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Long Fangs in the White Dwarf


Hialmar

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Not a wolf player yet although I have been thinking that the new models look so nice I might be forced to pick up a small force just to paint up some of them. I had a question however regarding the make-up of the Long Fangs. Did anyone else notice that the Long Fangs in this month's White Dwarf Battle Report had 5 Heavy Weapons in addition to the Wolf Guard Terminator with the Assault Cannon that joined them? Was this an error or is this something the wolves can do?
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Thats part of the win in the new codex. Space Wolves can take 5 heavy AND a special weapon for the pack leader making for a pretty hard hitting unit. Add a Wolf Guard in terminator armor with storm bolter and cyclone missle launcher and you are good to go. And for the final trick.... Add Logan Grimnar in a drop pod and you have exactly the capacity of the pod. And make them relentless so they can fire the turn they drop in. And add the fact that long fang heavy weapons are cheaper than codex marines and you have probably the dirtiest unit so far.
Considering theyre the only reall source of infantry heavy support in our entire army they darn well better be playable. Ive been tired of hearing about peoples complaints on long fangs for five years, and its about time people saw the upsides.
Considering theyre the only reall source of infantry heavy support in our entire army they darn well better be playable. Ive been tired of hearing about peoples complaints on long fangs for five years, and its about time people saw the upsides.

Hehe. Long Fangs just became "worth it" enough for me to field them. I'm looking at two units of 6 or so, with a smattering of heavy weapons (3 Heavy Bolters, 3 Missile Launchers, 2 Plasma Cannons, 2 Lascannon) with a heavy bolter razorback for each.

 

And if you'll recall, I was one of the most vocal (around here) critics of this unit.

 

With the decreased cost of transports and the decrease in cost for the Fangs themselves, they've become my preferred method of bringing heavy weapons to the field (because I personally have a great distaste for Predators for some reason)

Long Fangs will definitely be seeing much more use, especially with razorbacks for me, because that fluff is highly evocative. "Weapons depots"

 

I enjoyed reading that bit of fluff as well, makes me want to model a new Razorback with the rear door open showing off its heavy cargo. As for fielding the new Long fangs I've gone for 4 heavy Bolters and a Lascannon which comes in at 135 points. I'm tempted to add a basic Wolf guard to the unit too if I find room in larger games.

I'm not sure about adding WG to LF squads, mainly because I want to have 10 in my army so I can have 2 with heavy weapons.

 

First I thought, heavy weapons, but they're pretty expensive on a WG and aren't anything the squad can't do, plus they're better in GH squads who can take advantage of move and shoot.

 

Then I thought, ablative wound? But they're 18pts minimum, and a LF with a heavy bolter is only 20. Then I thought, close combat defence? Perhaps.. a WG with a fist isn't that expensive, and makes the long fangs a prickly target.

 

I think after all though, the only reason LFs are now a good pick is the dirt cheapness, and adding WG to them just ruins that.

Unfortunately, Logan dropping with a pack of Long Fangs, may seem like a good idea... however, Logan does not confer a special rule to the unit he's with when he enters play via reserves. He cannot act at the start of the turn, which is when he grants the ability to the unit he's with.

 

Regardless, Long fangs are amazingly effective for their point cost now, they have always been devistating, but far too costly.

 

I've always leaned towards the Missile Launchers, well rounded, good all-purpose, and pack enough punch to keep transports grounded.

 

With this new dex, I've ran with 15 missile launchers in 3 packs, and it works WONDERS! And it's dirt cheap. 158 with an ablative wolf guard... hard to beat, still under 200 with a razorback. 21 troops (15 heavy weapons), 3 tanks (3 more heavy weapons!), for less than 600 points!

 

 

 

They're a great pick, they're easy to kill, and adding a naked WG to the unit is a MUST, and makes wound allocation much nicer.

 

Let's not forget they get Counter-attack now, and bolt pistols, so in dire need, they can still move and pick off stray targets nearby.

 

 

 

 

 

 

 

I'd never live and die by longfangs, but they put so much fear into your enemy, and make them think twice about charging all of their transports straight ahead.

 

 

 

 

The game I played with the 3 longfang packs I played against fully mechanized Dark Eldar. It was a short... short game.

Long Fangs still aren't worth taking unless you put them in a Rhino and fire out of it.

 

Why for you say this? Seriously, they're AWESOME, whether sitting in the Rhino or not, and btw, firing out of the Rhino means making it open topped, which kind of obviates hiding in it in the first place.

 

I'm re-fielding this unit after a long time not playing them. The points cost drop made them totally worth it.

I think after all though, the only reason LFs are now a good pick is the dirt cheapness, and adding WG to them just ruins that.

 

In a list I am running at 1750, I wanted a HF for a GH squad but had no place to put a 5th WG to get it, then I looked at the LF unit and it was a no brainer. If you got the points 33 points gets you a 2+ save and a 5+ invol plus a PW to fend off any pesky infiltrators.

 

Anyone else notice that the Fen Wolves are at the perfect height to shoot over w/o view issues, but can provide a cover save to the Long Fangs. I know that it maybe too much cheese to digest for some but at a indy GT, it's anything goes and this goes very well.

Why for you say this? Seriously, they're AWESOME, whether sitting in the Rhino or not, and btw, firing out of the Rhino means making it open topped, which kind of obviates hiding in it in the first place.

 

LOL sorry just had to laugh at this... Just love it when people are couple editions behind got a friend that still says any ven SW Dread can be a HQ and that they still have true grit.

 

Anyhow got to correct you man so your not hurting yourself anymore... the whole opend toped thing for rhinos was done away with; since in most cases they are used by marines that have like armor as the side of a rhino so they dont count as open toped. The old DH or Sister units with guard in them still might have this rule but I would check it up to see if it is there or not.

 

BTW this is not ment to hurt your feelings; kinda sick right now and wording with me is allways bad.

They're a great pick, they're easy to kill, and adding a naked WG to the unit is a MUST, and makes wound allocation much nicer.

 

Could you expand on that? I don't think I understand the advantage when you're only saving a model 2pts more expensive... unless you're using termie armour to suck up non ap wounds? Still catching up with 5th ed rules.

Well the thing is... lets say youve got a unit of plaguemarines rapid firing on them *OMG!*

 

You get about 13 hits from bolters, and say 7 wounds... on five LFs w/ WG attached. You also sadly get 2 Plasma wounds-

 

Both the Plasma wounds go on the valiant WG, while the LFs attempt to save the bolter wounds.... and then wipe out the PM squad with their plasmacannons.

 

See?

I'm leaning towards a Long Fang Pack with 2x Lascannons, 3x Heavy Bolters riding around in a TLHB Razorback.

 

Can someone clarify why adding a WG as an ablative wound is better than the cc/bp 6th Long Fang that you can get in your squad? Just to avoid losing Fire Control? I mean...15 pts is less than 18 pts after all.

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