes, yes, and more yes! Cleanse and Purify is a truly marvelous trait with drop pods, as you won't get much chance to use heavy weapon. I find Trust Your Battle Brothers to be a good one too, allowing everybody to get in if your charged and doubling the killing power of your Marines. You could also give your sarege a bolter and power fist, and thereby lose no firepower but retain 3 attacks.

2) I'll get to what you're missing, and where you should lose points.

Drop Pod Commandment Number 1: Thou shalt not use heavy weapons!
Drop Pod Commandment Number 2: Thou shalt not mix and match special weapons.
Drop Pod Commandment Number 3: All Dreadnoughts must have extra armour
Drop Pod Commandment Number 4: Keep something on the table! You need something to ward off infiltrators.

HQ
It's ok, but I don't like it. Reclusiarch is nearly gold, he need frag grenades.
Squad's ok, but I don't like the BP/CCW, I'd prefer bolters for the extra drop-in firepower.
Sergeant needs to drop the Storm Bolter. Get him a BP. The extra attack is invaluable.

Elite
Dreadnoughts need Extra Armour. It's mandatory.

Troops
Cleanse and Purify would be great. Consider it. If you get it, swap the heavy weapon with a matching weapon (i.e. if you have 1 melta gun, get two)
Buy a sergeant for the last squad, with all his shiny toys.

Fast Attack
Make the Typhoon a Tornado. You'll get points later.

Heavy Support
No! Bad SGS! Buying heavy weapons in such a manner will not earn their points back! You need all the firepower you can get, and a dev squad which will fire all of 2-3 times isn't cost-efficient. I'd say drop the squad altogether, or drop the weapons. 8 bolters are actually pretty good anti-troop.
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Old 10 Aug 2006, 06:06   #3 (permalink)
Shas'Saal
 
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Default Re: Drop Pods and Power Armour

I agree with just about everything Montyr had to say. Other things to keep in mind... against horde armies podding can be very dangerous (well to be truthful podding was very hit or miss for me no matter what I faced) with that in mind I'd lose the Dev Squad and possibly use the points to either add another squad or bulk up the squads you already have a smidge.

Keep in mind, even with fantastic reserve rolls no heavy weapon you have (outside of Dreads) will fire before turn 3. Meltas can do the job for you. I didn't like Librarians either until I played around with one with my pod army... I recommend giving it a try for a match or three once you've gotten used to playing with the pods. Might change your mind
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Old 10 Aug 2006, 19:00   #4 (permalink)
SGS
Shas'La
 
Join Date: Feb 2006
Location: Fort Vermilion Alberta
Posts: 265
Default Re: Drop Pods and Power Armour

Hows this one.

1)Should I make room for Scouts?

2)Is it a good idea to swap the power weapon off the third sgt, for Combi Plasma?

3)Should I drop the chaplain for a comander?

HQ
Reclusiarch-BP, term. Hon, Frag Grenades -102pts

Comand sqd.- Trust Your Battle Brothers
Melta gun x2
Bolter x5
Vet. Sgt. Storm Bolter, Power Fist
Drop Pod -229pts

Elites
Dreadnought, heavy flamer, Extra Armour
Drop Pod -150pts

Dreadnought, heavy flamer, Extra Armour
Drop Pod -150pts


Troops
Tactical Squad.- Trust Your Battle Brothers/ Cleanse and Purify
Bolter x5
Melta gun x2
Vet. Sgt. Bolter, Power Fist, Purity Seals
Drop Pod -234pts

Tactical Squad.- Trust Your Battle Brothers/ Cleanse and Purify
Bolter x5
Melta gun x2
Vet. Sgt. Bolter, Power Fist, Purity Seals
Drop Pod -234pts


Tactical Squad.- Trust Your Battle Brothers/ Cleanse and Purify
Bolter x6
Plasma gun x2
Vet. Sgt. Bolter, Power Weapon, Purity Seals
Drop Pod -247pts

Fast Attack
Land Speeder Tornado -80pts

Land Speeder Tornado -80pts


Total 1496
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Old 10 Aug 2006, 19:50   #5 (permalink)
Shas'Ui
 
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Location: Montreal, Quebec, Canada
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Default Re: Drop Pods and Power Armour

1) No, you don't need scouts. But they're an easy way up to 1850.
2) I'll cover that...
3) I'd say keep the chappy. A Commander's fine and all, but his LD boost isn't as apparent in a drop pod army. You've already got Ld9, so it shouldn't be too much of a problem. Not to mention your purity seals.

