Verseau Posted December 3, 2009 Share Posted December 3, 2009 sorry just noob questions 1 Squad Leader + 1 - 5 Long Fangs so it means 6 man squads right ??? and can then a wolf guard join the pack became 7 man squads ??? 1 Squad Leader 1 Wolf Guard 5 Long Fangs Thx Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/ Share on other sites More sharing options...
Ullr Direfang Posted December 3, 2009 Share Posted December 3, 2009 :) ... yes Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203338 Share on other sites More sharing options...
Grey Mage Posted December 3, 2009 Share Posted December 3, 2009 At most... or two man squads at the least. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203339 Share on other sites More sharing options...
Spazmonkey Posted December 3, 2009 Share Posted December 3, 2009 yeah I was actually looking at adding a basic wolf guard to my long fangs just to have an extra wound. that way I can take a wound without losing a sargent or heavy weapon. If its worth the extra points im unsure... But it also makes them a bit tougher sould they be flanked... Not that Long fangs arnt tough enough already. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203362 Share on other sites More sharing options...
Grey Mage Posted December 3, 2009 Share Posted December 3, 2009 It really depends- do you want to have to use that Elite Slot to improve their toughness a little, or do you want to keep the spot open for other things that could be useful, like scouts or a Dreadnaught. Really the key to keeping LFs alive is putting them in cover and have other things around to shoot at them. I run a 5 man squad of 2 ML and 2 LC, and even though its about 1/3 of the antitank in my army and 1/2 of the LR stuff at 1500pts they still tend to last well into the game- because my agressive GH squads are a higher priority because melee combat is scary for my enemies. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203364 Share on other sites More sharing options...
Verseau Posted December 3, 2009 Author Share Posted December 3, 2009 It really depends- do you want to have to use that Elite Slot to improve their toughness a little, or do you want to keep the spot open for other things that could be useful, like scouts or a Dreadnaught. Really the key to keeping LFs alive is putting them in cover and have other things around to shoot at them. I run a 5 man squad of 2 ML and 2 LC, and even though its about 1/3 of the antitank in my army and 1/2 of the LR stuff at 1500pts they still tend to last well into the game- because my agressive GH squads are a higher priority because melee combat is scary for my enemies. we have 3 elite spot, 1 elite contain 10 wolf guards, then from the 10, we separate into just say 1 + 1 + 1 + 1 +1 + 5 than they goes into long fangs a, b, grey hunter a, b, and blood claws a. the leftover 5 WG keep stick together with this we don't have to waste elite spot, right ??? Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203381 Share on other sites More sharing options...
Grey Mage Posted December 3, 2009 Share Posted December 3, 2009 It really depends- do you want to have to use that Elite Slot to improve their toughness a little, or do you want to keep the spot open for other things that could be useful, like scouts or a Dreadnaught. Really the key to keeping LFs alive is putting them in cover and have other things around to shoot at them. I run a 5 man squad of 2 ML and 2 LC, and even though its about 1/3 of the antitank in my army and 1/2 of the LR stuff at 1500pts they still tend to last well into the game- because my agressive GH squads are a higher priority because melee combat is scary for my enemies. we have 3 elite spot, 1 elite contain 10 wolf guards, then from the 10, we separate into just say 1 + 1 + 1 + 1 +1 + 5 than they goes into long fangs a, b, grey hunter a, b, and blood claws a. the leftover 5 WG keep stick together with this we don't have to waste elite spot, right ??? You are correct, you can split him off from a large squad- my point was what if you dont want the squad? I often put together lists that have no wolf gaurd in them at all. You might also want your core wolf gaurd squad to be larger, like say 6-8 strong, wich means fewer squads can have wolf gaurd attached to them... and the one with the long fangs would probly go first. Its not a bad idea really, just not what I would do with my wolf gaurd. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203386 Share on other sites More sharing options...
nurglespuss Posted December 3, 2009 Share Posted December 3, 2009 I know what you mean, I was a little confused by the entry, and wasn't until the whitedwarf battle report that I saw the squad with 5 heavy weapons ;) Andit kinda makes sense, as in the razor back entry it mentions long fangs, and the squad can have six members... Its just a pity the squad leader can't have a bolter! (Or what would have been cool - a tricked out heavy weapon ;) ). Another positive, is that the wolf guard you add, could be in terminator armour, with a cyclone missile launcher.... Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203494 Share on other sites More sharing options...
Niiai Posted December 3, 2009 Share Posted December 3, 2009 Yes you can buy 6, and then stick a wolf guard into the unit. If he is your 5th wolf guard you can give him terminatour armour and a big gun. (I reckomend the rockets.) It is only worth giving him the rockets if you already have 6 longfangs since you are pying 63 for those rockets while you pay 25 for a regular rocketlauncher on a long fang. (For a 63 terminatour you can get 2 rocket attacks for 50. You save 2 points from not bying a new unit of longfangs with a leader and 2 rocket launchers.) You can also stick your rune priest in there. "A lott of people" do that because they can splitt fire, he can hide in the humbers and he has unlimited range on his lightning attack. I think your best bet would be putting a WG in there with a storm bolter, 2 shots at 24", he shoots at what ever your heavy bolters fire at. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2203523 Share on other sites More sharing options...
Schertenleib Posted December 3, 2009 Share Posted December 3, 2009 I would still use the WG with TDA and a Cyclone Missile Launcher. He can be equiped with the CML & Stormbolter and fire both IIRC. Not to mention the 2+ Armor Save and 5+ Inv Save to help keep the unit alive. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2204047 Share on other sites More sharing options...
Wolf Lord Jukes Posted December 3, 2009 Share Posted December 3, 2009 I've actually contemplated throwing in a no-adds WG as well to eat a wound on a maxed out long fang squad... it's cheaper than losing a missile launcher, both in points and game effect. Link to comment https://bolterandchainsword.com/topic/186326-1-squad-leader-1-5-long-fangs/#findComment-2204075 Share on other sites More sharing options...
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