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can anyone help?


the sanguinor

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hey all.

 

tonight im playing a space wolf player at my local gaming club who is known to be a bit beardy.. i know for a fact he doesnt have thunderwolves but other than that i have no idea what to expect.

 

does anyone know what im likely to come up against?

 

thanks in advance.

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I would expect Long Fangs with missile launcher spam. At 140 points for 5 missile launchers they're a bargain, especially with the split fire option. You can even reasonable (in terms of points) field them in low point games.

 

Also, based on your name I assume you're a Blood Angels player. A Rune Priest with Tempest Wrath could slow down or pose a threat to jump infantry.

 

Those are the things I would look out for if I were you.

To counter him, take a psychic hood. If you have the models, take him on a bike or on foot and bring him in via bike or fast rhino.

 

Once TW is down the terrain is pretty clear for your guys to bound accross the battlefield to your hearts content.

If it were me you were playing I would take many Bloodclaws and a lot of other Close Combat units in Drop Pods.

 

To counter it take a mobile fire base (i.e shooty units in transports) and better Close Combat units (i.e. Furisio with blood talons)

 

But hey, thats if I'm playing you.

Contrary to most Wolfy lists, I tend to adopt a static, stand-and-shoot sort of methodology, only attacking when you've been whittled down by 10 Plasma Cannons and your tanks blown apart by lascannon or missile launcher fire (normally exclusively Long Fangs.) Plasma cannons, as I've recently found, despite their drawbacks, are absolute annihilators, especially against Deep Striking or Jump Pack troops. Keeping Lone Wolves and ICs in the back, ready to countercharge, with Ragnar giving my entire block of closely-knit army a massive bonus, leads to an exceptionally powerful counter-assault that rivals any close combat unit in the game. In this way, units can support and resupport, while the long range firepower picks your army apart until you get to close combat.

 

Also, woven squads (alternating BTB, et cetera) will lead to complicated assaults in which you thought you were only charging a unit of five guys, but thanks to charge rules, you're now facing fifteen or twenty instead, with an IC attached.

 

To go against Bloodhowl's advice, unless you're running a Storm Raven, don't take the Furioso with Talons. Almost any unit in the Wolf armory can lay a Furioso low, at least until you get into close combat; Meltas are the current running fad, and by the time you're within range, there's a fairly good chance you're going to lose at least one Talon to a Melta or Plasma shot. Also, Lone Wolves LOVE Furiosos, and will, on average, stall one out in combat long enough for the rest of the Wolf army to reconsolidate, ready to blow the Furioso apart if it lives (which, consequentially, denies you a kill point, thanks to the rules of Lone Wolves.) Don't underestimate the Lone Wolves, I'll say that much. For a measly 85 points, they can hold up a squad or a Dread for a VERY long time, all things considered, and take away that vitally important strategic necessity for the BA's: Mobility.

 

NOTE: The only reason I'm bringing up Lone Wolves is for this reason. If he KNOWS he's playing against you, and is expecting Jump Packers, there's a fairly good chance that he'll gravitate towards options that reduce your mobility. Perhaps two or three Rune Priests with Hurricane and/or Living Lightning, maybe even Njal, if he's feeling frisky. I am reasonably sure there are a few choices that he won't bring... Although there's always the possibility that he will max out on Wolf Guard for his Elites slots, which is always a crapshoot in terms of strategy against them.

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