So I think currently you're forgetting that now in 10th edition nothing can charge out of the drop pod. Tried hellblasters but they suck getting tied up in mele since they don't all have Plasma pistols anymore. Going to try sternguard Squad in the drop pod since at least the sgt can still take a power fist. Optimal drop pod might be 6 bladeguard and a judiciar for fights first, then use the last 3 seats for eliminators so they can move shoot and move away from the pod
@@vfminiaturesYou can still drop with Rapid Ingress, disembark out of sight, then move and charge on your own turn. Not as streamlined, but at least you skip the 9 in charge conundrum.
Respectfully, drop pods are fun in non-comp, and you can have fun there. Competitively, they suck, and any comp opponent is gonna screen you so hard into your own territory that you might as well just deploy it on your home obj. Iirc, the drop pod’s units that disembark have to be 9in away, not just the drop pod.
I understand your concern, but having played against so many competitive players in my life I must say - there are very many exceptions and variables to this rule. Not every list has infiltrators, not every list has scouts as well. Those that have them - don’t know exactly where’d you want to set up your pod. Yes, it’s far from perfect, but as GK player I can attest - you guys overestimate your screens far more often than you you’d think. 😉
@@vfminiatures thats a very fair point. Imma trust in your experience, as I’d wager you probably have more experience than I do. What I’m taking from this is that I should be careful to screen properly, or face a drop pod or something similar that destroys my backline. Great vid.
Stormraven is great! Now that the primaris dreadnaughts have the dreadnaught keyword they are a big pain! I (maybe not the proper use) like to take a full 10 infernus and vulcan or a captain in a redeemer. Drive it close. Let it get shot, drop a strat, dump the troops out and roast models!
I know us space marine players are spoiled, but I’d love an upscaled Rhino chassis, would we cool for the Hammerfall Bunker to replace the Whirlwind for now, then they can create a new rhino/Razedback model. Then a new annihilator/destructor model, then a new vindicator etc.
I'm currently working on my Landraider and have the chasi assembled and fully painted. Still need to paint the rest of vehicle. I did play with the Landraider Redeemer last week and I was unaware that the flamers use 2d6+6. Instead I was just rolling one time 1d6+3. So because the model has the weapon twice you can use it also twice? But the rule changes for weapons that have twin-linked, right? Because you have the free roles so you only role for the weapon once even though the model has e.g. 2 autocannons. None the less, even with only rolling 1d6+3 in my game, the Redeemer was an absolute unit.
You just look at the data-sheet and see how many guns it has - that’s how many attacks you can roll times number of shot on each gun of course. Whether it has twin-linked, lethal hits or any other rule doesn’t matter, and doesn’t affect the number of shots. Only the number of guns and shots on each gun does
I also love how the Redeemer somehow randomly has the grenades keyword
Its because it has a grenade launcher on the front tracks that also act as track covers.
So I think currently you're forgetting that now in 10th edition nothing can charge out of the drop pod. Tried hellblasters but they suck getting tied up in mele since they don't all have Plasma pistols anymore. Going to try sternguard Squad in the drop pod since at least the sgt can still take a power fist. Optimal drop pod might be 6 bladeguard and a judiciar for fights first, then use the last 3 seats for eliminators so they can move shoot and move away from the pod
Ah, forgot about the “normal move” things. It’s so stupid and unintuitive, thank you for pointing out!
@@vfminiatures every other edition units have been able to charge outnof the drop pod lol hopefully they'll fix it in this edition eventually
@thomasboudreau4246 isn't that just since the last dataslate?
@@vfminiaturesYou can still drop with Rapid Ingress, disembark out of sight, then move and charge on your own turn. Not as streamlined, but at least you skip the 9 in charge conundrum.
imagine having FIVE transport options
I need more, MORE. MORE!
[insert picture of Kylo Ren]
Respectfully, drop pods are fun in non-comp, and you can have fun there. Competitively, they suck, and any comp opponent is gonna screen you so hard into your own territory that you might as well just deploy it on your home obj. Iirc, the drop pod’s units that disembark have to be 9in away, not just the drop pod.
I understand your concern, but having played against so many competitive players in my life I must say - there are very many exceptions and variables to this rule. Not every list has infiltrators, not every list has scouts as well. Those that have them - don’t know exactly where’d you want to set up your pod. Yes, it’s far from perfect, but as GK player I can attest - you guys overestimate your screens far more often than you you’d think. 😉
@@vfminiatures thats a very fair point. Imma trust in your experience, as I’d wager you probably have more experience than I do. What I’m taking from this is that I should be careful to screen properly, or face a drop pod or something similar that destroys my backline. Great vid.
Stormraven is great! Now that the primaris dreadnaughts have the dreadnaught keyword they are a big pain! I (maybe not the proper use) like to take a full 10 infernus and vulcan or a captain in a redeemer. Drive it close. Let it get shot, drop a strat, dump the troops out and roast models!
I know us space marine players are spoiled, but I’d love an upscaled Rhino chassis, would we cool for the Hammerfall Bunker to replace the Whirlwind for now, then they can create a new rhino/Razedback model. Then a new annihilator/destructor model, then a new vindicator etc.
I'm currently working on my Landraider and have the chasi assembled and fully painted. Still need to paint the rest of vehicle. I did play with the Landraider Redeemer last week and I was unaware that the flamers use 2d6+6. Instead I was just rolling one time 1d6+3. So because the model has the weapon twice you can use it also twice? But the rule changes for weapons that have twin-linked, right? Because you have the free roles so you only role for the weapon once even though the model has e.g. 2 autocannons.
None the less, even with only rolling 1d6+3 in my game, the Redeemer was an absolute unit.
You just look at the data-sheet and see how many guns it has - that’s how many attacks you can roll times number of shot on each gun of course. Whether it has twin-linked, lethal hits or any other rule doesn’t matter, and doesn’t affect the number of shots. Only the number of guns and shots on each gun does
cant a drop pod carry 6 Bladeguard vete + a cap and a caricter ?
🔥🎸🔥