Jump to content

Tactica: Canis Ultimus


Decoy

Recommended Posts

I'm in with my tactics that often sound weird, insane, or downright stupid, but definitely work. Once this thing gets going and is shown to have something more than an 'I'll join' behind it, they might listen more to the subforum thing. For now, I doubt it.

 

The index page seems like a good idea, and we could have something like (CU)[DE]{Wyches} as the post title for easy identification.

i will have a bash at ragnar

 

Ragnar blackmane is a close combat monster, on the charge he is I6 s6 meaning there are very few things that are going to be hitting first.He hits everything on a 3+ and is wounding marines on a 2+ when he charges, that means if you combine him with a wolf standard he is only going to fail to hit and wound on a roll of a 2. he comes with 5 attacks as standard plus d3 on the charge so in reality your getting betwean 5-8 attacks on the charge. If that dosnt sound good enough for you he also gets saga of the warrior born furious charge +d3 attacks for him and his unit and his war howl.

 

 

Ok when i said he was a close combat monster i lied a bit, he is in the respect that nothing chews through troops like ragnar but dont throw him against super elite characters like abbadon or mephiston as they will kill him, he's there's there as an assault amplifier and to add some muscle to your army. wolves are ok in combat but there by no means the best at it and ragner helps to tip the balance in your favour.

 

 

 

The dreaded power fist assassination

This seems to be the main thing that puts people of using ragnar, really its not a big problem, people see he is not an eternal warrior and write him off thinking that he is going to get wacked with a powerfist, i have played hundreds of games with him and its never really been a problem. When you charge make sure you move a few models into contact with the offending power fist and get ragnar as far away from it as possible.He has a 4+ invun save and ws6 so even if you do get into contact with a power fist it generally works out ok Anyway not alot gets there attacks when facing ragner, i have seen him chomp through 10 strong units of thunder hammer termys death company nobs ect before they have even got a chance to attack back.

 

 

being counter charged

Now i hear you say what about being counter chargedor charged with force weapons? well you have forgotten about his saga of the warrior born, your looking at ragnar having 6 attacks most of the time plus how ever many kills you got from the previous round of combat so even if you are counter charged your likely to wipe out the whole unit just using ragnar and you can consolidate towards the next unit of victims move and charge your turn.I love it when people counter charge ragners unit i cross my fingers hoping that they will, its one of the few ways you can make sure once he is in combat you keep him there.

 

 

 

transport

You can put him in a land raider and that works well but ragnar dosn't come cheap and neither do land raiders, if you take both your army is generally a bit on the sparse side.

I generally just stick him in a rhino and drive that rhino up the board behind another rhino giving him a cover save or blocking line of sight completely. I also take rhino's for my long fangs so even if his rhino does go boom i can jump him and his squad in a spare one.

 

 

What unit to put him in?

Dont bother with blood claws, a wolf priest is cheaper, your not going to get blood claws bonus for charging with ragners so basically your spending the same points that you would if you bought grey hunters but with a worse weapon skill.

Wolf guard in power armour are ok, the tda dont really throw out enough attacks.

 

 

Grey hunters, this is were ragner works best.bolters are essential. if you dont want to charge him at a unit then you can fire the bolters at something else and it stops ragners rule about having to charge him at a unit if he can. The wolf standard and mark of the wulfen are what makes grey hunters the unit to use with ragner, you get to re role 1 on the wulfen+d6 attacks if you use the wolf standard and remember on a d3 2 is also a 1 meaning most of the time your getting between 2-3 bonus attacks, so if you use a wolf standard your mow is generally going to get at least 2 bonus attacks from the d3 roll and 3 attacks from his mow roll plus one and upto 10 attacks if you luck out. The wolf standard is so important that a tactic i use is to pop one kill everything i charge and then move ragner to another unit of grey hunters and repeat the process until there are no more wolf standard or everything is dead. with the saga of the warrior born this makes for alot of attacks.

How you equip your grey hunter is upto you but take the mark of the wulfen, wolf standard and a melta gun.The plasma gun is rapid fire and dosnt allow you to charge after firing it and a canny opponent will remove models from the front ranks meaning you may be just out of charging range if you take a flamer.

 

 

Rune priest There

By now i hope i have made it clear that charging with ragnar is important and one of the ways to make sure you do is to take a rune priest. Generally there is no need to take him in the same unit as ragner but keep him close by. The reason i take one other then the fact there awesome in themselves is murderous hurricanes, any enemy unit that looks like it may want to charge him hit them with mh and there going to be moving through terrain and unless there very lucky with there dice roll want reach ragners unit. jaws also works well for sniping powerfists/klaws that could kill ragnar.

 

 

war howl

You need to bring 3+ large units of grey hunters equipped as i have previously mentioned, roll them half way up the board jump them out of there rhinos and let them do what grey hunters do. keep them all within 12'' of ragner and if it looks like your loosing or you just want to put the death nail into you opponent unleash rangers war howl, pop banners if you have any left and charge the whole army at them, if your long fangs have blown up all the transports ect i have in the past moved them up as-well to take advantage of the war howl. Dont bother saving it or holding back with it, as soon as you see all your units are in range to take advantage of it use it, its also a great way of taking out death star units as not much survives being charged by 30 odd furious charge space wolves.

 

Wolves

thunder wolves strike at strength6 and can charge 12" so if you keep them 12" infront of rangar and use his war howl they can move half way up the board, if you take fen wolves and saga of the wolfkin on another character then the fen wolves are charging the same distance as the thunderwolvwes and are striking at i6

 

svangir and ulfgir (spelling)

The question with taking his fenrisian wolfs is are they worth 4 grey hunters? well not if your in a rhino but take them if your using a crusader. They can take wounds for him when your unit hopping and dont reach the unit from laser cannons and other shooting attacks that could instant kill him and if you keep them in base contact with him they will stop your opponent moving power fists into base contact with him, if his unit does get charged.

 

The long and short of it is ragner costs around the same cost as a pack of grey hunters with a wolfguard and he will kill alot more. Againt horde armys like nidz and orks he is awsome but things like dark elder not so much.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.