Jump to content

WGTDA Armament


Rolfi

Recommended Posts

So I'm building a small "Wolf Wing" list and I was thinking of outfitting my main unit of five with one assault cannon and the rest with storm bolters and wolf claws. While I like the standard gear (it makes it simplier for me on modeling and stuff) I don't think it would be good for wound allocation. I was wondering what the more expierenced players here would suggest?
Link to comment
https://bolterandchainsword.com/topic/195624-wgtda-armament/
Share on other sites

I'd suggest magnets on those guys with SB and WC. Also, I'd suggest You getting some AoBR termies - they can be found quite cheap on e-bay, and expand Your "WolfWing" with those and bits from WG box.

What I did - and I wanted to get the maximum out of AoBR and WG, was:

I permanentlu glued the heavy weapons - heavy flamer and assault cannon, and gave them chainfist and wolfclaw accordingly.

I made one AoBR body with Cyclone, leaving hands magnetized, so I could switch any options I want.

I made one solid TH/SS and one double wolf claw guy, seeing that I will include them in most lists or use as a Lone Wolf.

I also made two WG with power weapons, leaving the other hand magnetised for other options - combi-bolters or storm bolters.

as said by cainthehunter, magnets are your friend.

 

as for best weapon load out, thats a hard one, some people swear by certain loadouts, others have there own personal favourites

 

who are your main opponents? squishy guard/nids or meq's?

 

could probably help more knowing that :lol:

as far as i have seen wound allocation is the biggest enemy for any Wolf Guard army (or Logan's Great Company, i refuse to call it the wolf wing..... just wrong), so if that is something you don't like i wouldn't suggest it.

 

a friend played around with a list and left a lot of the guys with SB/PW load out and just a couple with special weapons (one per squad) and it help solve the allocation problem for him. other then that i am not much help here.

I would suggest, particularly if you play marines alot, that sb/wc is pretty hard to beat - cheapish and very effective. I would also always put at least one pf/th/cf in a pack to save them from being stuck against something they can't hurt.

 

For instance, 2 power weapon/combi, 2 wolf claw/stormbolter and a single fist/stormbolter will serve you quite well as a flexible pack of five. It really does depend on lots of other factors, but cheapish/wolf claws will serve you pretty well.

 

Magnets are a good idea btw. Wish I used them myself earlier :)

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.