A Loathing for Drop Pods.

This week has so far only seen me play two games.



My list is doing a very good job of dealing with footslogging horde armies or mixed forces of Armour and Men, however it has now faced an entirely Mech Marine force (Space Wolves to be exact).


In this case the army was found sadly lacking.


My opponents force ran something to the tune of (Tom please correct me if I am wrong).


HQ:
Rune Priest
Rune Priest
Rune Priest


Elite
Dreadnought w/ Multi-Melta, Heavy Flamer & Drop Pod
Dreadnought w/ Multi-Melta, Heavy Flamer & Drop Pod
Dreadnought w/ Multi-Melta, Storm bolter & Drop Pod

Troops:
Grey Hunter Squad, Meltagun, Mark of the Wulfen & Wolf Standard & Razorback
Grey Hunter Squad, Meltagun, Mark of the Wulfen & Wolf Standard & Razorback
Grey Hunter Squad, Meltagun, Mark of the Wulfen & Wolf Standard & Razorback

Heavy Support:
Vindicator
Vindicator
Whirlwind


Now this list had first turn against me and managed to get two of its Dreadnoughts down in the middle of my lines.


This was mostly my fault for a poor setup. When those Dreadnoughts landed one took out my Command Squad and Lascannon Heavy Weapons Team. The other immobilised my Battle Tank.


Hardly devastating losses, but the fact I now had two Dreadnoughts on the Table, which had to be dealt with meant I had to divert my firepower from dealing with the oncoming mass of Tanks.


It resulted in a very poor showing from me and my guard… and a serious rethink. I basically need to redesign the force so that it is capable of dealing with these Dreadnoughts in a more effective manner.


There is no way for me to prevent them from landing, however I need to better control where they land, and make sure I have the right type of firepower to deal with them in 1 turn (excluding seriously bad luck).


I also do not want to loose my ability to pound footslogging armies, so here is a new list, with a different twist to see if I can squeeze something out of this.

Now this list is a bit of a pie in the sky list as I don’t own 3 of the models in it… however I will be picking them up very very soon.

HQ:
Company Command Squad, 3 x Grenade Launchers, Regimental Standard


Platoon
Command Squad, 4 x Flamers
Infantry Squad, Autocannon
Infantry Squad, Autocannon
Infantry Squad, Autocannon
Infantry Squad
Infantry Squad


Veteran Squad, 3 x Meltaguns

Fast Attack
Vendetta
Vendetta
Vendetta

Heavy Support
Manticore
Hydra Flak Tank Battery, 2 Tanks, Both with Heavy Flamer
Leman Russ Squadron, 2 Battle Tanks, with Heavy Flamer

Total 1500 Points

The advantages of this list are more targets for my opponent to chose from. The Hydra Flak Tanks put out 8 Twin Linked Strength 7 shots a turn, which stands a good chance of being able to inflict more wounds on infantry than a single battle cannon, and also is MUCH more likely to deal with Light Tanks in an effective manner.

The Leman Russ are more vulnerable to death in a squadron, but do get Extra Armour for free, and it also means that I get to allocate damage to them, that could help a lot.

The Manticore is in because I love the model… it just looks awesome and I have read many good things about them on the web.

The Regimental Standard is there to help my men stay where I want them too.. allowing me to re-roll Pinning Checks and Morale checks for 15 points... something I should have been using from the start.

The number of Infantry I can put on the table should mean that I can seriously restrict the places for the Dreadnoughts to land, in addition to this the Vendettas zooming away should give them something else to think about and deal with.

As always comments tips and suggestions are appreciated.

Comments

Rusty Nail said…
The Space Pups list is pretty much spot on -only thing of note being one of the Grey Hunter squads didn't have MoW or a Standard.

As for your list I'm assuming most of the time the two squads without Autocannons and the Vet squad will be riding in Vendettas?

The list itself seems to cover pretty much all bases - lots of flamer templates and firepower for Hordes, and lots of anti mech for any tanks floating about.

It might struggle against an assaulting BA army if it's played right, but I reckon I'll struggle big time.
Anonymous said…
buy an Inquisitor + 2 mystics

Drop pods go away
Kraggi said…
@ Tom
Well the two squads without Autocannons might sit back in the deployment area. Means less space for your drop pods to land, and in hq games that is probably what I will go for.

I am hopeful it will do well against a range of lists, but will need some play time me thinks lol.

@mathhammer
I have an inquisitor and mystics, but they arent that much use against drop pods. I mean if its in range, I can kill the drop pod, but I cant kill what is in it. You can only shoot at the unit that deepstruck (i think thats the correct way to say that) and that is the Drop Pod, the Dreadnought or Squad does not deepstrike so is not a valid target... but if you know a rule that says different please let me know.
The other thing is I dont want to rely on something that is likely to be taken away from me when the new codex comes out.
Gotthammer said…
The Daemonhunters FAQ clarified that you can shoot at the pod or the the unit inside as it disembarks (or one combat squad if codex marines split on landing).
Kraggi said…
>.>

Wow... knew I should have checked the FAQ for that lol.

I might try that out at some point if I really can't beat the pods any other way.

I have to admit though I am loathe to use a model and build any form of tactics up around a model I may have randomly taken off me (the burning my Carnifexes got hurt me bad).