Join Date: Jan 2009
Location: Worcestershire, UK
Pros- reliable, permanently mobile unless damaged, has smoke launchers (almost makes it not worth shooting at for a turn)
Cons- takes a few turns to get to where you are needed
Pros- instantly where you want to be, 50% rounded up on turn 1 means you know when X amount of your pods are comming making them great for early anti-tank.
Cons- you lose it as soon as it enters play (as a transport) so your guys are then relatively immobile and exposed, very easy KP in anhiliation games (sure its AV12 but its immobile, likely to be close the enemy and its open topped- 2 AP1 penetrating hits means its dead for sure, each one kills it straight on a 3+ anyway). Only 10 transport capacity on a SW pod... not a con compared to the rhino but other marines will laugh at you.
Personally my favourite combo was 2-3 rhinos and 1, 2 or 3 pods: meant my anti tank would drop dpwn and strike at the enemy while my mech forces raced accross the field to support them. Counter fire would hit the drop pod forces allowing the rhinos a clearer path.
This is better then pure mech or pure pod since against a pod list reserving your army means they are totally screwed (1/2-3/4 of the pods should be on the table before you enter play.. and you can fight them and their contects at will) and a pure mech list you just destroy the rhinos you dont want reaching you and barely get to attack the enemy in the first 2 turns.
I like having troops in any even pod (I liked taking 2). I had some grey hunters with a meltagun so they could come down and target a vehicle if my anti-tank has gone badly and/or died or,. more importantly, they could grab an objective. Either one I abandoned to advance or one I captured but lack the troops to hold... if your really nasty then you can grab 2 if they are close to 12" apart. I would often have 10 GH in a pod and 6 (old codex) in reserve. Then 3*10 blood claws in rhinos racing accross the field supported by a vindicator, venerable dread in pod and a normal dread- blood claws would try to clear/captureblock enemy objectives and grey hunters would either help out or just go for uncontested (or lightly held) objectives. Going from having no objectives turn 2 to having 2 on turn 3 as 3 other units of troops hit the enemy's objectives is a pretty crushing morale victory if nothing else.
Last edited by Tim/Steve; 12-23-09 at 03:31 PM.