Drop Pod FAQ
So: I'm wondering if I'm either crazy, but I'm not reading the drop pod FAQ as the bombshell that the rest of the world is. Let me elaborate on two points, and let me know what you think:
It seems like the world is interpreting that you are basically going to be 12" away from a drop pod door when disembarking. I 100% disagree with that interpretation.
The rule for disembarking says to place a model, 1 at a time, in base contact with the access point. Isn't the access point the giant opening in the GW model? Is the tip of the door still the access point? I'm fairly certain that the hole they exit from is the access point. (Edit: Open-topped comments in a later post)
Open or closed, models move exactly the same way if the opening remains the access point as I would expect is intended.
Of course: If I model the drop pod with an opening door, and it can't open due to placement, can I even use that door to place marines adjacent for disembarking? (I would say no)
2: Battlefield Choke
Let's assume the space marine player tries to cheese the battle by dropping 22 pods on the table.
There are a few considerations, such as: will the units inside reasonably be able to disembark? That's sort of a maybe, because they can fit in that 2" gap between pods even in the tightest placement, but fortunately for the opponent, those marines can't walk across another model, so they too are kind of stuck.
Secondly here: Drop pods are not land raiders. Maybe just shoot them? You can walk on wrecked vehicles. I get that this tactical choke is a consideration, but I don't see why blowing up a pod isn't the answer.
And realistically, is it even possible to avoid the problems with scatter?
The positioning for an interlocking door deployment is tight, and the rules for deep strike say that you place/face the model, then do the scatter move. Even with inertial guidance, will all of the doors be able to open? (probably not) If you place it with them open, and it scatters away from the adjacent one, there will be gaps. Small gaps, but gaps nonetheless.
It just seems like you're betting the game on a very specific hand.
Sure: Drop pods have the possibility to get in the way. On the plus side, the opponent's entire army is likely going to have a 5+ cover save in a choke scenario, because there is almost always going to be an intervening model.
If you see you opponent walk up to the table with a cart of drop pods: cover every inch of your deployment that you can, put your clearing units and vehicles in line with the objectives, and bull-doze a path to them.
In other good news for assault armies: you only need to assault the tip of an open door, right? Isn't the door part of the hull?
And hopefully lastly: Even not counting the doors, wouldn't the 22 or whatever drop pod list pose very similar problems with closed drop pods? Drop, Disembark, Drop, Disembark, etc. Inertial guidance will already help to create a giant choke net of unit bubbles.
Anyway: This topic has come up so many times in discussions that I was hoping to get some outside feedback and see if there is something else that I am missing or not considering. I honestly think that the doors counting is worse for the spam/choke list space marine, since you have less space to get your weapons with punch onto the battlefield, and you likely offer your enemy free cover saves.
Last edited by ArkInRev; 07-08-16 at 03:09 PM.