DISQUS

Bell of Lost Souls: 40K TACTICS: Hybrid Drop Pod Lists

  • kefka · 1 month ago
    inb4first again!
  • Tricky Dick · 1 month ago
    If your going to be first, don't be an idiot. At least post something useful.

    It's unfortunate that a cool option in the SM codex is now being abused to the point of being broken to make a viable army list. Players should learn to play their army before they try this spamming/cheesy tactic.

    FYI: The Soul Drinkers do not have any sort of Elite choices available to them after they split with the Imperium. They had a small number (perhaps 5 or less) suits of Terminator armor and they certainly had NO dreadnoughts/ironclads or skimmers. They specialized in shock assault and boarding actions. Where the hell did they get a Land Raider?!? lol

    Don't use the Codex: Space Marines for God sakes. To keep the flavor, at least use the Black Templars (a brother successor chapter) codex!
  • shadoq · 1 month ago
    Nice post.(not sarcasm)
    For what it is worth, I could see the Soul Drinkers getting their hands on skimmers easily even if it isn't fluffy.

    You could portray it as a force of Soul Drinkers right after the break with the Imperium when the chapter was fighting amongst itself. That would be a time period where I could see a dreadnought.

    Land Raider. Stolen from the Inquisition :-D. I HaZ LandRaiderZZ?!
  • darkwynn · 1 month ago
    Like i said below its used before the break up or Split. I mean sarpedon still has the Spears in his hand as his Force weapon :D


    To many people do the post war and just assume that is how everything is supposed to be.

    Though this is supposed to be a more competitive army then a fluff army, When we do the hobby post coming up it will have a fluff list attached to it for people to look over.
  • Tricky Dick · 1 month ago
    Post civil war for the Soul Drinkers are the most interesting in terms of trying to make it work in game play and the best read for a novel.
    Anything before the split is psuedo boring - seriously, you might as well take Black Templars without the Emp. Champion because that's the closest you'll get to bridge the gap between novel to table.
  • Jack · 1 month ago
    How does using black templar's rules work when the Soul Drinkers use Librarians?
  • Tricky Dick · 1 month ago
    You're already altering the codex by removing the Champion, so just add in a Librarian that has one Chaos Marine and one Space Marine power. Fits in just fine.
  • Archer · 1 month ago
    I don't see the survivability of the list really.... With only two troop units, I can see serious issues with objective based missions.

    I'd lose the Termies and the LRC and take more troops... Even a normal 6 man squad in a Razorback is good. the sixman for holding an objective and the razorback as mobile firepower.
  • deuce1984 · 1 month ago
    Fluff is really not important at all in the context of this article. It is a strategy article after all.

    Based on the goals and the content of the article i think it was great! This would have proved useful a few months ago!
  • Dunadan · 1 month ago
    Firs...dang ;)

    Nice article, I've had good results using drop pods before, though I've never tried to do them en masse.
  • ShiftAlmighty · 1 month ago
    i have to admit, facing 2 land raiders full of marines and then knowing that drop pods will soon be landing near them is a terrible, terrible feeling
  • asugradinwa · 1 month ago
    For me, there are Three big issues with drop poding forces in a tournament setting.

    1. Drop Pod assault forces me to bring in half my pods. If I'm playing against a force that can be effective in an "all reserves" game such as Mech Eldar, Deamons, Dark Eldar, or another drop podding force I've got the potential to get smoked. First turn I drop my pods only to have Melta or a seer council come and say hi after they come in from reserves.

    2. Drop pods are AV 12 open toped transports that are immobilized. All that is needed is 2 weapons destroyed or better shots on the damage table and you give up a kill point. If I get a pen with an AP1 weapon the drop pod is toast on anything but a 1 or 2. I have won kill points games by only focusing fire on drop pods.

    3. Once you've played against a deamonhunter inquisitor with mystics sitting next to something with a demolisher cannon or 3 heavy bolters you'll know what I feel. Effectivily doubling a player's shooting phase is not fun.

