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Best use for Grey Hunters?


White Hunter

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From as low as 1000pts I use 5 units of 6 GH with flamer and MotW in las razorbacks. Either drop one GH and add in a HQ to a unit like a basic rune or wolf priest and your set for 1000pts ;) Higher games i add a unit of claws in a rhino with HQ and then what ever else is needed.

Im personally going to not take WG in my GH packs simply to get the second spc. weap. We are one of the only armies marine-wise to be able to do it.

 

That extra Ld and extra Attack from a WG is a great thing, but the extra melta gun to me is like adding a Power Fist with its armour hitting potential.

 

For the 2x Plasma Gun packs, Ill use a Power Weapon since they sit back and double-tap rapid fire and make use of "Bolter Shock" tactics when holding objectives.

 

And most likely a Power Weapon will be used with the 2x Flamer packs as well.

 

I always (9 times out of 10) use Rhinos, so the MEch advantage is there. Im not big on foot slogging armies at the moment. Podding might be in the future as well.

 

For an Apoc. army Im looking at a minimum of 10 GH packs.

 

But for regular games of around 1500-2000 pts 3-4 Packs (2 melta packs and 2 plasma packs), and a minimum of two Long Fang packs.

 

HtH, Armour, Infantry, and a bit of long range are all handled when everyone works together.

 

BC's, I just don't see them making into my army unless they are a huge 15 strong pack. I sort of see them now as Codex Scouts, or Necron Scarabs. They are there to cause havoc and tie up problematic enemy units.

I am looking at them this way lately:

 

1. 5, PG, Las/Plas Rzr back...165pts (low point objective holder, can take a PA HQ or Wolf Guard. Anti tank/MC unit. Can move on board and be effective. Mech advantages. 4 S7 AP2 and Las cannon shot at close range).

 

2. 5, MG, Assault Cannon Rzr back...160 pts (low point mid range objective taker and holder. Anti mech close range, Anti MC at 18-30", decent out put versus horde. A SB would make sense hear points allowing).

 

3. 10, 2PG, attached Rune Priest with Living Lightening, attached Wolf Gaurd with TDA and Cyclone/PF. (Mini devastator squad can move and shoot cyclone and d6 S7 shots. Good fire power at any range. 12 man unit with 13 wounds to hold objectives in mid to back field). 160pts plus attached WG & HQ.

 

4. 10, 2MG, MoW, Powr Wpn, Death Wind Drop Pod (Takes the place of a Drop Pod Dred, as elite slots are at a premium. Also a troop choice, thus able to hold objectives. Good tank hunting, CC charge, etc. Can't be killed by one MG shot like a dred. DW forces most opponents to deal with Drop Pod as well as squad. Able to manipulate fire lanes close assault avenues, etc. .)...240pts.

 

Funner builds, not yet tried.

 

5. 5, Flamer, Heavy Flamer Rzr back with storm bolter, with attached WG with wolf claw, combi flamer, melta bomb.......150 pts plus wolf guard. (Kills all the little gribblies, low point, sacrificial unit that if not dealt with can cause massive damage. Also a good unit to protect Bjorn if you use him and take on flanking units, as most are low armored and may struggle versus vehicles. Being a troop unit give you valued redundancy for objective holding).

 

All around stand alone unit:

 

6. 10, Flamer, MG, Mark of Wulfen, Pwr wpn, rhino, extra storm bolter, Krak missile..... 240pts ( Can pretty much take on anything fairly well. Krak missile is to preference, most won't take them due to one shot...but when they do down something! Extra Storm Bolter adds to bolter saturation. Solid all around unit, mostly self sufficient unit).

 

Odd Units I have tried with Codex Chaos Space Marines and would like to try with SW:

 

7. 5 with special Wpn...75, 80, or 85 points. I ran six of these with 2 each of special wpns, with icons, backed up by deamons for numbers. It was a saturation effect. When assaulting them, they crumbled leaving vasty more costly enemy units open to sustained fire from oblits, etc. The same could be done with SW and Fenrisian wolves....5 with plasma gun, 5 wolves....125 points. Now you can not run as many units as CSM's, but the plain SW is more valuable than most troop choices, IMO.....for 5 with Plasma gun and 10 wolves your only looking at 165pts. This nets you medium tank hunting, medium MC shooting ability, krak bombs for TH hunting, and 45 S4 attacks on the charge. Assuming some HQ has Saga of the Wolf..30 of those come at I5.

 

The biggest problem I am having with the codex right now is making up my mind, getting off the boards, and getting to building and painting!!!

 

my two fangs,

 

BDS

6 Grey Hunters+ Flamer+ TLLC Razorback = 165pts.

 

6x 165= 990pts.

 

Howre you fitting in an HQ at 1k?

 

You probably caught this by now, buthe said FIVE units of SIX...to that would leave him bout 175ots.

 

BDS

Actually, I hadnt. But the world is alot clearer now.. .thanks.

For my Assault Units I am changing my preference. I didnt realize that the WG can get a PF for 5 points cheaper than a GH.

 

So you actually save two points, Yea I only have 1 Melta Gun now, but I also got a higher Ldr ship and another PF attack. Jobs a good un.

 

I have also been thinking it may not be worth it to have a PF on a Duel Plasma Squad. It may be better to keep it cheaper instead.

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