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TWC load out


Simo429

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I run two squads, one of 2 TWC (my Lord goes here), and the other of 3. Here's the loadouts:

 

Squad 1 (has 2 TWC):

SS

MB (on both)

 

They're whole job is to eat through basic troops and T5 and below bad guys. And they do this with ease. The MB's are there just in case they do have to pop a vehicle, and also to make every model unique for wound allocation.

 

Squad 2 (has 3 TWC):

SS

TH

MB's

 

These guys are there to hunt down vehicles and MC's. Granted a CF would be overall better for popping vehicles (S10 AND 2d6 pen?! Yes please), but I find the TH more universal, i.e. I can stun vehicles if I go that route, or knock MC's down to I1 if I decide to hunt them. CF are very specific in use, in that they are most effective and give the greatest benefit against vehicles. Against MC's and such, they're just a normal PF.

 

Word of wisdom, don't upgrade your guys with MotW. I did this one game and realized it was a waste of points. Why?

a). You already have rending

B). You have 4 base attacks, and a regular TWC guy will get around 6 attacks on the turn he charges. If you give a reg TWC guy MotW he may get 8 attacks ont he turn he charges, but the odds are he gets...6 attacks also (figure a roll of 4 is normal +1 for charging +1 for the Mark). The only wayMotW may be effective is if you put it on a TWC that has a SS...then he'll on average have 1 more attack (SS guy will get 5 attacks on the charge, the same guy with MotW will get 6 on average). Now if we look at subsequent rounds of combat, assuming you don't put the mark on a SS wielding guy, a normal TWC will have 5 attacks, and on average a MotW guy will have...5 attacks (average roll fo 4 +1). Now of course the ability to roll 7 attacks in subsequent rounds is AWESOME, but must be tampered with the fact that you could (and will at times) roll only 2 attacks. Personally 5 guaranteed attacks in subsequent rounds of combat is much better than the hit or miss 7 attacks.

 

Now if you put it on the SS wielding guy, he'll have 4 attacks in subsequent rounds, but witht the Mark he'll on average have 5....so 1 more attack then normal. But again, it's hit or miss. He may roll 7 attacks, and he may roll 2. I don't like leaving it up to chance when I'm trying to utterly wipeout an enemy unit in 1 round of CC.

 

My thought s anyhoo.

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1= Wolf Lord w/ shield and frost blade

 

If you are taking a storm shield you should always take a wolf claw over a frost blade. Neither weapon will get the extra attack because of the shield and it makes you more deadly against anything other than toughness 7 enemies. And you can use the re-roll to have a better chance of hitting moving vehicles if you are popping transports. It really kicks in if you are taking saga of the warrior born, he becomes a one man wrecking crew at that point.

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1= Wolf Lord w/ shield and frost blade

 

If you are taking a storm shield you should always take a wolf claw over a frost blade. Neither weapon will get the extra attack because of the shield and it makes you more deadly against anything other than toughness 7 enemies. And you can use the re-roll to have a better chance of hitting moving vehicles if you are popping transports. It really kicks in if you are taking saga of the warrior born, he becomes a one man wrecking crew at that point.

 

 

I think Frost blade is still worth it even when loosing attacks, because he becomes S6, which is pretty huge since you can now fight dreadnaughts as well as instant death T3 models amongst other things. If he were on foot or similar I would agree whole heartedly but on a TW the Frost blade has many merits.

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ID'ing T3 models is overrated anyway, seeing as majority of T3 models have only 1 wound and weak armor saves as is. They'll still die to your S5 PW Wolf Claw as they will to you S6 PW Frost Blade. ID truly is irrelevant at T3.

 

Stick with the Claw when mounted. I did the math on here a while ago and in the end, the Claw eeks out being better in all cases, even against S6 and higher bad dudes.

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ID'ing T3 models is overrated anyway, seeing as majority of T3 models have only 1 wound and weak armor saves as is. They'll still die to your S5 PW Wolf Claw as they will to you S6 PW Frost Blade. ID truly is irrelevant at T3.

 

Stick with the Claw when mounted. I did the math on here a while ago and in the end, the Claw eeks out being better in all cases, even against S6 and higher bad dudes.

and he wounds on a 2+ when fighting Marine equivalents. combined with hitting on a 3+ for most...will cause him to rip things up.

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and he wounds on a 2+ when fighting Marine equivalents. combined with hitting on a 3+ for most...will cause him to rip things up.

 

Lord on TW with Frost Blade against Marine Equivalents

3+ to hit 2+ to wound

6 attacks on the charge x 66% chance to hit x 83% chance to wound = 3.3333 wounds delt

 

Lord on TW with Wolf Claw against Marine Equivalents

3+ to hit 3+ to wound with rerolls

6 attacks on the charge x 66% chance to hit x 88% chance to wound (rerolling) = 3.5555 wounds delt

 

The wolf claw will deal more damage on average because 3+ with rerolls wounds more often than a straight up 2+. Against T3 enemies they both wound on 2+ so rerolls can be applied to the "to hit" roll to boost his damage when using the claw. It will deal more wounds against T3 enemies which makes up for not being able to ID the few multi-wound T3 models out there.

 

Unless your wolf lord has saga of the bear you should not be fighting dreadnaughts with him. One wound will instant kill him and strength 6 can only glance a normal dreadnaught. Much better to let your strength 10 thunderhammer or powerfist guy deal with it.

