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Engir Krakendoom's Great Company - Characterful & Viable?


BodhiTree

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The Great Company that has interested me the most from Codex: Space Wolves is Krakendoom's. It's described as being a vanguard style company, with a large amount of Swiftclaws and specializing in boarding actions, so I think that means Skyclaws. Obviously a very speedy and assault based force, as Swiftclaws pack a bit more close-combat punch than regular Marine Bikers.

 

My trepidation is based around scoring units, and the lack thereof. I like flavourful lists, but I wouldn't mind them being semi-competitive. Spending a lot of points on Swiftclaws and Skyclaws (and possibly a Wolf Guard retinue kitted out with jump-packs or bikes depending on how Krakendoom feels that day), will eat into the points I can spend on Troops for certain. Not to mention the degree of anti-tank I can bring to the table. One unit I am determined to bring is a 15 man Blood Claw pack in a Crusader, regardless of the Great Company I choose.

 

Also without any reference on how such a force would work, if I wanted to go bike heavy, am I just better off with White Scars, or possibly Ravenwing? And if I wanted to go jump-pack heavy am I just better off with Blood Angels or a Shrike based list? I'm worried I'd spend a lot of time, paint and money on a force that will simply be outperformed by such armies and unable to take objectives. Of course I'd put Grey Hunters and Blood Claws in Rhinos, or would they be better served in Drop Pods, coming in at the last second to claim objectives? I'd figure a Swiftclaw/Skyclaw combination army ought to be something you see on the horizon a second before they're chewing on your face.

 

Other Great Companies which interest me are Krom Dragongaze's, with his large amount of Wolf Guard. It might as well be Logan Grimnar's Company though, because of Grimnar's special rule. There's also Egil Iron Wolf with his armoured assaults, but I run into the original problem with spending lots of points on armour and possibly sacrificing the chance for scoring units.

 

I've been collecting Marine kits for a long time, and just haven't been able to sit down and really plug away at the hobby aspect due to a long term illness I'm now overcoming. That being said, I haven't played much either. :P

 

I would prefer not to buy anything more than I already have right now to make this work. If it gives any insight into my situation, in unassembled stuff I have just over 20 Bikes, 30+ Jump-Packs, 6 Landspeeders, 2 Dreads, a Predator, 2 Rhinos and a Crusader/Redeemer. Plus 5 Wolf Guard Terminators, 20 Standard Terminators, 30 Scouts, 40 Power Armour Wolves plus a large amount of standard Marines. It's been a long time in collection really, over 4 years. I was hoping to make a large Krakendoom based army as well as a Salamanders army, because I have other Marine stuff for them which the Wolves can't use, like Vanguards, Sternguards and an Ironclad.

 

If the Krakendoom concept is a waste, I'd just take some of the stuff I meant for them and do White Scars instead of Salamanders, and make a more normal Wolves army instead.

 

Any thoughts would be appreciated.

You aren't reading between the lines enough. YOu can do the company any way you want it, its your fluff. However..Krakendoom is a does go to war in armored transports with swiftclaw outriders. So..your armor transport can be Land Raiders, or Rhinos, or Razorbacks....with bloodclaw packs. That keeps in-line with the assault squad theme and right in line with the Krakendoom company....and give you troops.

I agree with Kejl.

 

I am using Krakendoom´s company as a base too and I see the troops in transports as a bigger part of his theme than the bikes.. they are his trusted longboats after all, which is why I model them with shieldwalls along the side :lol:

 

The swiftclaws works as scouts so in 1500 points I have a 7 man Swiftclaw unit including WG and AB that thunders ahead to the enemy to put on the pressure on and get around his flank fast.. getting his army to turn to them abit. Then the armored troops roll up in co-opping packs to wipe the enemy out one unit at a time like hunters circling a great kraken, bringing its doom as Engir´s name suggests.

The more I think about it, the more you're both right. Skyclaws are unnecessary in an army with Swiftclaws and Rhino mounted troop choices that are more than assault capable. I could just save the jump packs for another army. Thanks, guys. :)

aye while i find ws 3 bs 3 sky/swift claws non competitive and will never be in my army i find krakendoom a fine character.

 

remember pound for pound or troops are terrible at range and need to be kept safe. however 5 grey hunters in a rhino with a flamer is cheap and 2 such squads is probably enough.

 

since you insist on the blood claws (your better off with wolf guard in a land raider crusader freeing up a heavy support choice)

 

i like the idea of long boat raiders and rhinos (sarapham please post pics)

 

if i were you i would use something along these lines as a base for must haves. 795 for basics. giving you plenty of room to play around with in most games.

(all points are base with no add ons)

land raider crusader=250

blood claws x 15 = 225

Wolf Lord x 1 = 100

Grey Hunters x 5 = 110

Flamer

Rhino

Grey Hunters x 5 = 110

Flamer

Rhino

 

 

also if anyone has any pics i would love to see land raiders, rhinos, and razorbacks in a long boat conversion

i like the idea of long boat raiders and rhinos (sarapham please post pics)

 

 

Well I havent come that far with it at the moment so its just that I put on rows of marauder shields from fantasy along the lower edge, making it look a a bit like an extra armor skirt made of shields.

since you insist on the blood claws (your better off with wolf guard in a land raider crusader freeing up a heavy support choice)
It's really just the idea of piling in 14 Blood Claws with a Wolf Priest and Wolf Guard and in larger games, maybe Ragnar instead of one of the two. I imagine it would spook a lot of opponents into forgetting the other things on the table. If I load it down with Terminators though, I see your point about the HS choice.

 

Thanks, I'll mull on this for some time. :D

The Bloodclaws are Cheaper, and Quite Effectitive... the main Draw of Wolf Gaurd is their SCCWs, and in such a case you might as well put them in a Standard Landraider for the extra anti-tank eh? Besides, Bloodclaws are more Durable with the extra wounds, unless you want to pay through the nose for storm shields that is.

 

I wouldnt put Ragnar in with them though... the units well over 700pts at that point, and I just cant see that as being truely viable in any level of play. Even if the concept of that many Str 5 attacks is scary... I cant see a time when its particularly needed and wouldnt be blasted off the table *like say, apocalypse*.

well i wasnt thinking terminators just regular bolt pistol and chain sword with maybe a few fists or power weapons.

 

they only cost 3 points extra and have 3 attacks period 4 on the charge matching the blood claws. they can always shoot as well. also if you want give one termie armour and a cyclone and toss him in with your long fangs or a walking grey hunter

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