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Long Fang loadout.


Skirax

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This is currently my pack:

 

Total: 170 points

Heavy Bolter x2

Lascannon x2

Plasma Cannon

Plasma Pistol

 

I was trying to find the right balance and I think I got it; the HB are good for anti-infantry, the LC are good for anti-tank and the Plasma Cannon is good for Heavy

Infantry/Light Vehicles. I might mention that one of my Wolf Guard, armed with Assault Cannon, is going to join them so I can fully utilise the Fire Control rule.

 

So really, I'm looking to see if this is a well built pack in my Brothers' opinion.

 

Skirax.

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The plasma pistol really is pointless because of the range

 

The main use of your leader is to take the first wound and to give you the option of splitting fire

 

I personally favour a load out where all the weapons have the same range and I think for the cost you have to include some ML's at least 3 id say

 

I take 3 ML's and 2 LC's

however if I had enough of the models id be tempted at the 5 ML load out

I generally do 2 packs of 5 ML's or 3 ML's and 2 LC's. I am debating running a 1500 list though with 3 troops a rune priest and 2 packs of LF's with 5 LC's each and a TLLC razorback for 12 las shots. With split fire you should be able to put a big dent on someone's armor.

Well, I prefer the fashionable loadout of 4 Missile Launchers for 5 Long Fangs. I'm planning to take 6 of them and arm them with 4 MLs and 1 Plasma Cannon. The point is, MLs are both cheap and very effective - they can insta-kill many things, for example Marines, Tyranid Warriors, Bikes, Nobz, Crisis suits, Necron Warriors etc. and can even be used against horde armies. And they are 15 pts. cheaper than lascannons while being also effective against light armour (and frankly, against heavy armour, you should better use melta weapons which are usually plentiful in SW armies).

 

The Plasma Cannon is great for Terminator/Broadside killing, both of witch I'm going to face a lot.

 

To your loadout - I believe it is best if all the weapons have same range, or at least similar range, so drop the plasma pistol and give the Wolf Guard a Cyclone Missile Launcher. I also think that ANY additional loadout on the Squad Leader is unnecessary, he is there to soak a wound and die, leaving your precious heavy weapons unharmed.

 

 

 

By the way, I think your points are wrong. 6 Long Fangs with 2 HBs, 2 LCs, a PC and a PP should be somewhere around 185.

Aeddon is correct.

 

Any build that has multiple Rockets and supplements it with something (usually Las) gets a good spread of anti-infantry and anti-tank for a very reasonable cost. The rockets are reasonable at any rate.

 

In the OP's build I lol'ed when I saw Plasma Pistol. I've never seen anyone encouraged to put gear on a Long Fang Pack Leader simply because he's the bullet-catcher for the squad (thank God he's not double the regular guy's cost any more). He's always first to die so my Heavy Weapons can keep firing. I also think it's counter-productive to give my bullet-catcher a weapon that means he can't do his main job of bullet-catching if he kills himself when he fires his gun...

 

As for the Plasma Cannon, the same applies - my Long Fangs fire is an important support element of my list and I don't want them getting dicked by their own guns when I need them to work the most.

 

For my own lists its usually all-Missiles or Missile/Las mixes. I've found the Heavy Bolter and Multi-Melta are too short-ranged to contribute to the rest of the squad's overall output.

if points aren't an issue, why not give them a razorback with twin-linked lascannons

 

 

drop the plasma pistol

 

 

 

and add a 2nd plasma cannon

 

 

 

that gives you NASTY anti-horde; assault cannon, 2 heavy bolters, 2 plasma cannons, and still gives you some back up anti-tank if you need it.

 

 

 

actually, i like the idea of the cyclone missile launcher instead. that'd work even better.

Recently Ive gone with two packs, 1 having 5xML, the other with 3xML, 2xLC and a WG with CML, which seem to cover the table quite well.

 

Have been toying with the idea of introducing a couple of HBs at some point to help wear down any infantry instead of just aiming to blast everything off the table.

I currently run 2LC, 2HB and a PC in my LF pack. Being able to split fire means I get, in essence a twin linked LC and HB with a Plasma template to boot. I also love to run 5 HB in a Razorback with HB also. It just clears areas of the board. It is sick and I love it.

Im looking at putting together my second Long Fang squad,So I am thinking 2 heavy bolters,3 missile launchers for the second squad,3 missile launchers 2 lascannons for the first squad.

 

Had my second Game against 'Nids...and realized I really do need some more anti horde firepower. And missile launchers aren't allways enough to get the job done.

I didn't realize until after 2 games, that without the leader you can't split fire anymore. So yea, you're first instinct is to peel him first, but then you can't split fire anymore. And if he dies in the first or second round....So now I see why it's suggested to get weapons with at least the same ranges. Once the leader is gone, you can't split fire anymore, and the whole unit is shooting at the same thing.

My pack leader is usually the third or fourth to die, split fire is obviously only of value as long as you have two weapons to shoot.

 

I'm building an "assault" Long Fang pack with five heavy bolters and a power fist (heavy bolter Razorback) for giggles. I already have the long range covered with 5 rockets and another with 3 rockets and 2 lascannon.

Total: 170 points

Heavy Bolter x2

Lascannon x2

Plasma Cannon

Plasma Pistol

 

I like it all except for the Plasma Pistol - too expensive, range is too short, doesn't do anything for you. Your setup is almost exactly the same as mine: 2x Heavy Bolter, 2x Plasma Cannon, and 1x Lascannon for me.

 

Packs setup just like this have done very well for me. I don't really want to go into all of the details, as this is probably the 5th or 6th Long Fangs armament threads that I've talked about them in.

 

The main use of your leader is to take the first wound and to give you the option of splitting fire

 

Don't give your first wound to the Squad Leader and lose your important ability of Spit Fire. Put your first wounds on those two cheap Heavy Bolter guys (only 20 points each), that are great at threatening enemy infantry, but it's okay if they go away.

 

Valerian

Well, any AP 3 or more weapons will be soaked by the Wolf Guard, but knowing my luck he'll be downed by the first bolter round that comes their way.

 

So I've stripped off the Plasma Pistol, and I'll hopefully be testing them out today :)

It depends for me on whether or not I am likely to use the split fire ability whether I take the loss of the sgt first or not. And honestly,most times I don't end up needing split fire.

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