1850 Marines Drop Pod Assault
Just a list that I am currently working on:
HQ- Vulkan He'stan- 190 points
Troops- Tactical Squad- 245 points
10 marines, melta-gun, multi-melta, sergeant w/ power fist, combi-melta, Drop Pod w/ storm bolter
Troops- Tactical Squad- 230 points
10 marines, flamer, multi-melta, sergeant w/ power fist, Drop Pod w/ storm bolter
Troops- Tactical Squad- 210 points
10 marines, melta-gun, multi-melta, Drop Pod w/ storm bolter
Elites- Sternguard Veterans- 360 points
10 sternguard w/ 10 combi-meltas, sergeant w/ power fist, Drop Pod w/ storm bolter
2x Elites- Ironclad Dreadnoughts- 2x 180 = 360 points
Ironclad w/ heavy flamer, melta-gun, Drop Pod w/ storm bolter
Fast Attack- Land Speeder Squadron- 120 points
2 land speeders w/ 2 heavy flamers, 1 multi-melta
Heavy Support- Thunderfire Cannon- 135 points
Cannon, Drop Pod w/ storm bolter
List has 7 pods, 4 of which arrive first turn, 40+ marines, 19 melta-weapons, 7 flamers. Thunderfire cannon is a cheap way to get the 7th pod, and I'm going on the premise that I can keep pods in reserve while deploying the unit they carry, as pg 94 of the rulebook states "a dedicated transport can only be deployed, and consequently can only be kept in reserve, either empty or transporting the unit it was selected with".
Would welcome any comments regarding this, or any other aspect of my list. Cheers.
I have looked at a lot of posted Drop Pod armies from Ard Boys, ect. and was very surprised to see that players were set in thier "first wave" units from the get go. I think that this is a fatal flaw in this kind of elite army. The key seems to be finding the "lynch pins" of your enemy, those key units he depends on to win, and destroying them. If that means sending in the Dreadnoughts, so be it... or the Sternguard. If I can remove them from the game before he has a chance to use them it only gives me a better chance to secure the objectives.
I didn't go with the locator beacons because I always planned to hit hard on the first turn, and hopefully cause enough damage to his forces that he will be unable to capture the objectives, which hopefully my later turn units will land on. This is where the tactical squads with few upgrades comes in. Plus, combat squads allows me to place 2 units on 1 objective when they land... should be ok if I can reduce my enemies long range firepower.
The land speeders and thunderfire cannon will probibly only deploy against units that can't really direct firepower at them(either due to great terrain or perhaps a swarm Nids army with no guns). The tech-marine is pretty good out of the pod against guard, where the shooting attacks have a good chance of just hitting the gun. The speeders will hopefully get into position to clean up midgame against large units that survive the first strike.
We'll see how it functions in play. It's looks good on paper, but so did Communism... Still would welcome any feedback though, I'll keep posting updates if anything changes. Cheers,
I understand what you are saying about determining First and Second wave based on opponent.
However, I disagree that this should be done on the fly at the beginning of a game.
You should already have 2-3 patterns of deployment pre-determined and then categorize which pattern would be used against which opponent styles.
This gives you solid tracks of plan, that vary slightly from game to game. If you are trying to go through all the pro/con of order early, it leaves you open to more unkowns. While they may not be mistakes, the more unkowns you develop into your battle plan from the get go, means the more you have to be able to think on the fly as the action really starts to happen. And once in the thick...then the unkowns could compound to create mistakes because you aren't able to take all the extra variables into consideration.
It can be a good trade off to go with what is familiar and to your tendency, rather than optimal efficiency early on, in order to improve your decision making capability later in the game. The faster your brain has to make decisions the more it will fall back into routine, rather than analyzing the current situation. If you have a familiar layout, it allows you to focus on a few variables so nothing critical gets glossed over in a rush.
Having said all that...have you thought of how you would deploy based on several of the major armies? If so, what are your thoughts?
Like you said, it all looks good on paper. The next step is to ensure the list meets your intended design specifications (ie it does what you wanted it to do). The best way to do that prior to building...is to check some of the tactics you were hoping to use.
