Valerian Posted June 18, 2010 Share Posted June 18, 2010 Okay, before I started assembly, I wanted to throw this out to The Fang for a quick sanity check. Here is the idea, I'm finally getting around to assembling my plastic Wolf Guard Terminator pack, and I want to build them to be effective, but also to be versatile. I intend to use the 5 Wolf Guard Terminators in any of three different configurations: 1) 5 WGT together in a Drop Pod, arriving "late" (two other Drop Pods filled with Grey Hunters will arrive via DPA during the first turn). 2) 5 WGT together in a Land Raider Phobos (or alternatively 4 WGT plus a character in the Land Raider). 3) The 5 WGT wouldn't be together, but would be allocated out as needed to act as Pack Leaders for other units. In order to accomodate all three possibilities, I'm thinking of going with the following for weapons: 1x WGT with Cyclone Missile Launcher, Storm Bolter and Power Weapon. 1x WGT with Frost Axe and Storm Shield (and Melta Bombs) 1x WGT with Wolf Claw and Storm Shield (and Melta Bombs) 1x WGT with Wolf Claw and Combi-Plasma (and Melta Bombs) 1x WGT with Chain Fist and Combi-Plasma So, this gives me a decent combination of firepower (CML and 2x Combi-Plasma), close combat power (4x "power" weapons at Initiative and one high-strength "slow" weapon), and protection (2x Storm Shields), as well as good anti-tank (Chain Fist and 3x Melta Bombs). I think this works well if they Drop Pod in, giving a decent "Alpha Strike" capability with the Plasma and Missiles, and can then move on to support the Grey Hunters with assaults. If they use the Land Raider, they can still shoot those same weapons as they charge into an assault. If I decide to split them up, each can bring something worthwhile to whatever Pack they join (the primary reason I added the Melta Bombs to the ones that don't have the Chain Fist). So, what do you folks think? Sound reasonable, or did I fail to consider something important? Valerian Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/ Share on other sites More sharing options...
captain fabian Posted June 18, 2010 Share Posted June 18, 2010 Looks good but I would change the combi-plasmas to combi-meltas so that you can melt some armor the turn you arrive(if from a DP) and not relly totally on colse combat as you do now. In addition the CML is a long range weapon. I dont think it is suited for a unit that is going to smell the breath of the enemy. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439181 Share on other sites More sharing options...
WG Vrox Posted June 18, 2010 Share Posted June 18, 2010 I agree, CML is not your best heavy option for such a unit, I like the two SS options and if you other two GH DP have 2 Meltas each the plasma makes alot of sense if you are not using the alpha strike. I would instead put the HF/CF on same model as he will be the last model you want to assign wounds too. Keep one with a PW/CP for a cheaper soakoff after he uses his one plasma shot. Vrox. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439230 Share on other sites More sharing options...
hmk17 Posted June 18, 2010 Share Posted June 18, 2010 Wait, we have sanity!? CML says "Krak Missiles in yo face!", though. And there is no minimum range... :mellow: [Yes, realistically, it would be insane to fire missiles at almost melee range. However, EVERY FPS game and other miniature game have told me that missile launchers at point blank are cool... its a matter of what you believe] Besides, it makes great sense for the split off feature, which leads me into the actual advice. Word of advice: magnetize, magnetize, magnetize. Magnetize your WGT unless you are making set special characters that will never change. Those 5 guys will go a lot further and give you personally more flexibilty in building your armies. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439246 Share on other sites More sharing options...
