Grimtooth Posted November 17, 2010 Share Posted November 17, 2010 With all the advice I see thrown out here, noone is telling you to get to know your army first. Everyone is trying to build a meta list of what models you do have when you yourself admit to being a little, "Blood Clawish" in your gaming style. 1. Do some standard list build outs before jumping into the meta game. 2. Start at 1k, maybe even 750pts. 3. Find out what Rune Priests, Wolf Priests, and Wolf Guard Battle Leaders can do leading your army. 4. Learn what your units are capable of and what they are not. 5. Find your niche; mech, twc, dual rune priests, foot slogging, drop/mech, etc, etc. Once you have a grasp of SW units, then start experimenting with the meta builds, again finding what niche best fits you. This will lead to a more enjoyable gaming experience I can almost guarantee. It will also start to get that Blood Clawish attitude under control. You will actually look at a game and stop playing the army, but start playing the mission, ie, wasting an enemy hq and elites is great, but when his Troops hold 4 of 4 objectives, it doesn't win you the game. Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564251 Share on other sites More sharing options...
Max_Dammit Posted November 17, 2010 Share Posted November 17, 2010 With all the advice I see thrown out here, noone is telling you to get to know your army first. Everyone is trying to build a meta list of what models you do have when you yourself admit to being a little, "Blood Clawish" in your gaming style. 1. Do some standard list build outs before jumping into the meta game. 2. Start at 1k, maybe even 750pts. 3. Find out what Rune Priests, Wolf Priests, and Wolf Guard Battle Leaders can do leading your army. 4. Learn what your units are capable of and what they are not. 5. Find your niche; mech, twc, dual rune priests, foot slogging, drop/mech, etc, etc. Once you have a grasp of SW units, then start experimenting with the meta builds, again finding what niche best fits you. This will lead to a more enjoyable gaming experience I can almost guarantee. It will also start to get that Blood Clawish attitude under control. You will actually look at a game and stop playing the army, but start playing the mission, ie, wasting an enemy hq and elites is great, but when his Troops hold 4 of 4 objectives, it doesn't win you the game. Ahum. This way you'll lose some games but you know what something can and cant do in experience and not from what is being told here. :) Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564323 Share on other sites More sharing options...
the jeske Posted November 17, 2010 Share Posted November 17, 2010 GHx8 Melta MotF Totem WG Combi M PF in Rhino RPGHx8 Melta MotF Totem WG Combi M PF in Rhino WP GHx7 Melta MotF Totem WG Combi M PF in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) GHx6 Melta MotF Totem WG Combi M PF in Rhino RP (Sitting Back to Hold OBJ) LF 3xLC 1 ML LF 3xPC 1 ML LF 4xML WG W/cyclone 5 Scouts Motf Melta MBombs W/WG Combi M PF Total 1999 squads of GH are too small . even at 2 K I dont see much of a use for 3 HQs , speicaly as your runing Arjac too [which points wise is another HQ and not a very fast one to boot] . If you buy LF then buy the full 5 hvy weapon load out , there is no sense in runing one less . with just 4 hvy weapons per squad it is harder to effecticvly split fire [15 hvy weapons is avarge chance of countering 5 units . with 12 your looking at 4 ] . GH squads live and die due to their options [two specialas , power wepon/fist in the squad without a WG , MoTW etc] use it . IF WG are used then 9 man squads combis on the of the same type as unit special etc camping objectives with 7 dudes +an hq and being armed with meltas kind of a sucks. If you realy realy want a camper then at least give it two plasma guns. and why does the camper need a totem ? technicly it should be a lot less in hth situations [and if someone just walked over 3 other units of GH with 15 LF support then the totem probably wont help] . list is not bad per se , but it has points where it is not optimal and due to that ,I think , it may end up losing. Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564339 Share on other sites More sharing options...
