Hfran Morkai Posted October 29, 2009 Share Posted October 29, 2009 Spawned from the "Are Blood Claws worth it?" topic I've decided that I want an answer for myself, obviously this will depend on luck and tactics (which I'm known to lack) but I want to see if these chaps do have a role in a Space Wolf force barring fluff. Now on to some questions: 1) What transport option? I can happily reflect any option given to them barring drop pods (and the Redeemer), which seems a bad idea anyway. 2) What size pack? I'm going to attach a Wolf Priest as I feel he's needed in the unit and a Wolf Guard with powerfist as it's cheaper for more attacks when not charging along with a higher BS 3) Special weapon? I'm thinking flamer as it's free and isn't affected by BS, allowing me to soften the unit up before charging. Feedback will be appreciated so I can work on the list. I shall play at least eight games with the list without modifications, hopefully against a variety of enemies and report all their progress, including embarrassing defeats. Then I might try tweaking the list to see if different numbers/delivery systems makes them more viable. Cheers.. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/ Share on other sites More sharing options...
Ullr Direfang Posted October 29, 2009 Share Posted October 29, 2009 personally for 3: NONE.... giving a flamer may be a good idea but for me chances are when they jump out of their transport and move they will be within 6" of an enemy so they wouldn't be able to shoot. but if you get the WP in there, you know the rest. but i still run my without one. I might get a few with flamers made up, but seeing as it means a guy or two will have 1 less attack i probably only use them when i have at least 5 troops choices on the field. plus i like to keep them with as many attacks as possible so they can hopefully win the fight. and i usually put mine in a Rhino, but that is me and it works for me. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168751 Share on other sites More sharing options...
Hfran Morkai Posted October 29, 2009 Author Share Posted October 29, 2009 I remember using rhinos for my Claws using the old codex, it worked quite well. However I felt giving them a Crusader was a good idea this time, my list is ready and I took 14 of the critters for fun, along with WP and pack leader. Now I just need to make sure I have enough guys modelled with bolt pistol and close combat weapon to make it wysiwyg until I decide whether or not to actually makes some up for good. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168757 Share on other sites More sharing options...
Wolflordhicks Posted October 29, 2009 Share Posted October 29, 2009 Spawned from the "Are Blood Claws worth it?" topic I've decided that I want an answer for myself, obviously this will depend on luck and tactics (which I'm known to lack) but I want to see if these chaps do have a role in a Space Wolf force barring fluff. Now on to some questions: 1) What transport option? I can happily reflect any option given to them barring drop pods (and the Redeemer), which seems a bad idea anyway. 2) What size pack? I'm going to attach a Wolf Priest as I feel he's needed in the unit and a Wolf Guard with powerfist as it's cheaper for more attacks when not charging along with a higher BS 3) Special weapon? I'm thinking flamer as it's free and isn't affected by BS, allowing me to soften the unit up before charging. Feedback will be appreciated so I can work on the list. I shall play at least eight games with the list without modifications, hopefully against a variety of enemies and report all their progress, including embarrassing defeats. Then I might try tweaking the list to see if different numbers/delivery systems makes them more viable. Cheers.. I'm going to use a 15 squad with a wolf priest attatched to help with the rr to hit with 2 flamers in unit and put them into a LRC not many players like the look of a 16 man squad of marines and hopefully distracts enough firepower for the rest of the army expensive but I dont think 10 man squads of claws are any good now and 15 should be able to take and hold as well Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168766 Share on other sites More sharing options...
Hfran Morkai Posted October 29, 2009 Author Share Posted October 29, 2009 Yeah my nice new unit is fourteen with flamer, pack leader with thunder hammer and storm bolter (providing a little bit of range! hehe) and a wolf priest with saga of the warrior born to hopefully help the pack munch it's way through a unit. And as in the old codex they're being supported by two hunter packs to allow the Claws to move on/take on larger foes. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168772 Share on other sites More sharing options...
Quillen Posted October 29, 2009 Share Posted October 29, 2009 Well, I have been debatng giving the arjac as a pack leader. I don't like them these days cause monsterous creatures and dreads and tanks are a problem to them. It says no where that Arjac can not be broken away as a WGPL. So I was thinking of using him as that. Now they have have a massive death machine able to kill tanks back up with a the pack. Then you have to ask yourself to Lucas or not. He is a cool model and the gear is pretty sweet. So I was thinking of taking him. But heis 140 ish points or so. So a big ol'point sink. Yet this will make the pack a death machine. Lucas frags troops and Arjac smokes Monsterous and tanks. A wolf priest can do more thou maybe. Letting the pack kill more, and still killing a few on his own. Or I can do all 3 and have a ton of eggs in one basket. The pros are obvious. It kills anything it bumps into. It can even bring down Carnifex and Tanks. Not much will be left. Still, that is like 400 points of Charctors. So you force will be few in numbers. What is your take on this? Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168816 Share on other sites More sharing options...
Hfran Morkai Posted October 29, 2009 Author Share Posted October 29, 2009 I think that if you're going to put one into a unit it should be a Wolf Priest for the re-rolls with a pack leader with powerfist as he runs cheaper than a blood claw with powerfist with better attacks when locked in combat. I have to take one HQ anyway so I went for a Wolf Priest to boost the pack and make it nasty. I think Arjac should only be appearing in games of 2000+ points as he's expensive but I've got no experience with him currently so he might be better suited for a 1500 point game. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168820 Share on other sites More sharing options...
littlbitz Posted October 29, 2009 Share Posted October 29, 2009 I currently am running my BloodClaws at 7 men, with a Flamer, and Powerweapon. Led by a Wolfguard pack leader with a Powerfist and Stormbolter (I had a few off points to spend in the list.) These guys are mounted in a Rhino. They have yet to fail me in the above configuration, and at 193 points the unit is a bargain. I was contemplating using a Wolfpriest with them, but the few times, I've put an IC with the Pack, they become a huge bullet magnet. Link to comment https://bolterandchainsword.com/topic/183378-now-an-experiment/#findComment-2168877 Share on other sites More sharing options...
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