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Wolf Guard Terminators


Jerre

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I plan on using a unit of wolf guard in terminator armour which will enter the game in a drop pod. Anyone any suggestions on how I should equip them?

 

My first attempt was the following:

 

1x Mark of the Wulfen and Storm Shield

2x Combi-Melta & Frost Blade

1x Chainfist and Storm Shield

1x Dual Lighting Claw

 

But this is just a list of things thrown together without thinking much about it. I intend to use this unit as a threat to my opponent so it should survive the first round after dropping in and still hit hard the next round.

 

Any help would be appreciated !

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I absolutely love my assault cannon TDA. People would recommend the cyclone, and while I agree on the tactics involved with it, I somehow can't not use my assault cannon TDA.

 

Correct me if I'm wrong, but aren't dual *wolf claws an obsolete method in the 5th edition?

 

Chainfist/Stormshield is probably THE build for Lone Wolves.. atleast from what I've seen here at the Fang.

 

I generally keep my **TDA Wolf Guard at near-base cost wargear. For the cost of the armor, I don't feel I get much out of loading them with more wargear.. but then, I've never been a "TT/SSh launching into melee" kind of player. I prefer power armor pack leaders as manditory, then a 5-ish pack of TDA in barebones equipment (except my assault cannon!) and a TDA rune priest with T-clap and JotWW, then rush them to the front lines to draw enemy fire. If, by the time I've fielded enough pack leaders and my "decoy" squad, I have enough for a second special weapon, I put a cyclone with my LFs.

 

...but that's just me.

Yeah I used to use twin wolf claws but it doesnt make much of a difference to have two on one guy, one wolf claw and a combi-melta- or plasma is much better!

 

Pwr wpn - combi-melta

wolf claw - combi-plasma

chainfist - combi-melta

frost axe - combi-plasma

pwr wpn - storm bolter - cyclone

 

is what i run, seem to be fairly common competitive setup!

I run:

Wolf Claw / Storm Bolter

Power Weapon / Combi Plas

Power Weapon / Combi-Melta

Thunder Hammer / Storm Shield

Power Fist / Cyclone Missile Launcher or Assault Cannon or Heavy Flamer

 

Covers all possibilities for any opponent. If I know who or what I am fighting, I will change the combi's or the CC weapon load out.

 

End of Line

You could run a 3 man unit as a termicide squad.

 

2 with combi-melta and 1 with combi-melta+CF in a pod.

 

I'm running a unit of 4 with WC+SS+Arjac in a pod to be a contesting unit in objective games. Unless I roll terribly they should be a tough unit to get rid of and they can take on most things with Arjac.

 

I'm running 1 with an assault cannon to join my melta long fangs who will drop with Logan. I'm gonna go with the assault cannon for the additional shots and the matching 24" range.

 

My last unit that is not terminators are just 5 combi-melta power armour guys in a pod to hunt heavy armour turn 1. They are more of the sacrificial pawn in order to expose my opponents more valuable units that may be in a land raider.

 

I've had a really tough time lately stopping land raiders and the TH TWC and the 2 meltas in my troops just keep whiffing or rolling 1's and 2's for pen results. I'm hoping with Relentless Longfangs, 5 man combi-melta unit, 2 MM speeders and Arjac's Foehammer that I can get some better results early game against AV 14 :D

Depends really. For WGT, I normally take 6x CbP + Arjac.

Keep in mind that I drop the Wolf Lord for Arjac when I take him.

 

416+275 (LRC EA+MM) is 691 points of win.

 

I guess it's good to mention that it depends entirely what you want your WGT to do. Mine tend to be dedicated elite killers; hence why they have combi-plasmas. The rest of my army has meltas and lascannons, so I can deal with long-range and short-range armor. If I need to charge the contents of a Rhino from my LRC, Arjac has a 6" Railgun at BS5 that can he can apply :>

 

I also like the idea of Arjac as a budding pseudo Wolf Lord because he has a true retinue in today's standards.

1x Mark of the Wulfen and Storm Shield

2x Combi-Melta & Frost Blade

1x Chainfist and Storm Shield

1x Dual Lighting Claw

My suggestions:

Drop Mark of the Wulfen. You already get a power weapon with the Termie armor, and taking MotW actually "takes away" the power weapon because you don't get wargear bonuses when fighting with it. Yes you get the D6+1 attacks, but you are paying to make "all power weapon attacks" into "1 in 6 power weapon attacks." I would swap it for a Wolf Claw.

 

Frost Blades are cool, but I would suggest you consider Wolf Claws. I've done the mathhammer and against your "average" T3 or T4 opponents, rerolling To Hit nets more Wounds than getting the +1 Strength. Granted, the +1S is good for big Monstrous Creatures and other high toughness guys, but that's what you have Power/Chain Fists (which you have) and combi-meltas for.

 

As others have said, dual Wolf Claws are okay but Space Wolves don't have to take dual claws, you can have a claw and a weapon. You'll often get more "mileage" out of swapping the second claw (which costs 10 points) for a combi-melta or combi-plasma (for 5 points). I will give you one thing, though: dual Wolf Claws do look really good on the model.

 

Finally, as others have suggested, I also recommend you put in a Terminator Heavy Weapon of some kind: Cyclone Missile Launcher (good for engaging things at range, and for big punch with S8), Assault Cannon (lots of shots, Rending, wolf model looks freaking awesome), or even the Heavy Flamer (only 5 points, good on a budget!). The Heavy Weapon will give your guys that good extra "oomph" that you want to bring when throwing a squad of terminators at something.

My current list had only grey hunters in it. But I don't like my scoring troops being the only units that will take down my opponents close combat units. So I wanted a unit that has a bit more punch to it. And that might redirect some of my opponent's firepower away from my scoring troops.

