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is it worth slogging


morehardcore

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basicly the title, can wolves make an effective slogging list? what are the key units? i would guess Gh as usaul, WG, LFs, and WS

 

They can. You will find if you want to foot slog you will want some great support units to help draw fire. This can be calvary, land speeders, tanks, long fangs, w/e. Just some B) to help out.

 

I find footslogging can go well if you play wolfwing, but instead of going all terminators, you instead buy 4 PA wolfguard and one wolfguard with a CML and just spam that. That ends up giving you a tonne of CML and lots of shots to fire, as well as Logan making them str 9.

 

Their are a lot of choices. The 2 most common are cavalry and Wolfwing.

Yeah, we can footslog. I don't *like* it personally, but it's certainly doable. A pack of Fenrisian Wolves might actually be a good buy for a footslogging list, to provide some screening to more valuable units and/or tie up shooty enemy units in CC until your main force arrives.

 

-Stormshrug

basicly the title, can wolves make an effective slogging list? what are the key units? i would guess Gh as usaul, WG, LFs, and WS

Every time you dont take a transport you gain points, the key to a footslogging force is utilizing those points to do three things:

 

1) Gain Speed. Transports give your troops a boost in speed, however that increase isnt as big as it may seem- 6+d6 isnt as reliable as 12", but its potentially the same, and often fairly close. For SWs this is a better advantage than it is for most armies. So, if your not speeding up your troops where do you get "speed"? Landspeeders, Swiftclaws, Wolf Scouts, Whirlwinds, Long Fangs, Predators, Fenrisian Wolves, and Thunderwolves are all examples of speedy units- they are either innately fast without the need of a transport or capable of reaching out and kicking someone in the teeth at range.

 

2) Additional Firepower. A Rhino is almost the same price as a Long Fang with a Lascannon, and 50% more than a LF with a missile launcher. Invest some of the points you saved in extra firepower to take out enemy threats- AP 3 weaponry, Pie Plates, transports, and fast units like skimmers. Once youve crippled your enemies firepower and popped their transports theyre no better off than you are, and often worse for wear.

 

3) Durability. The addition of a TDA WGPL in any pack increases their durability by a large measure, as they can shrug off krak missiles and other AP 3 weapons like a light breeze, while the 3+ boys can take the AP 2 hits if you didnt have the points for stormshield. Another way of getting durability is simply adding in more troops- max out all your footslogging squads, the more you start with the more likely enough are to reach the enemy to gut them. Lastly, a cheap screening unit like say 15 fenrisian wolves *120pts* can give all of your men a 4+ cover save from enemy shooting, while still being a potent assault unit in and of themselves.... always a heck of a deal if you have the models.

 

So, support your troops properly and instead of having to charge up in an APC and unleash hell they can stroll forward to a proper knife-fightning distance and slit the throat of an enemy who just doesnt know theyre dead yet. Hamstring them by taking out their transports and flanking units, remove their teeth by busting open their tanks and erradicating their heavy weapon teams, and crush their troops with your superior quality and quantity of battle brothers.

 

A footsloggin force played properly will respond like one living body, perfectly in tune with itself and always always supporting each move. Youll have to think ahead two, or even three turns to achieve your goals in a fluid fashion, but youll be a better general for it if you take the time to learn how.

by the gods yes. our codex is designed for foot sloggin( more so paw slogging). our codex is designed as a cavalry list.

 

lets look at the foc slots

 

Hq: all foot, tendency to become cavalry monsters with thunderwolves\

elites: lone wolves, obel scouts, customizable wolf guard (135 cyclone missile squads)

troops: meh can walk can mech

fast attack: cheap fenrisian wolves or thunderwolf cavalry monsters

heavy: long fangs

 

the wolf codex is designed for foot/cavalry lists

thanks for all the responses, it was very enlightening, i really like the ideas of a s**t load of missiles going at my opponent. my main choice is which is a better buy WS or lone wolves, i feel that wen kitted out they cost about the same (both for anti tank/mc) and that the main diff is that i feel that the lone wolf is more defensive while the ws will tie up enemies in cc so that my more expensive sqaud can close the gap.

