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Long Fang Packs


slmellon

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I am trying to get some long fang packs set up and need some opinions

 

What I Have

 

6xML, 3xLC, 3xPC, 3xHB, 3xMM (with the bits to make more of everything but MLs)

 

My current set up is 3 groups of 2ML and 3 of the others. Not currently planning on using MMs due to range. Is there a better set up? Wanting to get a 5xML pack, but need the bits. Other than that...need advice

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Then as someone who focuses heavily on the use of Long Fangs,that you have the ideal load out. The lascannon/missile launcher squad would do its best work against vehicles. The heavy bolter/missile launcher squad is there for large groups of enemys or lightly armored enemys. The plasma cannon and missile launcher squads would be ideal for heavy armored targets.

For tanks, 2 Laz and 3 Missles is hardly ever wrong. The Laz will probably always have a tank and the missles are free to bother infantry or do a simlar job as a lazcannon. Plus they have exactly the same range hence theres no real bothers at all. Though at 15 points more, Lazcannons seem really expensive just for a extra point of strength.

 

Mult-meltas are meh on Long Fangs unless it's a Logan Pod with support of some kind. They are just hardly ever in the range of the long fangs to do anything interesting.

 

Plasma cannons look cool. I would have fun with them for their anti infantry abilitys. Probably in the same ratio as the Laz really, since they they pop a transport now and again.

 

Heavy Bolters are meh, better platforms for them that can deny cover, anti infantry is just something a long fang squad should not be purely doing. They prefer to shoot at nasty stuff with the real heavy weapons.

Talking to another player at my LGS he talked about the Plasma Cannon being anti-TDA especially when deep striking via teleport. He mentioned killing 5 or six in one go, no scatter and bad saves makes termies go bye bye. We have alot of SM players and plas is a must.

 

Have the bolters because i havent build anything else, plus price wise they fit well in my new list.

I run 2 at the moment, the 2nd was made out of my Bits Box

 

1st Long Fangs

-ML x5

 

2nd Long Fangs

-ML x2

-LC x2

HB x1

 

I have found the Heavy Bolter was a good choice recently. while everything else it Tank/MC hunting the Heavy Bolter has been chewing on little things like those floating Nid "Mines". When I have found it so-so is only vs MEQs.

2LC, 3ML: the swiss army knife of heavy weapons.

 

Easy to hide or put on a dominant terrain feature for LoS across the table. Watch your opponent knaw his own legs off as you split fire and nail multiple targets. (Or, if you are me, knaw your own legs off as you roll five misses).

 

But seriously, 2 squads of 2LC, 3ML can cause quite a bit of grief to pretty much anything, at a reasonable price. While we all know that missile spam has a terrible power, I'm leery of not being able to pierce AV14.

2LC, 3ML: the swiss army knife of heavy weapons.

 

Easy to hide or put on a dominant terrain feature for LoS across the table. Watch your opponent knaw his own legs off as you split fire and nail multiple targets. (Or, if you are me, knaw your own legs off as you roll five misses).

 

But seriously, 2 squads of 2LC, 3ML can cause quite a bit of grief to pretty much anything, at a reasonable price. While we all know that missile spam has a terrible power, I'm leery of not being able to pierce AV14.

 

I run 5x ML. If I wanted to run something a little more infantry effective, I would add 2x PC and 3x HB. As for the AV 14, I do not even like lascannons for dealing with that. I leave that armor up to my melta gun wielding GH zooming around in rhinos. The 2d6 ap is essential in killing av 14 imo.

Thankfully SM's can't get "Reinforced Ceramite Armor" like the IG tank groups can...

 

I try to use MLx2/LCx2 or 3 depending on what the loadout is.

 

As for the other squads, I'm pretty sure that if I squeeze in a 3xHB/2xPC or 5xHB it'd be nice against most infantry choices. Sure would be fun, gotta remember to do that in my lists next time.

 

Just so used to having to take redundancies due to one opponent...

