MaleOpener Posted October 30, 2009 Share Posted October 30, 2009 Good morning to all! :woot: I was thinking of taking a Skyclaw pack, and knit it out to handle the many targets it'd come across. 1. Melta weaponry, to handle the many kinds of vehicles. 2. Power weapon, and MotW, to handle squads hiding in cover or behind their own lines. 3. A wolf guard, to add a power fist, and other nasty surprises. What do you think? Will such a pack be useful, or is it a wishful dream? Thanks in advance. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/ Share on other sites More sharing options...
JamesI Posted October 30, 2009 Share Posted October 30, 2009 I thought Wolf guard couldn't join Skyclaws. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169557 Share on other sites More sharing options...
Toasterfree Posted October 30, 2009 Share Posted October 30, 2009 that is correct Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169560 Share on other sites More sharing options...
littlbitz Posted October 30, 2009 Share Posted October 30, 2009 They can't, you would have to use a Battle Leader to lead that pack. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169564 Share on other sites More sharing options...
Hfran Morkai Posted October 30, 2009 Share Posted October 30, 2009 I think the thing to do as with most packs is to have them clearly defined for one role, then only exception in my mind is Grey Hunter packs equipped with a meltagun. You can't have a Wolf Guard with said pack so I suggest a Wolf Priest (as with any type of claw) and a powerfist hidden in the unit to deal with anything you might end up fighting. I take meltaguns because for the points I'm happy to lose one attack for the chance to vaporise a transport and assault its contents. Try to keep them fairly cheap though and try to think what units they should hunt, a tip is the shooty guys. All armies are about synergy and team work and I like to think the wolves even more so. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169566 Share on other sites More sharing options...
DV8 Posted October 30, 2009 Share Posted October 30, 2009 I take meltaguns because for the points I'm happy to lose one attack for the chance to vaporise a transport and assault its contents. You can't destroy a transport and assault a squad (that was) embarked inside on the same turn. The two are entirely separate units (and you can only assault a unit you shot at). DV8 Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169570 Share on other sites More sharing options...
AdeptusDavidus Posted October 30, 2009 Share Posted October 30, 2009 Unfortunately, no Wolf Guard. You can attach Wolf Guard leaders to Blood Claws, Swiftclaws, Grey Hunters, Wolf Scouts, and Long Fangs ... but not to Skyclaws. IMO, all of the various Blood Claw variants really kind of need a leader, but with Skyclaws you're stuck with one of the more expensive HQs instead of the more cost effective Wolf Guards. As far as the rest of your loadout goes, though, I'm not sure if it's a good idea or not, but it is pretty much what I would do. Be sure to spread your upgrades around - don't give your meltaguy a power weapon, don't give your power weapon guy Mark of the Wulfen, etc. Mostly I say this because for Skyclaws, some of the upgrades naturally pull against each other - Mark of the Wulfen doesn't include wargear for its attacks, and you want your power weapon paired with a pistol for that extra CC attack. I suppose you could stack a meltagun and powerfist onto one model if you wanted to, though, since the powerfist can't benefit from a second CCW anyway, but then you've got a single 53pt model, and one failed save could cost you all of that squad's anti-tank power. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169572 Share on other sites More sharing options...
JamesI Posted October 30, 2009 Share Posted October 30, 2009 I take meltaguns because for the points I'm happy to lose one attack for the chance to vaporise a transport and assault its contents. You can't destroy a transport and assault a squad (that was) embarked inside on the same turn. The two are entirely separate units (and you can only assault a unit you shot at). DV8 Actually, yes you can. Its specifically mentioned as legal in teh BRB. From experience with BA VAS and Chaos Raptors, I love jump units with meltaguns. I'd want a powerfist or thunder hammer in there. Add a Wulfen for extra fun and a wolf priest and good to go. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169574 Share on other sites More sharing options...
Hfran Morkai Posted October 30, 2009 Share Posted October 30, 2009 I take meltaguns because for the points I'm happy to lose one attack for the chance to vaporise a transport and assault its contents. You can't destroy a transport and assault a squad (that was) embarked inside on the same turn. The two are entirely separate units (and you can only assault a unit you shot at). DV8 I think you'll find you can, I didn't know this until recently either. Took a while but I found the page: Page 67 under Destroyed: Explodes! "However if a vehicle is destroyed (any result)... the unit that shot it may now assault the disembarked passengers" Playing by the rules. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2169582 Share on other sites More sharing options...
MaleOpener Posted November 3, 2009 Author Share Posted November 3, 2009 Thanks for the help, fellow wolf brothers. I know a WG can't be attached to them, and I meant WGBL. I keep getting the two, mixed up, when I write. Hehe :teehee: Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2173905 Share on other sites More sharing options...
Mammon Posted November 3, 2009 Share Posted November 3, 2009 Actually that whole assaulting after wrecking the transport makes sense. Totally revolutionizes how I am going to employ some of my scouts. Pop the Transport with Meltagun and assault with two powerweapons and a MotW! At the very least it would shock your opponent! Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2173947 Share on other sites More sharing options...
JamesI Posted November 3, 2009 Share Posted November 3, 2009 I'd recommend memorizing where in the book the assault after destroying transport rule is. It seems to me a lot of players didn't know that one the first time I used it on them. Link to comment https://bolterandchainsword.com/topic/183447-an-all-type-skyclaw-pack/#findComment-2173949 Share on other sites More sharing options...
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