    Overall I think that rhinos are a much better buy then drop pods. That being said, Logan with some multi melta equiped Long fangs drop podding in for turn 1 carnage is not something I want to be matched up against.
  • Roland Durendal · 1 month ago
    First time poster here, usually found on LO, B&C, and occasionally YTTH. Anywho, I used to run a mixed list with mixed results. Seeing as I play IG now primarily, I must say Pod heavy lists (and DS/Reserve reliant lists in general) suffer greatly now due to the introduction of more reserve/DS nullifying capabilities.

    Seeing as I play IG, I'll focus primarily on them for the time being. The introduction of both the Astropath and Officer of the Fleet truly throw a kink in the Pod/DS/Reserve (here on out abbreviated as PDR) game plan. I run both in my 2k Aircav list for solely this reason. If I know I'm facing a PDR force, I'll just sit in reserve, let you go first for 2 turns an come in piecemeal (or not at all cuz of the Astro) and then basically bring the majority of my army on in one turn for a serious case of the Alpha Strike (god how I hate that term). Not only can I nullify you're arrival, but I enhance my own.

    Such an IG army (it can be mech as well, principle is the same), has complete freedom of maneuver. Regardless of whether I go first or 2nd, I have primacy of maneuver, especially if some aspect of the enemy is PDR.

    Good general intro tactica, but some drawbacks would have been nice. It would have rounded out the Pros/Cons of such builds nicely, especially seeing the rise in IG players nowadays.

    As for my SW's, they go with Rhinos now. Pods have become too high risk, low reward for me.

    ~ Roland Durendal
  • Khorneguy · 1 month ago
    Nice competetive Soul Drinkers amry, but you are completely ignoring the fluff.

    The chapter had one suit of terminator armour, which belongs to their master of recruits.

    Thay have no vehicles, seeing as they specialise in boarding actions. There's certainly no mention of Dreadnoughts or Land Speeders in the books, especially not a Land Raider Crusader.

    I'm not knocking your list in itself, but If you're going to make a force as distinctive and fluffy as the Soul Drinkers at least keep to the fluff and choose fluffy units instead of having a standard SM list painted in their colours.





  • darkwynn · 1 month ago
    I have a fluflfly list that I run with it but the main subject was to talk about something that would be at least to say more competitive and be able to hold up.

    Though with the books it never went into detail of what they truly had everywhere but they were a heavy drop pod army with lots of psykers. To try and fit it to the current aspect of the codex would be very hard. When you see the pictures of the army it is before the first Chapter war so way before they loose a lot of their wargear and equipment.
  • Khorneguy · 1 month ago
    Ah, i see. Whenever someone says Soul Drinkers i think post-1st chapter war, probably because i have a 'rebel' Soul Drinkers army.

    In a way, it's a shame becasue i don't get to see your idea of Spider-Sarpedon to compare to mine, but on the other hand, i get to see a different take on the Soul Drinkers

    I'm honestly not sure what they had before the chapter war, but the impression is that as boarding specialists, they never bothered with vehicles other than drop pods.

    btw, they aren't psyker-heavy - only one Librarian (Sarpedon) is assigned to the most important mission in the chapters history (retrieving the Soul Spear), which is acually not a lot considering 3 companies were sent. Librarians became central to the chapter post-chapter war.
  • darkwynn · 1 month ago
    I have both but you can really pick either which way. I usual have more scouts in the army if I want to play more hobby or friendly matches because it is a little bit funner.

    If i am playing Wolf or Goatboy the gloves come off and we go all out at it.
  • Ebsolom · 1 month ago
    I never leave home without Drop Pods in my BA army. How else am I supposed to deliver 2 Venerable Death Company Furioso dreads into the heart of the enemy?
    Much hilarity ensues.
  • sodcactus · 1 month ago
    Seems like the safest way to deliver them for the rest of the BA's aswell....
  • MycroftHolmes · 1 month ago
    good point!
  • Chuckles · 1 month ago
    I was thinking about making such an army since I got into the Hobby earlier this year.

    Yet there is something which does not sit right me when going half hearted in terms of drop pods. It doesn't make much sense to have half your force still on the ship while the other half is already on the planet in transports blowing up baddies. I mean once you get off your drop pod and the battle is won, what happens next? Do you sit around waiting for the next bus back home while your buddies zoom off to the next battle field?

