First off, I just want to let everyone know that the 2nd installment of Making CC work for the BT article series is coming shortly. Got some good feedback and I want to build on that. However, that is isn't want I'm here to talk about today. It seems that drop pods need to take center stage once again. Prompted by this discussion, I think it'll be good to refresh my position on our drop pods. I'm not going to go into how to play the "Defensive" Drop Pod list, because I've already done an article on that here on Implausible Nature. Nor will the discussion to follow assume that you're using my lists; simply that you're using a full FOC chart when playing an MSU army. In addition, the article does not examine hybrid Drop Pod lists.
The thread in question started out because the original poster asked for some advice on using drop pods, as he had never used them before but had always wanted to. The problem was, he didn't know where to start. So Sn4k30r presented him with a possible list, which happened to be my "Defensive" Drop Pod list (MSU-styled). Knowing that this was not going to be sufficient for the OP's needs, I presented my "How To" article and another Drop Pod tactica so he'd get the basic information on how to properly play that list. I didn't say that the MSU way of playing things was the only way, nor did I even say that it is my strongly preferred play-style (which it is, because I believe it to be superior). No real comment other than to give some information to go with the list that was posted.
Bloodcrusade followed up by posted a little bit more background to our drop pods and did a pretty good job of showing the differences between the two versions. While he used different terminology (MSU/MaxBodies) than I do (Defensive/Offensive), it was a decent write up on the virtues of "MaxBodies" Drop Pod lists. For the sake of being consistent, we'll use the MSU/MaxBody terms since they seem to be more commonplace.
The original poster then noted that due to cost, he'd probably opt to run a MaxBodies. That is definitely a valid option, as I've always said that MSU-pod lists are pretty expensive. But if cost was not of issue, I'd definitely go with MSU-pods. And I'll explain why here.
The main issue people seem to have with MSU is their weakness against CC-oriented armies. It is the popular opinion that these small units will get slaughtered against those types of units. This is true. But that isn't the weakness that people consider. Where MaxBodies (henceforth MB) has larger unit sizes to attempt to survive to their turn, MSU doesn't make that attempt. The MB lists usually have something like 3-4 full Crusader squads if they want to keep their support pieces intact, but MSU lists always have 6.
What does that have to do with anything? First off, it means you can be in fewer places than the MSU list can be. It also means that once you drop your squads in a MB list, you are committed to where ever you dropped them. Against maneuverable opponents, you'll quickly find you're out of position. Which ironically, is one of the key arguments against the MSU list. However, with MSU-based lists, you have at least 2 more opportunities to get it right.
The other main argument concerning MSU's weakness to CC armies is that each unit will just get killed off quickly and won't have an effect on the game. Once again, I have to point out that this syle of list does not play to beat opponents in close combat. It uses a small portion of its force to provide a sacrificial distraction early in the game, mainly to provide threat, movement blocking, and cover to the rest of your forces. Perhaps you'll kill something on the drop. But that isn't why you do this. If your opponent ignores this force and goes around you, then you have a much greater opportunity to inflict damage now that you're able to move. Bonus kills are never bad. If they attack your forces, then they are simply wasting time and energy killing a portion of your forces that you've already sent to die. And then they STILL have to go around the Drop Pods, unless they manage to blow them up too.
MSU lists do not drop the whole of their forces next to a CC-oriented army to get killed. Its not wise to play like that. But for some reason, that is what everyone believes you must do using this list. The problem is that a lot of BT players are so ingrained with "RAWR!! ASSAULT! RAGE! KILL THEM ALL!! MUST...GET...CLOSER!!". They have lost all their critical thinking skills and do not understand the meaning of finesse and manipulation. It is why I assume many players promote MB lists. But lets do a thought exercise shall we?
Consider this: A 5-man Crusader squad drops down within 12" of an 5-man Incubi-filled Raider. Placing 3 of the unit behind the Drop Pod, they gain cover from the enemy. Next, they shoot and fail to damage the Raider. On your opponent's turn, they shoot at the unit with the Raider's Dark Lance, but because the unit has cover from the Drop Pod, they make their save. However, the Incubi are in range to charge the squad and kill them all (they do 5 wounds against MEQ on average). But you can shoot them next turn because they aren't locked in combat.
