Brother Landrain Posted August 20, 2011 Share Posted August 20, 2011 Everyone knows that a 5 ML Long Fang is just about the most common load out. The Frag Missiles are great against IG, Orks, Eldar, DE, basically anything T4 and 6+ Saves. The Krak Missiles are very good againts MEQ, with AP3 and str8, you can kill on average 2.78 on 5 shots. By Adding a CML to that you get 3.89 MEQ on average. The problem is those dang 2+ saves, and AV 14. Using 5 Lascannons, the average drops back to 2.78, a CML only addds 0.19 more kills. Using 5 Plasma Cannon, the average is again 2.78 on 5 hits, if we can get an avg 2 hits per template that goes to 5.56 kills. But then you have gets hot saves to make. and range drops to 36" I am thinking about using one of the following configurations, which do you all think best, or do you have your own configuration, and why? 3 ML, 2 LC, CML 3 PC, 2 LC, CML Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/ Share on other sites More sharing options...
red_starrise Posted August 20, 2011 Share Posted August 20, 2011 I run two packs of LF personally. The 1st is 6 man w/ 3 ML/2LC so that w/ split fire I can fire my LCs first at that pesky land raider & then if I HAVE to, direct 3 krak missiles at it as well in the hopes that one gets me a good glance. The 2nd is 5 man w/ 2 HB/2 PC designed to hunt infantry & light vehicles as well as terminators & power armor due to the 2 templates eliminating the 2+/3+ saves & the 6 HB shots generating more wounds that HAVE to be saved. The ranges & overall uses of each pack are designed the same to keep my area of threat & purpose together when the pack leader dies. I don't find myself splitting fire a WHOLE lot due to how I kit my LFs out, most of the time all 4/5 firing at the same target makes too much sense. I mount both in las/plas razorbacks for added anti-tank/anti-MEQ punch. I rarely move my LFs once they're deployed, but it's nice to have the option, not to mention the extra guns & I can rapidly get them into position in DoW missions or if neccessity for my strategy dictate I keep them in reserve they've got that added mobility. In smaller games I add a WGPL in TDA w/ CML to the ML/LC pack for purposes of extra firepower & I accompany them w/ a whirlwind. I find that kind of firepower at 1500 pts between my heavy support section alone is pretty severe & can be pretty scary. In larger games I drop the WGPL & whirlwind in favor of a vindicator for the extra punch so I'm running two rhinos, 2 las/plas razorbacks & a vindicator which have a nice way of monkeying w/ target priority plus the mobility & heavy weaponry all complement each other well I find. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2852640 Share on other sites More sharing options...
Valerian Posted August 21, 2011 Share Posted August 21, 2011 I run two packs of LF personally. The 1st is 6 man w/ 3 ML/2LC so that w/ split fire I can fire my LCs first at that pesky land raider & then if I HAVE to, direct 3 krak missiles at it as well in the hopes that one gets me a good glance. You appear to be doing this incorrectly. When you split fire, you should designate which Long Fangs are targeting which two enemy units prior to making any rolls. You cannot shoot the 2 Lascannon at a vehicle, and then also shoot the 3 MLs at that same vehicle if your first shots didn't work out. Valerian Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2852810 Share on other sites More sharing options...
commander alexander Posted August 21, 2011 Share Posted August 21, 2011 After playing 'Ard Boyz today, Plasmacannons shone against power armored opponents. Against horde armies like the orks I played, that ap2 I was paying for became not nearly so usefull. Something to point out here, against footslogging units, blast templates don't work as well due to the model spacing in this edition. Although against units using transports, were they arrive in a bunched up group, you can get 9 small bases or 6 terminator bases. It also seemed the plasmacannons had a mind of there own, if it didnt have 3+ or better armor, or wasn't a light vehicle, it would get hot. I guess they're trying to teach me not to shoot at things that don't deserve that kind of focus. Also, splitting fire was almost useless, because you need to focus fire, so I dislike mixing weapons. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2852819 Share on other sites More sharing options...
Godhead Posted August 21, 2011 Share Posted August 21, 2011 I run two identical packs. 4 x ml 1x lc. Normally I give them a las/plas, but lately I've become completely disenchanted with vehicles (or at least av 11 and lower) so I have decided to use those transports elsewhere. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2852902 Share on other sites More sharing options...
RipherChost Posted August 21, 2011 Share Posted August 21, 2011 My squad of six with five heavy bolters have performed very well in 500 point games. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2852934 Share on other sites More sharing options...
RunningWolfFenris Posted August 21, 2011 Share Posted August 21, 2011 I'm running 1 or 2 Long Fangs with 2 LC / 3 PC or 3 LC / 2 PC Play against lots of vehicles and PA Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853283 Share on other sites More sharing options...
maverik_girl Posted August 21, 2011 Share Posted August 21, 2011 The problem is those dang 2+ saves, and AV 14. that's why I usually have my razorback as a twin-linked las cannon. that or I have a predator to do the job. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853288 Share on other sites More sharing options...