Valerian Posted June 18, 2010 Author Share Posted June 18, 2010 Thanks for the comments so far. I'll respond to some of the points that have been made, just so you know what I was thinking/why I did it the way I did. In no way do my responses mean that I don't appreciate the input, and I'll continue to consider all advice. Looks good but I would change the combi-plasmas to combi-meltas so that you can melt some armor the turn you arrive(if from a DP) and not relly totally on colse combat as you do now. I went with Combi-Plasma for several reasons - first, I actually have two Combi-Plasma bitz; second, I don't have any more Combi-Melta bitz, as I've already used the two that I had on Wolf Guard in Power Armor that will lead other packs (usually two Wolf Scout packs); third, I've got a lot of Melta spread throughout the rest of the army; and fourth, in TDA there is very little danger of an Overheated plasma weapon actually killing the user. I think the C-P's give me something that I don't already have throughout the army. In addition the CML is a long range weapon. I dont think it is suited for a unit that is going to smell the breath of the enemy. True, the CML has a long range, but as hmk17 pointed out - it has no minimum range. So that model can land from Drop Pod, or disembark from Land Raider and fire off two S8, AP3 Krak Missiles and two S4, AP5 Storm Bolter rounds- a total of four shots with two sets of stats. Alternately, I could go with an Assault Cannon which also gives me 4 shots at S6, AP4 and Rending. The AC is probably going to better, usually, but it might not be as useful when I break the unit apart and send it off to lead another unit. Also, I've already got two WG Terminators with Assault Cannon in my old metal models, so I was planning on changing things up a bit. I might consider the Heavy Flamer, though (as I don't already have one); the HF would save on points. I agree, CML is not your best heavy option for such a unit, I like the two SS options and if you other two GH DP have 2 Meltas each the plasma makes a lot of sense if you are not using the alpha strike. Yes, the two Grey Hunter packs in Drop Pods already have two Melta Guns each. I'm hoping to offset some of my loss of firepower by giving up most of the Storm Bolters in the pack by using Plasma. I would instead put the HF/CF on same model as he will be the last model you want to assign wounds too. Keep one with a PW/CP for a cheaper soakoff after he uses his one plasma shot. Yeah, I might just do that. CML says "Krak Missiles in yo face!", though. And there is no minimum range... B) That's what I was thinking, as this CML guy would break off to lead either my Rear Consolidation Hunter pack, or one of my Long Fang packs, so I can actually use the range when I need it, but don't have to if I drop in. Word of advice: magnetize, magnetize, magnetize. Magnetize your WGT unless you are making set special characters that will never change. Those 5 guys will go a lot further and give you personally more flexibilty in building your armies. Here is my dilemma with using magnets - every one of the models in my army (almost!) has the appropriate metal or plastic bas-relief (for lack of a better word) shoulder pad with the appropriate pack marking and Ragnar Blackmane's Great Company symbol. Almost no model has a "flat" two-dimensional shoulder pad. The Wolf Guard Terminator pack only comes with 1 Ragnar specific shoulder pad, so I ordered the Forgeworld SW Terminator upgrade kit to get some more. I plan on using those on these terminators rather than going with the transfer or free-hand painting them since I think the three-dimensional pads look so much better. That being said, I do not have enough of these special pads to magnetize several different arm configurations (would I would much prefer to be able to do!). So I won't to just try and figure out what will be most flexible for me and go with that for now. Note 1: For anyone thinking about the Forgeworld upgrade kit, be warned, the torsos and the shoulder pads that you get will be just a little smaller than the ones that come with the plastics! Note 2: If anybody at The Fang isn't using their plastic Terminator Ragnar Company shoulder pads, send me a PM - I'll take them off your hands! V Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439386 Share on other sites More sharing options...
CainTheHunter Posted June 19, 2010 Share Posted June 19, 2010 Actually, the limited numbers of TDA shoulder pads is one of biggest issues for magnetising them. I ended up ordering additional bits from bits store and cutting/repositioning storm-bolter arms from the AoBR set (they come with solid shoulder pad). After magnetising half of them I realised that I really do not need to repeat this for all of them - for solid builds, like TH/SS, 2 x WC, HF/CF I just glued the hands permanently. Regarding the PW options, I actually find that they are good addition for for combi-weapons, but I found that I prefer to put a WC for the TDA with the CML and storm-bolter and for the AC wielding one. But I do suggest You magnetise Lone Wolf if You are building one. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439596 Share on other sites More sharing options...
Requiem of the Wolf Posted June 19, 2010 Share Posted June 19, 2010 Why not Magentize the hands. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439699 Share on other sites More sharing options...
CainTheHunter Posted June 19, 2010 Share Posted June 19, 2010 Why not Magentize the hands. because You end up with more hand variations than number of available shoulderpads. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439721 Share on other sites More sharing options...
Skirax Posted June 19, 2010 Share Posted June 19, 2010 So, what do you folks think? Sound reasonable, or did I fail to consider something important? Valerian Yes, you missed one vital thing; You came to the Fang for a sanity check. :( Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439757 Share on other sites More sharing options...
Requiem of the Wolf Posted June 19, 2010 Share Posted June 19, 2010 Why not Magentize the hands. because You end up with more hand variations than number of available shoulderpads. Yes...thats why you have one,maybe two sets of Arms,you chop off the hands,drill and magnet them,and then take the extra arms that you were going to magnetize anyways,chop the hands off,drill and magnet them, and instead of switching out whole arms,just switch out the hands. This way you have the ability to switch out their loadout,without doing anything to the shoulderpads,which he said were hard to get ahold of in the first place. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439934 Share on other sites More sharing options...