Next, take a full 10-man Crusader squad and do the same thing. They shoot, fail. Get shot, pass the save. Now, they get charged. 5 guys die, leaving only 5 to attack back. Assuming you didn't lose the Powerfist dude, you attack back. A DE player doesn't take an expensive Incubi squad without giving them a pain token at the start of the battle (Haemonculus). Thus, it is almost guaranteed they have FNP. So guess what? You do 1.292 wounds in the retaliation. OoOoo. Big damage. Now you have to take your fearless wounds, which on average, will kill 1.32 more marines. Now you have 4 guys left. Its now your turn and the Incubi are still in combat with your guys, easily killing the remaining members of the squad in your combat phase. And you didn't get to shoot at them. Feeding more guys into the combat only helps the DE player, so that isn't an option.
So how did taking a full 10 man Crusader squad help us? Oh wait, it actually hurt us. Significantly. And that wasn't even taking into account other shooting the DE could have done. Not only did you spend almost twice as much on an unit that still died horribly, now you only have three more troops units, and you still didn't kill the Incubi. You didn't even get to try to shoot at them after they killed you! I'm not sure about you guys, but I'd rather have lost a dirt ball cheap unit and wasted the Incubi's time doing it. Not only that, I still have another 5 units to mess around with. Because they spent all of this time to charge a small, worthless unit, that came down 2nd turn AT THE EARLIEST, now they have even less time to try and kill my forces. It simply isn't going to happen. Every unit in the MSU-styled list is very low threat, not worth spending the time to kill, but dangerous if left alone. Either by their shooting, or by their ability to contest/claim any objective on the board.
It is mentioned that an opponent who focuses on shooting (i.e. Gunline IG/SW/Tau) will have bubble wrap and an "Alpha Strike" drop won't do much to hinder my opponent. I strongly disagree. Obviously, the distraction drop depends on what becomes available and when. But whatever you decide to throw in their face, it's blocking their fire lanes to the rest of the board. Not only that, if they don't address what is right in front of their face, bubble wrap or not, these forces will start wrecking havoc. Your opponent can't move, because they need to sit still to fire at maximum efficiency. And if they do move, they'll have to go around your forces.
So how does that change with running an MB list? There, you'd drop your shit right in front of them, hope you survive the shooting and then you'd have to break through their bubblewrap. Oh, so its the same? Yep. Actually, that isn't entirely true. In an MB list, you have fewer squads for your opponent to neutralize. That means they can focus fire, or stack their bubblewrap in the way. A MSU has many more units that they can throw at the gunline unit, where they cannot possibly put enough bubblewrap to protect their line or shooting to kill them all. What you're telling me is that quantity is better than quality? Yep.
Another concern with against MSU lists is that they are vulnerable to incoming fire. As Bigdunc mentioned in the B&C thread, you can easily hide your forces behind a drop pod, blocking LOS. So I'm not entirely sure why this is a problem. MB lists cannot do this due to the size of the unit. Even if you didn't block LOS completely, you definitely have cover. If you're worried about getting shot from across the board, go to ground! They are likely sitting on an objective anyway. MB lists normally do not want to do this if they can help it (unless sitting on an objective themselves), because their units are CC-oriented and going to ground would prevent the unit from acting that turn.
Just to do another relevant thought exercise, we'll find out how many Psycannon/Autocannon shots it takes to kill a 5-man unit in cover (rending doesn't matter due to GtG cover saves). After doing the math, we find out that it takes 26 Psycannon/Autocannon shots to kill a single, insignificant 5-man crusader squad. Ha ha ha. Go for it, shoot well over half of your army's weaponry at that single unit that I have another 5 multiples of. And don't forget, you've lost at LEAST one turn of shooting due to BT Drop Pod Assault rules (and more likely two). Forgive me, but I simply do not believe in practice or theory, that you'll be displaced easily when properly deploying your forces. The obvious exception is lists that can put out such a torrent of fire, that you simply die because there are so many shots pointed your way. One such example is Dark Eldar Venom spam. But these types of lists are rare, and you normally have to be in close range to face the type of fire needed to accomplish the task (e.g. guided Dire Avengers).