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and he wounds on a 2+ when fighting Marine equivalents. combined with hitting on a 3+ for most...will cause him to rip things up.

 

Lord on TW with Frost Blade against Marine Equivalents

3+ to hit 2+ to wound

6 attacks on the charge x 66% chance to hit x 83% chance to wound = 3.3333 wounds delt

 

Lord on TW with Wolf Claw against Marine Equivalents

3+ to hit 3+ to wound with rerolls

6 attacks on the charge x 66% chance to hit x 88% chance to wound (rerolling) = 3.5555 wounds delt

 

The wolf claw will deal more damage on average because 3+ with rerolls wounds more often than a straight up 2+. Against T3 enemies they both wound on 2+ so rerolls can be applied to the "to hit" roll to boost his damage when using the claw. It will deal more wounds against T3 enemies which makes up for not being able to ID the few multi-wound T3 models out there.

 

Unless your wolf lord has saga of the bear you should not be fighting dreadnaughts with him. One wound will instant kill him and strength 6 can only glance a normal dreadnaught. Much better to let your strength 10 thunderhammer or powerfist guy deal with it.

oh well...if only the wolf claw looked as cool as the frost blade variants.

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I keep seeing everyone talking about making models unique for wound allocation and it's bugging me as far as why it makes a difference. Anyone care to explain the logic behind it?

 

because if the unit suffers... say 2 unsaved wounds, they would be spread across the unit and still a full unit of 5 (albeit wounded) instead 4

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I keep seeing everyone talking about making models unique for wound allocation and it's bugging me as far as why it makes a difference. Anyone care to explain the logic behind it?

 

 

Because each TWC has 2W, so if you had 5TWC each with different wargear and that unit received 5w's, you could give each one a wound each instead of removing 2 TWC and having a wound on another.

 

Well I hope I'm right about this

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for wound allocation. if you run a bunch of models all the same you take their saves together, so if you have 3 TWC that are the same and they take a lot of wounds you can loss one "more easily" (say you fail two saves so that means one model is gone). where if they are each different, then you take their saves individually (so say, you failed one save on one model and the other on a different one, so you don't lose any models but still took two wounds).

 

and as far as which special weapon you give you lord, who really cares? take what you want and like the most. I for one only have a few guys with wolf claws and 90% of the time i declare the wrong thing to re-roll and basically miss out on the special rule for wolf claws (and yes i understand the WL will be hitting on 3s most of the time but if the dice gods hate you, you may roll more 1s and 2s then you can believe). yes math hammer may say one thing, but you can't say that it will happen that way all the time.

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oh well...if only the wolf claw looked as cool as the frost blade variants.

 

 

This is the most important to me when choosing between the two. The frost weapon looks better on a TWlord.

 

 

ID'ing T3 models is overrated anyway, seeing as majority of T3 models have only 1 wound and weak armor saves as is. They'll still die to your S5 PW Wolf Claw as they will to you S6 PW Frost Blade. ID truly is irrelevant at T3.

 

 

It is not irrelevant to me to instant death pesky jetseers.

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oh well...if only the wolf claw looked as cool as the frost blade variants.

 

 

This is the most important to me when choosing between the two. The frost weapon looks better on a TWlord.

 

 

ID'ing T3 models is overrated anyway, seeing as majority of T3 models have only 1 wound and weak armor saves as is. They'll still die to your S5 PW Wolf Claw as they will to you S6 PW Frost Blade. ID truly is irrelevant at T3.

 

 

It is not irrelevant to me to instant death pesky jetseers.

 

I agree with both, and have to add, ID Heavy Weapons IG Teams with a lone Lord who peals off from his pack to carve up those 3 Las Cannons Dropping on your Armor. Now I only need to do 3 wounds, instead of 6, and since I only have 6 attacks going in I know what I am taking...

 

Besides to qoute a really old really bad moive "Its better to be dead and Cool, then Alive and Uncool!" Name the movie and you get a scooby snack!

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Maybe i'm missing something about this wound allocation thing, but from what i've read in the big book I'm gathering that no mattter whether they're equipped identically or they're all different, you still have to allocate the wounds the same. You have 3 models and take 7 wounds, then each model has to take 2 wounds and you have to put the remaining wound on one of them. That goes for single and multiple-wound models. The only difference i'm seeing is that if for instance the 3 models take 7 wounds and they're each different, you roll 2 dice, then 2 dice, then 3 dice instead of rolling all 7 at the same time.

 

And whether they're identical or unique, it states you have to remove whole models first in squads of multiple wound models instead of spreading wounds around to avoid it.

 

Again, perhaps i'm missing something but i'm not sure.

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Simple answer...

 

You assign wounds to your squad by taking the total wounds the squad has sufferned and assigning them one at a time as follows. All modles with the same wargear, same statline etc (Are 100% the same in all ways by the rules) you give one would each roll in bulk and remove as you see fit. If the modles have 2 wounds each then you have to use 2 wounds on the same model to kill it before wounding another. HOWEVER, As soon as there is another Model in the unit that has diffrent wargear IN ANYWAY (Say he has a bolter, and no one else does, and one has meltabombs and no one else does) then you place the wounds one at a time on each model and ROLL saves for that model. Failed Wounds only affect the model that failed the save. As you are the one assigning the wounds you can pick to make a save on a UNHURT model before you start saving with wounded ones again).

 

Ok that is that quick Wound Game for Dummies... Any more questions use Search!!!

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