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Running a Thunderwolf Mounted Wolf Lord On His Own


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I've been searching all over the forums and I'm beginning to fall in love with with the Mounted Wolf Lord. My only question is:

 

Is it wise to run him on his own?

 

I don't have the ability to field a squad of TWC and I was wondering on his survivability of he is used on his own against an Ork army.

 

I was thinking of giving him Runic Armour, Belt of Russ and a Frost Blade too. Maybe Saga of the Bear or Warriorborn.

cool it will look is right XD , and yes stuck him into a group of 15 wolves plus 2 wargear wolves is awesome , that and my thunderwolf mount lord killed 550 points of enemy by thier own last game (although not that impressive though , but those darn good sisters allies with IG are.........good)

 

my version of a wolf lord with thunder wolf mount XD (or Canis) along side my 13th company standard marine XD (anyone noticed the "wolverine" features ? XD)

 

http://img25.imageshack.us/img25/4224/22102009116.jpg

 

 

Also my version of termi wolf lord or termi lone wolf XD just happens to "look" like russ XD

 

 

http://img33.imageshack.us/img33/1995/dsc00517xi.jpg

I'd say it depends. A well-kitted TW-Lord can handle most squads in CC, the trick is to get him there. I've been thinking about running one behind my rhinos, using them as cover, and the using him to kill small squads (important note; try to kill the last ones in the opponents turn, or he'll get shot) or as support to my GHs when they assault.

 

I'm trying to get a good idea for a conversion, and then my TW-Lord will come along!

You do get the option to buy 2 fen wolves for the lord as wargear. TWC squads consists of at least 1 model. If you could make a second rider then you'd technically be fielding a unit of them <_<

yeah but, Thunderwolf cavalry although probably looking great, suck hard

I'd say it depends. A well-kitted TW-Lord can handle most squads in CC, the trick is to get him there. I've been thinking about running one behind my rhinos, using them as cover, and the using him to kill small squads (important note; try to kill the last ones in the opponents turn, or he'll get shot) or as support to my GHs when they assault.

 

I'm trying to get a good idea for a conversion, and then my TW-Lord will come along!

 

Not hard to get him there.

 

Fleet and 12" charge makes it so.

I'd say it depends. A well-kitted TW-Lord can handle most squads in CC, the trick is to get him there. I've been thinking about running one behind my rhinos, using them as cover, and the using him to kill small squads (important note; try to kill the last ones in the opponents turn, or he'll get shot) or as support to my GHs when they assault.

 

I'm trying to get a good idea for a conversion, and then my TW-Lord will come along!

 

Not hard to get him there.

 

Fleet and 12" charge makes it so.

 

I know, but still you have to keep him going from combat to combat, or he will be eating plasma(or bolters or whatever) to the face. A smart opponent will (at least try) to keep units away from him, or tie him down w/ a large squad. That is when warrior-born comes in handy, altough I'd give him bear.

You do get the option to buy 2 fen wolves for the lord as wargear. TWC squads consists of at least 1 model. If you could make a second rider then you'd technically be fielding a unit of them :teehee:

yeah but, Thunderwolf cavalry although probably looking great, suck hard

 

 

Oh <_< no! :P They are quite probably the best (non HQ) unit in the Codex. Even if you stick a SS on them for some serious staying power, their cost is equal to 2xTH/SS Termies.

 

For that, you get the same amount of wounds, same attacks, T5 and Rending. All with Fleet and a 12" charge.

 

For what you get, hey're not really that expensive.

 

As for the Fenrisian Wolf wargear, they don't remove IC satus, aren't a unit, and if the IC is picked out in CC you can still stick a Power Fist wound on them. Pure Win.

 

Edit: And when you tell people each TWC gets 6 Rending S5 attacks on the charge, they go kinda pale. ;)

I'd say it depends. A well-kitted TW-Lord can handle most squads in CC, the trick is to get him there. I've been thinking about running one behind my rhinos, using them as cover, and the using him to kill small squads (important note; try to kill the last ones in the opponents turn, or he'll get shot) or as support to my GHs when they assault.

 

I'm trying to get a good idea for a conversion, and then my TW-Lord will come along!

 

Not hard to get him there.

 

Fleet and 12" charge makes it so.

 

I know, but still you have to keep him going from combat to combat, or he will be eating plasma(or bolters or whatever) to the face. A smart opponent will (at least try) to keep units away from him, or tie him down w/ a large squad. That is when warrior-born comes in handy, altough I'd give him bear.