 

my main issue is this: i play 1500 point armies in my current list i include 4 10 (11 with wg) grey hunters and 3 5 man long fangs with M launchers, and 2 sqauds of ws (5 man), my question is this should i ditch the wolf scounts in favor of lone wolves and how can i minimize losses to shooting?

 

i love the rules for TWC but find the modeling options either ugly, hard to make, or expensive. does any1 know of a easy conversion that looks decent but wont break my bank, the main ones ive seen are the juggerwolf, the wuflen from the rat orge and the space marine with 2 wolves. i dont have the skill to do these very well but i love the rat orge-wulfen does any1 have any tips as to modeling

 

 

ah this kind of thing makes me yearn for the old dex things were so much simpler then (if more pricey )

When ever I foot slog I tend to lose guys like nobodies business to shooting. Its as though they are wearing no armour at all. I have a 1000pt tourney coming up and would love to foot slog to maximise units but because I fail so badly I tend to just end up running razorback squads and tanks. I might have to use what's said in here and try to improve my slogging game a little.

I ran my 1500 as a foot list to fit with a 13th Co. theme but recently changed over to rhinos. I play dark eldar, eldar and guard mostly and I find that the ability to protect my troops is invaluable. On top of better protection the mobility also helps. Rhinos can be a liability in kill point matches, but overall I like them. All I had to do was cut my 8 men scout squads down to 5 and that allowed me to pick up the 3 rhinos. I just bought normal and chaos rhinos to mix parts and play them as confiscated vehicles. To give you an idea my current list is something like this:

 

Rune Priest with melta bombs (deployed with a longfangs pack for additional long range fire with LL)

3x Grey Slayers with MotW and melta gun in rhino (9 men)

2 x scouts with MotW and melta gun (5 men)

2 x long fang with 5 ML each

5 x pack leaders with combi-melta and PF (attach to slayers and scouts)

1 x whirlwind

 

I've had a lot of success so far with this build at 1500 and the last 2 games included the rhinos. I beat eldar in kill points and my opponent called it before turn 5 and I won against dark eldar 2-0 in a battle missions objective game that ended on turn 5.

 

Grey Mage had suggested the whirlwind to me awhile back and I had one awful shooting game with it, but besides that it has been golden every other game. Both my friends though say that the MVP of the army is the longfangs and I can't disagree. 10 ML's with split fire is terrifying for them.

basicly the title, can wolves make an effective slogging list? what are the key units? i would guess Gh as usaul, WG, LFs, and WS

Every time you dont take a transport you gain points, the key to a footslogging force is utilizing those points to do three things:

 

1) Gain Speed. Transports give your troops a boost in speed, however that increase isnt as big as it may seem- 6+d6 isnt as reliable as 12", but its potentially the same, and often fairly close. For SWs this is a better advantage than it is for most armies. So, if your not speeding up your troops where do you get "speed"? Landspeeders, Swiftclaws, Wolf Scouts, Whirlwinds, Long Fangs, Predators, Fenrisian Wolves, and Thunderwolves are all examples of speedy units- they are either innately fast without the need of a transport or capable of reaching out and kicking someone in the teeth at range.

 

2) Additional Firepower. A Rhino is almost the same price as a Long Fang with a Lascannon, and 50% more than a LF with a missile launcher. Invest some of the points you saved in extra firepower to take out enemy threats- AP 3 weaponry, Pie Plates, transports, and fast units like skimmers. Once youve crippled your enemies firepower and popped their transports theyre no better off than you are, and often worse for wear.

 

3) Durability. The addition of a TDA WGPL in any pack increases their durability by a large measure, as they can shrug off krak missiles and other AP 3 weapons like a light breeze, while the 3+ boys can take the AP 2 hits if you didnt have the points for stormshield. Another way of getting durability is simply adding in more troops- max out all your footslogging squads, the more you start with the more likely enough are to reach the enemy to gut them. Lastly, a cheap screening unit like say 15 fenrisian wolves *120pts* can give all of your men a 4+ cover save from enemy shooting, while still being a potent assault unit in and of themselves.... always a heck of a deal if you have the models.

