Khavos Posted August 30, 2010 Share Posted August 30, 2010 Thunderwolf Cavalry is a pretty fierce unit. It's also, in my opinion, kind of a silly one. The trouble is, I don't really see anything else in the codex that could be used for the same effective level of assault punch in a SW list. Not only are they good in and of themselves, but they synergize (unsurprisingly) with Thunderwolf-mounted Wolf Lords, which nothing else can really do, and if you're kitting out a vanilla Wolf Lord, it's hard to turn your back on what the Thunderwolf Mount wargear brings to the table. The dilemma I'm facing in starting up a SW list is that I've got a couple unopened boxes of Assault Marines, no desire to spend the cash for some of the decent-looking third-party Thunderwolf models, and an inherent bias against Space Marines riding wolves as a silly idea. I've also got an unreasonable fondness for hard-as-nails assault units and Herohammer HQ units. Those variables appear to create an unsolvable equation, unless I'm missing something. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/ Share on other sites More sharing options...
Freman Bloodglaive Posted August 30, 2010 Share Posted August 30, 2010 Wolf Lord, frost blade, storm shield, jump pack, saga of the bear. 215 points. Have him lead a unit of Skyclaws, perhaps with help from a Wolf Priest, and he'll do most of the hero-hammer stuff. I don't have wolves (too much expense already) but you can still make a tough as nails HQ. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500023 Share on other sites More sharing options...
Grey Mage Posted August 30, 2010 Share Posted August 30, 2010 I have to disagree. A TWC gives you 6 rending attacks on the charge, for 50pts. A GH gives you 9 attacks on the charge for 45pts. WG give you 8 PW attacks for 56pts. Frankly, the reason TWC are so popular is they are a point and shoot weapon. Theres no real subtly to them.... just rawr gettem. Thus they are an easy unit to use, and decent at what they do. Still... for 280pts you get 30 rending attacks and a stormshield at S5. For that same 280pts you can get 40 PW attacks at S4. Id rather have WG. So take those assault marines you have, and use the running legs off some to make some epic looking WG and the rest for bloodclaws... and givem all PWs. Tossem in a Rhino or a LR depending on points and watch things die. I personally run a unit with 8 PWs, 2PF+C-M, and for its price its damn near impossible to beat. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500024 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 To be honest, I hadn't really considered the Wolf Guard, mainly as I saw how ridiculously expensive Assault Terminators were and said forget it. The problem with even the PA version, though, is mobility. If their transport goes down - and it probably will, because most people don't fail to prepare for mech - they're stuck footslogging. It's hard to beat the utility of being able to charge something 18+D6 inches away one turn, and then do it again the next. Throw in the stat boost from the Thunderwolf Mount for the attached Wolf Lord, and maybe even a couple ablative Fenrisian Wolves, and that unit has survivability, killpower, and mobility, all for less than PAWG in a Land Raider. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500029 Share on other sites More sharing options...
Valerian Posted August 30, 2010 Share Posted August 30, 2010 Thunderwolf Cavalry is a pretty fierce unit. It's also, in my opinion, kind of a silly one. The trouble is, I don't really see anything else in the codex that could be used for the same effective level of assault punch in a SW list. Not only are they good in and of themselves, but they synergize (unsurprisingly) with Thunderwolf-mounted Wolf Lords, which nothing else can really do, and if you're kitting out a vanilla Wolf Lord, it's hard to turn your back on what the Thunderwolf Mount wargear brings to the table. The dilemma I'm facing in starting up a SW list is that I've got a couple unopened boxes of Assault Marines, no desire to spend the cash for some of the decent-looking third-party Thunderwolf models, and an inherent bias against Space Marines riding wolves as a silly idea. I've also got an unreasonable fondness for hard-as-nails assault units and Herohammer HQ units. Those variables appear to create an unsolvable equation, unless I'm missing something. Okay, so the Wolf Lord on TM attached to a unit of Thunderwolf Cavalry are a really great choice, but they aren't the only choice. If you find the idea of Marines riding Wolves silly, then just don't do it. Here is an extract from my blog that is relevant: Assault Force: A unit that will close with and assault an enemy force to destroy it (force-oriented), or that moves forward to seize an objective (terrain-oriented). The most important attributes for this force are Mobility (tactical) and Close Combat. The new Space Wolves codex contains many options for good Assault Forces. Examples now include: Swift Claws Bike Packs; Sky Claws Jump Infantry; Blood Claws Packs with a Transport (Rhino or Land Raider variant); Grey Hunter Packs with a Transport (Rhino or Land Raider variant); Wolf Guard Packs (in Power Armor or Terminator Armor) with an appropriate Transport; Thunderwolf Cavalry; and Fenrisian Wolf Packs. Obviously, some selections will be more effective than others, and you must weigh in your personal preferences in addition to considerations of efficiency (cost versus value) and effectiveness when choosing your Assault Force(s). Assault Force Note 1. It is probably appropriate