Jump to content

Wolf Guard in power armor weapons?


Wing_Knight

Recommended Posts

I am curious what everyone's thoughts are on what weapon load outs are best for our wolf guard leading our units? Specifically the grey hunters I tend to take a power fist and combi-melta or a power fist and combi-plas matching the special weapon in the squad what are your thoughts about this versus a storm bolter, or storm shield? What about Blood Claws, Swift Claws? What about Long Fangs? Does anyone even take them in their long fangs without terminator armor?
Link to comment
https://bolterandchainsword.com/topic/181745-wolf-guard-in-power-armor-weapons/
Share on other sites

PF/TH/CF + Combiweapon, or WC+Combiweapon seems like a good choice if your willing to throw down the points for it.

 

2x WC isnt a bad option either for that matter, if a bit expensive.

 

TDA+ the above is great for footsloggers, or small model DP lists *Im toying with some lists in this direction*.

 

Footsloggers should always have a TDA armed WG in my opinion- the ability to shrug off a krak missile is just frickin awesome.

 

Of course, when in doubt PW+BP is always a good choice.

Grey Hunters:

Combi-Melta, Thunder Hammer

 

Blood Claws:

Combi-Melta, Thunder Hammer

 

Wolf Scouts:

Combi-Melta, Thunder Hammer

 

Skyclaws: (assuming we're ever allowed to use em)

Combi-Melta, Thunder Hammer

 

Swiftclaws: (I don't use them)

 

Long Fangs: (I don't use them, but if I did)

TDA, CML

 

With the long fangs the only reason to take a WG would be for short range (in PA their maximum range is 24"), which LF's probably shouldn't be operating at. Or for improving counter attack ability, or as an extra body to soak up wounds.

 

I generally field my infantry units with a power weapon to maintain their attacks, and my WG with bashier weapons because they have a higher base attack stat. Thunder Hammer for the stunning bonus, and cause its only 5 points more. I run my squads mechanized though. Drop podding and walking, termies would probably be best.

Grey Mage,

 

Footsloggers should always have a TDA armed WG in my opinion- the ability to shrug off a krak missile is just frickin awesome.

 

I agree about the krak missile bit.

 

How about losing the SWEEPING ADVANCE opportunity? I've mulched a fair few Orks with it....

 

Worthwhile trade? :) ^_^ :wub:

Grey Mage,

 

Footsloggers should always have a TDA armed WG in my opinion- the ability to shrug off a krak missile is just frickin awesome.

 

I agree about the krak missile bit.

 

How about losing the SWEEPING ADVANCE opportunity? I've mulched a fair few Orks with it....

 

Worthwhile trade? :) :) :down:

*shrugs* maybe, maybe not.

 

Personally I feel that if theyve broken you can just advance up the field with them, assaulting and firing from the hip as you drive them forth, and hear the lamentation of their gretchen.

 

It wont work 100% but theyve got to be fewer than 11 orks to break at all, and I rarely find the survivors of a lost assault number more than 4, perhaps five. The biggest chance for this to bite you in the butt is probly KP games.

I used to like power fists and necklaces, but they can't take necklaces anymore, at least not common WG. Now from what I have seen I like to just throw on a power fist and call it a day most of the time. Never really got the appeal of thunder hammers or combi weapons(Yes I know they are good, just never GOT them)

 

I agree with GM that Footsloggers should be led by a TDA WG. Really at that point they are little more than extra guns to bring around, extra close combat attacks and most of all extra wounds for the WG. Maybe try putting a heavy flamer TDA marine with your blood claws and watch the fun

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.