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What to expect from Power Gamers?


Forseti

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Seriously, it's not that cheesy. Too many counters. It's better to abuse Wound Allocation using Thunderwolf Calvary. They are basically more effective Nob Bikerz.

 

Only one guy gets a special weapon, the others can take a SS or not. There choices end.

 

So maximum wound allocation dodginess caps out at 3 models

 

fist+ ss, ss, no ss.

 

They also lack a cheap invulnerable (the 3++ is better though) lack FNP, lack always on cover saves, lack turbo-boost, lack the guns, lack the number of attacks and capacity for weapons, lack WS5 and don't score.

 

Nowhere near as good/horribly broken as Nob bikers are.

JotWW works against everything, and MC have a better chance of surviving. You read it wrong :)

 

 

Not quite.

 

It works against infantry, bikes, characters, monstrous creatures, beasts and cavalry.

 

Jump infantry, jetbikes and vehicles are immune.

 

 

The main weakness of the power is that a) you need to be manouverable to use it and b ) it is based on a 2W T4 character with no invulnerable save unless he uses TDA which sacrifices a). Stick him on a bike and he needs a bike bodyguard, which will be battlecannon bait. A jump pack bodyguard is worse. In a rhino firing from the top hatch is workable though. Or as drop pods but that is an alpha strike that struggles in all subsequent turns.

The one problem I am seeing is that you can't actually take that many Wolf Guard. I wish we were allowed to take more than 3 units, but if you take another look at the codex the exact wording on Logan's "The Great Wolf" rules is this. " Wolf Guard units COUNT as Troops in any army that includes Logan Grimnar". Compare that to Kor'sarro Khan's Mounted Assault rule that says, " If Kor'sarro Khan rides Moondrakkan, Space Marine Bike squads of at least five models may be TAKEN as Troops choices".

 

I really don't like to be the one to burst bubbles, and believe me I wish we could TAKE Wolf Guard as troops, but its just not the case.

 

I had a guy explain it to me:

 

Logan= Wolf Guard counts as Troops

Canis Wolfborn= Ferisian wolves count as Troops

Ferisian wolves= Supernumerary, can never claim objectives

 

So then if you couldn't take Wolves as troops, what is the purpose of of Canis Wolfborn's rule?

 

However, I will say that an all DS/Mech Wolf Guard army build is definitely ONE-trick and a bad one at that. A good player can see it coming and throttle you piece by piece. But I think it certainly signals that combi weapon Wolf Guard will be taken in any competitive list. And to throw my 2 cents in, so will Thunderwolf Calvary. They certainly come close to survivability that Nobs enjoy but are far more destructive (base strength 5 with a fist? Good bye warbosses and landraiders) and far reaching with potential first turn charges.

Canis Wolfborn and his Wolves are like Tyranids and Rippers. IF you take Canis, you can take the Wolves as Troops instead of FA choices. However, they have a rule that says they can't hold objectives (they're more likely to eat or wet on the objective then protect it). They're great for taking out weaker enemy units and as bolter-shields.

 

Same idea with Rippers and the old Nurglings at least. Too scatter-minded to hold objectives but great walking shields for the rest of the army.

Seriously, it's not that cheesy. Too many counters. It's better to abuse Wound Allocation using Thunderwolf Calvary. They are basically more effective Nob Bikerz.

 

Only one guy gets a special weapon, the others can take a SS or not. There choices end.

 

So maximum wound allocation dodginess caps out at 3 models

 

fist+ ss, ss, no ss.

 

They also lack a cheap invulnerable (the 3++ is better though) lack FNP, lack always on cover saves, lack turbo-boost, lack the guns, lack the number of attacks and capacity for weapons, lack WS5 and don't score.

 

Nowhere near as good/horribly broken as Nob bikers are.

 

what if you take it like this:

 

fist + ss, ss, bolter, plasma pistol, nothing

 

I believe it is possible, but based on warseer info:

"May replace Bolt Pistol with Bolter, Plasma Pistol, Storm Shield."

I'm thinking that most strong Space Wolves lists won't go overboard on a handful of strong models.

 

Grey Hunters are the best infantry available to Imperial players. I'd say three to four units in pod/rhino should be mandatory in 1500 points.

 

Blood Claws should be there for fluff reasons, and they are handy in an assault or when you need a bunch of warm bodies to soak up wounds. Throw in a Rune Priest with stormcaller to give them protection from AP3/2 weapons. 15 boys will last a long time.

 

My preference is for bikes and jump packs in the fast attack selection. I know people like wolves, but for my points I'd rather take something that can shrug off a bolter shot. Besides my Wolf Lord rides a bike, so he needs some like minded wannabe motorcycle gang members to ride with. I am going to make a jump pack Battle Leader to accompany my Sky Claws, frost blade, bolt pistol, belt of russ and saga of the beastslayer will be his equipment. In the continuity of my army he'll be the Battle Leader that in one tournament charged and cut down a toughness 7 Carnifex.

 

I really don't think power gamers will take to Space Wolves. There are no obvious abusive aspects to our lists. Storm shields are correctly priced for us, as they are not for normal Space Marines.

Honestly, I don't think there's anything truly abusive about the SW list. The things I see that are very good in this list:

- Skyclaws. 18 point assault marines with berserker charge? YES PLEASE. Sign me up for a lot...except for:

- Thunderwolf Riders. These guys have better stats than WGBLs at significantly less cost. Four attacks, 2CCW, rending. They don't NEED ANY UPGRADES. Add some cheap stuff for wound allocation abuse and call it quits. It's all you need.

- Wolf Packs: Cheap bulk for marines, hit as hard in CC as a grey hunter, and assault more rapidly. This is honestly diminishing in usefulness in my eyes the more I think about just what Thunderwolf Riders do.

 

The problem with the T-Wolf riders is that they need cover. What do we have that's big and threatening to cover thunderwolf riders advancing?

 

Land Raiders!

 

That also solves our problem of pisspoor ranged anti-tank. Put some scoring units in the raiders (Grey Hunters optimal) and we've got a pretty decent holding force, and something for the wolves to advance behind.

 

JOTWW isn't worth the cost. You'll have to take a second power on at least three of the priests, and Njal costs more than one of said Land Raiders.

 

You take your four wolf priests. I'm taking three land raiders, let's see how yours fares.

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