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What about Long Fangs on Droppod?


xxvaderxx

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For 175 you get 6 guys with 5 multi-meltas, potentially hitting 2 vehicles on their rear armor with the melta effect. (Dropp poded units can fire the turn they land, they cant assault).

 

You could add:

 

A wolf lord kitted to use the warrior born saga.

 

You could also add a Wolf guard with assault cannon.

 

All delivered on one droppod.

 

Comments?

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For 175 you get 6 guys with 5 multi-meltas, potentially hitting 2 vehicles on their rear armor with the melta effect. (Dropp poded units can fire the turn they land, they cant assault).

 

You could add:

 

A wolf lord kitted to use the warrior born saga.

 

You could also add a Wolf guard with assault cannon.

 

All delivered on one droppod.

 

Comments?

 

 

No they count as having moved after dropping in, so cannot fire any heavy weapons (the multimelta).

 

You can use this trick if you add Logan to the pack, but that is not cheap.

 

EDIT: The terminator with assault cannon can fire though, because he is relentless.

There's only 2 instances that I can think of where drop podding Long Fangs could possibly make sense:

 

1) Include Logan, give them relentless; boom, they can fire the turn they arrive. [Expensive]

 

2) You want to add another d-pod so that you get 2 on the first turn, so buy one with the long fangs. Then if you want, you can deploy them and have the drop pod come in later (empty) or you can deploy them and run them into position and only lose 1 turn of shooting. [Risky]

Logan doesn't allow them to fire when they come in. He is not in play at the beginning of the turn, and thus cannot choose to make the unit Relentless. Same way an Eldar Farseer can't fortune a unit if he is held in reserve.

 

This is also the opinion of the INAT FAQ.

lets not have this thread go into another argument about the legality of logan allowing drop podding units to shoot.

if your interested in these discussion there are links to the main threads in the space wolf faq at the top of the space wolf page.

 

i wouldn't use that unit as a 'suicide' unit as its just a waste. you could take a similar grey hunter squad with plasma gun, wolf guard and pod for slightly more points but they also have more bodies and bolter rounds. whilst bolters may not be the greatest they can do some damage against the rear of vehicles and more shots are always good. plus of they survive they can contest any objs in the enemy deployment zone.

 

i would go either speeders or dread as they will generally be able to do more damage. speeders will need to be shot as they are very hard to hit in assault and a dread will draw so much attention away from your force. it seems better than a 4 man unit with 2 special weapons....

 

or, you know, just take scouts if thats the sort of thing you want....

I'm always a proponent of Scouts for this sort of job. They have a better chance of getting into the proper position, and their access to power weapons means that they can put the hurt on in CC, too (though they'll probably die against heavier infantry, they're likely to incur significant casualties on their way out).
crap. I forgot they can't shoot on the turn they land. Bang goes that idea, I had a similar idea, but with a rune priest and wolf guard leader as well. Mind you, could the RP cast stormcaller the turn the DP lands? If so, they'd at least get a 5+ cover save?
crap. I forgot they can't shoot on the turn they land. Bang goes that idea, I had a similar idea, but with a rune priest and wolf guard leader as well. Mind you, could the RP cast stormcaller the turn the DP lands? If so, they'd at least get a 5+ cover save?

I believe Storm Caller is cast at the begining of the turn, so no. You can't cast as you aren't on the board at the begining of the turn you drop pod in.

No Stormcaller, no Tempests Wrath, just shooting powers for the Rune Priests.

 

As for Long Fangs, I consider them a nessecity in higher point lists- Ill probly deploy them on foot and let their DP come down later empty, but the ranged firepower just cant be done without.

 

Other options are deploying them forward, and then running them into cover during the shooting phase since they cant fire themselves.

 

That being said, I wouldnt take Multimeltas on them- missile launchers and lascannons- they dont scatter, and they give something "new" to my DP army- range.

 

I also think in higher point DP armies that Landspeeders are a nessecity and scouts should be heavily considered.

I will agree with the others, long fangs in a DP is not the best idea, for me particularly that its wasting the drop pods "boom in your face!" with a squad that cant shoot when they arrive, with the exception of the pack leader. Also its wasting the transport space with the lack of the other four models. When playing in a game upwards of 1500pts, I would go with the long fangs with 5 lascannons and a razorback with a TL lascannon. it may be more expensive, but it can reach out and touch any unit or model out there. :) Thats my two cents.

Dropod 5 Wolf Guards in TDA all with Missile Launchers (or Assault Cannons) and Storm Bolters... :)

 

Of course you would need to have 30 WG in total and to make it worth you would have to include Logan, but hell... wouldn´t that be sight.

 

Cheers

Dropod 5 Wolf Guards in TDA all with Missile Launchers (or Assault Cannons) and Storm Bolters... :)

 

Of course you would need to have 30 WG in total and to make it worth you would have to include Logan, but hell... wouldn´t that be sight.

 

Cheers

You still couldnt- no more than 2 heavy weapons per squad, and you cant detach a WG to a seperate WG squad.

Dropod 5 Wolf Guards in TDA all with Missile Launchers (or Assault Cannons) and Storm Bolters... :)

 

Of course you would need to have 30 WG in total and to make it worth you would have to include Logan, but hell... wouldn´t that be sight.

 

Cheers

You still couldnt- no more than 2 heavy weapons per squad, and you cant detach a WG to a seperate WG squad.

 

 

......PARTY POOPER :P

Dropod 5 Wolf Guards in TDA all with Missile Launchers (or Assault Cannons) and Storm Bolters... :P

 

Of course you would need to have 30 WG in total and to make it worth you would have to include Logan, but hell... wouldn´t that be sight.

 

Cheers

You still couldnt- no more than 2 heavy weapons per squad, and you cant detach a WG to a seperate WG squad.

 

 

......PARTY POOPER :P

 

Dont get this one, it is 2 heavy every 10.

I know where he is coming from. I used to interpret the rule this way before I had a discussion.

 

The way the rule is worded may be stretched to mean that every 5 WG in a single squad allows any WG in TDA in any squad to use a heavy weapon

Dropod 5 Wolf Guards in TDA all with Missile Launchers (or Assault Cannons) and Storm Bolters... :devil:

 

Of course you would need to have 30 WG in total and to make it worth you would have to include Logan, but hell... wouldn´t that be sight.

 

Cheers

You still couldnt- no more than 2 heavy weapons per squad, and you cant detach a WG to a seperate WG squad.

 

 

......PARTY POOPER :P

 

Dont get this one, it is 2 heavy every 10.

Yes... wich means in the squad each five wolf gaurd gets you two heavy weapons in that squad.

 

Its not army-wide. Just like you cant take two squads of five grey hunters and get a second special weapon free in the second pack for having 10 grey hunters total.

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