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Overkill?


jjfelber

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This unit would be super expensive somewhere in the upwords of 600pts.

 

9 WG all with a pair of Wolfclaws

1 Wolf Priest with Wolfclaws

in a Droppod.

 

So this unit has 40+ attacks in the first round of combat, whether charged or not, Reroll failed hits(preferred enemy), Reroll failed wounds (Wolf Claws), No armor saves allowed, They are fearless, they can do a sweeping advance. All of this dropped right near the enemy.

 

Now you can add your own flare, maybe some guns, maybe some power fists or Thunder Hammers.

 

What could possibly stand a chance? But that is why I am curious if this is overkill or maybe to many points that will just get shot up right away.

If you combine this unit with some more droppods and scouts from behind who knows....

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Effective yes, worth the points? Not by a long shot, especially in a drop pod. Nothing like landing, then soaking an asanine amount of fire, or being charged by I5 and higher units.

 

Anything with I5 or higher will put the hurt on, any army with decent shooting will rip the unit apart. Those Wolf guard will fall to the ground just as easy as a Grey hunter, and the Grey hunter costs 1/3 the points. You're better off dropping 3 full strength grey hunter units in pods for about the same, they can shoot, and hold their own in combat, and if you lose a unit, or a few in each, it's not so bad, there's a reason you took 10. Give the Grey Hunters a banner, in the round they use it. It's safe to say it's better than preferred enemy. Reroll 1s is tasty... offensive, and defensive.

 

 

It's just far too costly.

 

Try just one wolf claw, you lose 1 attack, save a bunch of points. Toss a combi-weapon in there, a combi-plasma maybe, and you just saved yourself 90 points, and gave yourself something to do when you land, like annihilate a power armored marine squad.

 

Also, Wolf Priests cannot take wolf claws.

 

 

The unit would also fall apart against any walker.

 

 

 

Variation! Don't give all your wolf guard the same equipment. Mix it up, it will be cheaper and more effective.

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1 Wolf Priest with Wolfclaws

I suggest checking your codex again

What could possibly stand a chance?.

any tank with a higher AV than 10?

a Demolisher/vindicator?

 

Come on guys, I don't sit here on the forums with my codex. I'm at work. Just work with me here, is the unit feasible if you added some special weapons, you get where I am coming from. an explanation would be nice.

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Effective yes, worth the points? Not by a long shot, especially in a drop pod. Nothing like landing, then soaking an asanine amount of fire, or being charged by I5 and higher units.

 

Anything with I5 or higher will put the hurt on, any army with decent shooting will rip the unit apart. Those Wolf guard will fall to the ground just as easy as a Grey hunter, and the Grey hunter costs 1/3 the points. You're better off dropping 3 full strength grey hunter units in pods for about the same, they can shoot, and hold their own in combat, and if you lose a unit, or a few in each, it's not so bad, there's a reason you took 10. Give the Grey Hunters a banner, in the round they use it. It's safe to say it's better than preferred enemy. Reroll 1s is tasty... offensive, and defensive.

 

 

It's just far too costly.

 

Try just one wolf claw, you lose 1 attack, save a bunch of points. Toss a combi-weapon in there, a combi-plasma maybe, and you just saved yourself 90 points, and gave yourself something to do when you land, like annihilate a power armored marine squad.

 

Also, Wolf Priests cannot take wolf claws.

 

 

The unit would also fall apart against any walker.

 

 

 

Variation! Don't give all your wolf guard the same equipment. Mix it up, it will be cheaper and more effective.

 

 

Thank you, thats all I needed to know.

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So say 560 Points that is 26genestealers with Toxin Sacs and Feeder tendrils, but just to demonstrate, 8Stealers with feeder tendrils and scuttlers (the setup i tend to use.)

 

And they have fleet so i am going to let them charge, (aswell as beeing 400Points less), 24Attacks 16hits before rerolls, then with rerolls its 20hits, 3.4rends, aswell as 6.6standard saves for a total of 5.6dead marines, (and the stealers have allready made their points back) now say you pass the LD test for CC, now that 5 of them is dead you are getting 16attacks 12hits (after rerolls aswell as 9dead stealers so you won but lost half the squad.

 

Now they are also so freaking overkill run 4 of them aswell as a priest, say vs a tactical squad:

 

16attacks 12 hits 9wounds, and then the priest 4attacks, 3hits 1.5wounds so the whole squad is dead and you should lose about 0.7of your own numbers.

 

The idea is good but its to much of an overkill, (why would you need to be able to knock down 17standard terminators on the charge or 8 with SS/TH?)

 

As i mentioned i might be running them as 4+WL with the same equipment.

 

a combo that should kill 12 T4 WS4 or 5 on the charge or Counter charge.

 

And it isnt so dang expensive.

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