TiguriusX Posted November 17, 2010 Share Posted November 17, 2010 GHx8 Melta MotF Totem WG Combi M PF in Rhino RPGHx8 Melta MotF Totem WG Combi M PF in Rhino WP GHx7 Melta MotF Totem WG Combi M PF in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) GHx6 Melta MotF Totem WG Combi M PF in Rhino RP (Sitting Back to Hold OBJ) LF 3xLC 1 ML LF 3xPC 1 ML LF 4xML WG W/cyclone 5 Scouts Motf Melta MBombs W/WG Combi M PF Total 1999 (1) As the others are saying...too much invested in mismatched HQ type units RP + RP + WP + Arjac = 488+ points While that makes sense if you have invested in ThunderLords it is hard to pull off with support HQs. RPs and WPs usually can't carry your army to victory singlehandedly. An army baed on RP/WPs need strong troops etc. Investing in Arjac is the equivalent of removing an upgraded GH pack I strongly suggest picking 1 path...the RP/RP/WP support army or the Arjac smash face army (Arjac still needs 1 HQ so pick RP or WP). (2) I think you also listed Arjac + WG with PF and combi-melta in the same GH unit. You can't do that. Arjac is a WG. Only 1 WG packleader allowed. (3) DP allocation With Arjac in a single DP you lose much of your advantage if your opponent reserves all his forces and you have no target. I would modify your rear guard GH unit to have a large unit size (say 10 GH with 2xplasma + WG equipped with CML) and buy them a drop pod. Drop the pod EMPTY on turn 1 in games where Arjac has no target on turn 1. That won't effect the rear guard unit performance. It also gives you the option of dropping the GH squad if you simply move the WG to the LF pack) (4) LFs You should consider splitting up your 3 LCs. LFs can split fire so you don't need to put the same type of weapon in each squad. Right now all your LC eggs are in one basket. I would shift 1 to the ML squad and have 2LC 2ML and 3ML 1LC. It will give you better fields of fire with the LCs. Hope that helps. You can see from the feedback that there are many different views on how to run things. At some point you just need to play test and see what works for you. We all have different play styles but the advise is still valid even if it appears to contradict the advice that applies to a different play style. Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564370 Share on other sites More sharing options...
CainTheHunter Posted November 17, 2010 Share Posted November 17, 2010 If You have enough Wolf Guards to lead Your squads, consider getting at least one in TDA with Cyclone launcher for one of the Long Fang units - the one which is deployed in centre. You can thus save one AP3 wound with that pack and also remove the Long Fang with rocket launcher as a casualty (You loose only one launcher, while the CML guy remains in game with his two shots per turn). Keeping him cheap with power weapon, the pack has some minor CC power as well to shrug off infiltrators/harassers, but I would not rely on that too much. If You go mechanised, I'd give to at least one Long Fang pack (maybe two if You have the models) a Lasback or TwinplasLasback. They don't have to start the game in the tank, but the armor blocks the LoS against them giving them cover on turn 1. Afterwards You just drive the tank away, and the Fangs are clear to shoot. It just came to my mind, that maybe You have not yet grasped the synergie of units, so You end up having a mess on the table, where different units have different movement range etc. Could this be one of the issues? Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564372 Share on other sites More sharing options...
slmellon Posted November 17, 2010 Author Share Posted November 17, 2010 If You have enough Wolf Guards to lead Your squads, consider getting at least one in TDA with Cyclone launcher for one of the Long Fang units - the one which is deployed in centre. I am using a TDA WG w CML with my Missile LFs which I normally place closest to the main body of my troops to cover their advance. The Two RPs are to hopefully prevent The Eldar PyshicFest I was planning to run a rhino with my WP up to where I Drop Arjac so I can have 15 or so GHs running together with Arjac and a WP. A lot of my list is based on what I have available at my disposal Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564598 Share on other sites More sharing options...
slmellon Posted November 17, 2010 Author Share Posted November 17, 2010 (2) I think you also listed Arjac + WG with PF and combi-melta in the same GH unit. You can't do that. Arjac is a WG. Only 1 WG packleader allowed. (4) LFs You should consider splitting up your 3 LCs. LFs can split fire so you don't need to put the same type of weapon in each squad. Right now all your LC eggs are in one basket. I would shift 1 to the ML squad and have 2LC 2ML and 3ML 1LC. It will give you better fields of fire with the LCs. Hope that helps. You can see from the feedback that there are many different views on how to run things. At some point you just need to play test and see what works for you. We all have different play styles but the advise is still valid even if it appears to contradict the advice that applies to a different play style. 2. Didnt think about that, good call 4. Maybe I will try it out Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564604 Share on other sites More sharing options...
