Haakon_Stormbrow Posted March 25, 2009 Share Posted March 25, 2009 Hi all i felt we needed a thread listing squads we feel are very effective units: this isn't list a decked out squad, rather a certain tactic to use when writing a list. Pretend this is for a tournament list, so no anti ork squads etc, just cost effective or op squads. Or a trick to exploit rules. Ill list my grey hunter tactics as the first example: MkI: 10 grey hunters with a melta gun, a power weapon 9 bolters @199, idealy equipped with a rhino or drop pod. @234 MkII: 6 grey hunters with a plasma gun, 2 plasma pistols 3 bolters and a power weapon @147 with razorback + tllc @223 MkIII: 10 grey hunters with 2 fists and a transport @235 these 3 i find are the only ways to get a real points return consistently, version 1 is great at a drop shoot wait for assault, if it doesn't come the you go to them style play, version 2 is the mobile take and hold objective, with the tllc or tlac on top you move 6" a turn shooting at the threats until your in position, then use your mobile wall and guns to hold what you take till the end. option 3 i have never used but it is the i dont like BC ws3 but want to have a cc unit style. dont waist pts on guns except maybe to get a flamer. option 3 can also have a wg with lc's and rc join as well as ragnar then you get the r's raper from hell squad an example of exploits are: Long Fangs x5 with 2 missiles, 2 lascannons, accompanied by a razorback with tllc and by a wgbl with 4 fenrissian wolves a cml tda rc, wp, ss and fb this comes to a whopping 484 but gives you the abbility to fire 4 lascannons and 4 missile launchers per turn at 3 different targets, the enemy either takes out the razor or trys to take down a 10 man strong (11 wounds) devastator from hell. The other exploit is the ever popular wgbl with above mentioned gear along with a 7 strong wgbg consisting of 3 cml's 3 tda 7 ss 3pf 7rc 7 wc and 4 pw, mounted in a drop pod @634 ......talk about all in 1 basket this squad owns all....8 3+ invulnerable saves along with rc the land and pump out 8 missile launcher shots...... fragging tau or kraking other termies they can quite easily take out a 450 points from shooting, if there is a 10 man termie squad around the other wolf guard exploit is wgbl as above except with ac, 4 bg with 4tda 4 rc 4 wp 2 ac 2 fists 2 lc 2 ss joined by a second wgbl in a drop pod, or swapping the second wgbl for a wolf priest with hp&b. this version pumps out 16 rending shots when it lands, with that many shots even a land raider can be minced. *note the wg and lf exploits were not thought up by me* anyway if anyone else has a very pts worthy unit or overly powerful unit that they feel are worthy of appearing in any list please list them here, this is so that new space wolves players can see the potential of the space wolves so they dont need to ask as many questions on squad set up, or army list ideas. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/ Share on other sites More sharing options...
whitewolfmxc Posted March 25, 2009 Share Posted March 25, 2009 "Long Fangs x5 with 2 missiles, 2 lascannons, accompanied by a razorback with tllc and by a wgbl with 4 fenrissian wolves a cml tda rc, wp, ss and fb this comes to a whopping 484 but gives you the abbility to fire 4 lascannons and 4 missile launchers per turn at 3 different targets, the enemy either takes out the razor or trys to take down a 10 man strong (11 wounds) devastator from hell." "The other exploit is the ever popular wgbl with above mentioned gear along with a 7 strong wgbg consisting of 3 cml's 3 tda 7 ss 3pf 7rc 7 wc and 4 pw, mounted in a drop pod @634 ......talk about all in 1 basket" This isn't exploit , this is just funny........you do know that right ? (some others dont make sense too , but too much to type so skip) A) Razor back only holds 6 Power armor guys , so how are you fitting the WGBL with 4 wolves (wolves each count as in pwoer armor) with 5 long fangs ? or are you suggesting the WGBL walks next to the razor back and then joins group ? how is this effective ? (slow / being shot at) B ) How can your WGBG have cyclone missile launchers if they aren't in a Terminator armor ? and if they are , how are you fitting 8 terminators inside a drop pod ? and actually some of the ideas you gave i reckon isn't entirely effective , for say how do that 11 wound devastator squad (with the WGBL) hard to kill ? you do know the new allocate wound system right ? you have to allocate at least 1 wound to each model , and your wolves have 6 + save , so in one round of shotting those 4 wolves can die easily , and the wolf guard leader and long fangs all have 3 + saves , so thats a 6 men squad with 3 + saves , not too strong i reckon when taking too many fire on Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929445 Share on other sites More sharing options...
