Jump to content

Grey hunters


Kovah

Recommended Posts

2.) If you plan on using the Grey Hunter Pack primarily as an Assault unit, that is intended to take an objective from the enemy (terrain-oriented), or simply to destroy key enemy units (force-oriented), then you are going to want to change a few things. This Pack will need more "punch" to allow it to do it's job well. For this unit you will want to take a Wolf Guard Pack Leader with a nice special close combat weapon (PF, TH, FB, or WCs); as an option this WGL could be in Terminator Armour, but remember that this prevents the unit from conducting a Sweeping Attack, which is very helpful for an Assault unit. To take the WGL and still ride in any transport other than a Land Raider Redeemer or Crusader, you will have to sacrifice one of your Grey Hunters. For your single special ranged weapon you would want to select either a Flamer (against low-Toughness horde type enemy units), or a Meltagun (against high-Toughness/Elite enemy units). You will also want to give one of your Hunters a Power Weapon, another Hunter the Mark of the Wulfen, and perhaps give a third Hunter a Plasma Pistol, depending on the type of enemy that you expect to face. The Plasma Pistol is a good compliment to the Meltagun, and helps make up for the loss of the second special ranged weapon when taking less than 10 Hunters.

 

This second Pack will also need some type of transport to ensure that it gets where you need to be to complete its mission as an Assault unit. This second Pack will be much more expensive than the first, but will be able to survive multiple close combats throughout the course of the game (most likely), and still be able to conduct their secondary mission, which is to secure any nearby objectives toward the end of the game.

 

This is pretty spot on. I think there is some room depending on the list to leave the WGL out for the second melta, but that is dependent on other factors and is best done when leveraging other units. The only change I would make here is that regardless of how you split out your SCCW, I would make sure one member of the unit is hitting at STR 8 in close combat. Arguments could be made either way on how to split that out, so I'm going to say that is a playstyle issue. It always pays to be prepared to handle MC's and Walkers in close combat.

I personally have no luck with meta weapons. Either I hit but don't wound/pen, or I don't hit, as such I will most likely be using plasma and/or flamers. As far as MotW or WG, I seldomly play games of less points then 2-3k so I will probably end up taking both :P
I've not seen the dex yet but I was thinking of 4 units of 5 GH's with Pg's in razorbacks with a WG in each and a final razorback with 5 more of the WG around a lord. Perhaps the last Wg in a pack of scouts if they still can. The Gray Hunters should definatly bring enough pain though this way... We'll see...
IIRC you can have a MotW in a GH unit.

 

You can, but rending isn't reliable enough when you need to slap down a big target. MotW is better evaluated based on number of attacks with the understanding that there is a chance to rend instead relying on that rend effect.

 

Also if you plan on running a GH unit without WG, then don't forget that you will only roll on Ld 8 for Counter-attack.

 

True and its a definite tradeoff. I just don't think that should be the sole consideration when making your army selection.

I'm starting to sound like a preacher, (or is that wolf priest??), but if you are drop podding GH's make sure you think about having enough WG to field heavies in at least two packs. We can make the fact that we do not have heavy weapons in our packs disappear. IF you have to drop in and sit on an objective you can still reach out at 48 inches with a cyclone.
It was over a week since I saw the dex, but I remember that taking a standard for a GH was a must do. I believe it was around 10 points to do so. Can someone give a summery of what it does? Thanks

 

WG Vrox

 

I believe the wolf standard lets you reroll all 1's, for the duration of a single assault phase per game. Which is frankly ridiculously good.

 

I cannot see a reason not to take it or mark of the wulfen, the extra attacks from the mark could really swing combats. Rending is just a bonus.

IIRC you can have a MotW in a GH unit.

 

You can, but rending isn't reliable enough when you need to slap down a big target. MotW is better evaluated based on number of attacks with the understanding that there is a chance to rend instead relying on that rend effect.

 

Also if you plan on running a GH unit without WG, then don't forget that you will only roll on Ld 8 for Counter-attack.

 

True and its a definite tradeoff. I just don't think that should be the sole consideration when making your army selection.

 

True on both accounts.

