Jump to content

Wolf Guard in TDA accompanying Long Fangs


Vulcanus

Recommended Posts

Unlike other marines, SW LFs are limited to 5 HW marines and one squad leader. This makes the unit vulnerable to incoming fire (and CC) due to the lack of ablative wounds. Some players (inluding myself) add a WG to LF squads in order to make them a little tougher. Now, since only one WG can be added (which is often not enough now that my opponents have learned to fear my 5 ML squads) I was exploring the options available for making them more resilient and came across the idea of equipping th WG with TDA. Not only does this add considerable survivability to the squad when targeted by enemy heavy weapons (especially vs AP 3) but it also adds an edge to the squad in CC due to the PW that comes with the upgrade. All this for a mere 15p!

What do you think? Crazy?

I don't think the idea is crazy at all. It could be very expensive, especially if you start sinking points into the WG and giving the LFs fancy heavy weapons, e.g. plasma cannons and lascannons. It could be well worth the points, though, if you have them to spare. I second Simo's idea of giving the WG a cyclone missile launcher; that would make seven missiles coming from that one squad every turn. Awesome!

 

Try it out and let us know how it goes; good luck!

WG with Cyclone Missile Launcher added to Long Fangs with 5 missile launchers gives you the ability to have 7 strength 8 shots a turn, and whilst the sarge is still alive, the 7 can be split fire too. Add an Assault cannon to the WG if you like and you get even more shots at anyone who gets too close to them...

Here is my perspective on this. There isn't anything wrong with putting the Cyclone Missile Launcher TDA Wolf Guard with the Long Fangs, but they've already got 5 Heavy Weapons, so they don't really need his added firepower. As far as your opponent is concerned, putting him in the same unit just makes them more of a priority target and ensures they get everything thrown at them that can.

 

More than likely, you've got some other unit elsewhere that could use this Wolf Guard's assistance. So, I'd rather send the big, expensive, TDA Heavy Weapon to another unit, like a pack of Grey Hunters.

 

As you stated in the initial post, the issue at heart is the lack of ablative wounds. To solve that, I think the best answer is to attach a naked Wolf Guard to the Long Fangs to suck up the first bullet as an 18 point ablative wound. For me, my second and third bullets go to 20 point Long Fangs with Heavy Bolters (2 each per LF Pack). The fourth bullet goes to the Squad Leader (because at that point I can give up the ability to Split Fire). The final wounds would get allocated to the Marines with the more expensive weapons (Lascannon and Plasma Cannon), that I've (hopefully) been able to protect and preserve.

 

As far as the other issue that the original poster brought up, protecting the Long Fangs from close combat - I just try to have another unit nearby that can protect them.

 

Valerian

I also find a dedicated RB is also another target your opponent would shoot with the same weapons that could reach your LF thus giving them in essesence an ablative wound. For 40 points you get a HB, a way to bring the LF on in a DoW mission, a chance to perserve your kill point if down to the last LF and some added cover protection if used right.

 

For 35 points more the LC/TLPG is a nice option with no overheat issues.

 

Vrox

I'm surprised this is just now coming up? or has it been mentioned before? I actually run my Long Fang pack with a TDA WG with a cyclone missle launcher and all the Long Fangs have missle launchers as to me Long Fangs are a ranged unit and so they shoulden't be up close. Not being up close takes away the need for Plasma Cannons (which are to risky for me) and Multi Meltas, especially since I have a melta gun in each unit that will actually be getting close to the enemy.

 

Then there are Las Cannons which while great to me are to expensive so missle launchers are the way to go as they give you options against close and ranged targets for half the points of a Las Cannon. I have a freind who feilds the same unit with a RB which the unit cant actually ride in untill it loses a member but it gives you a Las Cannon and a form of cover for your LF squad. (at least he says he can do that I'm not to sure though)

Its been brought up before, but it is pleasing to see newer wolves find its goodness.

 

Typical load out is the other 4 WG in PA leading GH squads (usually with a combi-weapon and/or powerfist) while the 5th gets the TDA and the CML. Some throw storm shields and other weapons on him to buff his melee and survivablity. Others go a more ranged route giving him more guns. I keep him low points cost, with the standard TDA loadout. (Nothing wrong with a Storm Bolter and power weapon)

Thanks for the replies. However, some of them seem to have missed my point somehow...

What I wanted to discuss was the viability of a vanilla WG in TDA in LF squads - not the inclusion of a CML (which I believe has better fit in a GH squad where it can take advantage of its ability to move and fire...)

//Vulcanus

Thanks for the replies. However, some of them seem to have missed my point somehow...

What I wanted to discuss was the viability of a vanilla WG in TDA in LF squads.

 

I get what your saying and suggesting and have play tested such a unit. My conclusion then was I would rather put 18 points toward a RB that my LF pack could ride in. The 7th member of the LF pack ruins that ability so the only time I would consider a standard WG in a LF unit is if I desperately needed a 5th WG in my list so I could get the heavy weapon choice. Considering mobility for Dawn of War missions as well as the protection/firepower it offers, the RB is a better use of those points.

 

If a RB is completely out of the question for you then yes the added protection a WG offers is a good way to save a LF.

 

What I found in my play testing.

 

Stick your Sgt. and WG in cover and trail your LF out into the open so they would get clear shots off while as a whole you can keep 50% of you squad in cover.

A SB or Combi weapon is very useful weapon on such a WG as infiltrators and Deep strikers don't like plasma or melta shots to the face. In the very least a BG.

I would rather loose my HB or ML LF as the second causality and then my 3rd go on the Sgt. split shot is a huge benefit with 4 LF.

 

Vrox.

) Is superior than additional WG TDA - agreed. But assuming that vehicles are not an option, would you add a WG? If yes, would you also give him TDA for the additional staying power granted to the pack (especially agains ap 3 weapons) and added cc capabilities...?
) Is superior than additional WG TDA - agreed. But assuming that vehicles are not an option, would you add a WG? If yes, would you also give him TDA for the additional staying power granted to the pack (especially agains ap 3 weapons) and added cc capabilities...?

 

 

I would only add the TDA if I intended to give him CML, never a naked TDA since I think the naked 18p PA wolf guard is better then and I can spend those 15p for TDA elsewhere.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.