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Wolf Guard Jump Packs


Skald_Thorgrimm

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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)

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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.

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.

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.

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.

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?

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.

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.

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!

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