
Mark V Mortis: Drop it near the back field and plink away at models.Siege Dreadnaught: Same as Ironclad, get in close and hit with Flamers.So drop him close then hope you can still get into CC. Chaplain Dreadnaught: Same options as the previous regular dreads,but go towards the Close combat to take advantage of his buffs in close combat.Two heavy flamers and just have some fun. Ironclad Dreadnaught: Drop him in the middle of your opponents line.Venerable: Same as Regular Dreadnaught, just has better WS/BS.Dreadnaught: Depends on the kit, but my preffered is Lascannon/Missile and put it down backfield and use the Drop Pod as an extra layer of defense.But here is a brief overview of all dreads and their place when using the pod. With two Heavy flamers, it can rip things to shreds. With two flame weapons he would get it close and flame stuff with it. Reece used to have great success using the Lucius Drop Pod and a Siege Dreadnaught. In that case, I would drop them not too far back field, but enough to be safe and start plinking away. I would use this for a shooty dreadnaught like a Lascannon/Missile load out. So a Space Wolf Venerable Dreadnaught would be pretty good to drop near them and then assault because they are immobile. Artillery is a big thing now for both those armies. But if you are facing a relatively immobile force, such as Astra Militarum or Renegades, it can actually do some real damage. I wouldn’t bother with assault based Dreads because on the following turn, your opponent can easily move from assault range. You can then assault from it with safety. So when you come down you can shoot from the safety of the pod. You may be wondering what makes this thing so great, huh? Well, it is one thing – the Dreadnaught is not required to actually leave it. Yes, there are a few ways to negate it, but not a whole lot. This is really good! Place it in terrain and then it has a high cover save of 3+ most of the time which also applies to models BEHIND IT. This applies even against interceptor fire. Burning Retros: When the model comes down, until its next turn, it has Shrouded.It clarifies you cannot assault from Deep Strike. It’s kinda weird they gave it this rule, because it is open topped. Assault Vehicle: You can assault out of it.If you ever played with/against Drop Pods you know this rule. You choose half, rounding up, and they come in automatically first turn. Drop Pod Assault: Counts as a Drop Pod along with all others in the army.Inertial Guidance System: If it scatters onto of impassible terrain or a model, you reduce it by the minimum amount to not.Despite what most people say, it does NOT make it more susceptible to Grav. For this model, special rules are where the gravy is at. NONE: Yup, not even a Storm Bolter to defend itself.Of course, one can infer that all drop pods have a high casualty rate, plunging from orbit, being immobile and unable to actually defend itself, and only retrieved when, or if, the battle is won. The forges actually have a hard time keeping up with demand because these have a high destruction rate. Like the name says, it is from the ForgeWorld Lucius. There is not a whole lot of actual fluff behind it sadly. It can be taken as a dedicated transport for any dreadnaught from Space Marines, Space Wolves, Dark Angels and Blood Angels. It does this with a few simple tricks, such as not requiring you to actually leave the pod, but still shoot out of it, and having built in defenses. It is simple, it is a drop pod that ups the dread’s defense and allows it to kill something at the very least. Like I said, this guy alone makes dreads good. If you want to learn more, check out Tactics Corner for more fun stuff. Hello everyone, this is your lord and savior Hotsauceman here to tell you about the one thing making dreadnaughts good again: The Lucius Pattern Dreadnaught Drop Pod.