to take the opportunity here to make an important point. Because of all of the excellent and attractive Assault Force choices available, it would be easy to become overzealous and go overboard with selections from this category. Taking multiple Assault Forces means that you must sacrifice in other areas, weakening your ability to fill certain other important Battlefield Roles, and accomplishing other tasks. Additionally, selecting too many Assault Forces may "pigeon-hole" you into a offensive scheme of maneuver that may not be to your advantage in every situation, or versus every Enemy. Assault Force Note 2. I recommend trying to "manage" your close combat potential such that you do significant damage to an enemy unit on the turn that you charge, but do not destroy it. If you destroy it, then your potentially expensive assault unit will be exposed to all of the enemy fire that they can muster in their following shooting phase (which will probably be everything they've got, and will be very bad for you). Instead, design the unit to destroy about 7 or so Marines (or equivilants) on your charge, and expect that you ought to get the remaining 3 or 4 during the enemy's assault phase. Having destroyed the unit in the enemy's turn, your unit will then be free to Move and Assault again in your following turn, having been protected from enemy fire throughout. My primary assault force for all of my 5th Edition games has been Ragnar Blackmane (I use his Great Company) attached to a Grey Hunter pack (8 Marines) with a Wolf Guard Leader in a Land Raider. They haven't let me down yet. You could always go with a unique Wolf Lord of your own, or a Battle Leader or Wolf Priest if you prefer. You don't have to try and create a "Deathstar unit" to make an effective Assault Force. If you are interested in reading through it, you can check out the whole blog on building an effective army list here. V Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500030 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 Still... for 280pts you get 30 rending attacks and a stormshield at S5. For that same 280pts you can get 40 PW attacks at S4. Also, how? Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500104 Share on other sites More sharing options...
Marshal Wilhelm Posted August 30, 2010 Share Posted August 30, 2010 Still... for 280pts you get 30 rending attacks and a stormshield at S5. For that same 280pts you can get 40 PW attacks at S4. Also, how? 10 WG with PWs. a2 + 1 [two weapons] + 1 [charging] = 40 5 TWC + SS. a4 + 1 [two weapons] + 1 [charging] = 30. +++ Fen Wolves are excellent buddies for the ThunderLord. Same rates of travel. They gain Ld 10 and ATSKNF. Saga of Wolfkin gives them i5, useful if you fight i4 or 5 armies. Give the Saga to a Wolf Priest as the rest don't help him that much, and you can give something meatier to the ThunderLord. ;) +++ If the rest of you army is Mechanised, another transport [Raider or Rhino] will improve the survivability of the rest of them. If the rest of your army is Foot, a transport [Raider or Rhino] should be picked on and destroyed as it is the only real target for Meltas, etc. to be fired upon. Of course, you can trail TWC behind a ThunderLord + Fen Wolves. The Fen Wolves get a re-roll on their Ld. The TWC get 4++ saves from the Wolves. :D It is like Gargoyles and Shrikes hanging out in a Nids army. Both or either of these units hides well behind a wall of rushing transports too. I think SW players have a problem called The Tyranny of Choice ~ too much stuff that is all valid :P As you dislike TWC, you can go with the solid WG choice. Then you have to decide which Raider is the best for you.... ;) Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500112 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 Still... for 280pts you get 30 rending attacks and a stormshield at S5. For that same 280pts you can get 40 PW attacks at S4. Also, how? 10 WG with PWs. a2 + 1 [two weapons] + 1 [charging] = 40 5 TWC + SS. a4 + 1 [two weapons] + 1 [charging] = 30. The trouble is, I think that's a deceptive comparison, as the WG absolutely need a transport. If it's a Landraider, you're chucking another 250+ points on to their cost. You're getting a very good tank, sure, but most lists are equipped to pop AV14 quickly, because assault unit + LR isn't exactly a novel approach, and making them foot slog ruins their effectiveness. If it's a Rhino - which I wouldn't do, as I'm not fond of assault units in non-assault transports - they're definitely not going to have anywhere near those 40 PW attacks on the charge, as a lot of 'em will be dead. My 1850 list is currently drawn up to run 5 TWC, TH, 3xSS, Melta Bombs, and a Boltgun. Has a screen of 8 Fenrisian Wolves. Comes to 439. Clocks in cheaper than vanilla THSS Terminators in a Land Raider, more maneuverable, more durable, and close to just as killy. I just don't see anything in the SW codex that can match it. They can't be taken out of the game by a suicide melta, they can play ridiculous wound allocation games, and they can hit anything within up to two feet in a charge. The problem with the WG is that they're, in my opinion, a one-shot unit. 40 PW attacks is going to paste damn near anything tumbling out of a Land Raider, no argument there. The problem is that they're going to get shot to hell after they do it, and they're no more durable than a standard Tactical Marine. And that's the best case scenario; the worst is an early turn LR wreck. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500125 Share on other sites More sharing options...
