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 Transporting Space Marines

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Kurashiki
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PostSubject: Transporting Space Marines   Mon Jul 19, 2010 12:41 am

I'm slowly cobbling a generic Space Marines army together and I'm noticing a consistent problem. Namely, my men can't get within range of the enemy before getting shot to pieces. Footslogging just isn't cutting it, so I definitely am looking into getting some transports for my units. In terms of money and points cost drop pods and rhinos are equal, however I'm sure they have unique advantages and disadvantages. I was wondering if any of you veteran marines players would be able to to tell me what has worked best for you in the past and the advantages and disadvantages of each transport type.
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Dayth
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PostSubject: Re: Transporting Space Marines   Mon Jul 19, 2010 10:40 am

I have always liked rhinos over drop pods. I'm not the greatest player out there. There are people who swear by drop pods but they haven't really done anything good for me. Just seems once pods are on the ground people forget about them easily. Plus with the rhino you can do your full out run and then pop smoke for cover where as drop pods are just sitting there. I play wolves and my list is generally about the same I take 2 rhinos and one land raider crusader. Not sure if this helped at all but its an opinion.
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Makari
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PostSubject: Re: Transporting Space Marines   Mon Jul 19, 2010 12:09 pm



For me it is completely hinged on what list i am playing.

My Vanilla Marines have 6 Drop pods in it. 4 for Dreads 2 for tact squads. But this is an in your face list.

My Wolves get all Drop Pods, Cause I like to get into the thick of things.

My Gun Line Marines get all Rhinos each.

I prefer Drop Pods over Rhinos mainly cause they are tougher to destroy because of AV 12 all around, but also during objective based games I'll try landing on them to tie up a round of shooting or combat by the opponent trying to remove it. I also get the fortune that occasionally people forget that it can contest an objective or table quarter. The downside to this is you give up the kill point.



The Drop pod gets you where you want to be but only once but is tougher.

The Rhino will most likely get you where you want through the game. And is good at making late game grabs on objectives. The downside to a rhino is if it gets popped before getting across the board then the points may have been wasted because you now have to slog it across the field. But by the same reasoning it saved the unit from taking the shot taht destroyed the rhino.

Just my two cents!

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Affliction
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PostSubject: Re: Transporting Space Marines   Mon Jul 19, 2010 12:57 pm

5th is all about Mech and Melta. Use them they are your friend.


My current SM list all arrive via Drop Pod, but I am still working on making it work more consistent. I either get a big win or a big loss no real in between. They are cheaper than a Rhino (cause a Rhino without EA is just a stupid choice) but they are more vulnerable.

Most people will ignore them to a point just because they are usually occupied with what is pouring out of them. If you don't overly make a point of having them sometime you may turn a loss into a draw just because people forget they can contest objectives. I drop mine right on important stuff and hope they live and that my other units support them.

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yrddraiggoch
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PostSubject: Re: Transporting Space Marines   Mon Jul 19, 2010 8:09 pm

My Dark Angels have a razorback for transporting combat squads. Heavy weapon half sits at back with the best sight lines, special weapon team rides the razorback up close to nab an objective
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Lord of Change
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PostSubject: Re: Transporting Space Marines   Tue Jul 20, 2010 3:42 am

Why wouldn't you have both? Different units benefit from transports differently. Sternguard and Dreads in pods, while scoring units race toward objectives or targets of opportunity.
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PostSubject: Re: Transporting Space Marines   Today at 5:14 pm

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