If you're playing a KP mission, why wouldn't you simply drop away from them? A footbased, horde army takes a good deal of time to get at you, allowing you to pour fire into them as they advance. Perhaps enough to minimize the incoming damage, but its almost always best to focus fire. When they finally get to you, the enemy has to spend precious turns charging a small unit that they'll easily kill, then be open to shooting once more. A MB list can do the same, but eventually, they'll have to get into combat where they will probably still get drowned in incoming attacks. Likely dying just like the MSU squad.
So lets examine some of the positives and negatives of each type of list and I'll let you make up your own mind. This isn't a complete list.
MSU - Pros:
- Use reserves to come onto the board later in the game, which reduces the time your opponent has to both 1) Kill your forces, 2) Claim/contest objectives.
- Allows you to easily manipulate the board using distraction forces, movement blocking, and delayed deployment -- with timely shooting mixed in. This is how you win games; not by assault.
- Presents numerous targets to your enemy, all of which need to be dealt with in objective games.
- The Black Templar player always has the initiative, which can force your opponent out of their comfort zone and might cause them to make mistakes. MSU lists never have to commit their forces fully early on due to the sheer number of Drop Pods coming from reserve, unless they get all of their stuff in on turn 2 or 3.
- MSU Pod lists beat Deathstar and horde armies nearly every time for reasons I explained above.
- Every unit is redundant and has a relative equal threat value as everything else in the list. This makes target priorities extremely difficult for your opponent, as all of your units are just as dangerous as the next one.
MSU - Cons:
- Does not have firepower potential to do consistently well in VP/KP scenarios without lots of experience with the list. Fortunately, these types of missions are becoming extremely rare on the Grand Tournament scene.
- A couple deployment mistakes will be enough to cripple your chances at winning the game. The list needs proper placement of incoming pods to ensure you're not going to simply be killed, in position to claim/contest objectives, and manipulate the board. If you misuse even a couple of those units, you will likely lose. The learning curve on the style is extremely high.
- Low model count means that you could potentially lose all of your troops units to enemy fire, forcing a draw at best. This could be difficult to accomplish, however, because you're spread around the board, in cover, hiding behind Drop Pods, etc.
- You provide huge numbers of Kill Points to your enemy. Again, this doesn't particularly matter in many cases. Most GT's only use KP's as a primary mission goal in a single scenario, the rest using either Table Quarters or Objectives, which the MSU list excels at.
- Ultimately, after you drop, you are a foot based army. If facing a highly mobile enemy, they'll be able to out range your units. But because you're MSU-based, you'll have enough forces to deploy where you need to on the board.
- Extreme Drop Pod scattering is bad. Their are ways to manipulate this, but if you scatter a large distance away from where you wanted, that unit may end up only being marginally effective the rest of the game. Unlikely, but the possibility is there.
- Use reserves to come onto the board later in the game, which reduces the time your opponent has to both 1) Kill your forces, 2) Claim/contest objectives.
- The Black Templar player always has the initiative, which can force your opponent out of their comfort zone and might cause them to make mistakes.
- Uses the higher body count in the list to hopefully survive enemy shooting with enough strength left to assault your opponent. The numbers will also buy you additional durability against shooting when camping on an objective.
- Much fewer KPs than an MSU-styled list.
- This list is far more fitting to the needs of a KP scenario. These lists pack a much greater ability to inflict damage, due to their higher numbers and more specialized unit selection (e.g. Assault Terminators).
- Far fewer separate units, so board manipulation is not an option.
- Because there are fewer units, your opportunity for claiming objectives or table quarters is seriously diminished. Not only that, if you dedicate any units towards this goal, your focused assault capabilities are drastically reduced as well.
- This style of list forces the BT to commit their forces early. Once they are finished accomplishing their goal (if they are successful at it), they are stuck out of position from other enemy units with no way to get to them.
- Even though these lists pride themselves on being CC-based and efficient in this role, as I showed in my example situation, they do not actually provide this in reality. Large Crusader squads will die just as easily to dedicated CC-units, as a 5-man unit would. The difference is that you'll likely get locked in combat for a player turn more, which prevents you from trying to kill that enemy unit with shooting!
- Ultimately, after you drop, you are a foot based army. If facing a highly mobile enemy, they'll be able to out range your units.
- Extreme Drop Pod scattering is bad. Their are ways to manipulate this, but if you scatter a large distance away from where you wanted, that unit may end up only being marginally effective the rest of the game. Unlikely, but the possibility is there.