 

So, support your troops properly and instead of having to charge up in an APC and unleash hell they can stroll forward to a proper knife-fightning distance and slit the throat of an enemy who just doesnt know theyre dead yet. Hamstring them by taking out their transports and flanking units, remove their teeth by busting open their tanks and erradicating their heavy weapon teams, and crush their troops with your superior quality and quantity of battle brothers.

 

A footsloggin force played properly will respond like one living body, perfectly in tune with itself and always always supporting each move. Youll have to think ahead two, or even three turns to achieve your goals in a fluid fashion, but youll be a better general for it if you take the time to learn how.

 

Excellent write up Grey ^_^. Will be saving this to evernote.

heres a 2k list i like and works outrageously well.

 

Bjorn ac or pc are ok (used for Alpha Strike)

Logan Grimnar (for the meat and butter of this army)

Rune Priest (psychic defense is mandatory these days)

 

Elites

Lone Wolf termie, cf, ss set up

Lone Wolf termie cf, ss set up

 

Troops

Wolf Guard pack of 5 with termie cyclone

Wolf Guard pack of 5 with termie cyclone

Wolf Guard pack of 5 with termie cyclone

Wolf Guard pack of 5 with termie cyclone

Wolf Guard pack of 5 with termie cyclone

 

Heavy Support

Long Fangs Pack of 6 with 5 missiles

Long Fangs Pack of 6 with 5 missiles

Long Fangs Pack of 6 with 5 missiles

 

spend the remaining 36 points how you see fit.

 

 

while highly redundant it is really mean. were looking at 25 missiles on the opening salvo so your going to hit mech and hordes really hard. the alpha strike is very mean in this list and has enough shots to threaten land raiders in my experience. yes stelek is partially responsible for this list.

 

use the lone wolves to corral your enemy. your opponent gains nothing from killing them in kps and risks loosing everything by not killing them. keep bjorn in the midst of your army so you can always claim him in objectives and in case of kill points keep someone near by.

 

anyway i like it, its fierce with all those missile shots coming out and can stay mobile.

while highly redundant it is really mean. were looking at 25 missiles on the opening salvo so your going to hit mech and hordes really hard. the alpha strike is very mean in this list and has enough shots to threaten land raiders in my experience. yes stelek is partially responsible for this list.

 

Nice list. Split one CML WG and put him + Logan in a LF pack and you have 7 pseudo lascannons to poke LRs with

Are Swiftclaws points effective in a list at about 1500 level? Unit composition suggestions? Five with meltagun, power weapon and Wolf Guard on bike with fist? (To act as a leash otherwise a lot of firepower is wasted)

I find theyre not bad, but your right they need a leash. IMO the best HQ you can give them for a leash is either a WGBL *for the cheap(ish) factor* or a Rune Priest *to keep your psychic defenses close to the enemy and give him a nice way to project an AOE effect like tempests wrath.

 

I reccommend squads of about 5, with a powerfist, attack bike, and a flamer. Coupled with a Rune Priest with Tempest Wrath, Meltabomb, WTT, and Murderous Hurricane or Living Lightning. Mostly because a squad smaller than 4 might as well be turned into landspeeders for the points, but you get much larger than 6 at 1500pts and your losing points elsewhere... and making them enough of a threat your opponent will feel compelled at putting alot of firepower into them.

 

When ever I foot slog I tend to lose guys like nobodies business to shooting. Its as though they are wearing no armour at all. I have a 1000pt tourney coming up and would love to foot slog to maximise units but because I fail so badly I tend to just end up running razorback squads and tanks. I might have to use what's said in here and try to improve my slogging game a little.

 

Heres an idea of a "normal" 1k list that Id use at a tournament with no transports.

 

Rune Priest- Stormcaller, Living Lightning- 100pts.

 

3 WG- TDAx3, PFx2- 119pts.

5 Wolf Scouts- PW, MG-100pts.

 

10 GH- 2x PG, PW- 175pts.

10 GH- 2x MG, PW- 170pts.

 

12 Fenrisian Wolves- 96pts.

Landspeeder Typhoon- 90pts.