    Anyways although going half and half does create an effective list for the above reasons it just has never sat right me going half half.

    Also the Drop Pod model is awesome that in itself is a reason to play a Drop Pod army!
  • CarbonBased · 1 month ago
    If half my force was on the ground and received intel of heavier then expected enemy forces, I'd hope my back-up arrived asap. Drop pods sound like just the ticket. After the battle, the drop pod force acts as a rear guard for the extraction of the mechanized element. Eventually, T-hawk transport comes in for extraction of the rear guard. I'm sure there's other scenarios, but this is the first that came to me prior to morning caffeine rituals.
  • zenjah · 1 month ago
    Yep, Drop Pods sent down as reinforcements during a battle seems pretty fluffy to me.
  • Nabterayl · 1 month ago
    We also know that space marines sometimes use drop pods as the second prong of an attack. The mechanized force fixes the enemy in place, and then the drop force lands right on top of them.
  • tuffdart · 1 month ago
    Advance, reconnoiter, assess, pounce.
    Drop pod = pounce.
    or
    Tactical retreat, reposition, vox, counterattack.
    Drop pod = Counter attack.
  • Kirasu · 1 month ago
    Ive always used drop pods as a way to advance my lines on the first turn while moving up with rhinos or other CC based units. By hitting their front early it can force them to move forward or direct firepower away from my transports or other units.

    Basically I use them to either stop mobility as you said or destroy big blast weapons or otherwise nasty vehicles that can do lots of damage from far away
  • spartan_828 · 1 month ago
    In keeping with your armies basic setup this is a very similar list to yours. Ill admit I have been towing with a Soul Drinkers army too.

    Few changes though

    The Soul Drinkers were VERY assault heavy, I would ditch the DP dreads for Assault Squads and as an upgrade I would through Locator Beacons on the all DP's to make your movements even more accurate

    Sarp/Tigerius 230

    Iktinos/Cassius (Vanguard Escort) 125

    Vanguard x8 230
    Dpod + Locator Beacon

    Assault Squad x10 200
    PWeap
    Melta Bombs

    Tact X 10 225
    Meltagun
    Dpod + Locator Beacon

    Tact X 10 225
    Meltagun
    Dpod + Locator Beacon

    Scout x 5 100
    Camo-Cloaks
    Missile Launcher
    Sniper Rifles

    Scout x 5 100
    Camo-Cloaks
    Missile Launcher
    Sniper Rifles

    Scout Biker x 4 155
    Astartes Grenades
    Cluster Mines
    Locator Beacon

    Assault Termy x5 200
    3 TH/SS
    2 Lightning Claw

    Legion of the Damned x5 205
    Meltagun
    Multi-Melta

    Total = 2000

    The Legion would tag along with Sarp when they come in, So between Gate and Slow & Purposeful its pretty nasty.

    IDK hows it look to everyone.
  • Roa · 1 month ago
    With respect to defining the battlefield, you neglect to mention that there are many things that opponents can do to frustrate drop pods. A good example is IG. They can flood the board with so many models, even if its a mech heavy list with no exposed infantry, that there is simply no good place to come in where you'll be able to do much. Castling is very powerful here, such as arranging chimeras as walls around leman russ tanks, forcing you to either give cover saves to the LR's or shoot the much less valuable chimeras and leave your unit open to the big guns. Also, Officers of the Fleet and Astropaths can make childs play of Drop Pod reliant armies.

    Orks can also do many of these things, especially force a drop pod list to not be able to drop where it wants.
  • Muskie · 1 month ago
    What about terrain, whenever I see the internet experts, they always seem to just assume the terrain is favourable. Up in Canada we have terrain set by someone, and on some tables it can be pretty dense, including the all jungle or in some otherway all difficult terrain board. They've done this at Grand Tournaments/Conflicts and it is still done at Astronomi-con.

    I'm building a board for next year which will be quite dense in terrain and I want to see how the deep striking/drop podding armies do on it. The goal is recreate a classic WWI or even as late as Vietnam trench battle. 40K offers a lot of ways around ground pounding, but if you make it a troops only count for scoring that eliminates some of the use of the dreadnought and other elite drop poding options.
  • Archer · 1 month ago
    Against IG: Not as bad as you think... due to the overall fragile nature of Imperial Guard troops. Detailing a pod to go HQ hunting is not a bad thing... and if placement is right, the IG player has far too many things to shoot at to shoot at it WELL.

