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Sky Claws optimal loadout


CainTheHunter

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I am toying with the idea of deep-striking Sky claws to support Scouts and/or droppoding dread. I am gearing them towards anti-infantry role with Wolf Priest of course.

Now is there any general consensus about how they should be kitted out, pack size etc? I am thinking tfor surviveability to take 10 or 9 + priest, flamer (to remedy their poor BS), maybe one PW, but no PF. Priest will have meltabombs in case they run into some tarpits.

I am asking You brothers, who are more experienced in using them - are there any major flaws in my tactics?

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Deep striking Sky Claws is suboptimal, they will end up standing around for a whole turn and get shot.

 

Pack size, well, you have no transport, so take maximum of 10.

 

I wouldn't worry about the flamer. You aren't there to shoot, you are there to assault.

 

Take a power fist and a Mark of Wulfen. The more special attacks, the better.

They are a staple in my army.

 

Firstly I wouldn't deep strike them, it's not worth losing the chance to assault with them, get them moving up the board sharpish.

 

I take a ten man pack with Power Weapon, Mark of the Wulfen and a Meltagun. The unit is expensive but rocks at hurting infantry units due to the two combat upgrades. I take the Meltagun for the opportunity to pop an enemy transport and assault the embarked troops if I succeed. I find the flamer alright in Blood/Sky/Swift Claw packs due to the fact that against hordes the opponent will do his best to keep your unit out of combat by killing models up front.

 

I take the Priest pretty much as he is, if I have some points left over I will stick more than just a Jump Pack on him but no issue if he doesn't get other toys.

 

And recently I'm hoping to throw in a Wolf Lord with Power Fist, Frost Blade and Belt of Russ into the pack, not points effective at all but I get to choose what I need to kill my opponent and it's what I have at the minute with my new army.

I agree with Olgerth Istaarn and Mikal Wolfheart on a lot of this but I disagree with a few points.

 

First as said, don't deepstrike them. The one time I tried this the squad scattered straight into range of the enemy and lost all but 4 models (and that is with some very good rolling on my part)

 

I would take the flamer and put it on the same model as the PF or MotW model. That way no one will loose an attack in CC but the flamer helps suppliment the squad's limited size with a little extra shooting capability. IMO a BS3 Meltagun isn't worth it at the cost, especially since you can only take one.

 

Take this with a bit of salt. It works for me in my playstyle. Most importantly just try different builds and use what works best for you.

It's a good point about flamer on the same model with PF or Mark. I am definitely going for the mark, since on most rolls I will be getting more or same number of attacks + rending than with berserk charge - and only on the roll of 1 I get less attacks. PF - I will try and test it and count the points :)

 

Thanks brothers!

I still haven't found the points to take MotW in the pack, but I go full size with power fist, flamer and Wolf Priest too.

 

On the charge it's very nice.

 

 

I have had very pleasant experience with marks in my scout and GH packs. Maybe that's the type of wargear/troops which works for me (coming from my 13th company background) - I usually get 6-8 rending attacks :down:.

I tend to have bad luck with dice. Imagine if you will, a Lone Wolf (motw and two wolves) charging 2 death company (the rest were gunned down). I roll seven attacks. I get one hit, which fails to wound. The wolves managed to pull down the Death Company marine with the thunder hammer, which was lucky, but I'm still looking askance at that Lone Wolf.
*shrugs* I like mine 10 strong, with a PF and a Flamer.... Accompanied by a wolf priest or a pair of WGBLs. Its a decently priced unit, hits well, and the flamer helps make up for some of the attacks you lose out on compared to a larger squad you cant take.
I echo some of what the others have said. Deploy them as far forward as possible, while keeping them in cover/ out of line-of-sight until your in assault range. Wargear wise, maximum of ten, if you want shooting go with flamers, and MotW is a must, I wouldn't waste points on a power weapon or plasma pistol, they can be spent better on other units. I would take a wolf priest with them as well, its a must for me.

I agree with those who say not to DS them. Sky claws are essentially an assault unit with minimal ranged potential. Dropping in leaves them extremely vulnerable.

 

With jump packs you can make use of terrain, vehicles and basic LOS while you approach. You have 12" + D6 run on turn 1 followed by 12" + 6" assault on turn 2. Anything that your opponent advanced should be in range after your 2nd turn of movement. You can't assault until turn 2 at the earliest with a DP either

 

The worst case scenario with jumping across the board is you get hung out with no cover...which is exactly what happens when you DS anyway.

I am toying with the idea of deep-striking Sky claws to support Scouts and/or droppoding dread. I am gearing them towards anti-infantry role with Wolf Priest of course.

Now is there any general consensus about how they should be kitted out, pack size etc? I am thinking tfor surviveability to take 10 or 9 + priest, flamer (to remedy their poor BS), maybe one PW, but no PF. Priest will have meltabombs in case they run into some tarpits.

I am asking You brothers, who are more experienced in using them - are there any major flaws in my tactics?

 

 

1. Don't deep strike.

 

2. Since sky claws can't have wolf guard to lead them, take a wolf priest. He can get the pack over their B skill issue quite nicely.

 

3. I like the 1 meltagun/1 power weapon idea, and use that with my BCs on foot.

 

 

I'm not a big fan of the Wulfen. I've tried it a few times, and it either performs outstandingly or I have a werewolf chewing his butt the whole game.

 

 

Melta bombs on the wolf priest is a nice idea. If I remember correctly, you can use them against walkers.

Consider this another vote for a Wolf Priest guiding the more exuberant blood claws known as Sky Claws.

 

As for weapons, I would recommend taking power weapon and if possible a melta, although it's not going to always hit. I'd say the melta is optional myself but since we're a largely democratic chapter, to my knowledge, take that with a grain of salt on whether or not to check the meltagun out of the armory for a bunch of trigger happy Blood Claws of any name.

I think a very good load out is 6-8 with a power fist and MoTW. No character and no special weapons as you won't be shooting anyway. Use them as counter assaulters to hit whatever your grey hunters are embroiled with.

 

Adding a wolf priest is of course a great force multiplier, but I'm not sure it's worth the cost. You're increasing the cost of a non mainline unit by well over 50% and those points could perhaps be better used elsewhere.

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