pchappel Posted October 5, 2009 Share Posted October 5, 2009 Am I doing the math correctly and the cost of the Wolf Guard with powered armor and Wolf Claws (pair) is the same as the Wolf Guard in TDA with the paired Wolf Claws? Seems a bit expensive, or am I missing something here? Trying to throw together my first lists with the new codex, and going to be a bit annoyed of the conversions I did for the powered armor WG end up being as expensive as the Terminator armored ones... Ah well, I guess 48 points for a "Vet SGT" is not too horrible... Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/ Share on other sites More sharing options...
Hfran Morkai Posted October 5, 2009 Share Posted October 5, 2009 Well the TDA wolf Guard cannot embark in a rhino or razorback and will take up to spaces in any other transport. So you need to decide if using two spaces or footslogging is worth that 2+ save Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/#findComment-2137665 Share on other sites More sharing options...
Brother Grius Posted October 5, 2009 Share Posted October 5, 2009 This is more or less it. I find that Wolf Guard work best for me when everyone in the squad has the same type of armour. It maximizes my transport options to keep from mixing TDA and PA. 48 points is still cheaper than a Space Marine Vanguard Veteran with two Lightning Claws, and the higher cost for Terminators is to offset how inexpensive it is to have TDA and Power Weapon. It's a good deal either way. Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/#findComment-2137677 Share on other sites More sharing options...
rodgers37 Posted October 5, 2009 Share Posted October 5, 2009 well wolf guard in power armour, with TH/SS costs 5 more pionts for 5 than when in TDA..... Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/#findComment-2137856 Share on other sites More sharing options...
fjugin Posted October 5, 2009 Share Posted October 5, 2009 Well the TDA wolf Guard cannot embark in a rhino or razorback and will take up to spaces in any other transport. So you need to decide if using two spaces or footslogging is worth that 2+ save A terminator also cannot make sweeping advances. Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/#findComment-2138033 Share on other sites More sharing options...
Hfran Morkai Posted October 5, 2009 Share Posted October 5, 2009 Well the TDA wolf Guard cannot embark in a rhino or razorback and will take up to spaces in any other transport. So you need to decide if using two spaces or footslogging is worth that 2+ save A terminator also cannot make sweeping advances. Very good point. So if you're keen on catching that filthy fleeing unit you can't. Of course it doesn't prevent you gunning them down but that unit's turn would effectively be wasted hunting an already hurt unit. Link to comment https://bolterandchainsword.com/topic/180551-wolf-guard-math/#findComment-2138037 Share on other sites More sharing options...
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