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Aiding a bloodclaw


Kanis

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First of all, I'm new here, so if I'm doing this wrong, really sorry...I've wanted to join here a while, being a long time Space Wolf fan...

 

I've finally been able to get a Space Wolves army up and running, but against the popular views of my comrades, I've got no Rhino's, no Drop pods, or Land Raiders. I first wanted to try and do a foot-slogging force instead of mechanizing up like I see so many do these days, for myself, and because it's a lot cheaper this way.... It's probably not really effective, but I'm going to try it anyway.

I've got 40+ Grey Hunters, a full unit of Bloodclaws, a Rune priest, 10 Wolfguard terminators, all the characters, a dreadnought, a few land-speeders, a whirlwind, with a dozen extra bodies to use for anything else. None of them are armed yet, and I got all of this cheap from a closing store nearby, lucky for me.

Anyway, onto my point and to let you return to your axes and ale's, I'd like to know if this is going to be a waste of time or has a chance of succeeding, and if anyone of you wishes to share your tales and tactics with a young pup I'd be most grateful. Again, apologies if this is the wrong spot to do this, and thanks for having me.

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Well it has a decent chance of succeeding just like any build really, I myself am not a big fan of transports. It will all depend how you play it, the opponents you face etc. You can expect alot of casualties and to be out manuvered almost all the time. I would suggest getting some long fangs to help deal with enemy vehicles.

I am really relieved to hear that I can do decently with this, without armor everywhere, though I enjoy fluff before winning heh. What would be recommended for Long Fangs to have? I've tried to look at some other setups, and most are a lot of missile launchers for the lower cost and versatile power.

And, I apologize for not knowing at the terms, but what is a WGPL...? Thank you all for the helpful words.

No reason that you can't do well with a footslogging force. One thing you will need though is those longfangs. Missile launchers are great/cheep/versatile, but a lascanon or two can be a big help.

WGPL= Wolf Guard Pack Leader.

Check out the rules for this on page 86 of the codex.

 

No reason not to start playing with what you have and add to it as you go. that's what we all do eventually anyway.

One of the things about footslogging Wolf lists is that when you throw in a unit or two of Thunder Wolf Cav you get something that the rest of your army lacks: mobility. They have the range to threaten almost everywhere on a board if you run them up the middle and can be in combat comfortably in two turns. This gives you time to run the rest of your army into position to grab objectives or threaten armour with your short-ranged melta.

 

You have 2 choices when it comes to footslogging: To Logan or not? Logan gives you Wolf Guard as Troops which are better than Grey Hunters and can have a Missile Weapon in each 5 man squad to help you cut down enemy mobility as you advance by taking out an opponent's vehicles.

 

The other route to go is with Grey Hunters and cheaper characters and use Fangs to provide fire support while the GH and TWC get into position. The main difference is that you'll be concentrating much of your Long ranged fire into 2 or 3 units of Long Fangs which are going to have to be deployed at the back and will draw more fire and run the risk of losing these units to concentrated fire as opposed to dispersing Cyclone Missile Launchers throughout your Wolf Guard squads.

 

Either way, I'd strongly recommend that you run either TWC or Wolfblobs (big Fenris Wolf units with 2 or 3 Lords/WGBLs) in order to give you something to tie up the enemy until your footsloggers get into optimum range.

 

It is something very different but it is a lot of fun and can be difficult for enemies to face when they've turned up with lots of anti-tank weapons only to face a horde of Marines. :lol:

TWC looks so awesome to use, but I'm awful at converting and don't have the money for that just yet, but all this advice is so welcome, thanks guys. I am liking the idea of Logan allowing my WGTermies to be troops, or I could use someone else and just attach them to my GH packs I think, but would having termie WGPL in a Hunter pack be a waste? Would you guys recommend just using power armored WGPL instead?

Sorry for all the questions, just really excited and so many possibilities to do!

 

hmk17: Hah, yeah that's true, but lucky for me there are no IG players in my group, just a TON of Codex SM, BA players, with the other half being CSM or Tyranids. I'm thankful for that!

If you face off with an IG tank line... it will not be pretty.

It depends on your army build and in this regard I'd reckon that the Logan one is better served. A unit of 5 Wolf guard with 1 guy in TDA (Terminator armour) with Cyclone and Fist is 145. Take 3 of them and a unit of 10 (double this) and you have 8 or 10 Missile shots a turn that will batter AV 12. That's before Logan adds his Tank Hunter ability to make the missiles S9.

 

That's raining down on him while the TWC are running straight toward the little tanks that are housing his precious troops (in objective missions) or his support vehicles (in annihilation).

 

TDA WGPL in a GH unit would not be a waste but you'd do well to put a Cyclone missile on him to enable you to threaten tanks from far away.