Marshal Wilhelm Posted August 30, 2010 Share Posted August 30, 2010 Maybe you'll just have to learn to love Thunder Wolf Cavalry ;) ^_^ I am sure you could do something to change up the Wolf Guard from being identical, and so improve their survivability, but TWC are quite hardy. You are getting the same number of wounds but at T5. Plus two t4 models shrink in effectiveness faster than a t5 w2 model ~ one Krak missile pops a WG and so they are half as effective. The TWC says ouch and is just a solid in output as before. I would try playing with WG + LR and also TWC. See if you can get the WG to work. If you can't and find the TWC better ~ and want to win, go the TWC....? TWC are not actually that killy against MEq. What is really amazing about them is the ground they can cover [perhaps making charging anything a good idea, within reason] and the wound allocation and resilience they get from being complex multi wound t5 minis. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500174 Share on other sites More sharing options...
Blitzkreig Posted August 30, 2010 Share Posted August 30, 2010 Wolf Lord with Frost Weapon, Meltabombs, Wolftooth Necklace, Belt of Russ and Saga of the Bear - 200 Points for 6 S5 I5 PW Attacks on the charge. 9 Wolf Guard with 4 Frost Weapons and 5 Power Weapons - 292 Points for 16 S5 I4 PW Attacks and 20 S4 I4 PW Attacks on the charge. 492 Points for that ten man unit which can and will maul anything and everything short of a Wraithlord/Nightbringer. Give them a Drop Pod for some Orbital faceslamming shenanigans or fork over 275 points for a Crusader with a Multi-Melta and Extra Armour. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500183 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 Maybe you'll just have to learn to love Thunder Wolf Cavalry :yes: :D I am sure you could do something to change up the Wolf Guard from being identical, and so improve their survivability, but TWC are quite hardy. You are getting the same number of wounds but at T5. Plus two t4 models shrink in effectiveness faster than a t5 w2 model ~ one Krak missile pops a WG and so they are half as effective. The TWC says ouch and is just a solid in output as before. I would try playing with WG + LR and also TWC. See if you can get the WG to work. If you can't and find the TWC better ~ and want to win, go the TWC....? TWC are not actually that killy against MEq. What is really amazing about them is the ground they can cover [perhaps making charging anything a good idea, within reason] and the wound allocation and resilience they get from being complex multi wound t5 minis. Precisely. It's not that they're super-killy - they're good, but not great - but that they're hard to kill and extremely mobile. They shouldn't have trouble staying in CC the entire game beyond the first turn, and they won't die to massed fire the way that Wolf Guard will. Wolf Lord with Frost Weapon, Meltabombs, Wolftooth Necklace, Belt of Russ and Saga of the Bear - 200 Points for 6 S5 I5 PW Attacks on the charge.9 Wolf Guard with 4 Frost Weapons and 5 Power Weapons - 292 Points for 16 S5 I4 PW Attacks and 20 S4 I4 PW Attacks on the charge. 492 Points for that ten man unit which can and will maul anything and everything short of a Wraithlord/Nightbringer. Give them a Drop Pod for some Orbital faceslamming shenanigans or fork over 275 points for a Crusader with a Multi-Melta and Extra Armour. I dunno how you guys manage to get away with putting 3+/- huge investment uber-killy assault units in anything but LRs. Weight of fire, plasma, etc. will bring that down as easily as a Grey Hunter squad for the turn they're sitting in the open waiting to assault. That unit needs a Land Raider or it's just a lot of points dying to shooting. With a Land Raider, it makes up 41% of your points at 1850. I think that's overpriced for what it does. Maybe it's me having tried to figure all this out with the vanilla codex for too long, but I'm still in the mindset that if a unit costs much more than 200 points, it's simply better to go with TH/SS Terminators, as they're probably better at whatever it is you're using them for anyway. I know that's not an option with SW, but it's still the benchmark I use. Edit: All I'm trying to do, really, is replace the "hammer" units in my 1500 and 1850 lists with something other than TWC. The 1500 list is 3 TWC with kit at 240 points total. The 1850 list is 5 TWC with kit at 375 points total. I just don't think it can be effectively done while staying within 50 points of those values. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500261 Share on other sites More sharing options...
