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TDA Wolfguard


Schertenleib

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I know there have been several different threads but I thought I might try to put all in one place.

 

When kitting up TDA Wolfguard what is your preferred loadout? For example if you where making a unit for an all comers tourney list?

 

Right now I'm looking at a possible 4 or 5 in a drop pod or Land Raider.

 

1) Wolf Claw / Assault Cannon

2) Storm Bolter / Thunder Hammer

3) Storm Bolter / Storm Shield

4) Storm Bolter / Power Weapon

5) Dual Wolf Claws (or might be WGBL with Dual Wolf Claws)

 

Thoughts? Suggestions? How are you setting up?

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I'm also looking for advice on this.

One thing that makes a difference is what else you are fielding. My army is going to be ONLY TDA Wolf Guard, maybe a dread and Land Raiders.

having Long Fangs or other support units changes what the Wolf Guard need to do.

 

I think one Assault Cannon and a Storm Shield are pretty mandatory, especially if not fielding other Heavy Weapon teams.

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I know there have been several different threads but I thought I might try to put all in one place.

 

When kitting up TDA Wolfguard what is your preferred loadout? For example if you where making a unit for an all comers tourney list?

 

Right now I'm looking at a possible 4 or 5 in a drop pod or Land Raider.

 

1) Wolf Claw / Assault Cannon

2) Storm Bolter / Thunder Hammer

3) Storm Bolter / Storm Shield

4) Storm Bolter / Power Weapon

5) Dual Wolf Claws (or might be WGBL with Dual Wolf Claws)

 

Thoughts? Suggestions? How are you setting up?

 

1) Chainfist / Assault Cannon............ Highest cost with Heavy Weapon and high-strength weapon; assigned Wound last

2) Combi-Plasma / Wolf Claw........... Reasonable cost with great initial Firepower and good in close combat

3) Combi-Plasma / Wolf Claw........... Reasonable cost with great initial Firepower and good in close combat

4) Storm Shield / Power Weapon........ Relatively low cost with good Invulnerable Save; assigned the first AP1/AP2 Wound

5) Storm Bolter / Wolf Claw............... Relatively low cost; assigned the first regular Wound

 

 

Also, if I feel like I really need two high-strength SCCW's, then I could switch out the Wolf Claw on one of the Combi-Plasma toting fellows and give him a Thunderhammer instead.

 

I use Assault cannon and Storm Shield so if the squad is split I can use him to protect a grey wolves squad.

 

I don't like doing this, because if he's got the Storm Shield you'll be tempted to assign him the armor-ignoring Wounds, but if you roll a 1 or 2 you've just lot an expensive guy who happens to have an Assault Cannon for no reason. Storm Shields are better on Wolf Guard with either a Power Weapon or Storm Bolter, so he can help absorb armor-ignoring Wounds to protect his pack-mates, but if he flubbs his Invulnerable Save then it isn't a big deal. For my Assault Cannon guy, I give him the Chainfist and only assign him a Wound to save against if I absolutely have to; I want this guy to live.

 

V.

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Personally I'd run them similar to how I'd run a Deathwing Terminator Squad.

 

5 Wolf Guard Terminators

- 1 with storm bolter and power weapon

- 2 with storm bolters and power fists

- 1 with storm bolter, power fist and cyclone missile launcher

- 1 with two Wolf Claws

 

Probably not the most efficient loadout, but it's what I prefer.

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It all depends on what you're using them for. I don't like spending a ton on them, but I still think its important to make them all-purpose, particularly because I've been making all-comer lists lately.

 

I've used this before and liked it the most:

 

TDA, combi-melta, wolf claw

TDA, combi-melta, wolf claw

TDA, storm shield, power weapon

TDA, combi-melta, chainfist

 

This is 187, it could range up to 230.

 

I only use them in 4s if I want an IC with them or in 5s by adding a 3rd CM/WC, all in a Land Raider.

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Yeah... I dont take SSs on anyone with a heavy weapon- models in TDA should never, ever, under any circumstances allow your enemy an armor save.

 

Anyways... TH+SS of course is fun... even if we pay a 50% premium for them.

PF+SB is good, especially for the pack leaders of footsloggin units.

Ive got a couple PW+SB and PW+SS models, because theyre good and cheap.

2x WC+CML is in the works... because its just wonderful <_<.

AC+WC is actually my prefered assault cannon setup- because hell be dying near last if I can help it, but I want him to get his attacks in.

And Im trying to set up most of my SBs to be swappable with C-Ms, but its trickier than I thought.

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My configuration is:

Assault cannon + Chainfist

Storm bolter + Wolf claw

Storm bolter + Wolf claw

Storm bolter + Power weapon

+PA WG with bolt pistol + Thunder hammer (he´s usually pack leader for my blood claws)

 

I have them with Ragnar in drop pod, very funny unit to play, Chainfist with possible 5 attacks and S9 + 2d6 against armour is great:-D

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Iniative isn't their problem, the point cost is. You just payed 345 pts for 5 guys, and that doesn't even take into account what your paying for the wolf lord or the land raider to carry them. You're looking at upwards of 700 pts to field all that. If your podding in its still likely 500+ pts, and now you're in front of your opponent's whole army for atleast 1 turn...
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i play mostly against orks, and whilst some of their shooting is scary the vast majority isn't.

i also mostly play cities of death so with good positioning they take very little fire.

they may be I1 but they also have a 2+ sv and 3+ inv, if they charge against orks they receive only a few wounds as the orks are str 3, and the odd powerfist is usually saved by the stormshields.

usually they target the enemy walkers or the warboss+nobs (although usually with a supporting charge from the bloodclaws) and the str 8 weapons are a god send there because it causes ID on the nobs.

I usually take a land raider, but as a fire magnet/roadblock and the usual size gam i play is 3k pts so its not too bad. in smaller games i doubt they would get taken.

 

just because they are expensive is not a reason to rule them out, usually they make back their points but even if they don't the enemy has a very hard time shiftin them.

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just because they are expensive is not a reason to rule them out, usually they make back their points but even if they don't the enemy has a very hard time shiftin them.

 

345 pts is alot to make back on orks for a 5man squad. If you can do it, thats awesome. The squad is too costly for me, and the thought of how much losing each guy would hurt is enough to keep me away.

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