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Viability of a single Wolf Lord on a thunderwolf


Heimdal

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Wolf Lord

-Frost Blade

-Thunderwolf mount

-Belt Of Russ

-Wolf Tooth Necklace

-Beastslayer

 

I get a T5, S6 I5 model with an invulnerable save that can get into CC over a long distance for the price of 215 points.

It will be used in conjunction with 3 units of Grey Hunters in Rhinos and a drop pods worth of terminator Wolf Guard.

 

But I wonder, how will it fare as the only and single thunderwolf in my army? What experiences have other people come across?

Will my opponents be spooked by the TW and direct heavy weapons against it? What units should be avoided getting close to?

What can be done to maximize the WLTW´s efficency?

Good for a distraction and for cleaning up combats, you just have to be careful with units you engage.

 

The real question is what is in the rest of your army? Will you have your wolf lord following APC vehicles using them as

sight blockers to strike as soon as something gets close or had you intended another strategy like sending him off to engage

as soon as possible...

 

 

Either way I would recommend Runic armour since he is on his own, Saga of the Warrior Born - as he might be good but not invincible and you will need to keep him away from any combat orientated units unit they have been thinned out by the rest of your army. As for weapons, Wolf Claw or Frostaxe and stormshield and another recommendation would be x2 Fenrisian Wolves to deplete the first lot of shooting against your thunderwolf lord.

 

Wolf Lord

Thunderwolf Mount

x2 Fenrisian Wolves

Wolf Claw, Stormshield

Runic Armour

Saga of the Warrior Born

 

= 265

I've had lots of luck with my Thunderwolf Lord and his frost blade and runic armour. And throw in the Stormshield and Warrior Born and he can really do some damage. I've personnally played many games against orks and have had plenty of problems with Ghazghkull until I started playing my TWL. The last game I played against him it was a relly epic showdown with my TWL and Ghazghkull facing off. Both squads were gone and it was just them two. His 2+ invul for his Waagh! was no match for my TWL.
Don't try and kill ghaz with a 2+ invul. Kill his nobz and hope to force wounds on ghaz and the nobz..kill the nobz.. break them unit in combat and break ghaz along with. I've had problems with him as well here recently and this is how i've found to kill him. It's still hard, and ghaz and his 12 unique nobz will still likely win, but they die to GH's next turn :P
Good for a distraction and for cleaning up combats, you just have to be careful with units you engage.

 

The real question is what is in the rest of your army? Will you have your wolf lord following APC vehicles using them as

sight blockers to strike as soon as something gets close or had you intended another strategy like sending him off to engage

as soon as possible...

 

snip

 

Yes, my intention is to use vehicles as sight blockers and send in the WL to assault approriate units.

 

My 1750-list as follows:

 

HQ

Wolf Lord on TW

 

2x Wolf Priest

 

Elites

6 Wolf scouts +WG

 

4 TDA WG in DP

 

Troops

3x 9GH´s with Rhino

 

Heavy Support

6LF with 5 ML

 

Dakka-Pred

 

The list is designed with the swedish tournament climate in mind, whichin effect means that it use a composition penalty for units and upgrades to even out the playing field.

Actually there's quite a lot. Shooting isn't the dangerous part, there a few S10 weapons but not that many but once in CC you have a bunch with Force weapons, Bone swords, TWC, Dreads, Ork warbosses and so on. Making him an Eternal warrior is mostly worth the points as is equipping him with a couple of wolves to soak wounds.

id prefer it if the tau fired their rail guns at him instead of at my tanks, and hed still get an inv whilst a tank wont. their multi plasma suits are a bigger pain in the...

and with the likes of force weapons and boneswords, thats where you let reguar guys with a powerfist rip them appart. plus against the likes of force weapons, if a libarian is in base contact with your lord, and you fail to kill it then you deserve to loose the lord.

andy way thought the main puropse of this lord was to be a distraction, no?

id prefer it if the tau fired their rail guns at him instead of at my tanks, and hed still get an inv whilst a tank wont. their multi plasma suits are a bigger pain in the...

and with the likes of force weapons and boneswords, thats where you let reguar guys with a powerfist rip them appart. plus against the likes of force weapons, if a libarian is in base contact with your lord, and you fail to kill it then you deserve to loose the lord.

andy way thought the main puropse of this lord was to be a distraction, no?

 

 

He is not so much a distraction as a melee machine. He is a large part of your force points wise. Although he can take fire that would normally be directed at a tank because your enemy deems him to be a greater threat than your tank. So he does kind of distract the enemy.

 

 

Starkhan

But I wonder, how will it fare as the only and single thunderwolf in my army? What experiences have other people come across?

Will my opponents be spooked by the TW and direct heavy weapons against it? What units should be avoided getting close to?

What can be done to maximize the WLTW´s efficency?

 

If you purchase him some Fenwolves, or join him to a unit of Fenwolves, s10 attacks and even torrent fire, will be negated for a turn or two. When you have a hero who 'should' be getting into mêlée on T3, being able to get there, unscathed or at all :D is a good thing. Thanks little wolfies for your valiant sacrifice. :D

 

You might even be able to hide him and his Fenwolves behind a Rhino so they are all getting a 4+ cover save [making those Fenwolves last even longer]

and/or have a Rune Priest with Storm Caller nearby, in case you don't want to lose the distance that hiding behind the Rhino would take.

 

The list is designed with the swedish tournament climate in mind, whichin effect means that it use a composition penalty for units and upgrades to even out the playing field.

 

You have our condolences :D

:D

There are several things better for a distraction then a Wolf Lord though. Land Speeders, Thunderwolf packs (For the cost of the lord, you can get 3 thunderwolf with one packing a fist, then a lot more left over. 6 wounds vs 3, Wolf Lords win battles, but nothing puts the fear into someone then packs of thunderwolf with a strength 10 weapon and twice as many rending attacks) are both good distractions as they offer you ability to do serious damage on more then a single model (A thunderwolf pack is more duriable, 3 Land Speeders cost 210 on the suscide role and will most probably be a major spanner in the works.)

 

Wolf Lords are alright, but often more wounds and more attacks is harder to shake and is likely to draw almost all the firepower.

TWC Lords > TWC Packs.

 

His increased stats and access to better gear (2+ saves are mandatory) and the ability to take a big screen of ablative wounds makes him far more reliable and dangerous than a TWC unit. He can't be Tank-shocked off the board (Ld 8 - do it 3 times and they should fail), he can bag almost anything in combat with WS 6 (and options for WTN) as opposed to WS 4 and his Sagas will mean he can be tailored to do more damage or soak up more (Warrior Born and Bear respectively). He doesn't have as big a footprint (a mixed blessing) but he has the same reach (19" to 24") as a regular unit.

 

He shouldn't be used as a distraction as he's too expensive/useful for that but often he will draw the same firepower and walk through it with an improved save and the fact that he has to be ground down to get rid of him buying more time for other units to get into position.

 

You can get 3 TWC with a Fist and have more left over but they'll fall over far faster than the Lord will with their 3+ saves, average WS and average Leadership. Overall, TWC packs are only average while the Lord is well above them.

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