Stryke Posted January 1, 2011 Share Posted January 1, 2011 Hi all, I'm facing a leftover wolfguard problem, with 2 wolf guard leftover that cannot be attached to a squad or an IC. I wish I could drop them, but I need a minimum of 5 wolfguard to access a cyclone missile launcher for my WG attached to my long fangs. I was thinking of footslogging them, but seeing as how they are only equipped with bolt pistols and CCWs and with only 10 points left to spare, I don't think this will be the best option. So does anyone have any ideas what I can do with them? Thanks in advance. Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/ Share on other sites More sharing options...
Orphus Posted January 1, 2011 Share Posted January 1, 2011 Hi all, I'm facing a leftover wolfguard problem, with 2 wolf guard leftover that cannot be attached to a squad or an IC. I wish I could drop them, but I need a minimum of 5 wolfguard to access a cyclone missile launcher for my WG attached to my long fangs. I was thinking of footslogging them, but seeing as how they are only equipped with bolt pistols and CCWs and with only 10 points left to spare, I don't think this will be the best option. So does anyone have any ideas what I can do with them? Thanks in advance. Assuming you have large squads of Grey Hunters or Blood Claws with Wolf Guard assigned along with the one attached to the Long Fangs you could split up these squads into smaller forces so that you could assign the two remaining WG to them. Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/#findComment-2603701 Share on other sites More sharing options...
Stryke Posted January 1, 2011 Author Share Posted January 1, 2011 Thanks for the response, but the the other 2 wolf guard are attached to grey hunter squads in rhinos and they are both small in size (6 and 7 man squads). Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/#findComment-2603703 Share on other sites More sharing options...
Grey Mage Posted January 1, 2011 Share Posted January 1, 2011 How are you using the CML? What size force is this? Have you considered rethinking this list from scratch? Particularly I note this- without those guys you have 46pts. The minimum price for the WGTDA with CML is 63pts. Thus, thats 109pts your spending for all of 2 missile shots. Instead, consider spending 90pts on a four strong Long Fang squad with 3 missile shots and another 18pts on an ablative wound WG. Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/#findComment-2603723 Share on other sites More sharing options...
Barn Posted January 1, 2011 Share Posted January 1, 2011 If it were me, i would chuck a standard Wolf Guard in with the long fangs, adds a spare wound to that squad. I would then run the Cyclone guy with the last single guy, which gives him another wound so to speak. Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/#findComment-2603725 Share on other sites More sharing options...
Stryke Posted January 1, 2011 Author Share Posted January 1, 2011 Thanks for the advice guys, I've decided to follow Grey Mage's tips and form a 4 man long fang squad with rocket launchers and give an ablative wound WG for the other long fang squad. Link to comment https://bolterandchainsword.com/topic/218342-leftover-wolfguard-dilemma/#findComment-2603778 Share on other sites More sharing options...
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