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SW Tactical Assistance


DeathKorpsman

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Alright, not really new. I've been in and out of 40k with several lists (mostly Guard), for a while. However, I have a somewhat sizable assortment of SW's I received as a gift from a friend leaving the hobby and I want to find a good use for them. Incidentally, I'm trying to get my brother into the hobby as well and have managed to hook him on SW fluff and novels but all the playtests against our local gamers have been abject failures on the table. My grasp of MEQ in general, and SW in particular, focuses mainly on how best to squash them. Keeping them alive and winning games apparently isn't one of my strong suits.

 

So, I've heard of a few SW lists which are quite competitive and aren't too hard to manage on the table. That's the sort of thing I'm looking for and I've been poring through some lists but nothing has quite struck out at me. I'll preface by saying my brother has a love for large squads of WG termies, preferably with as many LC's as they can field and TH/SS, ranged weapons, and other options a distant afterthought. I've tried to dissuade him from this, to no avail. I'm now trying to figure out how to cobble together a workable list that he/we won't fall flat with.

 

I've heard Razor/Rhino spam with GH's is a solid option in the metagame, supported by dreads and/or LF's. Some of the other new stuff like Runepriests (ok, they aren't new but revamped), TWC, and other gimmicky stuff has also seen success. Don't really don't have access to TWC though, so I'm looking for alternatives.

 

Basically, I need some pointers on how to form a coherent list around a core of assault terminators that can deal with all comers. We have the whole gamut among our gaming ring, Tau, Eldar, Vanilla Marines, Nids, you name it. Even a crazed Black Templar guy that just won't give in until they get a new 'dex! :D

 

So any assistance on what units are solid, especially as a complement for a termie core (probably in a LRC, due to large packs), would be very appreciated. It's kind of tough working around the eggs-in-a-basket thing, but if there's a way I'd like to find it.

 

Thanks in advance!

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Well, the first thing I'll say is welcome to the Fang! Ale in the corner, watch out for the whelps. They can bite. :D

 

Right then, WG in TDA... I love it. I have about 30 of the brutes around; led by Grimnar, a Rune and Wolf Priest and Morkai (my Wolf Lord). Recently though, I've been having trouble with them. I have been trying 5 or 6 in a Crusader, but at 1500pts they run most of my points and I've struggled to get them into a position where they can achieve much. Usually they hit a squad and mince it, but get whittled down afterwards.

 

It probably doesn't help that my opponents are rather canny, but my advice would be save the TDA for 2K upwards.

 

My "standard" list at the moment is mostly Grey Hunters in Drop Pods, backed up by 4 Long Fangs with Missiles and a WGPL with a Cyclone, Blood Claws and a Rune Priest in a Rhino, a Predator a Vindicator and a Dreadnought. It's been able to cope with most things thrown at it so far, so we'll see.

 

My advice would be to load up on Grey Hunters and Long Fangs as a core - probably roughly 1000pts in these units and a HQ, then add things according to taste. I agree with you on TWC, but to be honest we haven't got a "duff" option in our Codex. It really is up to you, and despite my earlier misgivings TDA is a viable option, it just takes a bit of practice and luck to get it right.

 

Best of luck, and once more welcome to the Fang!

If you want wolf guard in a land raider (crusader, preferably), you'll want either a wolf priest or ragnar with them. Both is kind of over the top because you're approaching death star levels in terms of putting all your eggs in one basket. But if you have 8 terminators with wolf claws (perhaps throw in a CML or assault cannon for kicks), you'll get between 4 and 6 S5 attacks on the charge with lightning claws, and ragnar too (and higher I, which helps against other marines).

 

A solid core consists of at least 3 (preferably 4) packs of 8 - 10 grey hunters in rhinos with either dual plasma guns (if there's 10) or a melta and attached wolf guard with power fist and combimelta.

All packs with more than 6 members should get a wolf standard because that's one of the best pieces of equipment you can get in the whole game.

Mark of the wolfen is sort of optional (I don't use it because I don't like the idea behind it), but effective. Many people use it, and a potential 8 rending attacks on the charge are definitely nothing to sniff at.

 

Long fangs are awesome, but with that LRC you'll be fielding they won't have too much support so they'll be very isolated (and hence be quickly neutralized if you opponent knows what's good for them).

I understand that TDA have their downsides, but as I said I have reasons for specifically including them. The most important one, perhaps, is trying to see if I can find a way to really make them work.

 

I've done up a trial list here: 2000 pt. First Draft

 

We generally play 2k point games here, so I'm building with that in mind. We also have several Eldar, DEldar, Tau, and hoppy marine players which explains the second psychic power choice and a Nid player, which explains the first (that and it is just awesome).

 

Let me know what you folks think and any changes that will make it better. Barring "ditch the termies" of course, because of my desire to build around them as the whole driving purpose for the enterprise in the first place.

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