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Adding Wolf Guard to Long Fangs


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What are your thoughts on adding a wolf guard to a Long Fangs squad, just to be another 'ablative' wound, besides the sergeant. It is only 18 points, but do that 3 times for 3 LF squads and it quickly becomes 54, which is enough for a landspeeder...

 

I haven't played many games yet so I don't know what to think, but for those who have stuck on WGs to act as human shields, did you find the investment worth it? Thanks.

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I would toss one with TDA and a cyclone missile launcher so he isn't just a wound but adds two more missiles to the unit. This also allows u to remove a Long Fang and not worry so much for losing a missile since you have an extra two with the cyclone.

It can be even more worthwhile if you take one in TDA with a CML (Cyclone Missile Launcher), a PFist, and a Storm Bolter.

 

If you're going for on-the-cheap, then stick to a basic WG and you have someone to remove before you lose the option to split-fire, or a weapon.

Aye, 18 points is a small price to pay if points is tight. A spare Wolf Guard being left to listen to the Long Fangs talk about their sagas is a blessing, or a curse. XD

 

Though I imagine best protection for Long Fangs, is more Long Fangs and Rhinos. If they spend too much time blasting the Fangs, then the Grey Hunters get to preform their servace to the allfather safely. The more Long Fangs, the more threats they have to spread their fire between.

if you want to stay cheap i guess a extra wolf guard wouldnt hurt however base termie gear and a cyclone really makes your long fangs something to be feared. hell the chance to throw 7 missiles at any vehicle or squad is enough to sweat even the meanest mech list, hell doing it with 3 different long fang packs would likely cause some to lose their mind

 

heck

 

3 packs of long fangs at full squad and full missile load out would cost 420

3 packs of 5 man wolf guard at 4 bare 1 cyclone cost 405

 

thats 21 missiles for 825 points

I have found that for an allcomers list,3 lascannon,3 heavy bolter,4 missile launcher Long Fangs with 2 Cyclone TDA Wolfguard works out wonderfully.

 

You can outfit the remaining 8 Wolfguard either with a Drop pod and Combi Plasma for a one shot "annihilate an entire enemy squad" use or put them in a transport with a Wolf priest and equip them all with plasma pistol and powerswords for a heavy melee hammer unit.

No,

 

I take a full complement of Long Fangs always everytime and that is just enough to fit into my Razor Back, If I am short on points I would rather take a LF with a HB than a WG.

 

If I was in a situation with a list that I wanted to be able to sport a Heavy Weapon for a WG unit that was say DP and I wanted a HF or AC then I might consider it, but not just because I am looking for an soak off.

 

Now if I am going to put Logan with my fangs in the backfield then WG with CML is very very nice.

My army is primarily Footslogging, so I'm not concerned with trying to fit into a Razorback. I run two full Packs of Long Fangs, so for me it is worth it (usually) to pay 18 points for a basic Wolf Guard Leader with a Bolter and Chainsword to act as my first ablative wound for the unit. I would simply rather sacrifice a rather cheap guy like this than start losing more expensive models with the heavy weapons that my army relies on to perform "base of fire" and "anti-vehicle" misisons.

 

Additionally, I am already taking a Wolf Guard Pack as one of my Elite slots, because I use Wolf Guard Leaders with Combi-Weapons and high-strength special close combat weapons (Thunder Hammers or Power Fists) for other units, so I'm not really sacrificing much (other than 36 points) to take those two ablative wounds.

 

Lastly, taking these two guys gets me up to a total of 10 Wolf Guard in that pack, which allows me to take two Heavy Weapons for my Wolf Guard Terminators, which I think also gives an added benefit to my army (when playing in larger games).

 

Valerian

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