 

My Lord will run with Runic Armor, TH/SS on TWM, WTN, WTT and Saga of the Warrior Born. He runs about 270 points. The pretty much the same as Logan Grimnar or a LRC w/ MM and EA.. so you have to weigh their points to that.

 

But does he have the same effect? T5 makes me pretty confident against fists and 6 S10 Hammers with more in the next turn of assault will pretty much kill anything in the game.

I'm running a Wolf Lord on TWM with a frost blade and belt of russ today (vs Marines). He also has Saga of the Warrior Born. Runs me about 240. He's running with a single cavalry member with a TH and SS. I will probably separate them so there are more targets to shoot at, and hide them behind a swath of vehicles (two rhinos, a dreadnought, and a vindicator).
Oh no! They are quite probably the best (non HQ) unit in the Codex. Even if you stick a SS on them for some serious staying power, their cost is equal to 2xTH/SS Termies.

 

For that, you get the same amount of wounds, same attacks, T5 and Rending. All with Fleet and a 12" charge.

 

For what you get, hey're not really that expensive.

 

As for the Fenrisian Wolf wargear, they don't remove IC satus, aren't a unit, and if the IC is picked out in CC you can still stick a Power Fist wound on them. Pure Win.

 

Seconded. Without being totally pedantic about it, if you're not using TWC and the mounts you might as well play Vanilla Marines. TWC are inarguably the best thing in the codex, since they're SW's Th/SS terminators (since WG with TH/SS is rediculously expensive compared to vanilla version.)

Oh no! They are quite probably the best (non HQ) unit in the Codex. Even if you stick a SS on them for some serious staying power, their cost is equal to 2xTH/SS Termies.

 

For that, you get the same amount of wounds, same attacks, T5 and Rending. All with Fleet and a 12" charge.

 

For what you get, hey're not really that expensive.

 

As for the Fenrisian Wolf wargear, they don't remove IC satus, aren't a unit, and if the IC is picked out in CC you can still stick a Power Fist wound on them. Pure Win.

 

Seconded. Without being totally pedantic about it, if you're not using TWC and the mounts you might as well play Vanilla Marines. TWC are inarguably the best thing in the codex, since they're SW's Th/SS terminators (since WG with TH/SS is rediculously expensive compared to vanilla version.)

 

I particularly like putting a thunderhammer on one of them for the str 10 attacks. Great for killing absolutely everything.

I'd say no, alone is asking for trouble, stick him with some fenrisian wolves, there cheap extra wounds, and extra attacks, plus it would look cool

 

Where does it say they count as retinue and can count as ablative wounds?

there not a retinue, but you still have to allocate shooting wounds to something, so if theres 10 wolves, allocate it to them

Oh :) no! ;) They are quite probably the best (non HQ) unit in the Codex.

no they really are quite poor, I have done several tests of 5 TWC versus 10 marines (DA of course) and on average they were killing 2-3 marines and 4 max, never more, there average WS negates there high STR, and rending really is overrated.

 

if you could take more power weapons, or if they were monstrous creatures, they would be deadly, as it is now without a character, there only deadly to a few guardsmen or eldar guardians or a handful of Orks

5 TWC versus 10 Marines will wipe them out.

 

Base, no upgrades on average that's;

 

30 attacks on the charge, 15 hitting. 9.9 Wounds with 1.7 of them Rending. That's an average of 5 dead in the first round.

 

In return, a 10 Man Tac Squad (with BP/CCW) would have;

 

20 Attacks, 10 hitting. 3.3 wounds. 1.1 unsaved wounds, which you get to allocate on 2W minis.

 

There's no way the Tac squad keeps up, but then it shouldn't for it's point cost.

 

But you shouldn't underestimate a unit that can get 5 TH/PF attacks on the charge. :D

 

If you're looking for durability, kit 5 TWC out with SS. No more expensive than a 10 man 'nilla TH/SS squad. Just with Fleet and a 12" Charge. ;)

 

Edit: If you could buy them all Power Weapons (let alone Frost Blades), they'd become one of the most broken units in the game. 'Crushers on Steriods, with acess to 3++ saves and better mobility. They would rampage across the board and destroy anything they hit. Especially with 4/5 base S5/6 Rending Power Weapon attacks.

TW lords and TWC are great, so long as you remember to build your army with a place for them. I know people have this strange love of the TH/SS but honestly a wolf lord with a frost Axe and Warrior Born is a beast on his own. They can get expensive, but if you use them wisely and use the rest of your army as proper support they have this strange utility to them that make them good heavy hitters, especially with a TW squad behind them.

