Skald_Thorgrimm Posted October 4, 2009 Share Posted October 4, 2009 I'm looking at the new codex and thinking about what units to take. I notice that Wolf Guard have the option to take jump packs but not to join Skyclaw packs. Arguably this is an error or ommission on GW's part and there will be an errata forthcoming, but that has been discussed elsewhere. What I have had difficulty finding discussed is the option of fielding an entire unit of wolf guard with jump packs, akin to the vanguard veterans unit in the main space marine codex. According to the fluff, wolf guard are expected to use whatever wargear they feel most proficient with, so it's probably not unheard of for particularly valourous skyclaws to continue to use their jump packs after earning wolf guard status. The question is- is it worth it? The wolf guard would be more expensive: 430 points for 10 men with jump packs and default equipment compared to 325 for the vanguard veterans with the same equipment. But then the wolf guard have better ranged weapon options: a combi-weapon or two could easily soften up whatever they're going for. I suppose that is what I'm driving at, what could you do with such a unit? (Also, it's still elite in the Space Wolf list, rather than fast attack) Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/ Share on other sites More sharing options...
Hfran Morkai Posted October 4, 2009 Share Posted October 4, 2009 Huge apocalypse scale planetstrike games you could put the willies up someone by them thinking they are mere sky claws until they unleash a wave of close combat nastiness. I don't see much use for them except for apocalypse battles and even then prefferably planetstrike so they don't get shot up before tey cause some pain. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136419 Share on other sites More sharing options...
Firenze Posted October 4, 2009 Share Posted October 4, 2009 This is a little tough. WG should really be used to help your units really. I do admit though, a massive squad of jump packing WG with WC will scare the living **** out of me. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136498 Share on other sites More sharing options...
whitewolfmxc Posted October 4, 2009 Share Posted October 4, 2009 Well wolf guards cant charge on the turn they arrive unlike vanguard , so id say its not worth it lol Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136511 Share on other sites More sharing options...
Firenze Posted October 4, 2009 Share Posted October 4, 2009 Well wolf guards cant charge on the turn they arrive unlike vanguard , so id say its not worth it lol Who said they had to Deep Strike? Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136515 Share on other sites More sharing options...
whitewolfmxc Posted October 4, 2009 Share Posted October 4, 2009 Id only assume lol since the OP is comparing with vanguard that most of the time will be deep striking or they will die fast with high point lost , same goes for wolf guards Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136639 Share on other sites More sharing options...
Lord Ragnarok Posted October 4, 2009 Share Posted October 4, 2009 One thing vanguard can't do though is take combi weapons. Anyways sounds too expensive versus other options(unless for fun) Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136654 Share on other sites More sharing options...
littlbitz Posted October 4, 2009 Share Posted October 4, 2009 Yeah, it would be great for a themed list, or some Apoc. games, but for Tournament play? way too many points. You could take ten frothing BloodClaws with Jump packs, and stick a Wolfpriest with a Jump pack with them and still save something like 125 points left over. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136694 Share on other sites More sharing options...
Firenze Posted October 4, 2009 Share Posted October 4, 2009 Id take the SCs still. I tried em and they are lethal. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136702 Share on other sites More sharing options...
Skald_Thorgrimm Posted October 4, 2009 Author Share Posted October 4, 2009 Id only assume lol since the OP is comparing with vanguard that most of the time will be deep striking or they will die fast with high point lost , same goes for wolf guards I wasn't necessarily assuming that I would deep strike them but, as you say, I'd fear for their survivability closing in to fight otherwise. This just doesn't seem to be an efficient use of either the points or an elites slot. I couldn't think of a time when a jump pack-equipped unit of wolf guard would be useful, or useful enough to justify the expense, and it seem it's not just me. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136734 Share on other sites More sharing options...
utilityzero Posted October 4, 2009 Share Posted October 4, 2009 i didn't notice the inability to attach WG to SC packs... that sort of ruined my day, thanks... i might have to substitute a WGBL or a priest now. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136869 Share on other sites More sharing options...
rodgers37 Posted October 4, 2009 Share Posted October 4, 2009 My friend wants me to have a 930 point unit.... 10 wolf guard all with Thunder hammers, Storm Sheilds, and Jemp packs.....they would fail (well they probably wouldn't do 930pts of damage.....) Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136910 Share on other sites More sharing options...
Brother Oden Posted October 4, 2009 Share Posted October 4, 2009 where does it say a WG cant join a SC? Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136940 Share on other sites More sharing options...
utilityzero Posted October 4, 2009 Share Posted October 4, 2009 your friend isn't alone... i want you to have that unit... why not power weapons instead of thunderhammers though? lots of axes would look better to me. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136945 Share on other sites More sharing options...
