Some good points indeed. An obvious veteran
First of all, a lot of successful drop pod armies have been comprised. You wording of "Drop pods. Because nobody has thought of *that* before" was undoubtedly misleading. I don't know how you can make that seem like you are not downgrading a tactic because the volume of uses, because that's what it clearly looked like to me. But that is just the wording, obviously it had a different meaning.
Anyways, I never mentioned the success rate of the individual build, nor did I even say of it in *any* of my comments since I signed up on the website
so I cannot speak for it. I was ONLY commenting on your (slightly snarky to me) comment about overall drop pods. Not once did I discuss the use of Sternguard or Lysander in a drop pod. Just to clear that up.
Anyways many people have found it useful, but usually run it with more drop pods, as to make more targets, which is the weakness as you quite clearly explain.
Your second bit: Once again I *never* discussed builds. Not once. In response to your comment I simply listed the advantages that you didn't recognize, I did not put forth individual builds and I did not mention transport. Please reread comment if that was what you got out of it, because that was not my intention.
About "What if the mission doesn't favor you." Can happen to a lot of things, that fate is not singular to this unit and is an over-generalization of the unit. Sometimes the mission doesn't favor any of your units, that's that.
Lysander does have 2 transports. Drop pods and Land Raiders. With the Land Raider you probably want a deathstar unit of termies, but IDK. For the drop-pod, you dont have to drop into the heart of the enemy. Drop it outside, which tricks your enemy and makes him think you are setting up a forward gunline, then you eerily advance your sternguard forward basting full-auto when within 12" means a good amount of destruction. Then you charge? What? Well your gonna get 30 attacks on the charge plus Lysander. Thats not bad. OR you can bolster a ruin, drop in, use the bolters, then counter assault with Lysander when the enemy advances to the ruin. The drop pod is a cheap way a putting unit, a storm bolter (or missile) and another presence on the board, without making it suicide. I think the pod is brilliant, if not for your classic suicide.
The Land Raider in my mind is less effective but that is just me.
Your next point
Stubborn. Well, it increases LD overall, which is good for shooting tests. Also, it helps mitigate LD modifiers like combat loss or Pariahs (some debate there though). If you lose combat, Combat Tactic then rally, you are running 2d6 backwards, which for any enemy unit means that if its their turn next they can charge again. If you stuck in combat, then they wouldn't get their extra attacks. So your idea works if you lose then run on their turn, you turn around then shoot. But if you lose on your turn, they will chase you the maximum 12 inches, blaze you with assault weapons, then inflict more pain with the extra charge. Its 50/50, but I see what you are getting at. I still think that the great advantage of unmodified all around LD 9 and 10 is great. Less running, more spacemariney
Bolster Defenses. A lot of the things in the game are situational. Never said it wasn't, but you lacked any previous insight on his support aspect. It can be quite nice, and if you have a Thunderfire cannon, you can bolster 2 places to fortify your objectives or to protect easy kill-points. A decent support ability, not be completely overlooked.
Bolter Drill. Its good, in all my experiences and tests it proves itself as good. It may not be bubble like Pedro, but you get massive wounding capability and with Vengeance you can crush MEQs, while you have very little chance to overheat. You might not like it, and not everyone is gonna like it, but it stands as it is, and I find it brilliant.
Onto your next point....
Well, above I remind you of my "proposed setup" never existing.
I never *had* a proposed setup. Did I? Your comment is invalid because you try to prove your idea to another idea that you had made up to fight against yourself.
Personally I don't know where you got "proposed setup" from.
My only hint of a setup was that he had three nice units to mesh with, and I didn't talk about wargear, transport or .. well, setup. However I think you got my so called setup when I defended drop pods, even though I utterly misunderstood you like a complete doofus
Cleared up I hope.
Also, there is no immediate need for more combi-meltas, though they are good.
And I thought of a setup. 3 combi-meltas, 3 combi-plasmas and 3 combi-flamers. A good all-round idea, they can flexibly react to anything the opponent throws at them with 3 (6 if you rapid fire plasmas) shots of different situations. Don't include Lysander with this if you dont want to. Tell me what you think
Add a fist for close combat punchyness
Your next point: The deathbringer will actually inflict about 4-5 wounds on your termies. With 7(correct me if I am wrong) attacks 5 will hit and on a 2+ 4-5 will wound. Thus 5 dead Termies. Effectively killing your unit, or taking away half of your unit that costs as much. Your guys then attack with said attacks. They hit on 4s (once again, correct) wound on threes then half or a third with nullzone are saved. Like you already said, on the charge they will inflict that much. A lot less then the nightbringer. He will hit again and basically kill your entire deathstar unit for 2 wounds in return.
PS I might have calculated that wrong, please tell me if I did. And if you use the Sternguard, then you don't *need* prior shooting. Its dead there and there.
For the record, I was using the nightbringer as an example because on average your Sternguard will inflict around 12 wounds, enough to kill. It was a way to express the strength that you bring to the table with those re-rollable shots.
Next point: All three of those characters die instantly to anything above strength 8. That isn't hard to find. An 35 point ork nob can single those characters and easily and statistically kill them off. Shrike dies easily, Librarian dies easily (he wont even have an invul unless he uses his ability, but that's only a 5+), Vulkan is a bit harder, but with only a bit of luck the Nob can see to his immediate fate. Eternal Warrior seems to have an effect? Thats a lot of points (especially Vulkan) down the drain with *one* not even that lucky shot. Where as Lysander shrugs it off and keeps swatting around the orks. The chance of Lysander dying in one round to a Nob is nigh impossible. My previous idea stands.
Your final point:
KK, nice tactics. I understand you are good at the game. But obviously you had no luck, and its not like Orks aren't a close combat unit...
Ghaz did me proud, end of story.
Actually, like I have mentioned countless times, I never suggested Drop Podding. Why does everything you say make me out as the evil drop pod demon!
If your orks were charging at me (my turn for scenario) in no cover then those 20 shots would probably ring about 15 casualties. That hews your squad in half, or more if they suffered prior shooting. Hmm, your charge will then be stuffed by 20 space marine attacks chomping 5 or so more orks, so with 10 orky buddies left (providing you suffered no previous casualties) you aren't gonna do so much damage to my squad are you? And with Darnath waiting around the corner, your greenskins better be saying their prayers. Your squad is beyond mob rule and will probably break. And if they dont, you will receive 5 more wounds and your big bad mob of DraigoStar killing super orks will be reduced to nothing. I got my points for Lysander back, and he hadn't even charged your Dread yet!