    I've done this twice- its been 50/50 on the success.... but even my opponent would tell you his win came from my horrible dice as almost all my placement was dead on. Average dice makes it a bad day at the office for IG, as long as the marine coming in via Drop Pod is confident in his placement and tactics.
  • Roa · 1 month ago
    The weakness of Imperial Guard troops is very easily remedied by mechanizing. They can operate just as effectively from within a transport for all intents and purposes as without, and requires one then to blow up the AV12 chimera before you can get at the infantry. The importance of IG command squads is also *vastly* overestimated by many IG opponents, especially in a mech list where they essentially serve as makeshift special weapons platforms. Killing off the HQ squads in a mech IG army isn't going to cripple the army by any means.

    Also, the weakness of the IG infantry is one of its strenghts. If you waste your drop podding unit on shooting infantry, be my guest. The big guns will ensure you don't make the same mistake twice after using your 200pt Marine squad to kill off a 65pt infantry squad or 50pt platoon command. I had a marine player last week make that exact mistake. Comes down with two units of melta sternguard and an Ironclad, combat squads them both, kills 3 chimeras and some infantry, but the chimeras had blocked LoS to the LRBT's and the Vendettas were reserved. The next turn, after killing about 200pts worth of IG infantry and transports, he lost the Ironclad, Vulkan, a Master of the Forge, and over 600pts worth of Sternguard Vets to LRBT battlecannon and plasma cannon fire and Vendetta lascannon fire and the various guns of the other infantry units and Chimeras. There wasn't much left to do other than mop up after that.

    Currently I've yet to see a drop pod SM army do anything other than flounder against a decently deployed (or reserve denial'd) IG army. They just either have no decent place to come in and end up wasting themselves on weeny units, or their trap gets sprung with nothing to ensnare and the IG roll on turn 2 with an Astropath and effectively seize a first turn advantage in terms of shooting.
  • rocketrollrebel · 1 month ago
    I've been loving the idea of drop pods since the new C:SM came out. I'm just waiting for BA drop pods to be decent and then thundercats are go!
  • Gravidian · 1 month ago
    I maybe wrong here, but surely an empty drop pod cannot contest an objective as it is an empty transport vehicle? Empty rhinos for example can't???
  • goatboybols · 1 month ago
    If it isn't destroyed it can contest :). So yes empty vehicles are still a unit and thus they can contest, they just can't control unless they have a troop in there.
  • GingerK1d · 1 month ago
    Can immobilized vehicles contest objectives? IIRC drop pods are immobilized as soon as hey hit the table.
  • plasticaddict · 1 month ago
    Empty transports can't hold an objective, but anything can contest one. Good timing on this article, I was just discussing the empty drop pod ruse with some of my gaming group. Of course to keep it fluffy I am planning on putting deathwinds in the empty pods.
  • Gravidian · 1 month ago
    Awesome, i had no idea empty transports could contest objectives! Thanks guys!
  • Tynskel · 1 month ago
    Thx! So many people do the drop pod blocking, but don't make it fluffy. Adding the Deathwind launcher is a good idea. You might want to check out Imperial Armour Vol. 2. The Deathstorm Droppods are just gun platforms. There's a FAQ at Forgeworld
  • plasticaddict · 1 month ago
    Thanks, Those are what I was basing my list around. Dropping an empty drop pod with only a storm bolter in it is just a little to cheesey for me, however droping an area denial weapon (or in this case several) to me fits fluff.