 

If you can space out some plasma-having 10 man GH squads in a small army a WL on his own can still be effective too, so long as they are foot slogging. Its fun, at least in test, and distracts major threats from the potential of those Plasma guns.

 

TW is an amazing item, not the best, but if you use it right it can be a blast and potentially turn a game around, especially on a wolf lord. My only argument would be to lay off the Thunder hammer and stick with a frost weapon, which will net you a S6 anyways and higher I. Great for mopping up mobs or smacking around light vehicles.

After tonight's game, I would recommend NOT running a mounted lord by himself. I would also recommend NOT wasting a Wolf Lord's initiative with a thunderhammer. Give it to someone else.

 

What Happened:

 

- I ran one Wolf Lord with a Frost Blade, Mount, and Belt of Russ with ONE Thunderwolf Cavalry member with a storm shield and thunderhammer. This gave him 7 lovely attacks on the charge.

- I managed to charge a squad of 10 tacticals and a librarian on turn 2. I was being stupidly optimistic, but I fully intended to sweeping advance that squad and consolidate right out of there.

- The Wolf lord inflicted 5 wounds on his charge, and the chap with the thunderhammer instant death'd the librarian. All wounds I received were saved against and I actually did manage the sweeping advance.

- I sweeping advanced them, and rolled a 1 for an unlucky consolidate. This put me in dreadnought range, and scared the crap out. It was the one thing my opponent had that could instant death my riders (me and my opponent agreed that it would be True T5 on the lord, based on consistency between the cav member on the mount, and also and the rules in other codexe's mount updated).

- Dreadnought assaults. I make my counter attack, and the one thing that saved me from a lot of attacks eating me was that the Wolf Lord managed to stun the dreadnought out of one of them before he could attack. The dread makes two instead, wiffs one, and I invulnerable save the other.

- The thunder hammer attacks, and immobilizes the dread.

- Next round of combat, the dread and THG attack at the same time. I save against the dreads only attack, and proceed to roll a 6 on damage.

 

 

If I didn't have I5, I'd probably be dead. I hadn't had the second rider running the hammer, I would have lost that combat for sure.

Which is why you always opt for the Frost Axe

 

Admittedly, a Thunder Hammer will most likely kill whatever you swing it at, however the drawback to that is you aren't going to swing it at much. Going last is a good way to get yourself killed faster, and when you get I5, and can have a S6 weapon, especially with all the other TW goodies, it just doesn't make sense to avoid taking it.

 

Think about it this way. A S6 frost axe insta-kills Just about everything on the Imp. Guard list, The sisters of battle list, The Eldar List, Dark Eldars, Over half the Tau list and a decent chunk of nids. Of the things it won't insta-kill many are T4 meaning you really have a good shot at wounding anyways and most have one wound so they pop right away.

 

For anything else (many of which are monsterous creatures) you can just nab someone else with a TH and keep the other TW mounts as is to let rending do its thing.

 

Admittedly this presents many problems with point-sinking and such, but if you are smart with your lord, and make sure he can hit first, youll be happy in the long run.

I have a favoured TWWL (Thunderwolf-Wolf Lord) set up that is locally known as "I can't believe it's not Ghazghull".

 

PF, SS, RA, Saga of the Bear: I think that he weighs in about 270 points. His 2+/3++ save & Eternal Warrior means that he survive almost any round of shooting for one turn (not every but it's very hard to pull him down) and that's all most opponents are likely to get because of his speed. I don't worry about his Initiative being dropped to 1 simply because his SS stops so much incoming hits and it doesn't matter if he takes on Dreads or other Insta-killers because they must wound him 3 times which just isn't that easy.

 

He doesn't need a necklace because he's already WS 6 and with S10 he's usually insta-killing anyone he hits. I'm trying to support him with other fast-moving stuff like a unit of TW geared up but I've found that gearing them up isn't worth it. Using them to deliver the guy with the Fist is what I usually do with them - it keeps them nice and expensive and gives me a S10 fist with 10 wounds for 275 points. All you have to do is run straight at the enemy and he has to deal with them. They cost over 500 points but they do a lot of damage.

 

That said, I've found it's better to separate them so that my opponent isn't given a single target that he can maul in one turn - there are psychic powers out there that dick them and it's better not to have all your eggs in one basket.

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