Blitzkreig Posted July 25, 2010 Share Posted July 25, 2010 So I have just ordered 6 Wolves who I am going to be turning into Thunderwolves, and having never used either Thunderwolf Cavalry or a Thunderwolf Lord I wated to find out how other people kit them out... Do you give them all Melta-bombs? How many Storm Shields? All in all, what has been working well for you. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/ Share on other sites More sharing options...
vikingwolves Posted July 25, 2010 Share Posted July 25, 2010 I think TWC is one of our best units. It's no Nob biker squad or Seer Council, but it more than holds it's own against many units. Today I played demons for the first time and they took out a squad of pink horrors and Blood Crushers by themselves for the most part. Depends on how many you are running and what you want them to do. I generally run 3 in a 1500 point game; 2000 you might run 5, 4 is cheaper though obviously. 3- 1 w/ Wolf Claw; 1 w/ Melta Bombs; 1 normal -or- w/ Storm Shield if I have the extra points. The Wolf Claw is debatable by some if they want that 10 strength hit with a power fist or Thunder Hammer. I like having that extra attack and being able to chew up infantry with re rolls. I don't generally run them against uber-fied units, just the meaty center of the enemies army if I can that can't withstand these guys. Against other units with the same points value, they might come out on top. But it is safer and smarter to just eat their army in pieces while your bread and butter Gray Hunters do the dirty work. And individualizing these guys is key to keeping them alive, they are tough but will attract a lot of attention when running up. So either keep them in reserve and punish anyone for coming into you deployment zone or run them behind rhinos and let get a good charge in. 5- 1 w/ Thunder Hammer; 1 w/ Storm Shield; 1 w/ Melta Bombs; 1 w/ Wolf Claw; 1 normal. A whole lot of whoop @$$ in this group here. Strength 10 hits, 3+ invul., Melta Bombs, re rolls of your choice, and 18 rending attacks on the charge here plus everything else. It would be cheaper to drop the WC at this point, but why cheap these guys out and slap the bolter on when u lose an attack and wouldn't even really use it? Hope this helps. ;) Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2471499 Share on other sites More sharing options...
Beef Posted July 25, 2010 Share Posted July 25, 2010 How is it 18 rending attacks on the charge, is that 6 each from the 3 without the special CC weapons (ie the ones without TH and WC)> Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2471537 Share on other sites More sharing options...
vikingwolves Posted July 25, 2010 Share Posted July 25, 2010 4 Base, +1 for paired weapons, +1 for charging. x3= 18 :P Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2471552 Share on other sites More sharing options...
Freman Bloodglaive Posted July 25, 2010 Share Posted July 25, 2010 I would say there are three ways to field them. Optimised to exploit wound allocation, every model different. Bare bones, no upgrades except for maybe a power fist or thunder hammer. Maxed out, where you give them maximum storm shields and a thunder hammer and use them against extremely heavy units. I think one of these would mulch a Incubi/Archeon unit without too much effort. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2471699 Share on other sites More sharing options...
Coverfire Posted July 25, 2010 Share Posted July 25, 2010 I would say there are three ways to field them. Optimised to exploit wound allocation, every model different. Bare bones, no upgrades except for maybe a power fist or thunder hammer. Maxed out, where you give them maximum storm shields and a thunder hammer and use them against extremely heavy units. I think one of these would mulch a Incubi/Archeon unit without too much effort. Optimising for wound allocation is best for all-comer lists. As for bare bones... I don't think they would be hugely successful except verses Tau and Guard, Ork nobz have hidden powerfists that will make us regret charging them, and the save for power armour is too good to make it worth while, sure there will be rending hit in there somewhere but the amount of times I have rolled no 6's on the to-wound roll... and then thinking back to the to-hit roll that rolled 3-4 our of 6 and cursing the changes made. As for maxed out... I stuck with max wound allocation and came up with 440 points. Now how much were the Incubi with Archeon? I would prefer to take 350pts TH,/SS, SS/MB, Bolter/CCW, BP/MB, BP/CCW and try to keep out of their way as I rip apart the rest of his force - still, I haven't played Dark Eldar for years so take that with a grain of salt. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2471759 Share on other sites More sharing options...
The Son of Russ Posted July 25, 2010 Share Posted July 25, 2010 I think TWC is one of our best units. It's no Nob biker squad or Seer Council, but it more than holds it's own against many units. Today I played demons for the first time and they took out a squad of pink horrors and Blood Crushers by themselves for the most part. Depends on how many you are running and what you want them to do. I generally run 3 in a 1500 point game; 2000 you might run 5, 4 is cheaper though obviously. 3- 1 w/ Wolf Claw; 1 w/ Melta Bombs; 1 normal -or- w/ Storm Shield if I have the extra points. The Wolf Claw is debatable by some if they want that 10 strength hit with a power fist or Thunder Hammer. I like having that extra attack and being able to chew up infantry with re rolls. I don't generally run them against uber-fied units, just the meaty center of the enemies army if I can that can't withstand these guys. Against other units with the same points value, they might come out on top. But it is safer and smarter to just eat their army in pieces while your bread and butter Gray Hunters do the dirty work. And individualizing these guys is key to keeping them alive, they are tough but will attract a lot of attention when running up. So either keep them in reserve and punish anyone for coming into you deployment zone or run them behind rhinos and let get a good charge in. 5- 1 w/ Thunder Hammer; 1 w/ Storm Shield; 1 w/ Melta Bombs; 1 w/ Wolf Claw; 1 normal. A whole lot of whoop @$$ in this group here. Strength 10 hits, 3+ invul., Melta Bombs, re rolls of your choice, and 18 rending attacks on the charge here plus everything else. It would be cheaper to drop the WC at this point, but why cheap these guys out and slap the bolter on when u lose an attack and wouldn't even really use it? Hope this helps. :) How can u have a wolf claw and a thunder hammer? only 1 Special close combat weapon every squad... It is in the codex. Beef i am ashamed you didn't notice that X'( Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472071 Share on other sites More sharing options...
