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Use of thunder wolves


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I'm still tying to get the hang of this one myself, but so far I've found that having two Rhinos in a rear to rear formation moving sidewards towards my opponent with the TWC behind works well, that and people keep forgetting that cavalry units assault 12" :lol:
I'm still tying to get the hang of this one myself, but so far I've found that having two Rhinos in a rear to rear formation moving sidewards towards my opponent with the TWC behind works well, that and people keep forgetting that cavalry units assault 12" :lol:

 

 

That would work well for me considering I have 2 rhinos in my army.

 

Thanks,

Starkhan

I am also curious of learning more about using TW as well. Here is a quick (add after writing: not so quick) story related to calvary.

 

I recently dug up my old World Eaters army and played a game with them for nostalgia sake (It has been 10 years since playing with them). And I used my Juggernaught model (back in 3ed you could summon them without having to use them as mounts- Oh those were the days) Anyways, I had to mount a Chaos Lord on him. And I was playing Eldar, in a DoW mission, lost deployment. So I was forced to deploy far back. I was happy when my Lord would have had charge range on first turn. But my opponent jerk friend used Eldrad. And repositioned his army even further back. So I was "pinned" in cover by Pathfinders and other crap.

 

I arranged (abused) cover to allow the lord to get close and keep half of his squad in cover to get cover bonuses then to bust his flank I used my Chaos lord to run across the board solo in under a turn and charge those stupid sniper elves. Killed them in a round of combat- then got charged by 10 banshees- CL died real good. But it was great because by then my dread had made it up there and charged the banshees (Blood Rage ftw/ no plasma grenades for banshees somehow too). Basically what I am trying to say is that a well timed dash I was able to break his flank with the use of one calvary model.

 

Add note- Timing was good because that is when my Greater Demon decided to pop up on the other flank and crushed that flank as well. He took out a squad of Fire dragons that turn, then charged some Dark Reapers the next. Didn't kill them that turn, so then got charged by avatar and dire avengers and got Doomed by eldrad. Passed 8/10 Invulnerable saves that turn. Then over the course of a few rounds, killed the DR , the DA and then the avatar. Avatar's fearless aura messed him up. Kept him in combat ;)

 

Reiterating the point. A fast calvary model can help break up a strong firing position.

I never start mine on the table. ALWAYS reserves.

 

this means, they would be on for the first few turns, (1-3) but allows my army to engage the enemy. It also forces the enemy to move ahead for objectives or kill points.

 

when they arrive, the 6, fleet and 12in charge means they cover ground as well as forrest gump, and with alot more bite. once th earmies are engtangled, the TWC arrives and hits like a bag of bricks.

 

works for me so far, every once in a while i roll poor for their arrival and they come too late to do much, but 9 times out of 10, the sheer fear they create keeps the enemy from committing too strongly to any mid-field objectives, allowing me to take them easier.

 

WLK

Wound allocate. Boltgun, Stormshield, CCW/bolt pistol, Thunder Hammer, Melta Bomb. 315 pts. Add a Wolf Lord on a TW with Frost Blade and any saga you want.

Move them forward. Multiassault.

I have never lost a game with my Thunderwolves. They have never been wiped to a man. I have faced Thraka, Gabriel Seth, Astaroth the Grim, Vangaurd with a Chaplain, Sanguinary Priest and a Librarian with S10.... Always stay alive.

i use my thunderwolves like this:

 

lord (hammer, ss, 2wolves, bear, talisman, necklace) in unit of four cavalry (hammer+ss,ss+m.bomb,m.bomb,clean)

lord (frost, ss, 2wolves, warrior born, talisman, necklace, m.bomb) in unit of 10 fenrisian wolves

 

hammer lord with his unit goes behind rhino-wall and then tries to either lead or support charge. sometimes even multi-charge.

frost lord goes alone, only with his wolfpack and either getting shot at or comming to enemy from other side.

 

for wounds its quite obvious.

hammer lord got the ss guy and clean guy + wolves.

frost lord got 12wolves in total.

I never start mine on the table. ALWAYS reserves.

this means, they would be on for the first few turns, (1-3) but allows my army to engage the enemy. It also forces the enemy to move ahead for objectives or kill points.

when they arrive, the 6, fleet and 12in charge means they cover ground as well as forrest gump, and with alot more bite. once th earmies are engtangled, the TWC arrives and hits like a bag of bricks.

works for me so far, every once in a while i roll poor for their arrival and they come too late to do much, but 9 times out of 10, the sheer fear they create keeps the enemy from committing too strongly to any mid-field objectives, allowing me to take them easier.

