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Long Fang Theoryhammer..


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Ok so today I have been thinking about Long Fangs and how I would love to see them being made useful and more cost effective in the New Dex. So for a bit of fun let us assume we are getting Long Fangs that cost the same as they do now but with slightly cheaper weapons. They get Relentless but cannot assault (based on current rumours) and split fire with the pack leader upgrade. they also get access to Drop pods and Transports.

 

So what opportunities does this open up for our old boys? I will get the ball rolling with the most obvious which is a squad with Multimeltas dropping in and wrecking havoc amongst enemy armour. This would be great as a first turn shocker but I reckon you can kiss them Long Fangs good bye after that, a pretty exspensive one trick pony if you ask me.

 

Remember this is for a bit of fun to get the saliva flowing for the new dex, I dont wanna hear about how good you think they are now etc blah blah...

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Well, pods would work if you used them right. Putting GH and what not in front so they would get cover saves. Then they could kill a couple of things. But......

 

I was thinking just put them out of sight on the back of the board with Las Cannons and move them out and kill a tank. They are safe till they fire. If they still get split fire which it seems they won't, then they can kill 2 tanks or maybe transports. This would seriously ruin your enemies plans. Now he is play catch up with a couple of pieces of expensive heavies smoking. A couple of Long Fang packs creaping out and killing something then moving out of sight till something shows is super sweet. Like the old days of OverWatch. Man, I miss me some OverWatch.

 

Picture 2 Long Fangs coming out of cover and a 3rd drop podded behind the enemy. Poof 3 things dead in one turn. With a couple of Grey Hunter packs tie-ing up enemy inf squads. You would pretty much cripple the other list. But you have way few troops on the board. Still, it would work if the guy was careless.

I doubt very much they would be allowed to deep strike under any circumstances especially if they are getting some sort of relentless rule. It makes no sense both thematically because LFs are not supposed to be assault troops and relentless heavy weapon troups would probably end up being used in that role.

 

There are a couple of ways they could go with this though if they wanted to go down that path.

 

1. Long Fang packs must always be the last to arrive when rolling reserves, though its hard to see a clean mechanism for this. It does however fit thematically, the heavy support arrives after the assault has begun. Maybe they don't roll and automatically arrive whenever the last of your other reserves pass their rolls or on the next turn.

2. Long Fang packs that move may shoot only if they could legally assault in the coming assault phase. This solves the drop pod + multimeltas problem as it would mean the Long Fangs could never shoot on the turn they arrive from drop pod since they would count as moving and you cannot assault on the turn you arrive from deep strike.

3. Just disallow Drop Pods for them.

 

I can't remember who mentioned it before but someone pointed out that a relentless, drop podding pack with multimeltas and split fire would be pretty nasty. Just getting your heavy weapons team behind your opponent where you can shoot at his best units without them getting a cover save from cheaper screening mobs would be very useful too.

The art with this unit and vehicles (drop pods/rhinos)would be the target and destroy small parts of the army so they are made no longer a threat while using the vehicles as cover from other enemy units.

 

They could also work with the gate power if we get it so join the unit with Rune priest just like it was with the 13th

 

I had also thought of using blood claws as a cover save, move out of the way in the movement phase and run back in the way after the long fangs had shot.

 

Yes they would be powerful but if the same cost still vulnerable and expensive if you still need to give every member a big gun

Remember the Deep strike crap was added in 3rd edition. It does not live up to the fluff, which is Space Wolves excelled on Pod missions. Just read old White Dwarfs and 2nd Edition Codex. With the new push for Planet strike I see them getting to fire on landing. It's a good piece of creep to sell the codex, and still not so over powered that people will totally freak out at first.

 

Like I said earlier thou, Just sit them in the back out of sight with some Grey Hunters and then move out and kill a couple of things before they realise they are screwed. Look a LR(what ever you like) rolling into the open. Suddenly 2 Long Fang packs ease out and poof it's scrap metal. Maybe if the first pack kills it, the Second pack kills off 3 or 4 of what ever was in the LR and the enemy is at the disadvantage again.

the first fluff I ever read about long fangs was that they were the most stubborn and ornery bunch of wolves out there...always the first ones in and always the last ones out...

 

I'd love to see them move and shoot, but I'd rather they get infiltration and +1 to their cover save so that they can set up where it's best and live to shoot more than one thing.

 

regardless of the changes, I'm still going to have one squad of 2 las 2 ML in a twinLas razorback....now I see them being able to set up out of LOS and then move into position and fire. that alone makes my mouth water and I just spent the entire day converting my lead 2nd edition long fangs into new ones by cutting off the torsos and replacing them with new models :D

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