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Foot slogging missile spam


jeremy1391

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Ok so I have been thinking of running a Logan wing missile spam list how viable would a list that is something along the lines of

 

Four ten man wolf guard squads 8 plain in PA with bolters and two in terminator armor with cyclones on each one with a chainfist one with a wolf claw that's four missiles per turn per squad !!!!! And weighs in at 290 points.

 

 

Now what else besides long fangs should I fill this army out with?

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Well, with 3 5ML LFs, you are 5pts over for 1850 and 145 under for 2000. Anything short of Ardboys level play is pretty much done. For 1850, drop a wolf claw. For 2000, throw a MM Dreadnought in a Drop Pod. For 2500, throw in 2 dreadnoughts in drop pods and 3 Typhoons. Then use the remaining points to spice up a single WG squad with all sorts of elite weapons.
My local meta game is very mech heavy and very competitive.... Lots of blood angels in fast transports and lots of mech eldar and orks. So this list will be different than the norm here as far as mobility but will have a very hard punch......
six man LF's packs with 5 ML's each should make things hurt badly. If you are going to do this, you may want to focus fire if your opponent has any LR variants on the field. Otherwise, Meltas or Lascannons will help, though that may make your army's theme not quite as strong.

I've been looking at a similar list and the biggest issue it that everything in there is slow, and there's not a lot to kill infantry. Sure the blasts can do some damage, but not enough.

 

I think the best addition is a few Thunderwolves. They provide a scary, fast unit that can speed in and eat up some unit once you missile them out of their transports.

 

The author of this blog has been running Loganwing for a while with pretty good success: http://bnhblog.blogspot.com/2010/10/prepar...-salvation.html

I run a list very similar to what you are considering. It's done quite well, but don't expect smiles if you play it outside of competitive events.

 

I think 10 man squads of WG is overkill. I've found two or three six man squads work quite well when backed up by a couple of (cheaper) squads of grey hunters. The list might seem slow, but CML don't need to stand still to shoot and 6" a turn adds up. I also use a couple of drop pods for extra mobility. I haven't had any real problem dealing with numbers either. By leaving out the mech, you can run a whole lot of marines. Advance, rapid fire then dare your opponent to charge. Logan's +1A plus counter charge plus an average of two attacks/model can put a serious dent in anything that gets to your lines.

I have been thinking about the same list myself!

 

I would only use 3 squads of wolf guards, as we play 1750 here. you can then have 3 Long fangs squads and two scouts scquads to help you.

 

Plunk the army in cover, and fire 26 missiles each turn. I actually bellive an army like this will be very effective against almost any army.

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