slmellon Posted November 17, 2010 Author Share Posted November 17, 2010 GHx8 Melta MotF Totem WG Combi M PF in Rhino RPGHx8 Melta MotF Totem WG Combi M PF in Rhino WP GHx7 Melta MotF Totem WG Combi M PF in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) GHx6 Melta MotF Totem WG Combi M PF in Rhino RP (Sitting Back to Hold OBJ) LF 3xLC 1 ML LF 3xPC 1 ML LF 4xML WG W/cyclone 5 Scouts Motf Melta MBombs W/WG Combi M PF Total 1999 Change GHx8 Melta MotF Totem in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) LF 2xLC 2 ML LF 3xML LC WG W/cyclone GHx5 Melta WG Combi M PF in HBRazor (Sitting Back to Hold OBJ) Total 1841 Net Change 158pts What to Add? Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564619 Share on other sites More sharing options...
CainTheHunter Posted November 17, 2010 Share Posted November 17, 2010 ChangeGHx5 Melta WG Combi M PF in HBRazor (Sitting Back to Hold OBJ) I'd give this type of unit plasma weaponry instead of melta. Total 1841Net Change 158pts What to Add? Lone wolf with Chainfist and Storm Shield in TDA with two Fenrisian Wolves? 105 points IIRC. He would fit Your aggressive attitude quite nicely, because he really needs to gets stuck in to bring back his points. Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2564629 Share on other sites More sharing options...
slmellon Posted November 17, 2010 Author Share Posted November 17, 2010 GHx8 Melta MotF Totem WG Combi M PF in Rhino RPGHx8 Melta MotF Totem WG Combi M PF in Rhino WP GHx7 Melta MotF Totem WG Combi M PF in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) GHx6 Melta MotF Totem WG Combi M PF in Rhino RP (Sitting Back to Hold OBJ) LF 3xLC 1 ML LF 3xPC 1 ML LF 4xML WG W/cyclone 5 Scouts Motf Melta MBombs W/WG Combi M PF Total 1999 Change GHx8 Melta MotF Totem in Droppod Arjac (Dropping close to my own forward line of advance 18" in or so) LF 2xLC 2 ML LF 3xML LC WG W/cyclone GHx5 Melta WG Combi M PF in HBRazor (Sitting Back to Hold OBJ) Total 1841 Net Change 158pts What to Add? Change 2 2 8 Man GH Squads w Melta MotW Wolf Standard WG CMelta PF Rhino RP/WP 1 8 Man GH Squad w Melta MotF Wolf Standard Arjac Droppod 1 10 Man GH Squad w 2 Plasma Rhino LFs change 3ML 1LC TDA WG CML PW SB/2ML 2LC/3PC ML 7 Scouts Melta MotW MBombs WG CMelta PF Total 1999 Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2565046 Share on other sites More sharing options...
hartnett Posted November 17, 2010 Share Posted November 17, 2010 i have a decent all comers 1000 point list which can be expanded on many different ways its rather fast and can deal with horde and mechanised lists reasonably well Hq Wolf lord WTN TWM FB Troops 2 x 9 grey hunters w/ rhino and melta 5 grey hunters w/ flamer (home objectives) fast attack 2 thunder wolves w/ TH SS Heavy support 6 long fangs w/ 2 lc and 3 ml This is list works very well and if your opponent is nice and lets you proxy some thunder wolf models not having thunderwolves doesnt matter I find an invun on the lord isnt needed as he just runs from cover to cover but in any more points i give him a storm shield the lord can eat his way through mcs hitting on 3s with 6 attacks its a nice starting point but i struggle with larger games so im not much help with them being honest Link to comment https://bolterandchainsword.com/topic/215195-unsuccessful-at-being-even-adequate/page/2/#findComment-2565091 Share on other sites More sharing options...
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