Corpse. Posted September 19, 2009 Share Posted September 19, 2009 Discussion of performance and what to put together. Whats worthwhile and what can be used in the same place, for the same situations for better cost. Just to sleek things out a bit, I've poked around and read up on peoples views of Wolveri-err Logan. (Pun) Logan, costing 275 and viable choice to put him in a list to base off of is ideally 1250+ with 1250 being the bare bones minimum. Wolf Guard. Storm Bolter units, costing 4 points less then a gray knight (lacking their melee of course) and fires similarly to a noise marine on the move. However add in the cost of logan, and noise marines standing still for extra shots and you can feel short. Add in every 5th wolf guard to a terminator suit and bring down some assault cannons and you can feel at ease with the additional firepower. Add in a rhino with extra storm bolter (even though with a termi suit they cannot be transported) you pay for 2 more marines and a wall to help gain 4+ cover saves when possible. Wolf guard terminators, add in one or two storm shields to larger units and allocate those lone high AP shots they often attract to the 3+ storm shield. Powerful combinations include as many troop choices as possible being taken by wolf guard terminators, maxxing out on cyclone missile launchers for balance with a storm shield and chainfist on the cyclone launcher model. Power weapons not entirely needed, as the terminator is quite cheap for its worth and considering counter attack+water style fighting (in my sig under elements) it can be a very strategic unit. Elsewhere that I just read, that wolf claws are better then frostblades for T5 and below creatures, unconfirmed on my end. Drop pod combi-weapon units. Easy to gain a sleek advantage with 60 combi-plasma models bearing down on the foe in larger games. Various units can be combined, or add in storm bolters (you can replace both pistol and ccw for either and both guns!) for a somewhat abusive firepower advantage. Using vehicles to block line of sight where possible, and using drop pods to ensure you use your combi weapons to great effect. (Sternguard have their special ammo, but cost more) Other perks, is taking 4 Jaws of the World Wolf, taking separate secondary powers to ensure you can have all 4. Roughly 500 points are laid aside for the 4 characters depending on what you want so the ideal points cost is 1500+ for all 4. Their anti-psyker abilities stack as well, giving you a severe advantage. Add in the anti-deep strike bubble, and other various powers and you will force your opponent to take you on under basic circumstances. (Stand and shoot being the worst, and you can snipe units still with WWjaws) Dreadnoughts come with assault cannons, and wolftooth neckalaces to attack like their superior bretheren in melee. Canis wolfborn+60 wolves costs 665 points, and is superior to any gaunt army out there! Plus a nice stray from a power armored force in the same army. Take 3 lone wolves, sit them in the corner behind a cheap vehicle keeping them there and out of sight. Sagas of Majesty and of the Bear are the most worthwhile. The bear, savoring wounds from powerfists (the bane of all characters) is no longer a weakness and is a character that can be hidden inside units. Like a daemon prince that has the independant character rule. The majesty saga, is like an area effect icon of undivided, a very noteworthy ability considering ATSKNF rule applies. Allies: Ragnar Blackmane+Sister Repentia (oh very big ouch here!) Or Logan if you prefer. (I cant come up with any others, little help in this spot maybe) Any others you fellas can find please post it here. Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/ Share on other sites More sharing options...