I've realized I don't get any cyclone launcher's in the kit, so should I give out some assault cannons in those places?

I'd like to try out my Hunters with: x10 wolves; 2 plasma guns, plasma pistol with one getting the Mark of Wulfen (by the way, how do I show that model wise so I can do so? ^^;; ), and a WGPL with Termie armor, frost blade, a storm shield and a melta-bomb. It's kind of pricey, and hopefully not too much plasma, though I read SW love it anyway.

I'm still really not sure what to run for my HQ's, I'd feel like it was cheating using a regular dreadnought model as Bjorn, even though he's expensive...

 

Oh, sorry to keep asking and adding, but after reading the 'dex, I saw the Lone Wolf entry; are those any good, and what kind of builds would be recommended for one, they seem like a really fun thing to try or at least model.

I've realized I don't get any cyclone launcher's in the kit, so should I give out some assault cannons in those places?

Don't bother as Asscans simply aren't as good as Cyclones because they don't have the range or hitting power. Just convert them from something else - using the Deathwind Launcher from the Drop Pod kit is one way. Bumming anything that looks like it launches lots of missiles from other people is a good idea.

 

As for your squad - you've got too much Plasma. This is bad as you don't want your Troops frying themselves. I'd recommend that you swap it out for Melta and turn the Pistol into a Wolf Standard or Power Weapon. As for the Mark: don't worry about it. I'm using the bare heads in my units as the Marked one while others are simply painting shoulder pads differently. A simple stripe on the models face or helmet should suffice.

 

WGPL with Termie armor, frost blade, a storm shield and a melta-bomb

He's a bit expensive. You could do almost the same job with a guy in Power Armour with just a Frost blade because he doesn't get hit by the enemy until he's the last guy left in combat.

 

As for TWC - if you aren't buying stuff to represent them (can't blame you) then simply convert them. I've got 2 Lords on big round bases with Vampire Counts Dire Wolves jumping off of terrain behind them. They look suitably dynamic and with them being the height of a Dread my opponents don't complain about LOS. If you want to kill two birds with one stone then just model up 2 or 3 TWC and use them as your Lords in a big unit of Fenris Wolves. That should save time and money.

 

As for Lone Wolves - they are a very good unit in a footslogger army because they are able to draw fire away from your other units and can actually beat stuff up in combat. The best LW build would be Chainfist (for eating tanks and Dreads), TDA, Storm Shield and 2 pet wolves. He can take ferocious amounts of fire with his Termie armour and Storm Shield.

Okay. I've modeled up a few WGPL in Power armor, frostblades and a melta-bomb, just in case. The GH packs have a meltagun, a standard and a power weapon now.

I'm holding off on the TWC, both for $$ and converting myself, I have a good friend who's a wizard at that stuff, when I can do it.

 

I'll be trying out a Lone Wolf for sure, the idea of a lone terminator seeking death is too epic. Could I try a thunder hammer/storm shield combo on him, then add a melta bomb? It's abit more points but can help me with a few of the big bugs around here with that stun.

 

I've got a t-linked lascannon on my dreadnought for some extra punch to large/armored targets. I've seen people here put the wolftooth necklace on to help him in combat, and am trying that out.

 

Please feel free to contribute any thoughts of tactics, I'm really grateful for the Fang helping me get ready!

The current game, in a lot of players eyes, is centered around mechanised forces, which stems from the greater survivability of vehicles in this edition of the game. Consequently those players usually expect to face off against other mechanised forces and so bring a fair amount of anti armour capability to counter this. As a result you get games where scoring units usually hide in their transports as long as possible before they have to get out to either engage the enemy or their transport is disabled/destroyed. With relatively cheap anti armour weapons in a wolf force (Long Fangs, melta and combi-melta) you can counter enemy armour in close and then assault the troops inside. If you have no vehicles yourself you are doing two things: the enemies anti armour weapons will be made largely redundant and you will outnumber him in terms of bodies on the ground, or at least be on a par with horde armies ('nids, orks, some guard), if not on numbers then on quality. Infantry is also better able to take advantage of available cover than most vehicles. I myself have been having some success lately with an all foot infantry wolf force, it took a while to work out what and how but it can be a rock solid build, especially if you manage to fit in a few thunderwolves.
I believe in a footslogging force you must go heavy on Wolf Priests so that if you take a good deal of casualties your forces won't run.

No you don't. It depends upon what else is in your army - if its Grey Hunter heavy then buying one is a good bet but if its based on Logan then you don't need to bother with it.

As far as my HQ goes, I'm really wanting to use Ulrik now, just from the fluff from the books, but also he can do so very much for a great cost for my army, instead of Logan, since I won't be using any units of WG really. Other HQ ideas are welcome still.