    My marine scouts infiltrate in advance of the main assault, the bulk of my forces follow them in and begin the main action, my reserves come in where they can cause the most damage. Using the empty pods to deny objectives and be a threat with missile launchers helps to force the enemy to either withdraw from the objective or dedicate firepower to destroying it. And yes they are made of paper but that is a unit not engaging my main force. And not all of the pods will be empty, a multimelta dread inside your lines can be very annoying ;)
  • kaptinscuzgob · 1 month ago
    I never thought about using empty drop pods...Theres nothing wrong with that, because you can deploy a unit outside of its transport. I'd have to give them the missile launcher upgrade though, they'd make great surprise attacks with that S5 large blast.
  • Toggofwar · 1 month ago
    Only problem is the droppod can't fire the turn it comes in, and with only a 12" radius most people get out the way before you can use it!
  • kaptinscuzgob · 1 month ago
    they really cant fire when they land? i thought theyd be built to do that, as standard. The guys inside can fire, right?
  • asugradinwa · 1 month ago
    The guys that come down in the drop pod "disembark" so they can fire thier weapons (though they count as moving). The issue is the drop pod is "Moving fast" when it deep strikes. As it is not as fast Vehicle, it can't fire any weapons on that turn. Unless you have an older drop pod that has Power of the Machine Spirit.
  • Tynskel · 1 month ago
    ie: Black Templar
  • GreenMarines · 1 month ago
    I ever thought drop pods will only be usefull when used for the whole army. But the mixture of drop pods filled with dreads and a mech force seems very nice. I alwas had the problem that my rhinos, LR, Razor were to fast for the dreads. When combing my transport with 2 drop pods which deliver my dreads it could work.
    Thanks for the article.
  • therealjohnny5 · 1 month ago
    i play raven guard so i use drop pods extensively, i've have 5 and for my current project i need at least 1 more but i'll get 2 bc i love to run odd numbers, that way a majority can come in first round. I've won so many games and tied up ATermie squads, Broadsides, and anything else you can think of trying to destroy my DP thats sitting on top of an objective. My only gripe is when a squad dops in front of a Tau\ Guard gun line and you get RF'd to death, have to hope on that 3+ save!

    It also makes me wish i could take more assault weapons, but i'm ok with that... I'm not sure if you covered this but another thing that's great to do if you can spend the points is load up on a bunch of pods with locator beacons and at least half with deathwind ML's and create a wall of pods with large blast templates. Great against hordes, or get the FW Deathstorm pods, but then you may have a problem of your gaming crew not letting you play them bc they only cost 75 points....
  • darkwynn · 1 month ago
    When fighting tau I like to hit the flanks and put myself into position where they can only get one unit of rapid fire off. If you drop right in front of them you arej ust goign to play to their strengths and everyone will be in range.

    Now that being said, More then likely most Tau won't be able to wipe 4 units off the board who are right in front of them. They just don't have the volume of firepower to dish out in one turn to kill 4 units.
  • Aya · 1 month ago
    lol... what? You're joking right? Never under estimate the Tau's ability to annihilate whatever happens to be dumb enough to end up in rapid fire range. I want to say Tau is second only to IG in the sheer volume of fire that can be put out.
  • plasticaddict · 1 month ago
    Tah depends on what kind of Tau you are facing. Broadside team #1 split fire 1 railgun into first enemy drop pod with 8 smart missiles into the troops, repeat on second enemy target with Broadside team#2. Crisis team #1 into enemy unit three ignoring drop pod, repeat with Crisis team #2 on enemy unit four. That leaves three 12 man Fire Warrior teams to clean up on enemy troop units, starting with those that were most heavely mauled. If you have Pathfinders on the board you put marker lights on the most dangerous/highest value target to help increase the effectiveness of you fire and leave yourself the option of putting some seeker missiles into the survivors. It's worked well in the past and will I suspect continue to work far into the future.
  • darkwynn · 1 month ago
    that is nice and all but what do you do when they make their saves or they are in a position you can only get one fire warrior squad turned around to be within Rapid fire weapons range?

    12 fire warriors rapid firing is only 12 hits and about 8 wounds Marines save 5 of them. You still have 7-8 marines alive on average. Now lets say you do get enough people to bear and you get two squads or three squads you still have three marines alive from just one unit. Yes, you can use crisis suits to hit the squads but pretty good chance they will have 4+ saves because your firewarriors are in the way and you can't get clear shots.