LPetersson Posted March 25, 2009 Share Posted March 25, 2009 an example of exploits are: I gotta say that I don't like the term exploit. To me that smells of cheating. Otherwise I'd prefer the term 'pimped out' for describing the termie units you described. You should have a look at this thread which is basically a list of 750 modular wolf armies that are going to be rock hard while legal and reasonably fair... "Long Fangs x5 with 2 missiles, 2 lascannons, accompanied by a razorback with tllc and by a wgbl with 4 fenrissian wolves a cml tda rc, wp, ss and fbthis comes to a whopping 484 but gives you the abbility to fire 4 lascannons and 4 missile launchers per turn at 3 different targets, the enemy either takes out the razor or trys to take down a 10 man strong (11 wounds) devastator from hell." This isn't exploit , this is cheating.........you do know that right ? A) Razor back only holds 6 Power armor guys , so how are you fitting the WGBL with 4 wolves (wolves each count as in pwoer armor) with 5 long fangs ? B ) you cant shoot inside a Razor back as it does not have firing points like a rhino (what else would you think that big heavy weapon is placed at in the first place ?) I agree with you whole heartedly, but is there actually anything in the BRB to say you can't buy a dedicated transport for units that are too big for them? I'm pretty sure that unit doesn't have to start in a dedicated transport... Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929461 Share on other sites More sharing options...
Long Fang Posted March 25, 2009 Share Posted March 25, 2009 *note the wg and lf exploits were not thought up by me* anyway if anyone else has a very pts worthy unit or overly powerful unit that they feel are worthy of appearing in any list please list them here, this is so that new space wolves players can see the potential of the space wolves so they don't need to ask as many questions on squad set up, or army list ideas. These two comments really don't mesh. We would encourage new players to play SW because we are still powerful despite of dex being as old as the Emperor's granny, not because we have quote un-quote exploits. Secondly I find that you are describing this as exploits offense, and you don't want to offend the wolves. Thirdly we already have threads in this general area, use your search-fu and look up 750 point modular lists. *throws blood claw at op* *goes off grumbling to find some ale* Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929466 Share on other sites More sharing options...
Haakon_Stormbrow Posted March 25, 2009 Author Share Posted March 25, 2009 ok all the words that say exploit swap for pimped.... exploit isn't cheating it's maximizing potential! but if your uncomfortable with the wording just ignore it also you can have 7 wolf guard and a wgbl in a drop pod the battle leader and 3 cml wielding dudes are in tda while the other 4 are in power armor, its completely possible as 4x2 +4 = 12 models second the wolf guard battle leader is a IC therefore th long fangs are 5 strong and have a razorback, but they are not deployed in their transport, merely along side it, so from turn 1 onwards the IC joins them, this prevents them from getting in their razorback but in no way does it stop the razorback running around killing stuff and blocking line of site. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929496 Share on other sites More sharing options...
Ullr Direfang Posted March 25, 2009 Share Posted March 25, 2009 Pretend this is for a tournament list, so no anti ork squads etc, just cost effective or op squads. ... when i do up a tournament list i expect orks... mostly because i don't like them..... but i like to run: 2x 10 man GH w/ 9x bolter, pw, pg 12 BC w/ 3x pf, and ether flamer or metla.... depends on what i hear most people are taking... some times i will throw in 6 GH in a RB w/ tllc and their roll is ether combat support or "far objective" contesting Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929507 Share on other sites More sharing options...
