Tactical Command
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Drop Army
http://www.tacticalwargames.net/taccmd/viewtopic.php?f=82&t=13473
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Author:  The_Real_Chris [ Sat Sep 06, 2008 5:57 pm ]
Post subject:  Drop Army

So currently I like drop armies, indeed I intend to drop one on my daughter if she doesn't turn the awful music off. But I digress. So my marine drop force has met mixed results (largely as I have resisted 3 warhounds -  at least that's my excuse).

Leaving aside the all or nothing turn 3 mega drop - which I think the BL is better at than marines due to numbers which isn't saying much and is not much of a game (what 3 retinues and 4 forlorn hopes? Or 5 retinues for tougher drop, I prefer the firepower though) - I think with the addition of enough demons the BL might have a better time of it.

A key problem is I can't do the 2 tac 2 dev drop which I think is the best formations wise, so its either 3 forlorn hope and 1 retinue or 2 retinue and 1 forlorn hope. The former costs a minimum of 1450 and gives two other retinue, the latter 900 but only drops 3 formations. Their is a third option - all forlorn hopes - would cost 2275 and give 5 retinues running around on the ground (a true infantry horde).

The 1/3 restriction would have 150 gone already, I would hopefully want to fit in the two chosen formations (260 for 4 and 465 for 6 with DP and Summoning, 725 the lot, recognise not always possible, no doubt for the big formation coming in turn 2) and I reckon I would need 15-20 demons to keep the troops fed. Then there's rhinos and other sundries (especially air cover - fighters?) to take care of and with the cheaper options no doubt fast WE to support the drop troops.

So what to do?

Author:  nealhunt [ Mon Sep 08, 2008 2:23 pm ]
Post subject:  Drop Army

When Forlorn Hope formations could have Cult marines there was a lot of concern about a FH drop horde, a la the SM scout barrage.  I took one to a tourney and just did okay.  It was something like...

Retinue + summoning kit
Retinue + summoning kit + rhinos
Retinue + Havocs + Rhinos
FH (TSons) + Pact
FH (TSons) + Pact
FH (TSons)
Raptors
10-12 LDs
Spacecraft
maybe Chosen?

3 FH drops and a Retinue.  No AVs at all, but also no air cover.  I normally went for a turn 2 drop.  The first turn was maneuver to close range, but not trying to exchange fire - just hiding and getting closer.  The drop plan was to bait the enemy forward some and then pounce with everything.  Often I would place an objective way out to the side and drop the non-pact FH formation on top of it.

It was just okay at 2700 points.  In light terrain or against hard-to-assault targets it suffered.  Late in the game it had a hard time placing BMs to prep for assaults.  Heavy air was also a problem.

===

I don't know how much that helps, but from that experience I'd say...
for the point difference, I'd use 3 FH + Retinue as the drop forces.  2 Retinues with Havocs can garrison for area denial (but not so far forward the enemy can hammer them before support arrives) and spend the rest of the points on air and Termies to support the drop.

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