    Now lets add in the fact that you have multiple units that just drop pod down in front of you. The average numbers for that short range and for Tau in most cases hurt them. Tau need at least one or two turns to soften their target before they can wipe them off the board. If you close distance for the next turn assault it doesn't go well for Tau.
  • plasticaddict · 1 month ago
    If only Fire Warriors are involved that would be true, however you discounted the effect of a plasma gun/missile pod armed Crisis team, Pathfinder marker lights (7+ cover saves anyone?, BS 5 Fire Warriors, negatives to your moral checks, S8 AP3 seeker missiles), exploding drop pods from Railgun fire, etc. Two teams of fire warriors in double tap range can, if not totaly destroy, render ineffective a Marine squad in a single turn. Two or three surviving Marines can't be counted on to take a 12 man team. Most imprtantly Crisis suits are a manuvering unit that are best deployed on the flank of a Fire Warrior team not behind them, this will lead to you not having cover most of the time. This varies depending on the unit in question, however it is the tactic I regularly employ with good effect aginst deep striking enemies. In fact it has caused a couple of my regular opponents to stop dropping into my lines. As with everything in this game it is a matter of chance, Will I hit and wound enough? Will you make above average on your saves? Will my broadsides not be able to hit the broadside of a drop pod? If the die are aginst me I will lose, but even with average dice rolls I can neuter whatever you put in front of me. And let us not forget the most basic of things, terrain and deployment. I will deploy, if able, in a manner that leaves you few good drop points and keeps you in front of me, funneled into my fire lanes, having to get to me through terrain, etc. I have found that the mathhammer aspect of the game is to often touted as why things will or will not work, only to have the odds repeatedly defied to give the "wrong" outcome.
  • No_Gaming_In_Mississippi · 1 month ago
    To me if you use drop pods you should go all out. I take 8 with my Salamanders.
  • VonKoeder · 1 month ago
    But he didn't decide to. and he doesn't decide which ones go where or what is in them. it just kind of untactically happens.
  • greekpurenaturedrink · 1 month ago
    that army list is a little bit too anti mech and too little anti infantry...#_#
  • hammerofdorn · 1 month ago
    i do have a army with 30 sterngaurd and kantor that plays at 2k level and i think drop pods are great with tactical squads in rhinos for back up and rapid fire with vindicator / terminator support
  • BDub · 1 month ago
    Is it just me, or does the idea of using empty drop pods to contest objectives crawl over everyone's face and pee in their eye too?
  • rockdeity · 1 month ago
    just you... nice visual though :)

    My rationale would be that there is an AI-controlled gun on it that makes people think twice before pitching tents and raising flags.
  • BDub · 1 month ago
    AI is blasphemy. That's why the Imperium/Mechanicus uses human skulls/brains to run things.

    Point taken though. I just think that you should have to have actual troop (vehicle crews count) to contest an objective.
  • Alessander · 1 month ago
    The biggest weakness for pods is the Drop Pod assault. They are great to drop into the enemy, but since a signifigant portion of games REQUIRE you to drop 50% of your pods onto a practically empty board, they lose the "surgical strike" aspect and become liabilities. If, like Deathwing assault, the first turn drop was option, it'd be better. But requiring them to drop first turn just sucks.
  • farmpunk · 1 month ago
    Hmm this is your collection isn't it, Darkwynn?

    I think you could have had a little better list, but I don't like Drop pod forces. There are decent counter tactics to them.

    Castle up in a corner, Inq. Lord anti-DS plasma cannon squad, meching up.

    Even playing Sisters (with no anti-Deepstrike), I usually am happy to see Drop pods coming at me. the force comes piecemeal. It makes it easier to focus fire on a couple of your units at a time. I could see perhaps a K'sorro Khan list with a few Multimelta Dreads in pods being decent.
    It can be a whole lot of guys coming in fast from the flanks, with some pods dropping in the middle.
    with pods, people tend to want to get nearer the edges, to avoid getting shot in the back.

    just some ideas.
  • Aya · 1 month ago
    Ok... so what happens if I hold my entire army in reserve and make you go first? The Imperial Guard Astropath/Officer of the Fleet combo just absolutely ruins your day and lets not even get started on Mystics. You don't even mention the huge flaws a list can have. Its not much of a tactica.

    Also, Tigurius? Cassius? I can see what you want to do with Tigurius, but you only have one extra pod, most likely full of Tacticals that would benefit from his re-roll. So... you just spent 230 points on a dude where you could of spent 130 - 180 for the same thing with 2+ 3++.