Haakon_Stormbrow Posted March 25, 2009 Author Share Posted March 25, 2009 also please keep on topic don't argue on wording, either leave your ideal unit or don't comment! another very points effective unit has to be a venerable dreadnaught! these guys are absolutely amazing, with a drop pod and a multimelta then you can almost guarantee a landraider is gonna die. if there on foot then i find the best 3 to be tllc pc or ac. another way to pimp forces is to have 11 bc with 2 pf 1 pw a wgpl with lc and a lord with fb and 3 fenrissian wolves in a cruisader it gives 6pf attacks 4pw 4pw with rerolls to wound and 6 str 5 pw attacks for a total of 20 attacks with no save on the charge. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929509 Share on other sites More sharing options...
whitewolfmxc Posted March 25, 2009 Share Posted March 25, 2009 ok on topic : my hax build will be 1) Venerable Drednought with CC weapon with heavy flamer , with plasma cannon plus inside a drop pod , while using two max out scout squads 6 x 2 = 12 scouts , that comes in behind enemy lines with max out special weapons and cc goodies (what you do is cause havoc in the behind enemy lines with the dred once dropped , then let the scouts to finish up the remaining guys if there is any) 2) one vindicator leading the way , with 14 blood claws following it max out in CC special weapons , then with a WG with hammers and all CC war gear , plus a whirwind behind the blood claws to provide long range fire Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929521 Share on other sites More sharing options...
Haakon_Stormbrow Posted March 25, 2009 Author Share Posted March 25, 2009 you can't obel 2 units of scouts so you would have to infiltrate 1 wouldn't you? Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929541 Share on other sites More sharing options...
Long Fang Posted March 25, 2009 Share Posted March 25, 2009 Drop pod of doom (4 Assault cannons, bucket load of storm shields) and a venerable dreadnought in drop pod onto a flank and roll up the line. Mech the rest to move up quickly to support and leave nowhere for the enemy to run to. Pick on one flank/target using drop pods/transports for cover isolate the target and hit it hard then move on. Alternatively drop into center and push towards a flank and roll mech up same side. Use drop pods to shield from other half of enemy and soak up any shots with storm shields. Long Fang Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929611 Share on other sites More sharing options...
BillyBob Posted March 25, 2009 Share Posted March 25, 2009 I run either the following. 11man Grey hunters, in Dpod. Aprox 350pts 6 bolter/CCW marines, 1 Plasma Pistol, 1 Meltagun, 2 Bolter/Powerfist, 1 WGSL Termie w/ PF and Combiflamer. Or another 11 man squad, also D-podding 5 bolter/CCW marines, 2 plasma Pistols, 1 PLasmagun, 2 Boltpistol/Power Weap, 1 WGSL Termie w/ Power weap and Combiplas. The command squad is worse. And probably a blatant exploit of rules. Just ask littlbitz. He got wood by just seeing it. Still, it's the only Hammer/Anvil the army has at 1750/1850. I'll unveil it's dead killyness after I see how it does at Adepticon. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929646 Share on other sites More sharing options...
Roland Durendal Posted March 25, 2009 Share Posted March 25, 2009 My typical loadouts: 10 Greys 5X Bolters Melta 1X PW 1X PF 2X PP Rhino For around 270 9 BCs 1X PW 1X PF Melta Rhino With an attached Priest For around 200 13 BCs 2X PF 1X PW Flamer LRC Lord attached For around 500 Right now I'm thinking of making a 2nd squad of Greys similar to the first one, only w/ 1 less guy and moving the wolf lord there and moving the priest with my big BC squad. While I love the +2A Berserk Charge rules, I find that my BCs pretty much annihilate whatever they touch in CC (or get shot to death after disembarking). Greys seem to last longer in CC (might not kill as many off the start, but last longer) Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929681 Share on other sites More sharing options...