CainTheHunter Posted June 19, 2010 Share Posted June 19, 2010 Why not Magentize the hands. because You end up with more hand variations than number of available shoulderpads. Yes...thats why you have one,maybe two sets of Arms,you chop off the hands,drill and magnet them,and then take the extra arms that you were going to magnetize anyways,chop the hands off,drill and magnet them, and instead of switching out whole arms,just switch out the hands. This way you have the ability to switch out their loadout,without doing anything to the shoulderpads,which he said were hard to get ahold of in the first place. I've been thinking about that, but those damn power cables mess this thing up - they are all different on wolf claws, hammers and storm bolter arms, and You might end up with cables not matching each other, or not sticking in where they should. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2439948 Share on other sites More sharing options...
Requiem of the Wolf Posted June 19, 2010 Share Posted June 19, 2010 Maybe move the cut just slightly ahead of the wrist,where the cables plug in...or...with either salt dipping or greenstuff,move the cables into the arm rather then having them end at the hand. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440061 Share on other sites More sharing options...
ChainsawDR Posted June 20, 2010 Share Posted June 20, 2010 The AC is probably going to better, usually, but it might not be as useful when I break the unit apart and send it off to lead another unit. huh? I thought that WG's can only be instructed to be pack leaders at deployment - I didn't think you could detach them like IC's? Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440490 Share on other sites More sharing options...
Sarapham Posted June 20, 2010 Share Posted June 20, 2010 The AC is probably going to better, usually, but it might not be as useful when I break the unit apart and send it off to lead another unit. huh? I thought that WG's can only be instructed to be pack leaders at deployment - I didn't think you could detach them like IC's? I think he means that while a AC is good in a drop-podding unit of TDA, it wont be as effective if you split that AC off as a pack leader in another squad. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440527 Share on other sites More sharing options...
hmk17 Posted June 20, 2010 Share Posted June 20, 2010 That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440555 Share on other sites More sharing options...
hmk17 Posted June 20, 2010 Share Posted June 20, 2010 That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440556 Share on other sites More sharing options...
WG Vrox Posted June 20, 2010 Share Posted June 20, 2010 That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. I have always read it as for there to be a seperate WG pack to be placed on the table, that pack would have to consist 3 or more WG. I dont have my dex with me but I am pretty sure you can not put a lone WG on the table. Vrox Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440674 Share on other sites More sharing options...
CainTheHunter Posted June 20, 2010 Share Posted June 20, 2010 That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. I have always read it as for there to be a seperate WG pack to be placed on the table, that pack would have to consist 3 or more WG. I dont have my dex with me but I am pretty sure you can not put a lone WG on the table. Vrox Yes You can, but if he gets killed, he will concede a kill-point immediately. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440682 Share on other sites More sharing options...
Sarapham Posted June 20, 2010 Share Posted June 20, 2010 That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. I have always read it as for there to be a seperate WG pack to be placed on the table, that pack would have to consist 3 or more WG. I dont have my dex with me but I am pretty sure you can not put a lone WG on the table. Vrox Of course the pack must have a minimum in 3 WG to start with, but if two of those are sent off to lead packs... you have a single WG left which will be like a lone wolf. Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440689 Share on other sites More sharing options...
Valerian Posted June 20, 2010 Author Share Posted June 20, 2010 The AC is probably going to better, usually, but it might not be as useful when I break the unit apart and send it off to lead another unit. huh? I thought that WG's can only be instructed to be pack leaders at deployment - I didn't think you could detach them like IC's? I think he means that while a AC is good in a drop-podding unit of TDA, it wont be as effective if you split that AC off as a pack leader in another squad. That is correct. If you look at the original post, Chainsaw, you will see that I want to be able to use the squad in any of three different ways (together in Drop Pod, together in Land Raider, or all separate - out leading other packs. I believe the Assault Cannon might be marginally more effective than the CML in the first two instances, but the CML has the advantage in the third instance where that Heavy Weapon-toting WGPL is leading a Hunter Pack). That's what I read it as. Though, it is important to note that sometimes you can have a wandering solo-esque Wolf Guard due to all his pack mates now leading other packs. I have always read it as for there to be a seperate WG pack to be placed on the table, that pack would have to consist 3 or more WG. I dont have my dex with me but I am pretty sure you can not put a lone WG on the table. Vrox Of course the pack must have a minimum in 3 WG to start with, but if two of those are sent off to lead packs... you have a single WG left which will be like a lone wolf. Correct, but I'm not comfortable leaving a Wolf Guard wondering around all on his lonesome (like he's trying to mimic a Lone Wolf), so he'll get attached to somebody (Long Fangs or Hunters covering a rear Objective). V Link to comment https://bolterandchainsword.com/topic/204540-versatile-wolf-guard-terminators/#findComment-2440717 Share on other sites More sharing options...
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