 

5 Long Fangs- 2x ML, 2x LC- 145pts.

 

1000pts.

 

The PF boys go into the GH squads, the PW guy hangs out with the LFs to give them a bit more durability. They will of course be holding up in whatever cover is available... theres almost always something. Fenrisian Wolves spread out as a screen for my GHs- the Plasma pack goes for the close objective and sets up fire support, the MG goes for the farther objective to kick some arse. Typhoon goes for side armor shots on the heavy stuff or just throws down anti-infantry templates if the enemys vehicles are "done" at this point. Wolf Scouts will infiltrate for 2d6 AP if theres a tank I particularly fear, or theyll OBEL to try and force my opponent to deploy forwards. Rune Priest gives folks a cover save once the FWs are gone, takes on transports in the meantime with his S7 shots.

 

Another one Im fond of is:

 

WGBL- Saga of the Wolfkin, TWM, FB, BoR, MBs- 185pts.

 

10 GHs- 2x PR, PF- 185pts.

10 GHs- 2x MG, PW- 170pts.

 

10 FWs- 80pts.

10 FWs- 80pts.

LS- MM+HF- 70pts.

 

Whirlwind- 85pts.

5 LFs- 2x ML, 2x LC- 145pts.

1000

 

Setup Fenrisian Wolves with one unit containing the WGBL- these call for agressive deployments. Its amazing how many missions allow you to deploy closer than 24" to your opponent, and you should utilize that in every case. First Turn Assault is the goal. Whirlwinds to shell enemy heavy weapon teams, or pop light transports *remember, ordnance penetration*. Long Fangs should target artillery/transports then support elements, the LS targetting things on the flanks to avoid as much incoming fire as possible. GHs stroll up towards midfield cover, dashing over to objectives or running forward to take on enemy units ASAP.

This is a great thread, and your advice is invaluable Grey Mage! I have been trying to construct a decent footslogging force without much luck. I've experimented with Drop Pods but found the results far too variable for my liking. I enjoy using them, but the tank hunting Grey Hunters I fill them with tend to be a complete suicide unit.

 

I really like both of your little 1000 point lists above. Do you think Canis could work in place of the WGBL in the second list? (I notice you gave him a BoR. I thought only Lords could take that?)

 

How would you scale these lists up to say 1500/1750?

(I notice you gave him a BoR. I thought only Lords could take that?)

 

I think it might be a case of "Old-Codex Syndrome" I didn't even notice until a couple of weeks ago that they didn't have the option, which upset me slightly as it means you need to invest in TDA (for an unreliable 5+ save) or a Storm Shield which replaces one of your weapons. Then again Codex Marines don't have an equivalent choice for a WGBL, being one of the unique niches in our forces.

 

Though I do wonder who gets the Belt of Russ in Blackmane's company...

 

And thanks for the Swiftclaw tips, I love the idea of bikers and want to try it out.

I agree with most of what has been said here except this

 

1) Gain Speed. Transports give your troops a boost in speed, however that increase isnt as big as it may seem- 6+d6 isnt as reliable as 12", but its potentially the same, and often fairly close. For SWs this is a better advantage than it is for most armies. So, if your not speeding up your troops where do you get "speed"? Landspeeders, Swiftclaws, Wolf Scouts, Whirlwinds, Long Fangs, Predators, Fenrisian Wolves, and Thunderwolves are all examples of speedy units- they are either innately fast without the need of a transport or capable of reaching out and kicking someone in the teeth at range.

 

I agree that if you foot slog you have to do something to effect speed. However the speed increase is bigger than you give credit for. 6+d6 averages 9-10 inches so that is a 2 inch difference +2 inches for a disembark making it 4 inches. Furthermore if you run you cannot shoot, where as if you move a transport 12 you can still get out and rapid fire an enemy unit, pop off melta shots, etc. The key to "speed" in a foot slogging list is to be able to bring you opponent down to your level. If you are up against a mech army and can get them out on foot early you will be much more prepared to deal with the game on foot than they will.