Haakon_Stormbrow Posted March 25, 2009 Author Share Posted March 25, 2009 its those kinds of squads i have found never make all there points back, maxing out the weapons is great if you have points but is that 10 point pp really going to make its points back, what you have there is the jack of all trades master of none build, after numerous tournaments i find it just doesn't work, thats why i run the 199 pt 10 GH with pw mg and 9 bolters, it always does the job, it can take on tanks and get a decent shot in against harder combatants, there is no point for both a fist and a melta gun if your opponent has a dread stay in your rhino and pop it with the melta, having a fist for the what if isn't worth it, i occasionally swap the pw for a fist but i rarely run a pf pw and mg. you should try to maximize effectiveness by tailoring your squads for a goal, other units should provide support. a unit like that is what i used to target when our club ran longest table bashes, where you collected points you got 50%of the squads vale for reducing below 50% and the other 50% for destroying it. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929747 Share on other sites More sharing options...
Grey Mage Posted March 25, 2009 Share Posted March 25, 2009 I find that the most "effective" squads, not exploits, not pimps, but combat effective ford goodness sakes, are those that are full on bodies and trim on equipment. Ie enough to get any job done and not enough to cost me an extra landspeeer I might need. To that extent, grey hunters are my favored packs- 10x Grey Hunters, 8 bolters, P. Pistol, P. Gun, P. Fist. 215pts. This is my favorite ranged pack, it can lay down a nice hail of bolter shots, hunt light tanks with str 7, and has three shots against monstrous creatures, dreads, and terminators when at close range. The powerfist lets them take on anything in CC and potentially kill it. The firepower of the squad is such that the enemy is often half dead when they finally reach my lines. 10x Grey Hunters, Meltagun, 2x Powerweapon. 200pts, usually 235 with a rhino. This squad is less adaptable, and specializes in popping tanks and eating the juicy creatures found inside. Its cheap, and its reliable. The rhino makes sure they get where they need to go, but Ive never been afraid to field them without one and rely on cover and good run rolls to make the grade. 10x Grey Hunters, 7 Bolters, 2x P. Pistol, P. Gun, P. Fist, WGPL in TDA w/ RC, PW, and Combiplasma. This is one of the most expensive squads I run, coming in at 284pts, and often found in a drop pod force actually. Six plasma shots upon arrival, lots of bolters, and decent CC potential. Generally speaking Ill drop these guys infront of 10 assault terminators and expect to see at most four standing whent he dust settles. Then I expect to charge and kill atleast two more if not all of the nasty buggers. I dont take it often though, rather expensive. 15x Bloodclaws, with three powerfists- 246pts. Clean, simple, efficient. More attacks then I can comfortably roll in two hands and enough power fist attacks to make even a shadowsword back up. Ive seen them chew through squad of 30 orks in three rounds of close combat, charged or charging. Whirlwinds. Nothing on them, just a whirlwind. At 85pts a large pie plate that ignores cover and or the majority of armor saves in the game, can fire indirectly, and can move rapidly when confronted by enemy infantry? Hell yes. This baby has never once failed to win back its points in a game, even if I forgot its a pinning weapon that day. Predator Annihilator- heavy bolter sponsons, stormbolter. Runs in at 145pts, and with that lascannon can take on any enemy armor silly enough to show itself. Heavy bolters and stormbolter give it the sheer mass of fire to deal with enemy infantry. Flexability is key to my strategies and this baby brings it in a relatively cheap package for the firesupport it gives. 2 Attack bikes- 80 or 100pts depending on heavy bolters or multimeltas. Same idea here... they are fast, have the ability to shoot on the move, and are cheap. One of my favorite support options. Two bikes means the pack is small enough to find cover, but large enough to deal out and take a solid hit. Even the heavy bolters are good for hunting light tanks with the sheer mass of firepower they can expel. Venerable Dreadnaught- assaultcannon and extra armor, with heavy flamer optional. 160pts base. Gives me an HQ at a reasonable price, provides me with excellant fire support and CC goodness to boot. Also tough as nails. This guy takes 15 man loota squads to the chest without a problem on a regular basis. Old and wise, should be called tougher than an adamantine bulkhead and twice as heavy. Wolf scouts- Givem whatever you want, but dont givem meltabombs. Frankly there isnt a single thing that they can do with meltabombs that they cant do just as well without them. Hunting tanks? Bringplasma pistols, meltagun and a combimelta on the pack leader. Hunting infantry? Then why bother with meltabombs to begin with.... keep the plasma pistols and wade in. The small squad size belies the range of options and helps keep this unit cheap. Landraider Crusader or Godhammer- I said cheap right? Well heres a 250ish pt support tank that doubles as the best rhino in the armory. For what you get its worth its points... but cheap it is not. However what it is really really good at is intimidation. I have a LRC with fifteen bloodclaws and a pack leader who will hit your lines next turn. You know that right? All of a sudden that whirlwind, those rhinos, and that long fang squad all look alot less scary... even though their shooting and moving is what will let this unit break open an enemy line that otherwise would absorb the shock like nothing. Expensive, but worth it. And of course- WGBL + 4 WGBGs, all in TDA. This is our answer to the vanilla terminator squad, to CSM termies, meganobs... what have you. Its a solid unit, runs just under 400pts with three assualt cannons, a mix of CC armaments and runic charms all around. Dont take this with a LRC sqaud unless its the largest of battles though- otherwise you wont have enough troops to survive the night. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1929760 Share on other sites More sharing options...
