IcemanAAO Posted May 3, 2010 Share Posted May 3, 2010 Afternoon brothers, im off to my local shop this evening to pick up another pack of Wolves im gonna do them as Blood Claws ive already got a pack of Grey Hunters equipped with a Plasma Gun, Flamer and Power Sword but i was thinking of giving my 'claws a Power Fist and Melta Gun, and just using them as a battering ram to take on enemy armour fresh out of their Rhino is it going to be worth paying the extra points for the Fist and Melta or should i just keep them with their Pistols and Chainblades? Iceman Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/ Share on other sites More sharing options...
Simo429 Posted May 3, 2010 Share Posted May 3, 2010 personally i dont see the point of giving blood claws a melta blood claws are still shock troops used for close combat meltas are generally anti MC and armour wepons id go with flamers for the blood claws although personally id go for another pack of grey hunters before blood claws Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2386208 Share on other sites More sharing options...
Uncooked Posted May 3, 2010 Share Posted May 3, 2010 Don't get a powerfist in your squad - after the initial round of combat you only get 1 attack basic - and I just don't think its worth it for a 40point model with 1 attack. If you choose a melta-gun or flamer in a blood claws pack be sure to take a Wolf Guard or character else the headstrong rule will apply where you wont be able to shoot them if they are within 6" of you. I don't think blood claws are worth it unless you know for certain that they'll be doing the charging (ie from a land raider) when you start getting hit back from other marines who hit you on 3's its never a good sign. Your other unit of Grey Hunters lacks continuity of weapons, you have a flamer and a plasma gun in one unit, its easier to define a units purpose if you have two of the same special weapons in one squad. Keep Pistols and Chainswords, perhaps invest in a powerweapon instead of a powerfist, melta gun and flamer would be reccomended only if you have something to stop the headstrong rule from applying. Don't forget you hit on 4's instead of 3's when shooting, another down side to Blood Claws. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2386210 Share on other sites More sharing options...
Silverwolf Posted May 4, 2010 Share Posted May 4, 2010 Take the P.Fist, unless your expecting to charge units that are going to wipe your whole squad in the first turn of combat. The P.Fist gives the squad the ability to deal with larger targets if they do happen to come across them, and better chances of killing a vehicle should they charge one (and remember each assault phase against a vehicle other then a walker is a fresh assault as your never locked in combat with a vehicle). However, only shooting special weap i would ever take on Claws is a flamer, no chance of missing :mellow:. But only do this if your going to be running a HQ with them, otherwise stick with CC gear. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387094 Share on other sites More sharing options...
spacewolflars Posted May 4, 2010 Share Posted May 4, 2010 Take the power fist, they're fun. I'd echo what others have said. a dozen Blood claws with a flame thrower and a wolf gaurd are one of the few things that can erase a full mob of boyz in a turn. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387096 Share on other sites More sharing options...
Daffydd Fireclaw Posted May 4, 2010 Share Posted May 4, 2010 I'd probably say flamer power weapon for Claws, free range upgrade that automatically hits (always a bonus with BS3) and something to deal with better armour saves which still give you the benefit of +1A due to a pistol. I always end up taking 15 in a crusader, double flamers, power weapon and a wolf priest It's funny when your opponent gets the first turn, moves towards you then fails to even scratch the crusader then you charge the nearest unit with 15 angry bloodclaws that can re-roll to hit :mellow: Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387103 Share on other sites More sharing options...
hmk17 Posted May 4, 2010 Share Posted May 4, 2010 Personally, if you are going to run a Wolf Guard with the pups, give him the power fist and let them spray dice at whatever they assault. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387538 Share on other sites More sharing options...
Zhukov Posted May 4, 2010 Share Posted May 4, 2010 Flamers are pretty pointless in my opinion, they already have loads of attacks. Flamer is either 1. Overkill or 2. Denies you the charge when the enemy takes away front models. If you take a 15 man squad + lead by a wolfguard than taking 2 meltaguns isnt bad at all. Its only 5 points for 2 meltaguns then and you only lose 2 attacks in total with it. If the wolfguard is equiped with a combimelta + fist you are still looking a 2 BS3 + 1 BS4 meltashots in 1 turn. Powerfist...depends. If you dont add a wolfguard with it, then yes. 2 or 3 Powerfist attacks in the first rounds of combats is still worth it + the usual benefits of killing of the last wounds of an MC's, having a chance against a Walker etc. If you do have a wolfguard with powerfist...then I would spend the points on something else. Unless you of course also throw a Wolf Priest in the mix, which lets you re-roll your powerfist attacks; making it pretty reliable. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387737 Share on other sites More sharing options...
Aeddon Posted May 4, 2010 Share Posted May 4, 2010 If you're gonna take the powerfist I'd put the flamer on the same model. That way you don't have a second model loosing an attack. I'd stay away from the melta with bloodclaws, BS3 really makes the flamer a more viable option. As for having only one attack after the initial round, if bloodclaws don't obliterate their opponent in the initial round of combat the drop in attacks won't matter anyway. It all comes down to being picky with who you attack and when. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2387785 Share on other sites More sharing options...
Hotspur Posted May 5, 2010 Share Posted May 5, 2010 First thing is that I would take another squad of GHs before you get BCs. The GHs are a much more well rounded unit, whereas the BCs are kind of one-trick ponies. That being said, I do like BCs and I field two squads of 11+WG. I use them for assaulting only, so I equip mine with one flamer, and one power weapon. The WG is also equipped w/ a power weapon, and melta-bombs for armor. For a squad like this, your still getting something like 43 attacks on the charge, eight of them being no-armor-save. You also have to consider that I mount mine up in land raider redeemers, so they're much more effective. The BCs are great at what they do, but they are much harder to handle than GHs. Go with others' advice and pick up some more GHs before you get some BCs. Link to comment https://bolterandchainsword.com/topic/200346-blood-claws/#findComment-2388751 Share on other sites More sharing options...
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