Einholt Posted August 30, 2010 Share Posted August 30, 2010 What about this pack in a drop pod: Rune priest (for 5+invul save) 9 WG in power armour 4 with bolt pistol and chainsword 2 with 2 wolf claws 1 with power weapon 1 with frost weapon 1 with Power fist Come to about 405 points, gives you more a few bodies to soak up some wounds, an important invulnerable save and what should be a nasty charge, 5 power weapon bodies + a power fist, it again is over costed for what you want but something to think about. If you cut out the wolf claws and frost weapon and had power weapons instead it would come to 355 points. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500288 Share on other sites More sharing options...
Maximus-92 Posted August 30, 2010 Share Posted August 30, 2010 Well, my favourite cc unit in the whole codex still hasn't been mentioned, SCOUTS!!! 10 scouts with 2 power weapons, motw, meltagun and a wg with a frost blade coming in from any edge (most of the time). Fairly cheap at 243 points for the unit and very versatile and completley protected until they arrive which if all goes well should put them straight into assault with the enemies rearguard units. Don't forget they all have the crack grendaes and the amount of time i've managed to multi charge vehicles that were stationary. I recently took this squad to a tourney and in one game they managed, a predator, 15 marines and 5 other scouts and lost 2 guys, they would killed another 5 marines had there been another turn. They are risky but so much fun. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500291 Share on other sites More sharing options...
Olgerth Istaarn Posted August 30, 2010 Share Posted August 30, 2010 I've toyed with a bunch of TWC representation ideas, and ended up with cleaned-up bloodcrushers. I like me some mechanical bull. If you have a ton of assault marines, maybe you can represent TWC as two bulked-up jumppackers on a 60mm base? Just a thought. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500482 Share on other sites More sharing options...
Dyre Posted August 30, 2010 Share Posted August 30, 2010 I've toyed with a bunch of TWC representation ideas, and ended up with cleaned-up bloodcrushers. I like me some mechanical bull. If you have a ton of assault marines, maybe you can represent TWC as two bulked-up jumppackers on a 60mm base? Just a thought. I was thinking about making those 4-wheeler bikes as counts as TWC. If I wanted to add in a few TWC to my mech army. The only thing I cant really come up with is how to represent the extra rending attacks. A second marine maybe, but i dont really like the way that looks. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500500 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 Well, my favourite cc unit in the whole codex still hasn't been mentioned, SCOUTS!!! 10 scouts with 2 power weapons, motw, meltagun and a wg with a frost blade coming in from any edge (most of the time). Fairly cheap at 243 points for the unit and very versatile and completley protected until they arrive which if all goes well should put them straight into assault with the enemies rearguard units. Don't forget they all have the crack grendaes and the amount of time i've managed to multi charge vehicles that were stationary. I recently took this squad to a tourney and in one game they managed, a predator, 15 marines and 5 other scouts and lost 2 guys, they would killed another 5 marines had there been another turn. They are risky but so much fun. That's not a bad idea, actually. What about this pack in a drop pod: Rune priest (for 5+invul save) 9 WG in power armour 4 with bolt pistol and chainsword 2 with 2 wolf claws 1 with power weapon 1 with frost weapon 1 with Power fist Come to about 405 points, gives you more a few bodies to soak up some wounds, an important invulnerable save and what should be a nasty charge, 5 power weapon bodies + a power fist, it again is over costed for what you want but something to think about. If you cut out the wolf claws and frost weapon and had power weapons instead it would come to 355 points. Killy, but completely lacks mobility. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500630 Share on other sites More sharing options...
Voracioustigger Posted August 30, 2010 Share Posted August 30, 2010 What about this pack in a drop pod: Rune priest (for 5+invul save) 9 WG in power armour 4 with bolt pistol and chainsword 2 with 2 wolf claws 1 with power weapon 1 with frost weapon 1 with Power fist Come to about 405 points, gives you more a few bodies to soak up some wounds, an important invulnerable save and what should be a nasty charge, 5 power weapon bodies + a power fist, it again is over costed for what you want but something to think about. If you cut out the wolf claws and frost weapon and had power weapons instead it would come to 355 points. The Rune Priest actually gives them a 5+ COVER save, so... that squad, which costs 40pts/model on average, still dies like a 15pt marine. And as the above poster mentioned, it completely lacks mobility. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500640 Share on other sites More sharing options...
