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Warhammer 40,000/7th Edition Tactics/Space Marines
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====Tactics==== *A string of drop pods across an enemy flank prevents all movement unless he goes around or -explodes- the drop pod in question. In addition to all this, the enemy has to devote some firepower to silence those storm bolters you should be firing into the enemy units' backs. **Do note, however, that smart opponent could block crucial parts of battlefield with widely spread cheap units, like conscripts, cultists, gretchin or kroot (who are not that cheap but can infiltrate), and of course with new terrain deployment system he may just put tank traps (which are impassable terrain for vehicles) anywhere he doesn't want your drop pods. **'''Do also note that as per the ITC FAQ, Drop Pods with their doors open are totally ignored for the rule that enemy units cannot be within 1" of your models. They do however count as both Difficult, and Dangerous terrain for enemy models. Be wary of the storm bolter.''' *The second problem you may face is interceptor shots - this means some of your drop pods or their passengers may be shot down right after they land, so be sure to screen meltaguns, sergeants and heavy weapons with some expendable bolter dudes and try to move as far away from pods as possible: S3 explosion isn't that dangerous for your MEQ's, but some days dice gods just wouldn't be on your side. AV13 Ironclad make for a weaker alpha strike in total, but can take the punishment of Interceptor and eliminate the threat for deadlier units to drop in later safely **When facing an overwhelming amount of Interceptor units it's completely viable to drop the pods empty in strategic locations and foot slog it *When facing another drop pod army or deep strike heavy army, castle up your static units in a corner and counter-drop when possible. You want to go second so you can always drop and attack immediately, but if you can't get it, then you have to screen your own units and prepare to take some hits. *If facing lots of scary large blasts in the drop zone, moving as close to 1β from enemy models without bunching up, this will keep the enemy from firing the blasts on his own units. He cannot "aim" at his own units so if any of his models are under the template when taking aim, then he cannot take the shot. *Take note that if you want a cluster of drop pods to deepstrike in the same general area for some reason, a locator beacon is a handy tool to take on a Scouting bike squad or your on your first wave of pods. And -where- you drop those pods are crucial; and while you don't have to worry about landing on terrain or enemies, you want your placement of drop pods to inhibit enemy movement and create choke points where you need them. *When playing droppods, think 'Sapper Squads' (Suicide Squads) Don't always expect them to survive, and don't count on it. Don't put your best guys in droppods either. We talking 10 man taxmen, Grav cannon, gravgun, sgt. combi-grav, combat squad just the 5 and drop them next to some MCs. Flamer Sternguard (honestly, stock sternies do fine on the board), Ironclad dreadnaughts. Nothing with a huge investment.... and not your main force. Especially not things built to fight in close combat. 10 man squads combat squadded as they walk out en masse can cause great confusion to the enemy... 10 man scouts or taxmen, split in 5 to make them shoot more than can be killed to put the pressure on. Also, Barren droppods with locator beacons first turn ain't bad either if you play jump infantry. *The Dead Drop: Empty drop pods are cheap and very hardy and available as a fast attack slot or as a DT to units you have no intention of putting in them. Having a big spam of these both floods the battlefield with contesting blobs and, perhaps more important, allows you to stagger out your drops. This can let you strike better (your whole strike force arrives 1st turn) or feint better (withholding your strikers until the foe is on the board).
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