In Drop Pods, you want some ability to deal close combat damage no matter role you have planned for the Grey Hunters. But I see two main builds in the Drop Pod pipeline:
1. 10 Grey Hunters w/2 meltaguns, 1 power weapon, 1 mark of the wulfen
2. 9 Grey Hunters w/1 meltagun, 1 power weapon, 1 mark of the wulfen and a Wolf Guard with a power weapon (or combi-melta or power fist).
"Squad" #1 costs 205pts and squad #2 costs 248pts (including transports).
Both squads are pretty decent for the points.
Squad #1 gives you 18 bolter shots and 2 meltagun shots on the turn it arrives. If it gets charged (and makes its LD test), it dishes out 24 regular attacks, 3 power weapon attacks and D6+2 rending attacks. For an average of 6.8 regular wounding hits and 1.2 power weapon wounding hits (against WS4 T4 models).
Squad #2 gives you 20 bolter shots and 1 meltagun shot when it arrives (5 extra points would give the WG a combi-melta in this unit). If it is charged it dishes out 21 regular attacks, 7 power weapon attacks and D6+2 rending attacks. That averages 6.2 regular wounding hits and 2.2 power weapon wounding hits.
Not too shabby.
-- mkerr
P.S. Here's a little anecdotal experience that I've had with my LD8 Grey Hunters. I also thought that the LD8 was going to be a problem (and compensated with WG and ICs), but in my last few test games it worked out well for me. My units came out of drop pods (well past mid-field) and shot up my opponent. When my opponent chose to shoot me - instead of assaulting me - I'd break about half the time. When I broke, I would fall back and re-group thanks to ATSKNF. It ended up being a poor man's Combat Tactics (much to the frustration of my opponent). The LD8 didn't hurt me too much in close combats because I usually tied or won them.