Freman Bloodglaive Posted August 30, 2010 Share Posted August 30, 2010 10 Skyclaws, power fist, mark of the wulfen Wolf Priest, jump pack A 345 point unit that has mobility and can hit pretty hard. I'm not going to say that it hits as hard as a Thunderwolf unit, or that it is as survivable (we can't get bubbles of feel-no-pain) but it does hit hard when the moment presents itself. I just add a Wolf Lord in bigger games. There's also the full Swiftclaw pack with attack bike, Wolf Guard, and Wolf Priest, but that is racking up a lot of points. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500653 Share on other sites More sharing options...
Khavos Posted August 30, 2010 Author Share Posted August 30, 2010 10 Skyclaws, power fist, mark of the wulfenWolf Priest, jump pack A 345 point unit that has mobility and can hit pretty hard. I'm not going to say that it hits as hard as a Thunderwolf unit, or that it is as survivable (we can't get bubbles of feel-no-pain) but it does hit hard when the moment presents itself. I just add a Wolf Lord in bigger games. Yeah, I'd honestly love to find a way to make Skyclaws work, because I've always liked jump Marines, but my Mathhammer indicates that, against anything tougher than Guard, they're lacking compared to the TWC. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500654 Share on other sites More sharing options...
Freman Bloodglaive Posted August 30, 2010 Share Posted August 30, 2010 I've taken down a Sanguinary Guard squad with Dante attached with them, after Dante cursed the Priest. There is nothing tougher than Guard. Against anything up to WS 7 they are the same as assault marines, only disadvantaged against WS4 where they do get hit more often. It would be nice if we could attach a Wolf Guard, but we do get the Wulfen who, with D6+3 rending attacks on the charge, can add the equivalent of another three marines (normal assault marines) attacks for less than the cost of one. Thunderwolves are very very good, but marines riding big dogs is silly. Not that I wouldn't get some of the Mythicast models one day, but I have heaps of marines (more than I could ever paint) and I don't need more models. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500721 Share on other sites More sharing options...
Valerian Posted August 30, 2010 Share Posted August 30, 2010 Not that I wouldn't get some of the Mythicast models one day, but I have heaps of marines (more than I could ever paint) and I don't need more models. Same here Fremen. I had much more than 3,000 points worth of Space Wolves long before the latest Codex came out, so there isn't a whole lot of motivation for me to buy even more, just to get some Thunderwolf Cavalry. Especially not when I've already got several more-than-satisfactory Assault units, and I don't need the TWC to do a job that other units do admirably. I tried to point this out to the OP earlier, but there are plenty of great units out there that can destroy enemy forces in close combat; some of them are even Scoring, and can sieze and/or secure Objectives, which TWC cannot do. V Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500729 Share on other sites More sharing options...
Blitzkreig Posted August 31, 2010 Share Posted August 31, 2010 Wolf Lord with Frost Weapon, Meltabombs, Wolftooth Necklace, Belt of Russ and Saga of the Bear - 200 Points for 6 S5 I5 PW Attacks on the charge.9 Wolf Guard with 4 Frost Weapons and 5 Power Weapons - 292 Points for 16 S5 I4 PW Attacks and 20 S4 I4 PW Attacks on the charge. 492 Points for that ten man unit which can and will maul anything and everything short of a Wraithlord/Nightbringer. Give them a Drop Pod for some Orbital faceslamming shenanigans or fork over 275 points for a Crusader with a Multi-Melta and Extra Armour. I dunno how you guys manage to get away with putting 3+/- huge investment uber-killy assault units in anything but LRs. Weight of fire, plasma, etc. will bring that down as easily as a Grey Hunter squad for the turn they're sitting in the open waiting to assault. That unit needs a Land Raider or it's just a lot of points dying to shooting. With a Land Raider, it makes up 41% of your points at 1850. I think that's overpriced for what it does. Maybe it's me having tried to figure all this out with the vanilla codex for too long, but I'm still in the mindset that if a unit costs much more than 200 points, it's simply better to go with TH/SS Terminators, as they're probably better at whatever it is you're using them for anyway. I know that's not an option with SW, but it's still the benchmark I use. Edit: All I'm trying to do, really, is replace the "hammer" units in my 1500 and 1850 lists with something other than TWC. The 1500 list is 3 TWC with kit at 240 points total. The 1850 list is 5 TWC with kit at 375 points total. I just don't think it can be effectively done while staying within 50 points of those values. For the way I play, they dont need a Land Raider... a Drop Pod is more than sufficient for what I need them to do. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500750 Share on other sites More sharing options...
