Thursday, 9 September 2010

Build Request - Deathwind Drop Pod List.


Had a request for a Drop Pod list that used Deathwind Launchers.

List first, explanation later.

1750 Pts - Deathwind Drop List - 1750

HQ: Space Marine Librarian (1#, 150 pts)
1 Space Marine Librarian @ 150 pts (...in Power Armour; Epistolary; Null Zone; The Gate of Infinity)
1 ...in Power Armour

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad @ 230 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Bolter)
1 Drop Pod (Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 230 pts)
9 Tactical Squad @ 230 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Bolter)
1 Drop Pod (Deathwind Missile Launcher; Drop Pod Assault)

Total Roster Cost: 1750

So our Deathwind Launchers only really work on infantry and can't be used on the turn we land, so we need to de-mech the opposing army and make sure there are far more important targets than the Drop Pods to shoot at.

The 3 units of Sternguard are our first wave and in most situations will combat squad enabling us to have a good chance to pop 6 targets on turn 1. The Heavy Flamers give us an extra anti-infantry edge and can either be allocated 1 per combat squad or both in a squad together if something really needs toasting.

The Librarian gives us a nice anti-psyker 'bubble' as well as helping out against anything with an invulnerable save (Null Zone) and also somewhat mitigates the Drop Pod lists inherent mobility issues (Gate of Infinity).

Turn 2 The Deathwinds can drop their Blasts on anything that's walking about.

The Tacticals can help out when they arrive by either finishing off units or by camping on objectives.

Normally I don't like paying the extra 50 points just to give the Librarian the ability to use 2 powers but at 1750 the points are a bit tight for that 2nd Librarian without dropping the thing that the guy wanted which was the Deathwind Launchers.

It can be made more efficient, however...
Personally I'd abandon a little bit of the initial concept and just have the Deathwind Launchers in the first wave. That would free up the points to do this,

1750 Pts - Deathwind Drop List - 1750 ver 1.1

HQ: Space Marine Librarian (1#, 100 pts)
1 Space Marine Librarian @ 100 pts (...in Power Armour; Null Zone; The Gate of Infinity)
1 ...in Power Armour

HQ: Space Marine Librarian (1#, 100 pts)
1 Space Marine Librarian @ 100 pts (...in Power Armour; Null Zone; The Gate of Infinity)
1 ...in Power Armour

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Elite: Sternguard Veteran Squad (11#, 380 pts)
9 Sternguard Veteran Squad @ 380 pts (Combi-Meltagun x7; Heavy Flamer x2; Drop Pod)
1 Sergeant (Melta Bombs; Bolt Pistol; Combi-Meltagun x1)
1 Drop Pod (Locator Beacon; Deathwind Missile Launcher; Drop Pod Assault)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Bolt Pistol; Bolter)
1 Drop Pod (Drop Pod Assault)

Troops: Tactical Squad (11#, 205 pts)
9 Tactical Squad @ 205 pts (Flamer; Multi-Melta; Drop Pod)
1 Sergeant (Bolt Pistol; Bolter)
1 Drop Pod (Drop Pod Assault)

Total Roster Cost: 1750

Thoughts and Comments are (as usual) most welcome.

9 comments:

  1. If Deathwinds could fire upon landing, they would rule.

    As is, I'd rather have Speeders or Dreads.

    ReplyDelete
  2. @ Chumbalaya - With any lists based around a 'theme' or 'idea' sacrifices have to be made in order to maintain that theme.
    Saying that though I'd still quite happily use the 2nd version of this list with the Deathwind Launchers removed and the points spent elsewhere. As a basic concept I believe It's fairly sound.

    ReplyDelete
  3. I dont mind the list, but I fairly uncomfortable with only two tactical squads on the board, even with combat squading. As an opponent, I would hit those two squads with everything I had.

    ReplyDelete
  4. @ Natfka - The Tactical Squads will be in reserve so won't be available as a target immediately anyway. Plus the Sternguard units should be able to cripple most of the opponents primary threats straight away, regardless.

    Of course, no list is flawless...that's part of the fun ;-)

    ReplyDelete
  5. Yea I agree gmort about them being in reserve, however, 3 tacticals coming in gives you greater flexiblity for objective grabbing over a larger area. Hopefully one would not come in til later. Drop pod lists can be finicky things.

    I like the Librarians in the list. Gate of infinity will allow a normally static army (once it hits) a good range of mobility.

    ReplyDelete
  6. @ Natfka - At 2000 points the 3rd Tactical Squad fits in just fine which is the points value I prefer and is (as you pointed out) a nice bit of extra redundancy.
    However the person who made the request specified 1750 so some sacrifices had to be made.

    ReplyDelete
  7. Deathwinds... They land, opponents turn, they move out of the 12" range and then they are useless.....

    I like themes but, not silly equipment :)

    ReplyDelete
  8. now the forge world rules for death wind pods would make much more sense, though no transport options. plus they look awesome

    ReplyDelete
  9. @ A.D. - Deathwinds are only 60 points of the 1750 in the 2nd version of the list. Those 60 points aren't going to make a big difference used elsewhere anyway.

    ReplyDelete

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