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kitting out the wolves


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after looking into the new white dwarf and stuff Ive been thinking of how i should kit out some of my stuff heres some basic ideas of what ive got but im not to sure i have no real idea on what to do for them.

 

Grey hunters: i don't know whether to run them into 9 or 10 squads so i can throw them into a rhino or drop pod. i was thinking either putting them in rhinos or footslogging and laying down suppressing fire for the blood claws and wolf guard. i will run at least two full strength packs

 

blood claws: since their ws and bs isn't the greatest i don't know whether i should throw in many weapons i was thinking maybe a power weapon and a wolf guard with something special to chuck in some nice cc attacks. i will run probably 1 15 man squad

 

scouts: i was going to chuck a 5 man squad in with a meltagun and maybe plasma pistol to take out and light tanks that i may encounter

 

long fangs: i was thinking of chucking in 2 missile launchers and 2 heavy bolters with a wolf guard with terminator Armour for wound allocation. i wanted to keep it low key but effective so not every pie plate in the game will be landing on them

 

wolf lord: terminator Armour with frost axe and a storm shield

 

wolf guard: i was going to chuck some in power Armour and give them something special to lead my packs. and a terminator retinue kitted out for my lord

 

this is just the basics i was gonna chuck in a rhino somewhere along with some skyclaws. its not really about super competitive but a fun army with character which can win on the occasion. there just some of my thoughts but i would love some advice of some veteran gamers

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Well as for your wolf lord....a bit of a problem there....terminator armor + frost blade is not possible...for some odd reason only power armor or runic armor wolf lords can use them....

 

As for the Long Fangs...why not adding the 5th heavy weapon? Your Long Fangs can have 5 heavys + leader + wolfguard...... but I'm pretty sure they'll get pretty much attention anyways...

I'm looking at running Grey Hunters in 9 man units with an attached IC or Wolf Guard in Rhinos. Drive up, pop smoke, pray, then unload and do my thing next turn if facing gunline. If facing CC, drive up, pop out, shoot em up, then stand by to receive charges.

 

My Blood Claws are getting a promotion to Grey Hunters and the occasional jump to WG (for Power Fist operators). The reduction in number of special CC weapons in conjunction with their point equity with Hunters has made the Claws lose their lustre.

 

I used scouts long ago, got tired of having them fail me, but might give them a second look this time around, despite their nerfs.

 

Long Fangs used to be a 13th Coy only unit for me, but now that they've gotten drastic point reductions and a minor squad size bump, I'll probably throw a squad together.

 

I won't run a Wolf Lord except in very specific circumstances. Rune Priests and Wolf Guard Battle Leaders are my HQ's d' jour due to their potency or efficiency.

 

I'm considering a WG termie pack, but likely my WG will just be relegated to pack leader duties due to point constraints (I typically play in the 1500-2000 point band, rarely hitting 'Ardboy levels)

 

And then, after a few months of playing this, I'll bust out a variation of my old triple Land Raider list for s***s and giggles.

GH: See my thread.

 

BC: See my original thread about why BC aren't worth it anymore unless it's a footslogging army. If it is, 15 with a WG.

 

Scouts: Works fine for me, I'd drop the pistol and get meltabombs. 10 men with 2 power weapons and a meltagun is cool too, and a WGL with m-bombs.

 

Fangs: That could work, I still haven't opti'd these very much.

 

Lord: Kickin', keep it cheap and keep it killy.

 

Wolf Guard: If you're running them as GH/BC leaders, combi-melta and power fist. You don't need more.

 

IMO, get rhinos for the whole lot of 'em, put the BCs in a LRC, and go to town with it.

I won't run a Wolf Lord except in very specific circumstances. Rune Priests and Wolf Guard Battle Leaders are my HQ's d' jour due to their potency or efficiency.