You mentioned the naked tac squads coming down on objectives. Personally, I don't believe against other solid competitive lists that even 30 Marines + 10 Sternguard can afford to get spread out. Other than the Ironclads you don't have a lot to cleave you out of a combat save numbers. I've always held firm belief that you need a decent counter assault unit in any army that revolves around short range fire fights, which the Ironclads can help with...but not if they are the first wave assaulters (due to opening up exposure to the counter assault early).
I mention all this cause I'm working on a Raven Guard styled Drop Pod/Assault Marine list that would function similarly to yours...just with more assault punch and less sternguard/melta punch.
So my brain has been going through all these tactical challenges lately.
I'll post the list here and on my blog later this week.
Later,
Greg
I didn't intend to give the impression that I'd be dropping units on the fly, though I can see how that came across in my previous post. Rather, I'd try to assess the situation and try to find the best "mismatches" early on, and exploit them. The sternguard really are the unit of choice here, as they have a pretty good mix of ammo for the job at hand.
I have given a lot of forethought in regards to the more common armies out there that have given me trouble in past months... Orks and Chaos Daemons being the two that really hurt my Deathwing. In addition, my hobby group includes a good mix of players and armies, so I'm hoping that by September I'll have enough games under my belt to respond to most enemies out there. Tau will give me trouble though, as I don't often play them.
I will admit that I've been torn between the prospect of including an assault squad without the packs instead of the Thunderfire cannon and the Land Speeders... not sure though. If I do, they'd drop in the first wave, but farther back and would hopefully charge in on my second turn if my other units, especially the Dreadnoughts were locked up in combats. They also can take flamers and a thunder hammer, and I'd include my HQ likely to bolster them in combat.
As this army will be converted to represent an Emperor's Children army during the Great Crusade I'm forcing myself to stick to units that would be around, so terminators and jump packs would have to be extremely rare, no scouts. The ironclads I can justify, as they are just assault oriented dreadnoughts(one will be Rylanor for you "history" buffs out there).. the Tech-marine though I'm having a hard time feeling good about, as they came about post heresy with the exception probibly the Iron Hands and Iron Warriors.
The biggest factor for me has always been theme. If I don't like the feel of it, I won't play it, no matter how "good" it is. Guardian heavy eldar... no way. There a dying race, would they really send there most precious resource out to fight and die? Send in the aspects. This army is the same for me, it's about the theme. The rulebook includes a quote in the Cavalry section which includes the phrase "I have seen Space Marines drop to certain death, and win." This single sentance captivates me, and I want to stay as true to this ideal as I can.
But hey, I'd like to maybe win too... I wonder if that's too much to ask though? I think I'll wait and see how your army ends up at 1850, maybe you'll sway me to include Assault Squad Lucius in a drop pod, would keep my theme and give my a chance to model a pre-crazy Lucius.
Thanks for the input Whiteraven, you've really got my brain working and that's a rare thing. Cheers.
Ridvan from our group played a very scary Black Templar all drop pod list (all but one squad of teleporting terminators) it was very effective The last singles tournament at Spellbinder in Woodstock it was a 1700 point list and he took best overall with it just beating out my Eldar that got best General.
I hated fighting this list the all drop pod list lets you control the battlefield so well. You pick the fights, you pick when and how they happen.
That was the main concept of this army... to strike where and when I wanted, and the Drop Pod Assault rule will hopefully give me some measure of control, at least in regards to my opening salvo of Drop Pods. Ridvan is a good player as well, who really know's the limitations of the Black Templars list... and that is the real key to playing an army like this.
I guess my view of Drop Pod armies is very skewed because I'm primarily an Eldar player. One that favours a ton of speed and short term fire power.
I've always had little trouble deploying in such away that Drop Pod squads get to shoot at what I want, and then I move to get rid of the things I need too.
Mostly this involved a denied flank deployment with not quite enough space to put a drop pod down in between layered units, with the hard wraithlords and falcons going on the outside.
And with the trickle effect of an entire dropping army...if you can withstand that first punch...my speed allows me to run down everything else.