 

But you better know what purpose your pack should serve in your army. If its more CC orented, you got to take a WG for the extra punch and Ld 9. If you only want a firing squad, then no need for a WG and probably 2 plasmas or meltas are the ideal choice.

Ofc if you're a fan of Razorbacks and can stomach small squads, then you can go the 5(6) man + razorback route.

But I like my packs big, so they have some staying power and can hold objectves.

Ofc if you're a fan of Razorbacks and can stomach small squads, then you can go the 5(6) man + razorback route.

But I like my packs big, so they have some staying power and can hold objectves

 

For me a RB is mostly a holding objective unit. The worse thing you can do is not push forward with an assult oriented large pack, so having the RB unit come in behind an assult squad helps with that indecisive thought of should I move forward or hold what I got.

 

On the other hand a 5 RB spam list is at times appealing. Having a couple RB with a TWHF would be a welcome fixture when taking on a Orc horde.

 

WG Vrox

Some of the GH builds I'm going to be rocking are;

 

9xGh - melta, fist, motw, WG with fist and combi-melta - can be in a rhino or a drop pod

 

Basically the flexible all rounder core that my army will be based around. If running mech there'll be 2-3 of these and an LRC full of Bc's. In drop pods it may just be 4-5 squads of this. Because really what isn't to love. The melta gives much needed tank busting capability and some added punch vs MEQ. The combi-melta mimics the 2nd meltagun for when dealing with really crucial tanks (i.e. russes, defilers, LR's). The wolfguard and fist give me 5 p-fist attacks in the first round of combat. That's only 1 less than charging BC's and guaranteed to mess up a lot of things. After that 3 swings still edges out most MEQ units. I think the fists are necessary for when opponents bring walkers plus I just really love power fists! WG also adds a point of LD which is crucial for counter-attack. Motw adds extra attacks at a cheap price and is too cool and too useful not to include. Adn the rest of the squad aren't slouches themselves. This is a do anything, take on anything squad used in conjunction with more specialised units. If pts permit they might get a plasma pistol but a) those things look really expensive now and :) the main army they are useful against (marines) they are actually dangerous to use against due to combat tactics. Still an extra helping hand vs chaos, necrons, sallies, etc.

 

10 x Gh, 2 x melta, fist, motw - drop pod

 

I pretty much will run this only in a DP list and even then I prefer the unit above. This unit is a better tank buster but loses cc power, ld and flexibility. It is also much less survivable against walkers and a worse tankbusting unit in cc.

 

10 x Gh, 2 plasma, motw, wolf guard with TDA, cyclone missle launcher and p-fist.

 

Operation sit on an objective, typically one in my home boardside. cyclone and plasma offer the best range and so the best bang for buck as a fairly static unit. Motw, the fist and counter-attack make removing them through assault a dicey prospect. Since they're going to be in the backfield I didn't feel the (kind of expensive) 2nd special ccwep to be necessary but motw makes it in because it is dirt cheap for what it does. This unit might get the banner so I can re-roll plasma gun ones. Will be used when I try out a footslogging force.

 

6 x GH - plasma gun, fist, motw, Razorback probably with a twin lascannon.

 

Operation sit on an objective and hope the enemy doesn't realise there is actually a scoring unit inside. Park razor on objective, proceed to fire razorback and do sod all. If razorback dies, got to ground near objective and only start shooting when enemies start coming into range. One of these will probably fill out my mech lists with a cheap backfield scorer. A LRC and a couple of rhinos with my first pack idea will give my opponent plenty to worry about as they kill stuff and contest objectives. This just needs to sit still and hopefulyl win me the game just by exsisting. I use a similar trick with gretchin when playing orks and you'd be surprised how often it works. They need to be semi-proficient in cc incase your opponent does decide to try and take this objective so they got an all purpose fist and that lovely motw. Also it would be nice to kill something so they get a razorback. Not too sure about weapon load out as I have never actually used an RB before. I'm thinking twinlascannon because every list needs at least 1 las-cannon in it for when you face a monolith. Otherwise assault cannons or HB's look good because they're cheap and will whittle down people coming near the squad.

 

 

 

Just always remember BBSR list rule number one. You don't have enough power fists.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.