 

And I see it is a continued suggestion for the TWC, for a lot of reasons, but as I've said, I can't make/use those for a while; but, I did just realize I have 10 scout bodies I'd not taken out of my case, and I'd like some advice on how to use/equips these wolves.

First of all, I'm new here, so if I'm doing this wrong, really sorry...I've wanted to join here a while, being a long time Space Wolf fan...

 

I've finally been able to get a Space Wolves army up and running, but against the popular views of my comrades, I've got no Rhino's, no Drop pods, or Land Raiders. I first wanted to try and do a foot-slogging force instead of mechanizing up like I see so many do these days, for myself, and because it's a lot cheaper this way.... It's probably not really effective, but I'm going to try it anyway.

I've got 40+ Grey Hunters, a full unit of Bloodclaws, a Rune priest, 10 Wolfguard terminators, all the characters, a dreadnought, a few land-speeders, a whirlwind, with a dozen extra bodies to use for anything else. None of them are armed yet, and I got all of this cheap from a closing store nearby, lucky for me.

Anyway, onto my point and to let you return to your axes and ale's, I'd like to know if this is going to be a waste of time or has a chance of succeeding, and if anyone of you wishes to share your tales and tactics with a young pup I'd be most grateful. Again, apologies if this is the wrong spot to do this, and thanks for having me.

 

 

Slogging forces are doable.

 

I'm not one for the 'named' characters, feeling they're just too expensive for what they do. I prefer the normal HQ , and tooled up wolflords ;)

Case in point, I run a wolflord with frost weapon/ storm shield/ saga of the bear/ thunderwolf mount. He joins a pack of 10 - 15 ferisian wolves. Wolflords are army breakers , IMO, and all those extra furry bodies will help soak up that hailstorm of incoming fire. Once in CC, he is murder.

 

Since your force will be on foot, I'd suggest a rune priest towards the middle. This way he has a better area to cover with his runic weapon ( against psychic powers ). I always suggest to give rune priests the Chooser of the Slain.

 

Wolf priests are good joining blood claws, as this gives them a chance to re-roll ( see codex for more info ).

 

I personally use wolf guard as leaders of my packs. Terminator armor, chainfist, and a combi-weapon ( mostly melta ). Though wolf guard do make a nice bodyguard for 'named' characters.

 

For your grey hunters ( I'm more experienced with slogging BCs ), I'd take full packs of 10 for gaining two plasma guns. Give a model a power weapon, one carries the wolf standard ( I just use the banner in the SW box ), and maybe the MotW if you have the points. Lead them with wolf guard as seen above.

 

My slogging blood claws carry a meltagun, as it helps with anti-vehicle fire for my list. As for you, it will depend. Maybe go with flamers or maybe plasma pistols so you don't lose your extra attack(s). As always, one model with a power weapon ( all packs should have at least one ), and led with a wolf guard as written above.

 

Dreadnoughts with multi-melta and a heavy flamer replacing its storm bolter. I run two for anti-vehicle as its cheap and does its job.

 

Long fang packs ( including the squad leader ) with missile launchers. Two to three packs of 4 to 5 models, depending if I break down and bring a LRC ( land raider crusader ) along. Its cheap, and their 'split fire' means I can engage two to six ( depending on how many packs I have ) targets a shooting phase. Unless you place a wolf guard with them, their only extra wound comes from the squad leader and if you lose him there's no more splitting your fire. The reason I mention this is for the lascannon. Though it helps with the tanking popping, it ends up being wasted on infantry when you lose your squad leader.

 

 

Just FYI, you posted in the right place. When you write up your list, just remember to post it in the army list section of this Space Wolf forum <_<

 

Hope I helped.

Okay, glad I'm doing things right so far! ^ ^

I had wanted to try and do Krom Dragongaze's Company, as a friend of mine is doing Ragnar Blackmane's and we can do some fluffy team ups.

I'd love to try and not use a named SC, but it is quite tempting but I agree on the fact they cost a lot of points. Also, can I just add the tip of a melta-gun to a stormbolter to represent a combi-weapon, I don't have any, and...going on that Rune Priest mention, I can take one and place him in the core area of my army to defend against some powers, but what about his powers himself? I was interested in Living lightning, for the range and high S of the attack, for tough creatures or light armor if need be.

 

I have a land speeder assembled, and I'm curious how to arm it, I've got the parts to give it an as. cannon, or some multi-melta's. I'd like to use it for a rapid anti-armor hitter since my army is going to be slow, and I don't have a lot of Fangs just yet...

 

Thank you for helping me with all these questions.

So these are just some tactical thoughts that might help you out with a mainly foot slogging force, which is definitely playable, especially if it’s something you’d enjoy playing (which is more important). Now this might not suit your play style but I’ll throw it out anyway.