whitewolfmxc Posted March 25, 2009 Share Posted March 25, 2009 you can't obel 2 units of scouts so you would have to infiltrate 1 wouldn't you? yes or outflanking Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930175 Share on other sites More sharing options...
kanaellars Posted March 25, 2009 Share Posted March 25, 2009 an example of exploits are: I gotta say that I don't like the term exploit. To me that smells of cheating. Otherwise I'd prefer the term 'pimped out' for describing the termie units you described. You should have a look at this thread which is basically a list of 750 modular wolf armies that are going to be rock hard while legal and reasonably fair... "Long Fangs x5 with 2 missiles, 2 lascannons, accompanied by a razorback with tllc and by a wgbl with 4 fenrissian wolves a cml tda rc, wp, ss and fbthis comes to a whopping 484 but gives you the abbility to fire 4 lascannons and 4 missile launchers per turn at 3 different targets, the enemy either takes out the razor or trys to take down a 10 man strong (11 wounds) devastator from hell." This isn't exploit , this is cheating.........you do know that right ? A) Razor back only holds 6 Power armor guys , so how are you fitting the WGBL with 4 wolves (wolves each count as in pwoer armor) with 5 long fangs ? B ) you cant shoot inside a Razor back as it does not have firing points like a rhino (what else would you think that big heavy weapon is placed at in the first place ?) I agree with you whole heartedly, but is there actually anything in the BRB to say you can't buy a dedicated transport for units that are too big for them? I'm pretty sure that unit doesn't have to start in a dedicated transport... Actually is does state that (not in these words) the unit must fit inside its dedicated transport. You could get around this by walking the WGBL like stated.... but most of these "exploit" units arnt even valid, much less "exploits". Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930187 Share on other sites More sharing options...
kanaellars Posted March 25, 2009 Share Posted March 25, 2009 Oh, and as far as a "best" unit, I would have to say that my favorite setup, and what seems very "Wolflike" to me, is this: 1x Wolf Guard Pack Leader, Bolter, Power Weapon, Wolf Pelt 1x Blood Claw, BP, Power Weapon 2x Blood Claw, BP, Power Fist 1x Blood Claw, Flamer 10x Blood Claw, BP, CCW 1x Land Raider Its big, its got mean teeth, it gets the job done. Alternatively, 1x Wolf Guard Pack Leader, Bolter, Power Weapon, Wolf Pelt 1x Grey Hunter, Bolter, Power Weapon 1x Grey Hunter, Bolter, Power Fist 7x Grey Hunter, Bolter, CCW Its the same squad, but a few years later on, and more experienced (higher WS) Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930191 Share on other sites More sharing options...
