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How do you use Swift Claws


rcm2216

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Bitz uses his Swiftclaws like a pro, should read up on his 2 batrep topics, if I remember right he even goes into specifics with the sizes and wargear options of his 2 packs.

 

I've never used them (though I'm trying to add them to my list), so that's about the best I can do atm.

I always prefered JPs to Bikerz, but that may be changing with the new codex and the point drops. Well see.

 

Personally Id run them 4+AB, with a Powerfist and a Flamer... keeps it cheap, with good anti-horde, and small enough to take advantage of cover. But thats just theoryhammer.

3 SC's 1 WG with PF and an AB with MM (thats a lot of abreviations :tu: )

use them as an anti tank role. They will atract fire power but that should destract from yure other units. They also work well when up against small units in CC.

I have 6 bikers, 1flamer, 1 Powerfist , a Multimelta attack bike, and a Powerfist Wolf Guard (8 in total) sent them onto a flank, took out half the opponants army (granted he underestmated them greatly) but they usually perform well and can wipe out IG squads in 1 turn of shooting and put the hurt on most enemies and cost 293 points. Maybe not worth it, but I like 'em.

Swift Claws packs are a good fit to fill a variety of roles in your army; they can accomplish several tasks well. The Swift Claw pack is a great all-around unit as it has excellent tactical mobility, good protection (higher Toughness and possible Cover Save), decent firepower (twin linked weapons and possible Attack Bike), and better than average close combat capability.

 

My recommendation is to look at the capabilities and limitations of the other units in your army, then figure out what you need/want your Swift Claws to do for you, then tailor them to best accomplish that (e.g. get them the right numbers, upgrades, and attachments).

 

Some examples include:

 

Edit: 1. Anti-Tank: Tasked to destroy enemy armored vehicles. Minimal sized pack with Melta Bombs, added Attack Bike with Multi Melta is optional. No attached Wolf Guard Leader or Independent Character necessary. If you chose to add a Melta Gun to increase your likelihood of success, then you'll need a Leader to overcome their Headstrong limitation.

 

2. Rear/Flank Guard: Tasked to protect your "backfield", such from enemy infiltrators, deep strikers, and leakers (fast units that have penetrated your lines); protection of your vulnerable units, such as Long Fangs, Whirlwinds, etc. Mid-sized pack with special weapon and special close combat weapon (chose best fit based on enemy). Attached Wolf Guard Leader is helpful.

 

3. Mobile Reserve: Tasked to expoit an opportunity in the late game (such as contesting an objective, protecting a scoring unit from an enemy assault, etc.). Mid-sized pack with special weapon and special close combat weapon (chose best fit based on enemy). Attached Wolf Guard Leader is helpful.

 

4. Assault: Tasked to destroy a critical unit (force-oriented), tie up an enemy unit in order to allow your other units to maneuver, or seize an objective (terrain-oriented). Larger pack with special weapon and special close combat weapon (chose best fit based on enemy). Definitely attached Wolf Guard Leader at a minimum, an Independent Character is better.

 

Valerian

 

Edited to fix the Melta Gun issue.

1. Anti-Tank: Tasked to destroy enemy armored vehicles. Minimal sized pack with Melta Gun and Melta Bombs, added Attack Bike with Multi Melta is optional. No attached Wolf Guard Leader or Independent Character necessary.

 

But without a pack leader or character to get around the Headstrong rule, how often is that meltagun going to get used? Because if you're close enough to assault with the meltabombs, you can't shoot. And if you're out of assault range, then you're limited by the 12" range of the meltagun. So there would be a very limited number of circumstances in which that meltagun is going to be useful.

1. Anti-Tank: Tasked to destroy enemy armored vehicles. Minimal sized pack with Melta Gun and Melta Bombs, added Attack Bike with Multi Melta is optional. No attached Wolf Guard Leader or Independent Character necessary.

 

But without a pack leader or character to get around the Headstrong rule, how often is that meltagun going to get used? Because if you're close enough to assault with the meltabombs, you can't shoot. And if you're out of assault range, then you're limited by the 12" range of the meltagun. So there would be a very limited number of circumstances in which that meltagun is going to be useful.

 

Excellent point. In fairness, I typed out the response quickly to give some examples. Wasn't meant to be hard and fast rules, so yes, if you take the Melta Gun option for the Swift Claws then you'll need a Leader to overcome Headstrong. If you don't want to invest in the extra points for the Leader, then just go with Melta Bombs, (and perhaps a Power Fist) realizing of course that you run a little more of a risk of not being able to destroy an important armoured target.

 

V

i like to use swift claws in a flanking action.

 

up one side and i give one a meltagun (4 to hit melta :rolleyes: ) and another a power fist so they could shoot/charge tanks and infantry and be ok about it.

 

then have skyclaws and land speeder on the other side.

Just like Valerian's Assault version.

 

Swiftclaws could turbo-boost 24" (gaining 3+ invulnerable) T1 and then assault 18" T2 (for a total of 42")

 

Sounds like a good way to clog a shooty army to me.

 

T1 turbo-boost but be wise about it, no need to ride into the middle of the foe (though that is a possibility....they are BC after all....)

T2 you could assault his Devastators (or equivalent) or a unit in front of them (which would also limit Devs LOS)

 

A fat unit of 10 could be a real pest to deal with and with a few melta-bombs they could then take out tanks too.

 

< 300 pts that quickly ties up shooters and then can take out tanks. They will surely distract him from the rest of your guys too.

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