Vanger Posted September 19, 2009 Share Posted September 19, 2009 Just to sleek things out a bit, I've poked around and read up on peoples views of Wolveri-err Logan. (Pun) If you try to be funny, do your research. Logan has no similarities with Wolverine; A Lone Wolf with twin Wolf Claws does have more. Wolf Guard.Storm Bolter units, costing 4 points less then a gray knight (lacking their melee of course) and fires similarly to a noise marine on the move. However add in the cost of logan, and noise marines standing still for extra shots and you can feel short. Add in every 5th wolf guard to a terminator suit and bring down some assault cannons and you can feel at ease with the additional firepower. Add in a rhino with extra storm bolter (even though with a termi suit they cannot be transported) you pay for 2 more marines and a wall to help gain 4+ cover saves when possible. Comparing the WG to GKs or even NMs isn't very good as those two units fill other roles in their respective armies and they have other units to support them and cover their weaknesses. Not to mention, you forgot to mention that WG are not Fearless and that there are substantial differences between the CC potential of a WG and that of a NM. Wolf guard terminators, add in one or two storm shields to larger units and allocate those lone high AP shots they often attract to the 3+ storm shield. Powerful combinations include as many troop choices as possible being taken by wolf guard terminators, maxxing out on cyclone missile launchers for balance with a storm shield and chainfist on the cyclone launcher model. Power weapons not entirely needed, as the terminator is quite cheap for its worth and considering counter attack+water style fighting (in my sig under elements) it can be a very strategic unit. Elsewhere that I just read, that wolf claws are better then frostblades for T5 and below creatures, unconfirmed on my end. Have you added up the point cost for a WG unit you are describing? They easily become more expensive then a DA terminator squad (The only terminator unit that can have similar wargear selection.) Not commenting on your "water style" in this thread. Drop pod combi-weapon units. Easy to gain a sleek advantage with 60 combi-plasma models bearing down on the foe in larger games. Various units can be combined, or add in storm bolters (you can replace both pistol and ccw for either and both guns!) for a somewhat abusive firepower advantage. Using vehicles to block line of sight where possible, and using drop pods to ensure you use your combi weapons to great effect. (Sternguard have their special ammo, but cost more) Abusive fire power advantage? They still can fire only 1 weapon in a turn, they have no CC potential at all agains everything else then GEq units. Also once their opening salvo is endured by the opponent they have nothing to show up, where a Sternguard unit still has its uses because of their special ammo. And last but not least there is already a thread with the same idea (Logan+60 combi-bolter WG) and a lot of ppl have stated that this army setup is very easy to beat. 1 you can't place Logan in any of the DPs; 2 DP arrival is very random; 3 they confer easy KP to the enemy which in a competitve setting is a major drawback. Other perks, is taking 4 Jaws of the World Wolf, taking separate secondary powers to ensure you can have all 4. Roughly 500 points are laid aside for the 4 characters depending on what you want so the ideal points cost is 1500+ for all 4. Their anti-psyker abilities stack as well, giving you a severe advantage. Add in the anti-deep strike bubble, and other various powers and you will force your opponent to take you on under basic circumstances. (Stand and shoot being the worst, and you can snipe units still with WWjaws) We had Dual Lash, but will we have Quatro Jaws? Even if it sounds downright horrible in every way, I don't think that would be the best idea. Also i don't see how "anti-psyker abilities stack as well". Afaik runic weapons work like a psy-hoods. So you can't roll multiple times to negate the same power used. Canis wolfborn+60 wolves costs 665 points, and is superior to any gaunt army out there! Plus a nice stray from a power armored force in the same army. Congratulations on putting together an army with no scoring units in it! Take 3 lone wolves, sit them in the corner behind a cheap vehicle keeping them there and out of sight. And with this you fortfeit the use of Wolf Guards (if you don't use Logan), Dreadnoughts and Wolf Scouts. Don't hink that's the way to go. Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2117553 Share on other sites More sharing options...
Brother Nicolas Posted September 19, 2009 Share Posted September 19, 2009 Little known and/or rarely seen combinations.????? Ok what I am seeing in this post is basicly somewhat the standard new cheese chances... were are these little known or rarely seen combinations? Rarely seen... well maybe for just a couple more days till all stores can have copies of the new codex for sale. I think I am confused on your post sorry. Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2117562 Share on other sites More sharing options...
DV8 Posted September 19, 2009 Share Posted September 19, 2009 Take 3 lone wolves, sit them in the corner behind a cheap vehicle keeping them there and out of sight. Not the way Lone Wolves work, if you're trying to deny KPs. The enemy gains nothing for killing them, and it is in your favor to have them dead by the end of the game. DV8 Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2117578 Share on other sites More sharing options...
zark Posted September 19, 2009 Share Posted September 19, 2009 How about a wolflord with saga of warrior born with jump pack and wolf claws. He joins a seraphim squad and charges in. He gets a bunch of kills and then hit and runs after opponents turn to jump a different squad with all his attacks. attach a wolf guard from a squad with cyclone to a long fang squad with logan in drop pod. Add the 5 missile launchers and cyclone and you have a walking long range super shooty unit (this has been stated weeks ago i think). A lone wolf with termi armor, storm shield and chainfist to run around and kill vehicles and monsters alike. Add 2 wolves for bullet catchers. have njal with a big pack of cheap wolves from fast attack for bullet catchers while he is blasting away with his powers. Use rhinos to tank shock units into a straight line so your 4 rune priests will have a better number of fools to make initiative tests with JOWW. Dont forget the unlimited range of the chain lightning power with d6 str 7 shots to compete with the long ranges of fire prisms and railheads. Have long range power, movement, and emergency hth with 5 greyhunters, razorback with your choice of weapon, meltagun and mark of wolfen. You can move and shoot. Jump out with melta. You can charge later with mark of wulfen that can really add the attacks in and possible take out vehicles and big monsters. To spend more points add a powerfist or wolfgaurd champ to the unit. I know there are other handy tricks to use besides these too. B) Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2117600 Share on other sites More sharing options...