WLK

 

What about in Annihilation when the enemy has no reason to cross the halfway line? Marines, Tau, and Guard are all good shooty lists that can sit back and pound away. Whilst Wolves are good at shooting, you have still put x amount of points out of the fray.

 

Or if the squad that you are wanting to charge is just a lure and after the TWC wipe them out, are just sitting ducks for retribution, but if you don't charge them, your expensive unit has spent another turn idle.

 

Just askin'

;)

I've used them 3 times, once at 1500 and twice at 2000 points (in logan terminator wings).

 

each time I've used 3 (fist, ss, basic) with a lord on twc with ss, fb (at 2000 points he has more toys too :)).

 

2 of those games they got destroyed totally (once by the combined assault of a 5man death company with power weapons and a chaplin, death company dread and some assault marines, other time by most of an imperial guard army over several turns), but took out a fair amount of things. If they are shooting at your TWC, they aren't shooting at anything else :D

 

the other way is to make sure you have loads of cover, and I provide other distractions, like 2 squads of termies in drop pods dropping down at point blank range and blowing up tanks :D

I screen mine with Wolves. I usually deploy them on the flank. Unless they set up really close. Then I move them toward his flank to forse him to spend more attention there. Then I move straight in with the other troops.

 

Keeping them alive is easy. They move 7-12 inches a turn. So finding some cover is usually easy. And you do not have to get there turn 1. A turn 2 or 3 it will usually roll them. Just make sure your attacking something worth killing. Or you will be forcing him to target too many things. Meaning the ThunderWolf Cav will either draw fire from someone important or be shoot with so little they will be around for another round of ass kicking.

I never start mine on the table. ALWAYS reserves.

this means, they would be on for the first few turns, (1-3) but allows my army to engage the enemy. It also forces the enemy to move ahead for objectives or kill points.

when they arrive, the 6, fleet and 12in charge means they cover ground as well as forrest gump, and with alot more bite. once th earmies are engtangled, the TWC arrives and hits like a bag of bricks.

works for me so far, every once in a while i roll poor for their arrival and they come too late to do much, but 9 times out of 10, the sheer fear they create keeps the enemy from committing too strongly to any mid-field objectives, allowing me to take them easier.

WLK

 

What about in Annihilation when the enemy has no reason to cross the halfway line? Marines, Tau, and Guard are all good shooty lists that can sit back and pound away. Whilst Wolves are good at shooting, you have still put x amount of points out of the fray.

 

Or if the squad that you are wanting to charge is just a lure and after the TWC wipe them out, are just sitting ducks for retribution, but if you don't charge them, your expensive unit has spent another turn idle.

 

Just askin'

:P

 

In Annihilation most Wolves are already outshot anywyas, so leaving them off long enough for the Long Fangs and preds to take out the biggest threats means when they arrive, they have less to worry about. their llate arrival also forfes the enemy to choose between what GH packs i have left or the TWC packs that will charge in a turn.

 

if the squad i want to charge is a lure, i avoid them anyways. or just eat the unit and trust in the silly amount of storm shields i field to weather the enemy turn.

 

WLK

I always run 5 with 1xbolter 1x storm shield 1xthunderhammer 1xmelta bombs and 1xnaked for wound allication. Just run them streight at the enamy and thay normally end up having 3 roles 1,they end up as a fire magnet and get blown off the board by turn 3 with everything else intact. 2, they tie up my opponents hammer unit for the rest of the game but this isnt a problem as most units that can kill them like death company and nob bikers cost alot more points or 3, thay end up wiping out a unit a turn.
Well for me personaly i use 1 wgbl on a twm with 2 wolves. 1 unit of two wolves with storm shield, thunder hammer. 2nd unit frost axe, storm sheild, melta bombs. Can play the wound game all day with this set up. I normal start them all on the board when i can normal behind 2 of my razorbacks or in some cover. Reason why i start them on the board is i have a mix drop pod/mech list. I have a total of 5 pods.pod 1 dread with astcannon heavy flamer, pod 2 grey hunters, pod 3 grey hunters pod 4 grey hunders and pod 5 4 terms all with combi plasma some cc goodies. 3 of them come in first turn so they got some thinking to do. go after 3 of what ever drops... or go for the thunder wolves :)

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