This is a great thread, and your advice is invaluable Grey Mage! I have been trying to construct a decent footslogging force without much luck. I've experimented with Drop Pods but found the results far too variable for my liking. I enjoy using them, but the tank hunting Grey Hunters I fill them with tend to be a complete suicide unit.

 

I really like both of your little 1000 point lists above. Do you think Canis could work in place of the WGBL in the second list? (I notice you gave him a BoR. I thought only Lords could take that?)

 

How would you scale these lists up to say 1500/1750?

Yeah, mikal is right... old codex syndrome *looks sheepish*.

 

Anyways, yes Canis would work like a charm in that list... and for the exact same points its probly a good idea. I just dont make my lists with special characters in mind... the local clubs had a long history of NO special characters... wich means that Ive only recently seen Deathwing in action at the LGS for instance.

 

Canis Wolfborn- 185pts.

 

10 GHs- 2x PR, PF- 185pts.

10 GHs- 2x PR, PF- 185pts.

10 GHs- 2x MG, PW- 170pts.

10 GHs- 2x MG, PW- 170pts.

 

15 FWs- 120pts.

10 FWs- 80pts.

2xLS- MM+HF- 140pts.

 

Whirlwind- 85pts.

5 LFs- 2x ML, 2x LC- 145pts

 

1500pts.

 

Would be the easiest way to "scale up" the list, though I usually dont operate like that- formations that work perfectly on one level will lag on other levels. Still, this isnt bad, and you could always do this to get to 1750:

 

+5 Longfangs- 2xML, 2xLC- 145pts.

+Rune Priest- Meltabombs- 105pts. Stormcaller, Tempests Wrath

 

Why? Because more anti-tank is definitely needed, Stormcaller is a nice defensive spell, while Tempest Wrath will slow down the fastest elements of many armies- their jump infantry and skimmers. Wich, in turn, makes you faster by comparison. Particularly fun against those BA were likely to see alot of soon.

 

OR

Iron Priest- TWM, 4x Cyberwolves, WTT- 160pts.

4x Long Fangs- 3xML-90pts.

 

Gets you another assault unit, a little less ranged firepower but alot more anti-tank, and an extra chance at the every so wonderful first turn charge. I prefer the Rune Priest setup, but this one is also perfectly viable.

 

I agree with most of what has been said here except this

 

1) Gain Speed. Transports give your troops a boost in speed, however that increase isnt as big as it may seem- 6+d6 isnt as reliable as 12", but its potentially the same, and often fairly close. For SWs this is a better advantage than it is for most armies. So, if your not speeding up your troops where do you get "speed"? Landspeeders, Swiftclaws, Wolf Scouts, Whirlwinds, Long Fangs, Predators, Fenrisian Wolves, and Thunderwolves are all examples of speedy units- they are either innately fast without the need of a transport or capable of reaching out and kicking someone in the teeth at range.

 

I agree that if you foot slog you have to do something to effect speed. However the speed increase is bigger than you give credit for. 6+d6 averages 9-10 inches so that is a 2 inch difference +2 inches for a disembark making it 4 inches. Furthermore if you run you cannot shoot, where as if you move a transport 12 you can still get out and rapid fire an enemy unit, pop off melta shots, etc. The key to "speed" in a foot slogging list is to be able to bring you opponent down to your level. If you are up against a mech army and can get them out on foot early you will be much more prepared to deal with the game on foot than they will.

Of course, wich is why your antitank targets their transports as early as you can get their artillery out of commission- as I said under the firepower section. In any case, if your going to be in range of the enemy in a turn and your wanting to shoot, OR think the enemy will be rapid firing you and cover will make no difference- like against a tactical squad, then whole up in cover instead, and start taking shots with your own bolters and plasma rifles, Youll probly take a loss or two from LR fire, but thats part of the footslogging game- next turn though either theyll be closer and youll be rapid firing, or youll be getting long range shots off, allowing you to cripple their transport and then hit them as they footslog towards you.