    Both you're HQs are huge point sinks and while they are cool, you could of bought the vanilla version and saved yourself a good hunk of points. A bit more work and you could get another Crusader w/ multimelta.

    The Dreads are cool. If you're going to play pods with lots of Dreads though you might want to consider a MOTF so you can spam Dreadnoughts like crazy. That and Ironclads... it pains me to say it (because I love my Ironclads), but you're spending an extra 30ish points on a dude that is going to die. A regular Dreadnought can do the same job but better. If you pick your drops right a regular Dread will never be out of melta range while it is pretty easy for an Ironclad to fall short of that magical 6"

    Looking at the rest of your list here... I hate to be an ass, but it really isn't all that competitive. You have 2 scoring units, four if you combat squad. You are seriously lacking there, especially at 2000 points where the competition is going to have 3+ troops at least.

    Then you brought Scout bikers... yeah... Outside of the locator beacon what were you hoping to get out of these guys? Its a crappy unit man, another Tac squad in a rhino would help a lot more than these guys helping your pods. Really, pods don't need much help. They'll scatter... what? Seven inches on average? You're still in multimelta range at that point. Even if you do scatter the full 12" if you picked the right spot you'll still be in melta range. No real need to spend the points on bikes.

    Yeah... kind of failed on the not sounding like an ass there, but this list and tactica are kind of crappy. It's not very competitive and it doesn't even mention what an opponent can do to totally gimp your list. I play Drop Pod marines on a fairly regular basis and feel like this is just isn't helping newbies at all.

    Sorry, mate.
  • DarkLink · 1 month ago
    "Ok... so what happens if I hold my entire army in reserve and make you go first? The Imperial Guard Astropath/Officer of the Fleet combo just absolutely ruins your day and lets not even get started on Mystics. You don't even mention the huge flaws a list can have. Its not much of a tactica."

    He mentions what can happen if you hold your entire army in reserve. He only has two units in drop pods. He can just bring them in, and since it is only a small part of his army, it isn't a big deal.

    As for the Astropath, well, that's what Tigirius is for. Statistically, a rerollable 5+ is the same as a 4+, and a rerollable 4+ is better than a 3+. And considering there will only be two units in reserve, it doesn't exactly "gimp" his army.

    That's the whole point of the "hybrid" drop pod list thing. He describes things that a list with only a few drop pods can do.

    Cassius is 130pts, and significantly better than a vanilla Chaplain (T6, remember). Not exactly a huge point sink, compared to some that I've seen. And only 2 scoring units isn't a big deal, at least not when you can combat squad. Remember, it doesn't matter how many troops you start with, only how many you end with.

    Most of your criticisms aren't really founded. It sounds like you didn't fully read the article, because he adresses many of the issues you brings up. And he never really said his list would be super-competitive. It was just an example list, as the article was just about incorperating 2-3 drop pods into a normal list, not about a full drop pod army as you seem to think.
  • Aya · 1 month ago
    I was trying to be more critical of his meh list, which he called competitive which leads innocent newbies to take it as 'teh bambsauce'. Cassius... not that bad. I agree, unless you really want a Terminator chaplain, Cassius is a very good choice. Sorry about that I was really talking about Tigurious more than anything.

    That guy is just not worth his points. Librarians are squishy. Squishier than just about any other SM HQ and Tigurious is no exception. He has no invul save, unless you use Force Dome and even then it's only a 5+. If you used a regular one you'd save 90 points. 40 if you took an Epostolary.

    As for lack of troops, what army doesn't build itself to anti-mech? Most players I know, or read about, build their armies to kill marines. Which makes sense, we have some the best troops in the game. If you only have 20 tacticals you are going to have a hard time doing anything other than contesting objectives. And while I know usually that's all you need to do to win, two to four small groups just doesn't cut it. Especially when an army like Tau or IG can gun them down in a turn of shooting.

    I just feel like this could of been better written and presented, that's all. This article comes across as intended for newer players, and being from BOLS, a website that is very highly regarded, newbies are going to read it and consider the word of God. Ok... that might be a little much the creative metaphor department but you get my point, yes?
  • Vince456 · 1 month ago
    He said it was a hobby list.