I'm a fan of two packs of 5ml's. If it's a horde army, then the frags do pretty well. Against anything else str 8 ap 3 is pretty awesome. I don't worry about AV14 with these guys. If its a monolith, then I'll use my str 10 pfist/thammer on my TWC. A land raider is typically driving into melta range so my melta packs can deal with that. The only other thing is IG with Leman Russes. I honestly never see that many russes these days, It's typically the AV12 heavy support tanks instead, so I'm not that worried.
I like five man squads- usually I go with 2xML, 2xLC and a pack leader. Takes care of my anti tank worries, and I can switch the MLs to frags when I start running out of enemy armor to kill.... or you know, they both work against monstrous creatures and nid warriors really well too.
I am trying to get some long fang packs set up and need some opinions

 

What I Have

 

6xML, 3xLC, 3xPC, 3xHB, 3xMM (with the bits to make more of everything but MLs)

 

My current set up is 3 groups of 2ML and 3 of the others. Not currently planning on using MMs due to range. Is there a better set up? Wanting to get a 5xML pack, but need the bits. Other than that...need advice

 

I would ditch the Multi-meltas (as you pointed out, the range is too short on a non-mobile platform) and make three packs that are exactly the same:

 

1x Lascannon

2x Missile Launcher

1x Plasma Cannon

1x Heavy Bolter

 

Always put the Heavy Bolter on the end of your formation, so that he can get assigned the First Wounding Hit; if he dies, then you can remove him safely without causing your unit to have to move (and sacrifice shooting) to regain coherency. At only 20 points, your Heavy Bolter guy in each Pack makes for a very helpful (and relatively inexpensive) Redshirt, bullet-magnet, cannon-fodder, model. While he is alive, you can use your Split Fire ability to point him toward an infantry unit. The Plasma Cannon will normally augment the Heavy Bolter in targetting the infantry unit, and is great against MEQs and Elite Infantry (like Terminators), and a lucky shot can net you several in one blast. The Lascannon and Missile Launchers, on the other hand, will normally be used to target enemy vehicles, or Monstrous Creatures, or other hard targets that their high-strength can help deal with. With this loadout, you will have a flexible unit with "something for every occassion".

 

If you didn't have the Split Fire ability, then I wouldn't mix weapons like this in a single unit, and would built specific anti-infantry packs and specific anti-vehicle packs (as a regular SM should be doing with his Devastator Squads). However, we do have Split Fire, so I don't hesitate one bit in taking advantage of that.

 

Also, when I have the spare points, I add a "slick" Wolf Guard Leader with a Bolter and no upgrades to each Long Fang Pack at just 18 points to buy me an extra Redshirt to kill off prior to my Heavy Bolter dude. This does two things for me: first, it adds a bit of durability to the unit with a relatively cheap bullet-magnet, and second, it gives me more models in that Wolf Guard Pack that I'm taking anyway, to help me get up to either 5 models, or even 10 models, so I can get those Terminator Heavy Weapons.

 

Regards,

 

Valerian

I think plasma cannons are under rated. For a long time I stuck with ML's for any job and then in an apocalypse game I took some plasma cannons and watched the enemy terminators shudder in fear.

 

Yep, my two Long Fang packs consist of:

 

1x Lascannon

2x Plasma Cannon

2x Heavy Bolter

 

and

 

1x Lascannon

1x Missile Launcher

2x Plasma Cannon

1x Heavy Bolter

 

I love those 4x Plasma Cannon added into the mix. I'm very happy with the performace of these packs so far. Additionally, getting the bitz was easy with the Devastator plastic boxed sets. I like the variety, versatility, and look of these packs (very important consideration for me!).

 

V

Long Fangs should focus on one thing. For Space Wolves, that has to be long range armor popping ability. I run three groups of 5 with 4 missile each. I would recommend that you try to get all missiles at some point. They pop armor reliably and they are cheap. With what you have now, I would only use lascannons and missiles. plasma cannons are too unreliable and too short range, heavy bolters are a waste, and melta requires you to be close. Long fangs don't do well close. Keep them at range and focus on popping light-medium armor. Grey hunters, scouts, and speeders can handle AV14.

ALL Missile Launchers is Anti-Fluffy. :ph34r:

Spam is boring.

Heavy Bolters have thier use. They are great as your Second Weapon, they can take on the little things while your othe guns take on the big stuff.

-Las-Cannons are one of the better Anti-Tank/MC weapons out there.

-Multi-Meltas are great for Pod List even without Logan. Jsut Pod them in near the middle of the board and unlead them on your side of the pod. This give them cover and gets them there quicly during DOW.

-Plasma is nor more Reliable that any other template weapon other than the "Gets Hot!" rule, but 11 Plasma Cannons cause most armies to just melt in front of your eyes. Don't Fear the Plasma!

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