Beef Posted July 26, 2010 Share Posted July 26, 2010 How can u have a wolf claw and a thunder hammer? only 1 Special close combat weapon every squad... It is in the codex.Beef i am ashamed you didn't notice that X'( As most people know I am into the Fluff first and for most, then the painting and modelling aspect of the hobby. Rules and lists I am pretty much useless with, but this thread is atleast giving me info on how I should arm mine. Unfortunatly When I build mine they will all have spears and shield just cos it looks cool. Unfortunatly game wise they wont be WYSIWYG Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472245 Share on other sites More sharing options...
vikingwolves Posted July 26, 2010 Share Posted July 26, 2010 I think TWC is one of our best units. It's no Nob biker squad or Seer Council, but it more than holds it's own against many units. Today I played demons for the first time and they took out a squad of pink horrors and Blood Crushers by themselves for the most part. Depends on how many you are running and what you want them to do. I generally run 3 in a 1500 point game; 2000 you might run 5, 4 is cheaper though obviously. 3- 1 w/ Wolf Claw; 1 w/ Melta Bombs; 1 normal -or- w/ Storm Shield if I have the extra points. The Wolf Claw is debatable by some if they want that 10 strength hit with a power fist or Thunder Hammer. I like having that extra attack and being able to chew up infantry with re rolls. I don't generally run them against uber-fied units, just the meaty center of the enemies army if I can that can't withstand these guys. Against other units with the same points value, they might come out on top. But it is safer and smarter to just eat their army in pieces while your bread and butter Gray Hunters do the dirty work. And individualizing these guys is key to keeping them alive, they are tough but will attract a lot of attention when running up. So either keep them in reserve and punish anyone for coming into you deployment zone or run them behind rhinos and let get a good charge in. 5- 1 w/ Thunder Hammer; 1 w/ Storm Shield; 1 w/ Melta Bombs; 1 w/ Wolf Claw; 1 normal. A whole lot of whoop @$$ in this group here. Strength 10 hits, 3+ invul., Melta Bombs, re rolls of your choice, and 18 rending attacks on the charge here plus everything else. It would be cheaper to drop the WC at this point, but why cheap these guys out and slap the bolter on when u lose an attack and wouldn't even really use it? Hope this helps. :) How can u have a wolf claw and a thunder hammer? only 1 Special close combat weapon every squad... It is in the codex. Beef i am ashamed you didn't notice that X'( Well poopie, you were right. I have never ran 5 yet, and I am glad you reminded me about that. I have been running 3 or 3 with a Wolf Lord. But now that you have rightly brought that up 5- 1 w/ Storm Shield; 1 w/ Wolf Claw; 1 w/ Melta Bombs; 1 w/ Bolter; 1 w/ normal. You have a solid invul. save for all the low AP fire that is sure to hit you. I prefer the Wolf Claw because I love versatility where you can choose what type of reroll you get. I do this because I face different armies and striking first is usually best. Melta bombs are needed for walkers and tanks obviously. And the bolter change for wound allocation. This varies up the wounds so u can have them survive a lot better. So in this list: 22 possibilities for rending, a 3+ invul save, and 6 rerolls all at int. 4 for a total of 305 points. Hope that helps. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472320 Share on other sites More sharing options...
Shadow warrior Posted July 26, 2010 Share Posted July 26, 2010 correction 5 rerolls because a wolfclaw doesn't give you the extra attack just like powerfist and thunder hammer (see rulebook close combat weapons section) Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472579 Share on other sites More sharing options...
G. A. K. Posted July 26, 2010 Share Posted July 26, 2010 I lkie to go bare-bones. Three guys: Fist, Meltabomb, blank. Near easy and murder on the right units. They are good to hold in reserve to counter-attack the enemy once they get too close but also, if your rolls are good, they can assault anything at the mid-point of the table on thier arrival too. If the points are there, I'll give one a TH/SS instead to keep them around agaist the real tough guys/monsters. G Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472628 Share on other sites More sharing options...
Simo429 Posted July 26, 2010 Share Posted July 26, 2010 1 Lord Wolf claw Storm Shield Wolf 4 lads 1 Wolf claw 1 Storm Shield 1 Melta Bombs 1 Naked Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472630 Share on other sites More sharing options...
vikingwolves Posted July 26, 2010 Share Posted July 26, 2010 correction 5 rerolls because a wolfclaw doesn't give you the extra attack just like powerfist and thunder hammer (see rulebook close combat weapons section) AGH! This is why I am a blood claw. I don't remember all the little rules sometimes. I have a hard enough time keeping pace with all the Tau bits and expeptions they take. My bro-in-law plays them, not me lol. Thanks for the clear up. Hope this has been a little helpful for the topic starter. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2472852 Share on other sites More sharing options...
Roland Durendal Posted July 27, 2010 Share Posted July 27, 2010 I run 2 packs at 2000pts, and I love them: 2X TWC 1X SS 1X MBs My Wolf Lord rides with these guys. He rocks the standard WC,SS, WTN, WTT, TWM, and Saga of the Warrior Born My second pack is: 3X TWC 1X TH 1X SS 2X MB They're more for knocking out vehicles and high T dudes. Link to comment https://bolterandchainsword.com/topic/207192-thunderwolf-cavalry/#findComment-2473317 Share on other sites More sharing options...
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