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MotW in 5th


roon

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Hi all,

 

I've been thinking about adding a Wolf Guard character with Mark of the Wulfen. With 5th edition I had some thoughts that makes the model a little better. Now units can run, so you can use a big group of Blood Claws and make the MotW SW run behind them, It gives him a 4+ coversave when targeted, and he can hit the ground. Also a runic charm must give him more staying power. Better to flank him with other units or Rhino's that can even transport him and give even better cover. I have only played 2 games in 5th so far, so I'm curious to hear any comments from our more expirienced brothers.

 

Has anyone tried this o-so-fluffy character in 5th?

 

I AM going to convert me one on a 40mm base, just because I have a crazy idea that can really look cool! And with the thoughts I have concerning 5th edition, I think it doesn't have to be that bad as it would be in 4th.

 

Curious to hear your thoughts!

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Hide him behind something like a land raider or a rhino so he never gets shot at! ;)

 

I've play tested in smaller games, but I can imagine he'd do much better in larger battles.

 

Just note one thing, he's a one shot deal, he'll kill a squad (depending on the size and wargear, race, etc.) and then since he can't consolidate into another unit to assault again, he'll get shot up quickly and die.

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i have a few thoughts:

 

1) i see squishy units being even more at odds now that he can run. guardsmen and the like wont get to shot at him as much and if one can hide him after that combat, he could get to another unit, hopefully.

2) i can also see him as a kind of rescuer unit. just drop some GH or BC out of that rhino and have been stuck in a fight with 20+ ork? well look what just came around from behind that same rhino (or through those trees) it's a wolf guard with MotW.

3) if some thing like the above happens i think people would target him over the bigger squad, or the squad over him, then which ever isn't a target will be able to get into CC again.

 

but i am now actually going to model one up for games. i think now that he can get any where from 3 to 6 attacks on both the charge and if charge. and with cover saves/ LOS being what it is now, he is much easier to hid.

 

UD

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but i am now actually going to model one up for games. i think now that he can get any where from 3 to 6 attacks on both the charge and if charge. and with cover saves/ LOS being what it is now, he is much easier to hid.

 

UD

 

Well, 2 base, 1 for 2 CCW's (unless you go with a power fist, but I suggest a straight up power weapon for troop smashing or even better dual lightning claws (the new wolfguard model with the 2 lightning claws looks perfect for a MOTW model)) and 1 for charging then D3 extra so at the minimum I guess it's 3 (if you don't charge which I don't imagine why) and 7 maximum.

 

The cost of having an effective MotW model though is 70+ points, so you'd have to use him wisely. I strongly suggest hiding him behind either a vehicle, or a wall of troops of some sort.

 

One game against tau I had my MotW model hiding behind a rock where my long fangs were blasting away at the enemies, and he brought some stealth suits in just too close to try and finish off my long fangs and my MotW model just decimated them.

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I used a MotW to guard my LF's also.

 

My LF's were about to get assaulted by a Demon Prince. After a little softening by my LFs, my MotW pureed the Demon Prince. He then moved behind a wall and when this Tzeentch fying wizard thing got too close, that was the end of his Monkey A$$.

 

So...as long as he can get into HtoH that's you're a$$, but getting him there alive is the prob.

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I used a MotW figure in a 12k battle last weekend and he was great for protecting weaker units (guard in this case). I placed him behind there gun line and when they were charged he was a brutal counter attack with 7 lighting claw attacks. My only gripe is that he's got very little survivability with only 1 wound but he's a great fluff piece to use.

 

I'm starting a 13th company army and I've seen that you can put MotW on your Wolf Lord which would add a whole new degree of carnage to the battle.

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i find them extremely useful. they are great last stand models and will always go down with quite a few of the enemy as well.

 

while i use the 13th company version (and trust me they have a lot more destructive power (motw and powerfist or power weapon anyone?)).

 

http://x11.xanga.com/fc9c6033c6630206900543/m160970828.jpg

Wulfen Lord w/ frostblade, runic charm, bolt pistol, motw, belt of russ, bike

 

http://x13.xanga.com/ce7c623a57030206900362/m160970667.jpg

first painte wulfen. yes he is on a dark angel dreadnaught arm.

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i find them extremely useful. they are great last stand models and will always go down with quite a few of the enemy as well.

 

while i use the 13th company version (and trust me they have a lot more destructive power (motw and powerfist or power weapon anyone?)).

 

Actually the 13th company version MotW works exactly the same except it benefits troops more and they can be in squads, aside from that they get the same weapon options and amount of attacks, everything.

 

While using the wulfen elite units aren't available to normal SW's they're a possible unit that'll be included in the next C:SW

 

As for Valhalla, I wouldn't recommend starting a 13th company army unless you'll be playing apocalypse with them because GW is no longer supporting them for tournaments and most other events aren't either.

 

The apocalypse list is amazing though, rending wulfen! check it out. :o

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Pictures are a bit blurry but from what I can see, very nicely done there Olm! :o

 

I tend to use Wulfen as more of a shock unit, literally shocking my opponent with one jumping out of a speeding Rhino only to slaughter whatever gits I may be facing. With 5th Ed marines, I go LC and Storm shield for weapon, runic charm, frags, wolf pelt, wolf tail talisman.

 

Minus the shield, it's my most effective combo. With the new shield, it'll only get better.

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Pictures are a bit blurry but from what I can see, very nicely done there Olm! :D

 

I tend to use Wulfen as more of a shock unit, literally shocking my opponent with one jumping out of a speeding Rhino only to slaughter whatever gits I may be facing. With 5th Ed marines, I go LC and Storm shield for weapon, runic charm, frags, wolf pelt, wolf tail talisman.

 

Minus the shield, it's my most effective combo. With the new shield, it'll only get better.

 

They can't ride in transports. :o

 

I like the idea of using a storm shield though with the new rules though.

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Pictures are a bit blurry but from what I can see, very nicely done there Olm! :tu:

 

I tend to use Wulfen as more of a shock unit, literally shocking my opponent with one jumping out of a speeding Rhino only to slaughter whatever gits I may be facing. With 5th Ed marines, I go LC and Storm shield for weapon, runic charm, frags, wolf pelt, wolf tail talisman.

 

Minus the shield, it's my most effective combo. With the new shield, it'll only get better.

 

They can't ride in transports. :confused:

 

I like the idea of using a storm shield though with the new rules though.

 

 

Read under Dedicated Transports and what happens after the unit you bought the Transport for disembark. You'll find that a Wulfen Guard can ride quite fine in a Rhino APC. ;)

 

 

Edit: To be sneaky, you can deploy the unit outside and on 1st turn toss the Wulfen Guard in so you can ride on! *plays Manowar music*

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MotW can't ride in Transports under the new 5th? Why not? :confused:

 

Hmm, haven't looked in the entry in a while, but reading it now and considering the new rules about rhinos being able to cart stuff around without being dedicated I might have to change my thought about it.

 

The line that still gets me is "A Wolf Guard bearing the Mark is treated as an independent character and must remain on his own at all times."

 

I guess it works but I R STILL CONFUSED

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All that means is he can't join up with say Blood Claws, but he's entirely able to hop into a tank. Not like he's gonna eat his own transport, even Wulfen know that a slab of metal protects your head against lotsa dakka.

 

I guess... but what about the crew! oh poor fate

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