Marshal Wilhelm Posted August 31, 2010 Share Posted August 31, 2010 Same here Fremen. I had much more than 3,000 points worth of Space Wolves long before the latest Codex came out, so there isn't a whole lot of motivation for me to buy even more, just to get some Thunderwolf Cavalry. Especially not when I've already got several more-than-satisfactory Assault units, and I don't need the TWC to do a job that other units do admirably. I tried to point this out to the OP earlier, but there are plenty of great units out there that can destroy enemy forces in close combat; some of them are even Scoring, and can sieze and/or secure Objectives, which TWC cannot do.V I was curious, and so I will ask; have you tried using TWC or ThunderLord? You may find them so outrageously enjoyable that after proxying them for a few games, you might want them enough to buy them....? :( For the way I play, they dont need a Land Raider... a Drop Pod is more than sufficient for what I need them to do. 500 pts for a unit with Infantry move, even after Podding them down close to them enemy does not seem very good to me. You are obviously having success with it, so I wont dismiss it out of hand, but here is what I am thinking.... 1] You Pod into the guts of the enemy force using DP-Assault. You get mugged by nearly all the enemies force. 2 i] You Pod onto a flank of the enemy, so you don't get shot to heaven. The enemy then falls back from that flank [either by transport or running] Your 500 pt unit gets shot at by the rest of his force and still loses quite a few dudes. And cannot assault him T2. 2 ii] He gives you a cheap unit*, fans them out right in front of you. Your next turn you cannot really go around them without being very inefficient in gaining ground. All this going around allows the rest of his guys to shoot you, whilst you go around them. And then he does the same thing again with the cheap unit. 2 iii] *Or perhaps a Rhino. If you blow up the Rhino, you could even lose a couple of WG to a 50 pt box. Then have to walk through difficult terrain. 2 iv] You assault the cheap unit. Because they are right in your face, you only gain a few inches. You consolidate d6". You have covered, say, 6" in you T2. Then the rest of his army lights you up.... 3] You don't use DP Assault [having more Pods]. You hope your 500 pt unit comes down at a time that coincides with the rest of your dudes hitting home. Having a 500 pt unit off the table for T1 and not doing anything useful T2, but getting shot at does not seem good to me. Add in failed reserves rolls and your unit will probably turn up T3, and start killing stuff on T4? but what if your foe plays like a coward [or Tau in this case ;) ] and runs away from your unit? You'll only start killing stuff on T5 [if at all] Not very good if the game ends on T5 or T6.... The Raider gives you the chance to assault on T2 [T1 ~ 12", T2 ~ assault 21" = 33"] and go straight into combat [without getting shot to bits] I killed 500 pts of Warboss+Nobz+Painboy+Zagwort in one turn when they DSed close to my Templars with shooting and assault from 1K pts. I think 13 Meq wounds would be even easier to destroy.... I hope I have not come across as mean or trolling in my response, these are just genuine thoughts I am having. What do you think? Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500773 Share on other sites More sharing options...
Khavos Posted August 31, 2010 Author Share Posted August 31, 2010 I tried to point this out to the OP earlier, but there are plenty of great units out there that can destroy enemy forces in close combat; some of them are even Scoring, and can sieze and/or secure Objectives, which TWC cannot do. I'll admit I'm a little unclear on what you were actually proposing as a substitute for 24 S5 Rending attacks, eight wounds, a couple invulnerable saves, wound allocation shenanigans, and 18+D6 charge range for around 250 points. My position is that nothing else in the codex comes close; it either lacks the killing power (Skyclaws) or requires dedicated transport that effectively doubles its cost (everything else). Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500779 Share on other sites More sharing options...
Khavos Posted August 31, 2010 Author Share Posted August 31, 2010 I hope I have not come across as mean or trolling in my response, these are just genuine thoughts I am having. What do you think? I think you've perfectly illustrated the problem of assault units without self-mobility or non-Land Raider transport. Link to comment https://bolterandchainsword.com/topic/209573-twc-vs-everything-else/#findComment-2500785 Share on other sites More sharing options...
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