 

So I would like a unit that can survive at least one round of shooting and that is good in close combat. They will enter by drop pod and I would like to take a full 5 man squad. I'm not going to use any of the special characters for now.

 

I'm not sure if I should try to get as much different wargear for wound allocation? My ork nobs use that to my advantage but they have two wounds. I don't know if it is still advisable with single wound models?

 

As my list will try to use both the SW codex and the CSM codex (Skyrar's Dark Wolves), I'm trying to stay away from weapons that do not exist in both. Although that's not a rule, merely a guideline :)

 

What about the Storm Shields? Should I take any?

Normally its 5 in a drop pod. 2 standard in tda, 1tda and storm shield, 1 tda and chainfist and the last one in tda and a cml. cheap and cheerful.

 

tda = terminator armour ?

cml = combi-melta?

 

CML = Cyclone Missile Launcher.

CbM = Combi-melta.

 

and TDA = Tactical Dreadnought Armor, which is Terminator Armor.

WG- TDA, Wolf Claw, Combi-Plasma

WG- TDA, Wolf Claw, Combi-Plasma

WG- TDA, Wolf Claw, Combi-Plasma

WG- TDA, Assault Cannon, Chainfist

with Rune Priest

in Drop Pod

 

I use almost the same configuration, except I put a powerfist on the Assault Cannon WG and a TDA Wolf Priest with Combi-Plas in place or the Rune Priest. Great unit for blowing something up, or just slaughtering some poor sod's who've gotten in the way...

 

End of Line

Based on the reactions above I think I will be going with the following

 

5 Wolf Guard Terminators

1x Combi-Melta + Power Weapon

1x Combi-Melta + Wolf Claw

1x Dual Wolf Claw

1x Stormshield + Wolf Claw

1x Stormshield + Chainfist

 

The three models without Stormshield can be fielded using the CSM codex as a minimal termicide squad going after vehicles or soft units.

 

C&C Welcome!

This question comes up a lot, so I'm just going to quote myself from an earlier post:

 

"I've made my WGTDA pack (only 1, since it's a non-Loganwing army) like this:

 

1x Heavy Flamer and Chain Fist

1x Combi-Plasma and Power Weapon

1x Combi-Plasma and Wolf Claw

1x Storm Shield and Wolf Claw

1x Cyclone Missile Launcher, Storm Bolter and Chain Fist

 

Here is the theory: The CML model will be used as a Wolf Guard Leader for another Pack, so he isn't really a part of the equation. The CML is magnetized, so if I don't have a full unit of 10 Wolf Guard models (allowing the 2 Terminator Heavy Weapons) I can just keep it off. The remaining 4 Wolf Guard in TDA are the packmates for my Wolf Lord, Ragnar Blackmane, and will deploy with him in a standard Land Raider Phobos. Upon deployment, between the Heavy Flamer template, 4x Plasma Shots, and Ragnar's Bolt Pistol, I can do pretty good damage to about any enemy unit, including other Terminators, prior to the Charge.

 

Ragnar gets 6-8 Frostblade attacks at Strength 6 and at Initiative 6, followed by the 6-10x Strength 5 Wolf Claw and 3-5x Strength 5 Power Weapon Attacks at Initiative 5.

 

If any of the enemy are left alive at this point, then the guy with the Power Weapon is my "Redshirt" and as the cheapest model he will get assigned the first hits that still allow an Armor Save. The Guy with the Wolf Claw is next in line, as the second cheapest model. Any return hits that ignore Armor Saves get allocated to the model with the Storm Shield and Wolf Claw, who has the best chance of surviving and preventing the loss of one of the other TDA models. It he dies, however, he still isn't overly expensive, and won't be too much of a problem.

 

Lastly, the model with the Heavy Flamer and Chain Fist gets to attack at Initiative 1, with 3-5x Strength 9 Attacks to clean up any remaining models that weren't killed at the earlier Initiative steps.

 

If I feel like Deep Striking the unit with a Drop Pod, instead of using the Land Raider I can do that too, but risk the very likely possibility of getting Charged, instead of getting to Charge when and where I want. I can also leave Ragnar out, and use these guys to accompany a Wolf Priest, or add the CML, Storm Bolter, Chain Fist model back in and just use them as a pack of 5 with no IC.

 

There is a lot of versatility and flexibility in this build. They are fairly expensive, but they can do a lot of damage, all on their own."

 

Regards,

 

Valerian

oh valerian, how i feel you missing our previous codex! it's only 1 heavy weapon nowadays per 5 wg instead of the 3, rounding factions up. do you still remember your wolf guard battleleader toting an assaultcannon, or our lovely runic charms! oh how i miss those days! haven't fielded any terminators ever since
oh valerian, how i feel you missing our previous codex! it's only 1 heavy weapon nowadays per 5 wg instead of the 3, rounding factions up. do you still remember your wolf guard battleleader toting an assaultcannon, or our lovely runic charms! oh how i miss those days! haven't fielded any terminators ever since

 

Hendrik, you missed this part: "The CML is magnetized, so if I don't have a full unit of 10 Wolf Guard models (allowing the 2 Terminator Heavy Weapons) I can just keep it off."

 

I only have five Wolf Guard Terminators, but I've got five more in Power Armour. If I use them all, then I can take both the Heavy Flamer and the CML.

 

V

Games wise I see why you don't use twin wolf claws but I think having just one looks kinda weird and since I like the painting side of it more than the gaming.

But thats just me.

I don't think they look that weird:

gallery_23369_1075_27176.jpg

Maybe it's just me, but I like 'em.

V

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