 

why not have the wolf lord for 30 pts more you get +1 WS,W,A and LD and the wargear is the same pts. I could understand if the wargear for the battle leader was a little bit cheaper but its not.

over a good few years iv come to the idea that my army need flexabilty in the actual figures,if you fight rgular oponents they get use to your capabiltys ,so be flexable when your asembling your squads ,most suggestions for squad load out are fine but allow your self some change to keep the baddies off guard so to speak will it be mech will it be pod will it be foot especialy with things like blood claws that can swamp the enermy

 

just my 2 pence worth

why not have the wolf lord for 30 pts more you get +1 WS,W,A and LD and the wargear is the same pts. I could understand if the wargear for the battle leader was a little bit cheaper but its not.

Because it's 30 more points. If I'm taking a Rune Priest it's for his psyker powers. If I'm taking a Wolf Guard Battle Leader it's because I need a cheap HQ to fulfill the mandatory "1 HQ" requirement and that's about it. Remember that in the last codex, I'm one of the guys who ran nothing but WGBL's with minimal kit (clocking in at 85 or 90 points each) and used my HQ's like squad sergeants. That 30 points is significant, especially when I'm only getting 1 wound, 1 attack, and one leadership from the deal (the WS point is hardly noticed as I'm running around with a wolf necklace most the time. Difference between WS 5 and WS 6? Not bloody much.)

 

30 points buys me most of a rhino or razorback, about half of a Thunderwolf Cavalry model or Land Speeder, or a heavy weapon for any terminators or another long fang with missile launcher.

i don't believe BC can take MotW, but it's sort of a toss up in my opinion. i don't bother with the math, but MotW seems like a reasonable substitute for a power weapon, so why not?

 

also, why the hate for BC? the two attacks on the charge i think make up for the relative loss of firepower, especially if you're loading them in a transport, and since i wouldn't be taking them for their shooting ability, i'm not too upset by the BS of 3, and a WS of 3 only makes them slightly less survivable, on the charge they should be killing more of their enemies, which should mean they wind up facing fewer attacks in return. against high initiative opponents that could be a problem, but i think they are worth the points. and if you're running a foot slogging army, they seem like a great idea with a maxed out squad.

 

my issue with them isn't so much the points or the WS/BS compared to grey hunters, it's that i'm not always going to be able to make sure they are getting the charge. even if they pass their ld test, they only get plus one attack.

 

all in all though, i think i am much more likely to take SC myself. their only draw back is points. i can't give them a WG as a squad leader, which means a WGBL most likely, or perhaps a priest. in either case, they need a 25 point jp, which with the 3 points you're paying per SC, adds up to way more than a rhino or a drop pod.

 

as for fangs, i'm thinking of taking two or three tank hunting weapons, then filling out the squad with heavy bolters as extra wounds.

 

6 fangs with 2 LC and 3 HB = 155

 

6 devs with 2 LC = 160

 

i am not yet sure if i should kill of the squad leader first, or the hb fangs. probably the hb in most cases. as long as the sl is alive, i can split fire and the hb aren't entirely useless while they are standing around waiting to jump infront of a bullet. you can also tack on a WGPL for 18 points, but i'd be tempted to give him a combi weapon or even just a SB just so he can shoot at something, though a termi with cyclone makes a nice addition as well.

the issue most folks (myself included) have with blood claws are hold overs from the last dex.

 

Used to be BC's cost 3-4 points less than GH and carried up to 3 power fists.

Now they cost the same and get only 1 fist (same as GH)

 

Their lower WS means the attacks back they receive will more often hit than if they were WS 4. Plus with their inability to fire bolt pistols unless chaperoned...

With GH being same cost and with better durability in CC and better ranged capability... why take Claws?

For a 10 man Skyclaw pack you're paying 30 points over the cost of a Blood Claw pack of the same size or less than the cost of a Rhino. If you add a Wolf Priest with jump pack that's another 125 points and admittedly he is dearer because of his jump pack.

 

9 Blood Claws plus Wolf Priest in a Rhino. 270 points

 

9 Skyclaws plus Wolf Priest with jump pack. 287 points

 

17 points isn't that much extra, and they have the advantage of never losing their mobility. Of course the advantage of a Rhino is that the squad inside is immune to strength 4 or less weapons (to the front and sides anyway) but they can't assault the full distance that jump pack troops can.

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