Valerian Posted October 4, 2009 Share Posted October 4, 2009 where does it say a WG cant join a SC? In the Wolf Guard section of the army list is a box that lists the units that Wolf Guard can join; SkyClaws packs aren't in that list. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136959 Share on other sites More sharing options...
Leman Of The Russ Posted October 4, 2009 Share Posted October 4, 2009 An Errata will be forthcoming most likely. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136967 Share on other sites More sharing options...
Skald_Thorgrimm Posted October 4, 2009 Author Share Posted October 4, 2009 where does it say a WG cant join a SC? Codex: Space Wolves, p86. It's under the Pack Leaders rule, second sentence: "Before the battle, each Wolf Guard has the option of being split off from his pack and assigned to lead a different pack from the following list: Blood Claws, Swiftclaw Bike Packs, Grey Hunters, Wolf Scouts, Long Fangs." It doesn't say Skyclaw Assault Pack, so they can't join them. It's also why some people suspect that it was a typo and will be corrected in the errata. It's an omission, not a specific prohibition, but the rules as written do not allow Wolf Guard to lead Skyclaw Assault Packs. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136969 Share on other sites More sharing options...
Wolf Guard Dan Posted October 4, 2009 Share Posted October 4, 2009 Man, those Wolf Guard must have done something really bad to piss their wolf lord off enough to command them to strap on jump packs like some scoundrel blood claws. I hope that errata fixes that problem. Otherwise it will fall to my Wolf Priest to lead that sky claw pack. You know, he just wants to rehabilitate them and help realize they should fight on foot, like russ intended. Also, why doesn't Lukas have the ability to use a jump pack for an upgrade? Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2136995 Share on other sites More sharing options...
Lord Rao Posted October 4, 2009 Share Posted October 4, 2009 Te fluff of the Skyclaws (and i was very surprised to read this) actually states that it's almost an insult to be handed a jump pack to assault the enemy with - even for lowly Blood Claws! Hence, that may be a good reason why the WG woudln't be seen dead joining a Skyclaw unit, and why thay cannot (or will not) lead such units. Anyway, I think you need somehting a little more substantial than a mere WG to lead Skyclaws - a Wolf Priest does admirably well, and then you don't really need a WG in addition. As to the OP's question: no, I don't think WG in JPs are worth it... by a mile. If you want them to be better at fast assaults simply DP them, or give them a transport (preferably the LRC, of course). In fact, a LR costs about the same as those 10 JPs, and I think we all know which is the safer bet. Stick in Ragnar if you're feeling really nasty, and watch the fireworks. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2137176 Share on other sites More sharing options...
Imperialis_Dominatus Posted October 5, 2009 Share Posted October 5, 2009 I was bothered by how many units had the option of jump packs in the Codex. So much for the heritage of Russ, let's all go fly kites. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2137997 Share on other sites More sharing options...
Hfran Morkai Posted October 5, 2009 Share Posted October 5, 2009 I was bothered by how many units had the option of jump packs in the Codex. So much for the heritage of Russ, let's all go fly kites. Apparently that was retcon stuff in the third edition codex. In the first we had no problems or so I was told. But reading the Sky Claw fluff these guys are insane (even for a Blood Claw) and are reckless. They steal thunderhawks and race them! Wolf Guard would rather fight by themselves if they HAD to be issued with jump packs. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2138035 Share on other sites More sharing options...
spectre312 Posted October 5, 2009 Share Posted October 5, 2009 I don't know who is throwing out all this nonsense about there never being a wolfguard that would throw on a jump pack and let the inner bloodclaw out. Back when we still had our 3rd ed codex in 5th, I regularly stuck a small bloodclaw jumppack (hey, they weren't skyclaws then:P) with a WG with a thunder hammer on the table. In one game that wolf guard personally dropped 3 dark eldar hover tanks with the big evil death cannon thing, and sweeping advanced two infantry squads when they charged him. I would gladly put that unit back on the table, just for my great companies fluff :D Actually, now that I bring that up, and wg can't be attached to skyclaws, I could totally use arjacs stats as that guy with another name >.< Thanks for the inadvertent idea Skald! I owe you one! Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2138117 Share on other sites More sharing options...
Grey Mage Posted October 5, 2009 Share Posted October 5, 2009 The Brothers Hunnin and Munnin will be the only two WG of their squad ran in a pack, with SS+WC and FB+SS. Should be good family fun. Link to comment https://bolterandchainsword.com/topic/180438-wolf-guard-jump-packs/#findComment-2138471 Share on other sites More sharing options...
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