Rokafort Stonewolf Posted September 19, 2009 Share Posted September 19, 2009 1. Hit and Run doesn't work that way. 2. Okay, but it's expensive for just some missiles. 3. Lone wolves are still a bit of a waste of an elite choice, but that could work. 4. That could work, but is a waste of the wolves imo. 5. There we go, now you're thinking. :o 6. Reasonable unit to me. Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2117649 Share on other sites More sharing options...
Corpse. Posted September 21, 2009 Author Share Posted September 21, 2009 Not really post-prop with this, and I mis-read on lone wolves. Drop Pods + Combi Weapons is a severe advantage, then when used - bully the enemy with storm bolter rounds and the krak+frag+2 attacks(3 on charge+counter attack) wolf guard for water style. Noise marine water style + GK water style (and various others, vanilla bikes) work differently, but are near same in water style tactics. 665 points for a character, and wolves that will attack and die so fast that they probably wont survive until turn 5 to begin with is the point. Sorry for not pointing that out, I figured people would toss in the remaining two troop choices and feel satisfied with that. Four world-wolf jaws is reasonable. I dont play space wolves (at least not actively, my two best friends own 70k pts+ total among both of them and I work with them on their armies/lists/painting). People who play mecha, necrons (to a point) and ranged firepower will destroy a force focussing 1/3rd and 1/4th of their points into characters. So I feel its ok, two wound I4 characters with initiative tests wont put a thorn in my side. Already facing it many times already, its all hype just like the AP3 hellguns and 9 leman russ guard armies. Have you added up the point cost for a WG unit you are describing? They easily become more expensive then a DA terminator squad (The only terminator unit that can have similar wargear selection.) Just quoted for one part. 10 WG termies, 2 cyclones, 2 chainfists, (forgot who I was putting the shields on, the shields on a different model) 2 storm shields = 450 You get 2 storm shields for the random 1 or 2 inv saves your forced to make from odd shots and allocate those to them for best results. You get 4 krak missiles, and for things you shoot with storm bolters you got 4 frag blasts. A dev unit thats part of them on the move, great multi-purpose unit. Spread among two, thats 225 a unit and thats fine even when most are power weapons. Average DA termi costs 43 points (no cost listed in DA codex, it just lists the points of the squad with no +#pts per model). Thats what a "certain" upgrade costs with a WG termi with no wargear difference between the comparison, with stubborn and counter attack+senses being the main difference. I'm aware that the closest one relating to Wolverine is perhaps some khorne berzerker totting twin claws and feel no pain+eternal warrior. Being funny is not my intent, really! Apologies if you took offense to that. Could fit Logan, 20 terminators, two drop pod combi-melta squads, some other units to balance to player preference and that makes an exellent water style list. Having 60-WG drop pod combi-squads of various guns can annihilate half an army then get stuck in with a few powerfists to slide. Having 210 pts for 10 storm bolters is very nice, and fearless is in the eye of the beholder having ATSKNF and Counter-Attack. I would persue a combi+storm bolter force just for the sake of destroying entire enemy ranks just with the combi's (since you sacrifice the pistol or CCW anyways for either gun), then stick with the storm bolters for the rest. Four bolter rounds is the rough equiv of a heavy bolter take the ap4 and +6" range(move 6"+24"=30") and +1 str when hurting toughness 8 and AV11/pen AV10 (move and assault tanks with krak grenades instead). I play NM water style, and have fooled with bike armies many times over including ork and eldar variations. (I still own the ork one) If you havent seen the codex yet, yes you can have quad jaws. Two free psychic powers per psyker, and you cant have the same combination (there's more then six powers). You actually can get away with having four within 420 points. Though people will be tempted to take more then that. Its a great power, and I would rather in fact have them waste those four shots then face the other powers especially with my daemon army.... One power in fact is worse then having two masters of the fleet (when it was legal). Imagine being able to set four psykers on the table and refuse me from deep striking within 24" of every one of them........... Thats legal. My daemon armies will be gathering dust for a while now unfortunately. Link to comment https://bolterandchainsword.com/topic/178968-space-wolves-perks/#findComment-2119009 Share on other sites More sharing options...
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