Deathstorm Drop Pods of the Ultramarines Chapter clearing the way for Space Deathstorm Drop Pods sitting silently after expending all of their ammunition. I’m looking at units I don’t see discussed very often in a bit of a hunt for hidden gems and I’m wondering whether anyone has experience with. If a drop zone is just too hot to land in, the Space Marines will use Deathstorm Drop Pods (equipped with assault cannons.
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Drop Pod – 1d4chan
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Check out one of our awesome sibling subreddits; they’ve got one for everything! Please join us in the Warhammer community Discord by clicking here. I’m looking at units I don’t see discussed very often in a bit of a hunt for hidden gems and I’m wondering whether anyone has experience with the Deathstorm Drop Pod.
The obvious selling point if this unit is the ability to shoot at every unit within range in each shooting phase. Conversely, the biggest disadvantages are poor BS, limited range and immobility that make initial positioning imperative. Of the two wagon options, the missile launcher is appealing due to its range, but I think you’d rarely run into matchups where there are multiple good targets for one S8 shot clustered together.
For that reason I expect that the Assault Cannon option is the better choice despite being harder to hit things with. With the AC you effectively have a 3″ ring in which you want to fit as many enemy units as possible, since you have to remain 9″ away from the enemy the turn you come down and have a 12″ range. It’s hard to say without trying it how many units you could consistently hit – I suspect it’s very matchup dependant – but you probably want to be getting at least four in order for it to be cost competitive with a Razorback.
It’s very vulnerable to being taken out of action by a charge since it can’t even fall back to escape, but there’s no phase limitation on the ‘shoot everything in range’ rule so overwatch ought to be pretty nasty at least.
As far as actually making use of it, I’m most familiar with the Deathwatch so that’s where I’m considering it. Using the Beacon Angelis on an advancing character in order to teleport a Watch Master into 6″ of multiple Deathstorms turn two strikes me as a good way to maximise their value. This requires that they’re deployed close together, but most enemies will only have one major concentration of forces so you’d want to do that anyway.
The extra 6 inches makes a lot of difference because you have to be 9 inches away from the enemy so the cannon can only hit enemies 3 inches into its starting range instead of 9 with the missile launcher. Daethstorm if your enemy knows what you’re bringing the cannons can do virtually nothing. Also it was much better without the 2nd turn deepstrike rule because you could take for example 6 of them and gulliman for maximum damage.
Never actually seen that but made a list for it myself, never tried something like that tho because I don’t have the models. Imagine shooting a guard army, that’s like s8 shots on each unit.
Ravaging all infantry squads and really damaging their tanks. Often I think the number of units you will be able to hit is one or two, aka the outside of someone’s screen. Watch Master [7 PL, pts]: Corvus Blackstar [12 PL, pts]: Hurricane bolter, Infernum Halo-Launcher, Twin assault cannon.
The idea being to have the Intercessors and warlord advance up the field and remove as much screen as possible along with the quad launchers if there’s nothing tough for them to shoot at and have the second watch master babysit the quads t1 and then teleport forward t2 to buff the pods as they come in.
Most armies aren’t running that much screen since the ds assault nerf – of they have a lot of bodies, they’re important enough that you don’t mind killing them. Corvus full of frag cannons I stuck in to fill the points and help with knights, there’s probably something better that could go there.
I found the best use of it is for camping.
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Auto Bolt Rifle, Bolt Pistol.