Ullr Direfang Posted March 26, 2009 Share Posted March 26, 2009 an example of exploits are: I gotta say that I don't like the term exploit. To me that smells of cheating. Otherwise I'd prefer the term 'pimped out' for describing the termie units you described. You should have a look at this thread which is basically a list of 750 modular wolf armies that are going to be rock hard while legal and reasonably fair... "Long Fangs x5 with 2 missiles, 2 lascannons, accompanied by a razorback with tllc and by a wgbl with 4 fenrissian wolves a cml tda rc, wp, ss and fbthis comes to a whopping 484 but gives you the abbility to fire 4 lascannons and 4 missile launchers per turn at 3 different targets, the enemy either takes out the razor or trys to take down a 10 man strong (11 wounds) devastator from hell." This isn't exploit , this is cheating.........you do know that right ? A) Razor back only holds 6 Power armor guys , so how are you fitting the WGBL with 4 wolves (wolves each count as in pwoer armor) with 5 long fangs ? B ) you cant shoot inside a Razor back as it does not have firing points like a rhino (what else would you think that big heavy weapon is placed at in the first place ?) I agree with you whole heartedly, but is there actually anything in the BRB to say you can't buy a dedicated transport for units that are too big for them? I'm pretty sure that unit doesn't have to start in a dedicated transport... Actually is does state that (not in these words) the unit must fit inside its dedicated transport. You could get around this by walking the WGBL like stated.... but most of these "exploit" units arnt even valid, much less "exploits". i know i am a jerk for doing this but, from what i have seen things always say refer to the HBRB for the rules for dedicated transports. so quoting page 67 of the Warhammer 40k 5th edition rule book: sometimes a init entry in a codex will include a transport option,.................the only limitation of a dedicated transport is that when it is deployed it can only carry the unit it was selected for (plus and independent characters). after the game begins it can then transport any friendly infantry unit, subjected to transport capacity and other special exclusions, as explained in the vehicles entry (it might not be able to transport terminators, for example). so as long as he doesn't deploy the squad in the transport at the start of the game he can throw the IC with them, but if he has to put the transport in reserve, he can't put the IC with it. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930211 Share on other sites More sharing options...
Marek Grimfang Posted March 26, 2009 Share Posted March 26, 2009 its those kinds of squads i have found never make all there points back, maxing out the weapons is great if you have points but is that 10 point pp really going to make its points back, what you have there is the jack of all trades master of none build, after numerous tournaments i find it just doesn't work, thats why i run the 199 pt 10 GH with pw mg and 9 bolters, it always does the job, it can take on tanks and get a decent shot in against harder combatants, there is no point for both a fist and a melta gun I agree with this wholey 100%. I max first on 3 packs of GH's. 10 GH, PF/PW, Melta Gun, Bolters. They are very good at what they do, not flashy, but they are my favourite part of my army. I then pick something a little more assult oriented, and so on. If I want to sit back, I equip a packwith a Plasma Gun to take account of the 24" Bolter/Plasma Gun range, and the Rapid Fire when the enemy closes in. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930228 Share on other sites More sharing options...
Roland Durendal Posted March 26, 2009 Share Posted March 26, 2009 Wolf scouts- Givem whatever you want, but dont givem meltabombs. Frankly there isnt a single thing that they can do with meltabombs that they cant do just as well without them. Hunting tanks? Bringplasma pistols, meltagun and a combimelta on the pack leader. Hunting infantry? Then why bother with meltabombs to begin with.... keep the plasma pistols and wade in. The small squad size belies the range of options and helps keep this unit cheap. Really? Interesting b/c I ALWAYS put meltabombs on my 5 man squad b/c I can never guarantee that my meltagun shot or PP shot will do the trick. Plus, having MBs is extremely effective when you manage to do a multi-vehicle assault :-) Many of my opponents have learned that they need to spread out their vehicles in their back field (heck even units like devastators too), because if they're close, and my meltagun doesnt seem too hot, I will ALWAYS try and go for the multicharge....and those MBs are then priceless. But that's me. Typical Scout load is: 5 scouts, Melta, 2 PW, 1PP, Meltabombs all around. Decent AT, Decent CC...they basically run amok in my opponents backfield and either slaughter annoying troops or vehicles...downside is it runs around 140pts. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930238 Share on other sites More sharing options...
