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View Full Version : I'm full of Smace MArine questions....



ksoh75
08-06-2014, 07:11 AM
So I will keep it to one thread and this being it! LOL

Droppods and Tactical squads. Can a full 10 man team strike down in one pod and then split? Or am I taking a pod for 5 man groups and 5 man groups only?

Wolfshade
08-06-2014, 07:18 AM
Yes.

After much rule wrangling, it was decided that you could arrive via drop pod, then deploy from the drop pod onto the board combat squadding as you went.

hyudun
08-06-2014, 07:22 AM
Specifically, "In an exception to the normal rules, two combat squads split from the same unit can embark in the same transport vehicle, providing its Transport Capacity allows."

In 7th, you must decide what you are combat squad-ing before determining Warlord Traits. Combat squads from the same unit can embark onto the same vehicle at any time, it seems, so once you've exited your Rhino/Landraider/whatever, it looks like you can put them back in later if you wanted.

40kGamer
08-06-2014, 07:28 AM
Combat squadding out of pods is amazing!

Darren Richardson
08-06-2014, 07:52 AM
Combat squadding out of pods is amazing!

yeah you get some funny looks when you drop a 10 man devestator squad down on a drop pod, 4 heavy weapons right in your enemy's deployment zone to take out his big guns, all shielded by a 5 man bolter fodder :D

ksoh75
08-06-2014, 08:06 AM
Combat squadding out of pods is amazing!

I just came a lil......:eek:

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yeah you get some funny looks when you drop a 10 man devestator squad down on a drop pod, 4 heavy weapons right in your enemy's deployment zone to take out his big guns, all shielded by a 5 man bolter fodder :D

I'm trying to find the like button for this but I can't find one...LOL

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OK......next one........Drop Pods n Locator Beacons......a must or a bust? I have one on my Command Squad with Warlord.

Wolfshade
08-06-2014, 08:11 AM
Personal preference I would say.

Firstly, you need your locator beacon on the board for it to work. So if your command squad has it and they are in the pod, then they will recieve no benefit.

Though any other subsequent pods would be able to locate to that initial point.

If the command squad is already on the board, then deep striking into or near your own deployment zone is a little pointless in my opinion.

Drop Pod + Scout Bikers are a great option, get steel rain right in your opponents deployment zone.

ksoh75
08-06-2014, 08:17 AM
Personal preference I would say.

Firstly, you need your locator beacon on the board for it to work. So if your command squad has it and they are in the pod, then they will recieve no benefit.

Though any other subsequent pods would be able to locate to that initial point.

If the command squad is already on the board, then deep striking into or near your own deployment zone is a little pointless in my opinion.

Drop Pod + Scout Bikers are a great option, get steel rain right in your opponents deployment zone.

Well with the points I'm saving on these changes.....you think a 5 man swuad of scouts on bikes is enough?

40kGamer
08-06-2014, 08:18 AM
Beacons are totally personal preference and really depend on your overall strategy. If you are running all pods and you need something in your second wave to not scatter they are ace. For me, I started full pods with Space Wolves so I got used to living without them. Now I usually just skip them and use the points elsewhere...

Wolfshade
08-06-2014, 08:44 AM
Given that I tend to put sternguard in them, at worse they scatter 12" off target that isn't enough for me to be out of range for my shooting so I am not entirely convinced about their efficacy, but it is totally a preference thing.

As for 5 scout bikes, depends on what you think is worth it really I am afraid. If their sole aim is to bring the pods in and they do that then yeah fine, if you expect them to do serious damage probably not. Though don't forget how great the aux. grenade launcher and cluster mines are.

40kGamer
08-06-2014, 09:04 AM
I usually go one of two ways with pods. 1 or 3 to supplement the army or full pods with 7,9 or 11. (I like the full pod option a lot as being able to null deploy in 6th and now 7th is wonderful.) Scout bikes are a great addition if you are working the 1-3 angle. The thing I love about the marine codex is that it has so many viable builds. :)

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Given that I tend to put sternguard in them...

The bees knees of pod armies. :)

John Bower
08-06-2014, 09:48 AM
I do think pods are a glass cannon though, sure they can work; but if you haven't killed anything on your turn they arrive; your opponent has an easy first blood with a pod.

ksoh75
08-06-2014, 10:22 AM
I do think pods are a glass cannon though, sure they can work; but if you haven't killed anything on your turn they arrive; your opponent has an easy first blood with a pod.

We play a ton with the cards.....so thus why I'm going pure Drop pod. Granted, I may switch tactics to tourny play when it comes to it.

Someone has be thinking of mixing Salamanders with Scorpions......hmmmmm....

40kGamer
08-06-2014, 10:57 AM
I do think pods are a glass cannon though, sure they can work; but if you haven't killed anything on your turn they arrive; your opponent has an easy first blood with a pod.

If you haven't managed to hand out some serious damage on turn 1 your opponent is going to be giggling with glee!

DCompanyChris
08-06-2014, 03:51 PM
Scout bikes with a beacon make sure your first pod wave hits where you want. A second beacon on one of the first wave pods brings everything in together.

It is a bold attack, and you can land a mighty force right in someones face, but if you go this route, you need to make sure you're playing for points and not just "line up and kill"

First wave pods need some melta. If you're doing Salamanders (I do) that's rarely a problem, but dread with multi-meltas in a pod are cheap. 5 man sternguard crews with combimeltas pretty much get the job done, and still offer a unit that can be useful after the alpha strike. If you're careful, with the new line of sight rules, you can use the pod 's doors for cover for a small crew.

The devastator suggestion is one I also like, especially in a larger game. Running salamanders (with Vulkan) I put a combi-melta on the sgt, and 4 multi-meltas. Twin linked shot for a 2 and twin-linked snap shots give you a reasonable chance to pop something big.