Tomorrow I face The Tau Empire in a 2000 points game. I will post my list and results in another thread but pertaining to this subject, the list has only 3 vehicles (drop pods). Tau is very shooty so I'd like to see how well I fare against them with my foot army.

heys im back and ive played a few games with a slog list and ill say this it is VERY different from mech (obvious but important)

 

u should always remember that your troops are very vulnerable and so u should keep them together until enemy transports are gone because it is very easy for them to gang up on you and while grey hunters are great 10 of them even with upgrades cant fight off 20 chaos marines.

 

ive found the general strategy to be that u should try to stay back and make the enemy come to you if they wont (guard or tau) then you should slog but try to stay in cover until their vechiles and heavy weapons are downed by ur long fangs

 

side note: wolf scouts are great as a cheap tie up unit while an easy kp they will draw a turn of shooting or at least get in cc with those devastator marines.

 

question: do you guys think it would work to add a podding MM-dread so that the enemy would shoot that for a turn and not your grey hunters, i only say this because even if slogging lascoannons really hurt

Cover is your friend. I do not recommend staying back and waiting for the enemy to come to you. They will pick you apart without breaking a sweat. You need to close the distance. Fast units allow you to get in faster, while the slower units catch up. my plan tomorrow is to use 3 drop pods in conjunction with my foot elements. I like 3 pods because if the enemy goes in reserves and makes you take first turn, your surprise element will be lost. In my list I plan to drop the first two pods empty.

 

This gives me two things. 1) It's cover for my foot guys. 2) It helps me win the psychological battle. The enemy will see I have pods and may castle up, or put his whole army in reserve. That helps my cause for them to do that. I then drop the empties, run my TW Cav along with the Fenrisian Wolves behind terrain and the pods, followed by my main force. The Scouts will OBEL, making the castler pay with a unit or vehicle for their poor deployment. I have other nasties in store for the enemy. Hopefully by Russ I will be victorious.

 

question: do you guys think it would work to add a podding MM-dread so that the enemy would shoot that for a turn and not your grey hunters, I only say this because even if slogging lascoannons really hurt

 

Depends on what else is in your list. I have never used a single pod before. I know it has to drop on turn one and I'd hate to have my dread turned to slag before he does anything. Maybe take two pods? Two dreads are better than one. I like 3 pods. two come down first for alpha strike fun if you can and one comes in for contesting/pseudo alpha strike/objective grabbing.

Here is the list I have been running, but I've lost the majority of my games hence my interest in this thread. It work amazingly in my very first game and subsequently I've been tabled by Daemons, Salamanders and Chaos Space Marines.

 

I'm new to the game, so some experience/bad luck will be a factor, but the extent of my losses means I'm looking to rejig it in a major way. The bloodclaws, the dreadnought and the predator have done very little except die in every game so far.

 

HQ

 

Rune Priest w/ Living Lightning and Tempest's Wrath

 

Elites

 

5 Scouts (PW, MG)

 

Dreadnought (AC, DCCW, HF) in a pod

 

Wolf Guard (with packs)

 

Troops

 

10 Greyhunters (PG, PG, PW) with WG (TDA, combiplasma, PF)

14 Bloodclaws (PF, Flamer) with WG (TDA, TH, SS)

8 Greyhunters (MG, PW) with WG (TDA, combimelta, CF) in a Drop Pod

8 Greyhunters (MG, PW) with WG (TDA, combimelta, CF) in a Drop Pod

 

Fast Attack

 

Land Speeder Typhoon

 

Heavy Support

 

5 Long Fangs (2 Lascannons, 2 Plasmacannons)

Predator with all Lascannons

 

 

 

Anyway, I think it needs a complete overhaul. I thought it would be cool, but alas it has not done me proud :-(

well in my opinion the dread getting turned to slag wouldnt be so bad given the fact that it means those were a few guns (hopefully in sqauds) NOT aimed at my grey hunters who after all are the threat.

 

my list is a

 

RP with COS

10 man GH plasx2 WS MOTW PF, WG combi plas PF (three of these bad boys)

5 LF 4 ML (another 3 of these)

 

and thats the list

 

the idea is to outshoot the assualty armies and let them come to me against shooties guys and other marines i will charge across and try to stay in cover

 

the dread would be used to pop a tank and then soak up some fire , his pod would soak up some fire and provide cover

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