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Skyclaws + Wolf Priest with jump pack.


Vingar

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As the topic says.

 

I'm planning to get a 5 man Skyclaws pack with Power Weapon, Meltagun and MotW led by a Wolf Priest with jump pack and a combi melta.

With him leading them I can shoot my melta when i'm 6" from the target and his combi-melta will surely help.

Power weapon, MotW on skyclaws and Crozius on the priest are great for dealing with infantry of any sort.

 

What are you thoughts about this?

 

I'm going to use it in some 1000-1250 point games, maybe 1500 later.

Vingar,

 

Don't quote me on this, but I believe you can, read the information on jump packs in the wargear section. At the moment, I'm too lazy to walk downstairs to get my SW codex, but I just grabbed my SM codex and it says that they can in the jump pack wargear entry.

 

Do note though, they will be taking at least 1 round of fire and possibly assaulted if you pick that option. Only the Vanguard vets can assault from deep strike(perhaps units in another army as well, but only know tau & SW/SM very well).

 

-Huzzah

I'm going with a similar setup:

 

6 sky claws, with powerfist

wolf priest with melta bombs

battle leader with melta bombs and twing wolf claws

 

Its expensive, but it'll look cool ;) combined with a razor back containing bloodclaws, and a drop podded dread, I think it'll do ok! :)

They're pretty expensive tho :/.

 

At only 18 points each they are not at all expensive. Get a few more; 5 is not enough.

 

Also, is it possible to use deep strike with this pack? Dropping somewhere behind enemy lines would surely do a mess combined with scouts OBEL.

 

Yes, they can Deep Strike. There are risks though (Mishap table and Dangerous Terrain Checks) so be careful where you try to place them. It'd be bad to try to land them behind your enemy and have them scatter off of the table. It's usually better just to deploy them as normal. Jump for a Turn behind some cover. Then Jump and Assault in the next turn.

 

V

I ran a squad of these in a game over the weekend. Other than my choosing a bad unit to charge (death guard X( ), they definitely were worth the points. They're only 3 points more than a normal Blood Claw, effectively 3 points for the Jump Pack. Blood Claws getting to reroll attacks on the charge (where they're getting +2 attacks!), AND be Fearless is an amazing assault unit. The MotW and PF both do an excellent job of keeping you competitive with units that have tough saves.

At 18pts each and with no transport, in 5th Edition with the proliferation of weapons that strip Marines of their save it is well worth taking a larger number of Jump Pack marines.

 

Running them behind 6 man Grey Hunter Squads in Razorbacks as mobile cover is a viable tactic.

I ran a squad of these in a game over the weekend. Other than my choosing a bad unit to charge (death guard X( ), they definitely were worth the points. They're only 3 points more than a normal Blood Claw, effectively 3 points for the Jump Pack. Blood Claws getting to reroll attacks on the charge (where they're getting +2 attacks!), AND be Fearless is an amazing assault unit. The MotW and PF both do an excellent job of keeping you competitive with units that have tough saves.

 

Um, perhaps this might be a newbie question but how does the Blood/Sky Claws get fearless? From what I saw in the codex, they just got the +2 attack charge and headstrong which makes them assault any enemy within 6" of them if they don't have a leader around. And according to the rulebook, even with a Wolf Priest he doesn't confer the fearless to the Claws unless i'm missing something the last time I've read it because if they do get fearless, I am going to try and make room in my list for a group of them. ^_^

*snip*

Um, perhaps this might be a newbie question but how does the Blood/Sky Claws get fearless? *snip*

 

Space Wolves Codex 5th ed, Page 35. The Wolf Priests' Fang of Morkai make all models in the same squad as a Wolf Priest count as Fearless.

I used a pack of 10 with MotW, Power Weapon, Plasma Pistol, and a Wolf Priest with a Plasma Pistol in a game recently. They were holding a rear objective when a full 10-man TDA squad DS'ed near them. Got lucky and the Termies weren't close enough to assault so I got the Furious Charge bonus in the next turn. After 1 turn of shooting/assault and a second turn of CC those 10 Skyclaws and 1 Wolf Priest accounted for 8 Terminators. The battle ended with the Wolf Priest still facing off against 2 Terminators.

I was extremely impressed with them and their performance. Granted my opponent had horrible luck with his dice which may have contributed to their effectiveness, but still....

Just making sure. Now, we do get FC if we take Ragnar (man, he is an awesome IC).

 

*sigh*

 

I think I need to play apocalypse. I want to run an army including Bjorn, Njal, Ragnar, Arjac and Lukas. Unfortunately, that's about ALL I can run.

I dunno. You have to take enough to make their relative squishiness and low WS worth it, but I find a squad led by a wolf priest is scarily effective and a lot of fun. It's definitely a precision instrument; you point it at something and don't expect it to live much longer than it takes to kill it, but they've always pulled their weight for me. Course, that's only because my TWC isn't painted and ready to go yet...

3 pts for the jump pack MINUS them being troops choices.

 

The reason they are seen so rarely is because strong assault units in transports which count as scoring are a no-brainer compared to strong assault squads in no transport that can move a bit further.

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