Overall: What are your drawbacks? In the army list you print out, you should state every trait/drawback you have.

HQ
Reclusiarch needs TYBB. Otherwise it's good.
Consider an apothecary.

Elite
Good dreadnoughts!

Troops
Purity seals are good, but only good if you have extra points.

Squad 3: Drop one marine, swap the power weapon for a power fist.

Fast
Shiny!
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Old 10 Aug 2006, 23:51   #6 (permalink)
SGS
Shas'La
 
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Posts: 265
Default Re: Drop Pods and Power Armour

changes made thanks for your help Montyr. I intend to use the Flesh over Steel Major drawback, and the Faithfull Unto Death Minor drawback, unless you have any suggestion.

also
1) Why trade the power weapon for a power fist on the third squad?

2) Is it worth finding points for a standard bearer, with company standard and perhaps a holy relic? As short range firefights may be this armys forte, it might not be worth it, but your input is appreciated.

3)Do the Dreadnoughts need a lascannon or 2, or will the assult cannon be sufficant?
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Old 11 Aug 2006, 00:09   #7 (permalink)
Shas'Ui
 
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Default Re: Drop Pods and Power Armour

1) Because a power fist is simply more effective. Sure, you strike last, but you've got 7 ablative wounds. Your ability to wound enemy is doubled, and you gain anti-gribbly CC. For 5 points over a power weapon, there's no real reason not to.

2)No, because to have a holy relic you have to get terminator honours for the squad. An apothecary would be a better buy.

3) The Assault Cannon will suffice. They stand a decent chance of penetrating 13-14 armour, and are better than a lascannon at lower values. Besides, troops should be their goal.

If you use Flesh Over Steel, then you can only use 3 drop pods (they take up FA). The best thing that I can say is Eye to Eye. It's probably the best major drawback, but it puts your speeders into one squadron. As for minor drawbacks, I personally prefer Death Before Dishonour, but Faithful Unto Death works as well (perhaps better, considering your layout).
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Old 11 Aug 2006, 00:32   #8 (permalink)
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Shas'La
 
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Default Re: Drop Pods and Power Armour

I do not believe term. hon. are required to take a holt relic. See entry for Reclusiam Comand Squad under chaplain. I may be reading it wrong. Also, drop pods are not listed under "transport" in the codex entrys, they are listed under Special rules as "Drop Pod Assault". This however is splitting hairs and easily seen as rules lawering.(I may use Eye to Eye just to save the argument and be a good sport). I assume the apothcary should have a bolter like everyone else?

1) Bolter instead of BP for the Chaplain?
2) Assuming I am correct about the holy relic, should i do it?(your oppinion on weather I am correct or not is also valued)
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Old 11 Aug 2006, 02:19   #9 (permalink)
Shas'Ui
 
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Default Re: Drop Pods and Power Armour

Look on page 35. It's listed as a transport vehicle.

Apoth should have same loadout as the rest of the squad.

1) I don't do this, just because the extra attack on the charge is worth more than the extra bolt shot.
2) This is a very expensive option. I wouldn't do it until you've played a few games and found your attacks wanting. And... I think you're right about the Holy Relic.
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Old 12 Aug 2006, 16:30   #10 (permalink)
Shas'O
 
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Default Re: Drop Pods and Power Armour

Quote:
Originally Posted by O Y Montyr
Look on page 35. It's listed as a transport vehicle.

Apoth should have same loadout as the rest of the squad.
I guess that's Games Workshop being a little vague again. The drop pod rules don't say the units specified can take a drop pod as a transport option, they just say that if they do take a drop pod they can't take any other transport option. The fact that drop pods are listed in the 'Transport Vehicles' section inclines me to believe they should be classed as 'transport options' though. Why do you think they've printed it that way? Why not just include Drop pods as a transport option in the same way as Rhinos and Razorbacks? Could it be GW's way of designating drop pods as 'non-transport options' but allowing them to be selected in the same way?

Also, Command Squad Specialists such as Apothecaries confuse me too. Are we to assume they automatically have bolters/bolt pistols and CCWs because they had them before they were upgraded? If so, what about the Company Champion? Does he have a bolter in addition to his 'upgrade' equipment too? That'd mean he has three weapons which, of course, is not allowed. Should we assume such characters have only the weapons, if any, as specified in their 'specialist' description? Or are we to understand that the Company Champion has only the weapons specified because his is the only description to mention weapons loadouts?
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