 

They’ll have mobility on you, that’s okay as long as you know it. Make it less of an issue if you can. What that means for you is that you can’t leave units off on their own and expect them to survive. By having the advantage of mobility, your opponent will be able to shift enough of their force to take out whatever the exposed element is with little fear of reprisal. Keep your units close enough to support one another. I don’t mean fill in such a small area that templates will level you. If you can, make them fight you on a smaller piece of the board rather than along the whole length, you rob them of the use of that speed. You can even use the deployment of objectives to your advantage; put them fairly close to each other, making the fight smaller and tighter.

 

 

Your opponent will have two choices: surround you and try to fight your whole army (and nothing fights harder than a cornered wolf); or charge straight at you, allowing you to bring your superior numbers (or at least superior counter attack ability) to bear on them all the faster.

 

Two other things, use cover, it’s your friend. I know it seems obvious but cover hurts them much more than you. Not only is a cover save nice, very few fast things in this game like going into woods. Force those dangerous terrain tests. I love seeing the mighty land raider brought low by an upturned tree root. Even if you do get slowed down yourself, a good run roll will make up for it. Sometimes, keeping my unit close enough to counter attack after the enemy’s onslaught is way better than any shooting that unit would have given me.

 

As for scouts, I’d equip them to go tank hunting, and pick off the stuff that the person leaves on their back edge that you won’t be able to get to. Preds, artillery, even softer infantry targets like small heavy weapon squads, they’ll trust their distance from you to protect them most of the time. Even if you can’t take the target, hopefully you’ll buy yourself a turn or two of attention.

 

Just some advice, as always your mileage may very. For Russ and the Allfather! Ohh and welcome to the Fang.

Maccon, those are some very helpful words comrade, thank you greatly. I'm going to try and keep all this in mind when my first game comes up for my SW.

The scouts I will definitely use to hunt out some backfield cowards, or at least cause some chaos and get some attention off of my core packs. Basically, I'm going to play the defensive-counter attack route, which might not be the true way of the wolf, but they can hold ground reliably and have counter-assault power. I can use my speeders and scout pack to done some flanking damage or attention, with a whirlwind in the middle of my packs, safe from any 'stealers and the like.

me i have 2 armies one about 2000 points which consist of wulfens, 2x GH,BC wolf lord with 2 fenrisains, wolf priest, vindict, land speeder with typhoon missiles and a pred.

as for my 11,000 points there is a little too much to put down but i have at least 40 tda walking towards opponents :o

 

ps tda with cylcone missile get a normmlly tda wg and put the typhoon missile pod on them it looks about the right size for him

Okay, glad I'm doing things right so far! ^ ^

I had wanted to try and do Krom Dragongaze's Company, as a friend of mine is doing Ragnar Blackmane's and we can do some fluffy team ups.

I'd love to try and not use a named SC, but it is quite tempting but I agree on the fact they cost a lot of points. Also, can I just add the tip of a melta-gun to a stormbolter to represent a combi-weapon, I don't have any, and...going on that Rune Priest mention, I can take one and place him in the core area of my army to defend against some powers, but what about his powers himself? I was interested in Living lightning, for the range and high S of the attack, for tough creatures or light armor if need be.

 

I have a land speeder assembled, and I'm curious how to arm it, I've got the parts to give it an as. cannon, or some multi-melta's. I'd like to use it for a rapid anti-armor hitter since my army is going to be slow, and I don't have a lot of Fangs just yet...

 

Thank you for helping me with all these questions.

 

1. My great company represents Harald Deathwolf, and have my thunderlord named such.

 

2. Your idea for the combi-melta is fine. I use the combi-melta from the commander set, chopping off the storm bolter and gluing the combi-melta to the WG's fist. Then again, getting lazy and just gluing on bits is my way too :ermm: ( I'm not saying you're lazy )

 

3. For my rune priest, I take the powers Living Lightning and Storm Caller ( 5+ cover ).

 

4. As speeders go, the multi-melta/heavy flamer is a favorite setup. Likewise, a speeder with the typhoon missile launcher is "gold" against troops/hordes.

Very cool Company, Maleopener, and thank you for the feedback.

I'm going to try the melta/flamer combo as that's what seems best seen and would be useful against my foes around here. I cannot believe I missed that Storm caller power, that's really great because cover can be scarce for me on some of our table atmosphere's, and I'm keeping my liking of lightening.

Yeah, I do feel like just gluing the bit on is kinda cheap, but I can't buy a comander box just for one, so for now I'll just use melta-bombs, till I can ask around my gaming group for some spare bits and see what I can do.

I was curious about the lone wolf still. I wanted to try a TDA variant, but that gets kinda pricey for a one pack unit, meant to die or not.

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