Ullr Direfang Posted March 26, 2009 Share Posted March 26, 2009 Wolf scouts- Givem whatever you want, but dont givem meltabombs. Frankly there isnt a single thing that they can do with meltabombs that they cant do just as well without them. Hunting tanks? Bringplasma pistols, meltagun and a combimelta on the pack leader. Hunting infantry? Then why bother with meltabombs to begin with.... keep the plasma pistols and wade in. The small squad size belies the range of options and helps keep this unit cheap. Really? Interesting b/c I ALWAYS put meltabombs on my 5 man squad b/c I can never guarantee that my meltagun shot or PP shot will do the trick. Plus, having MBs is extremely effective when you manage to do a multi-vehicle assault :-) Many of my opponents have learned that they need to spread out their vehicles in their back field (heck even units like devastators too), because if they're close, and my meltagun doesnt seem too hot, I will ALWAYS try and go for the multicharge....and those MBs are then priceless. But that's me. Typical Scout load is: 5 scouts, Melta, 2 PW, 1PP, Meltabombs all around. Decent AT, Decent CC...they basically run amok in my opponents backfield and either slaughter annoying troops or vehicles...downside is it runs around 140pts. agreed. i love having meltabombs on my scouts. some times i skip the melta for another PW or PP depending on what i am facing. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930309 Share on other sites More sharing options...
Grey Mage Posted March 26, 2009 Share Posted March 26, 2009 Wolf scouts- Givem whatever you want, but dont givem meltabombs. Frankly there isnt a single thing that they can do with meltabombs that they cant do just as well without them. Hunting tanks? Bringplasma pistols, meltagun and a combimelta on the pack leader. Hunting infantry? Then why bother with meltabombs to begin with.... keep the plasma pistols and wade in. The small squad size belies the range of options and helps keep this unit cheap. Really? Interesting b/c I ALWAYS put meltabombs on my 5 man squad b/c I can never guarantee that my meltagun shot or PP shot will do the trick. Plus, having MBs is extremely effective when you manage to do a multi-vehicle assault :-) Many of my opponents have learned that they need to spread out their vehicles in their back field (heck even units like devastators too), because if they're close, and my meltagun doesnt seem too hot, I will ALWAYS try and go for the multicharge....and those MBs are then priceless. But that's me. Typical Scout load is: 5 scouts, Melta, 2 PW, 1PP, Meltabombs all around. Decent AT, Decent CC...they basically run amok in my opponents backfield and either slaughter annoying troops or vehicles...downside is it runs around 140pts. I cant remember the last time I had a player deploy non transport units within 6" of each other, but to each there own. Happy to hear someone can find a use for them. Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930483 Share on other sites More sharing options...
Roland Durendal Posted March 26, 2009 Share Posted March 26, 2009 Guess I occasionally face opponents of unbridled stupidity at times :D Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930713 Share on other sites More sharing options...
Haakon_Stormbrow Posted March 26, 2009 Author Share Posted March 26, 2009 how does having vehicles close to each other help you? you can only charge the vehicle you shot at so having the vehicles close or far is irrelevant as the will just move there vehicles once you show up 12" away and you won be able to catch em, i find scouts are 1 trick ponies, sometimes they work well at contesting end game if they are not dead Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930729 Share on other sites More sharing options...
Long Fang Posted March 26, 2009 Share Posted March 26, 2009 If the assaulting unit shot in the shooting phase then it must declare its assault against the unit it shot at, but it can engage other enemies as described here page 34 Rulebook If the vehicles are close enough then you can engage both the vehicle you shot at and the one next to it. First model charges vehicle A (the one you shot) as normal 2nd model declares a multiple charge, and charges vechile B other models move in As long as assault rules are followed, e.g closest to closest, squad in coherency(this is what limits multiple charges) etc its perfectly legal. We had this question a few weeks ago (my gaming club) and researched the answer fully, rulebook, GW store manager etc. As for scouts in general, they always make back their points for me. I've had them turn a whole flank on there own, including 20 dark eldar warriors, small unit of wyches and a lord + incubi. My scouts have never failed and are referred to as the scouts of doom at my local club. Long Fang Link to comment https://bolterandchainsword.com/topic/164114-squad-arrangements/#findComment-1930755 Share on other sites More sharing options...
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