    "Some of you asked for a typical space marine list so here you go (this list is for my new Soul Drinkers army which will be coming to you in a hobby article soon)"
  • Roland Durendal · 1 month ago
    Granted, while it may not "gimp" his particular army, what people need to take away from the article is that in lists where they try to do hybrids, especially with more than 2 pods, the presence of a Astro and potentially a OotF definitely begins to impact their ability to maneuver and gain the initiative.

    That's my point, a ok article but more in depth analysis of the draw backs would have been nice. That and possibly showing more than just one example of a hybrid list, b/c typical hybrids I've seen (least in my area) usually run 3 minimum pods.

    And since you brought up the list, the army list won't exactly prove effective at any of his tactics he mentioned. They can contest objectives no problem (Aerial irritants), but it fails pretty much everywhere else. 1 pod dropping in to "bait" me (Decoy From the Skies) will only make me laugh and either ignore it and go around it or shoot it with one, maybe 2, units and kill it. As for (Neuter Enemy Mobility) and (Define the Battlefield on YOUR own Terms), sorry but 1 pod coming in on turn 1 does neither of those. Heck 2 pods by turn 2 isn't scary either. So what if I start in reserve, the worst I have to deal with is what? 2 tac squads? 2 dreadnoughts? 2 Sternguard squads? It will definitely adjust how I play for that initial turn, but it's nothing that can't be easily overcome.

    But those comments are directed at that specific list. Which is why I think another list or two would be helpful. The tactica has some ok advice, but really only for armies that have a good amount of pods (3+), if not comprised entirely of podding forces.

    ~ Roland
  • Vince456 · 1 month ago
    Really a good drop list should be using 3 or 5 pods at most. Gimping the ability of the later 1 or 2 throw away pods to come in is not that big of a deal. Ok so my tactical squad which is basically a objective holder doesn't come in till turn 4. Oh wait i want it to live to the late game to hold my back objectives. Do I call this even a bad thing?
  • Vince456 · 1 month ago
    Cassuis is much much better then the vanilla version. Tig on the other hand not so much. This is his hobby list so keep that in mind but I would drop tig for a normal Liberian and change the crusader to a redeemer. Also this lets you grab a thunderfire cannon (think this is underrated) or a vindicator. Also I think the 3 land speeders need a heavy flamer to go with their multi melta (we see a lot more low armor type armies in hobby tourneys in my experience).
  • buttlerthepug · 1 month ago
    Looks interesting... I wouldnt call that Soul Drinkers list though... since they are kind of only Drop Pods and Thunderhawks... dont use vehicles of any sort IIRC, and are plain close combat... but deffinitely a list worth trying
  • Syderwarp · 1 month ago
    I have a question, and I've already called my GW mgr buddy. He doesn't know why either. If SM codex DropPods carry 12 models, then WTF is my SW taking 10???? I was always running ASM/Blood claws out of DropPods as 12. Now I have to take 10. I would rather sell off my dropPods then use 10 models.
  • asugradinwa · 1 month ago
    This was put in to limit space wolf power. You have to make the hard choice of getting a second special weapon with a 10 man Grey Hunter squad with Leadership 8 or taking a wolf guard add on to a 9 man or less squad for Leadership 9, but only have 1 special weapon.

    Blood claws don't get the second special weapon util they have a 15 man unit, but seeing as how regular space Marines can't take more then a 10 man squad I think they put the 10 man limit to stop large units of blood claws comming down.
  • Syderwarp · 1 month ago
    I don't agree, but understand where you are going with this. BCP should have been 10 special,or 12, Then DropPods with 12. The nerf on Drops,and BCP could take DropPods,and Special to fit 12.
    I can't see droppod vs Footsloogging BCP of 15-16. you have use LRC. I think it was stoopid the way DropPods work for SW. That's me =P
  • Jakk88 · 1 month ago
    I heard that the capacities in the vanilla codex were a mistake and should have been more like the Space Wolves. I suppose we will find out in the next marine book.
  • Myu · 1 month ago
    I am so glad I decided to go for a mixed army after reading this article ^_^