But I can see where a slower or softer army would have issues.
What kind of tactics do you use when its Drop Pods on Drop Pods or on Daemons?
Later,
Greg
I agree with Whiteraven, I actually don't think I would have as much problem with my Eldar as I am trying out a full mech Eldar list so being able to re-deploy the army to the other side of the board quickly if needed it pretty easy with this army.
However my Iron Warriors had more of an issue with the Drop pods. Though I did play Ridvan with the Iron Warriors and Castle'd up and that worked well too, Holding my little corner of the table.
In regards to Aarkon you have a very valid point in regards to being able to redeploy... but 5th is all about objectives unless we play kill points. In capture and control I'm ok with a player turbo-ing away from his own objective and shooting at me, I can kill nothing and as long as I've got 1 marine on it I'm good. Played a game once with my Deathwing, had 1 terminator left on my objective and Beliel with 1 wound on his, and I probibly killed 200 points worth of Tau in 1850... still won though :)
It comes down to the mission, and sometimes yeah, I'm gonna play a list that is the opposite of mine. Somebody I know says 40K is a big kids game of "rock, paper, sissors" and he's right. Games come down to "firepower, assault and speed", and most armies do 1 or 2 of those well, not often all 3. My list will likely do well against swarm style lists, or ultra-specialized ones where I can hit his key units early... but againsts certain armies I'm probibly in for a hard fight from the time we deploy, though I wager that is true of any army. Anybody can build a list that will destroy somebody elses, but in my experience that leaves them open to the next guy.
All I can do is play to the mission or just pod in anyways and trust that all those melta's and heavy flamers will do enough damage that whatever is left is managable. I may take a pair of devastator squads with missile launchers in lieu of the Thunderfire cannon and land speeders, and use them to open up a few transports so that I can use those heavy flamers better, and it would maintain my 7 pods.
Granted, I'd rather just not play that kind of list, maybe some orks will just deal with them for me? Or maybe guard, they got a lot of auto-cannons and missile launchers. Probibly wishful thinking though :)
As far as other pod armies or daemons, I think going 2nd is key here... without a doubt. Could probibly deploy my whole army though and use the 7 pods in reserve to hit and contest the objectives too. Daemons don't worry me much, big units of plaguebearers or bloodletters don't like dreadnoughts much I hear. Guess we'll see.
I'm gonna revise my list in the next 24 hours though, to take into account what you've both posted and see if I can't come up with something a little more balanced. Thanks guys, and keep on picking away at it, every bit helps.
Hey all.
As a Marine player with some experience with drop pods I am glad to add some insight. There are a few things that I like and don't like about the "new" drop pods... having half the pods come on first turn is very good because you can pick who and what comes in depending on the situation (I would usually have the heavy hitters like dreads come in first) then have the squishy troops arrive later in the game to capture and contest objectives.
A smart opponent tho would keep things off the table and force you to deploy that first wave of pods blind (having no targets on the table) Then pouncing when arriving from reserve (or if in Dawn of war just arriving first turn).
Your list has good number of Anti tank (further enhanced by Vulkan) and good anti horde (further enhanced by vulkan) All in all, have you had a chance to playtest the list? If so how have you felt the list work out on the table.
Cheers!



Hey McBeath,
As I've seen it played you are entirely correct in your interpretation of firing empty drop pods down onto the field. So your tactic with the Thunderfire Cannon would work.
Which of your remaining 6 would you want down first turn? Do you save the Sternguard for upfront or later?
Have you thought about putting a locator beacon onto one of the drop pods you have coming in first turn? This would allow you to make sure all the second turn on stuff gets to come in nice and close. I just see this list as needing to create a tight formation of drop pods and a little fire base in order to be able to deliver the knock out punch to one section of your opponents army.
Anything that can minimize the randomness of the already trickling reserves comes in handy.
With just the Thunder Fire Cannon on the table deployed...what if you end up going second? Do you deep strike that in?
One other suggestion is to try and put in thunderhammer's rather than the power fists for your seargents. This helps further captialize on Vulcan's Chapter Tactics.
All round good list though!
Later,
Greg
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