Grimtooth Posted August 22, 2011 Share Posted August 22, 2011 I don't rely on my ML Long Fangs taking out AV 14 at all and will only use them against 2+ saves when they are bunched up to force volume of fire saves. I tackle AV14, when needed, with GH meltaguns, WGTDA chainfists, and thunderhammer equipped thunderwolves. Combing the synergy of these units with the role that I task to my Long Fangs, I have never had a problem handling AV14. As I mentioned, 2+ saves are better served with volume of fire then dedicated anti-armor weaponry, unless of course there is no more armor on the table. And as I aslo mentioned when bunched up, the frag round can be effective against a 2+ save. All that being said, my first two Long Fang packs are all ML, joined by a Living Lightning rune priest. In my hybrid Loganwing army, my rune priest makes the jump into TDA and enter via droppod alongside other WGTDA and the two Long Fang packs are joined by CML WGTDA. My final Long Fang pack is then alll plasma cannons, and if I am running another rune priest in PA, he joins them with Living Lightning.__ Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853700 Share on other sites More sharing options...
skawolf Posted August 22, 2011 Share Posted August 22, 2011 I run three packs at 1850-2000 point games 6 long fangs, missile launcher x2, heavy bolter x3, pack leader w/ chainsword + bolt pistol, razorback w/ twinlinked heavy bolters 6 long fangs, missile launcher x2, plasma cannon x3, pack leader with chainsword + bolt pistol, razorback w/ twinlinked assault cannon 6 long fangs, missile launcher x3, multi-melta x2, pack leader with chainsword + bolt pistol, razorback w/ lascannon + twin linked plasmaguns these three units have just demolished enemy armies in my past games (of course my grey hunters helped :blink: ) and i find work well with a mechanized infantry army. Here's the list i use them with (Hq's excluded, as they change on a regular basis) Troops: 10 grey hunters, meltagun x2, powerfist, MOTW, rhino 10 grey hunters, plasmagun x2, powersword, MOTW, rhino 10 grey hunters, flamer x2, poweraxe, MOTW, rhino 9 bloodclaws, powersword, flamer, rhino (HQ usually goes here as it's usually just a fighty wolfguard battle leader as he is cheap) (also in parenthesis; this unit is a distraction unit, charges headlong at the enemy as blood claws should, usually dies, but when it hits, it's effing awesome) Fast: landspeeder, multimelta, heavy flamer landspeeder, multimelta, heavy flamer (sometimes these two are squadded up and 1 independent land speeder with heavy bolter, assault cannon is added, depending on point of course) 14 fenrisian wolves, cyber wolf (now i dont know how many people use these guys, but they are bad ass! I've had them take out 2 30 man ork shoota squads (the orks with bolters?) in one game.... fantastic showing by them so far) heavy: afforementioned long fang packs The synergy of this army is very fun and effective, though I do have to say that I am not certain if this list does well in tournies or not as I only play semi-competitive games amongst friends. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853738 Share on other sites More sharing options...
Wysten Posted August 22, 2011 Share Posted August 22, 2011 Depends on the rest of my army, but typically, I would tutor them for a purpose. Most of the time I would want them to crack tough troops so that the Grey Hunters can have a crack at them, and have a solid chance of supressing (not destorying, though if they happen to do that, I would be very happy) bothersome tanks. If I had the spare points, then possibly a lascannon or two. Though I feel I will be mixing since I lack a lot of the missles I need. That being said, I like the idea of a anti infantry version of Long Fangs, just I would probably be only using it with Logan. I feel heavy bolters are simply alright (Strength 5 shots is fun, just I feel they do something grey hunters do well) though plasma cannons really have the potental to ruin peoples days. XD Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853956 Share on other sites More sharing options...
Prot Posted August 22, 2011 Share Posted August 22, 2011 I've experimented a lot with very different Long Fang loadouts. I've tried just about every conceivable combination. I don't think there is a 'wrong' load out. It's really dependent on the list as a whole. That being said people in general just mimic what they see or hear about on the tournament circuit. There's certainly nothing wrong with it, but the pure missile launcher squad is always going to be popular simply for its great points value as well as flexibility. Again, you have to look at the list as a whole to get the idea for your fangs. The missile launcher multi-fang squad is usually supplemented with razorbacks and/or lots of squad melta. Including Wolf Guard combi-melta. Personally I've played very shooty wolf variants (especially since BA came out) and I have some very funky, but successful builds that include 3 x Plasma + 2 Missile launcher squads. I let Razorbacks deal with armour, the Fangs handle squads of elite armour and medium transports, and the army handles infantry.... it's all relative. I'll also go heavy lascannon and throw in the heavy bolter for ablative wounds and spamming infantry. I really don't think there is a -bad- Fang configuration as long as the rest of your army supports it! Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2853991 Share on other sites More sharing options...
Grizzly Adams Posted August 22, 2011 Share Posted August 22, 2011 I have had a lot of luck with the 3ML, 2LCs. it is a great balance, and able to take most anything Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854091 Share on other sites More sharing options...
Valerian Posted August 22, 2011 Share Posted August 22, 2011 Do you have your own configuration, and why? Here is my preferred configuration: 1x Lascannon 1x Missile Launcher 2x Plasma Cannon 1x Heavy Bolter Always put the Heavy Bolter on the end of your formation, so that he can get assigned the First Wounding Hit; if he dies, then you can remove him safely without causing your unit to have to move (and sacrifice shooting) to regain coherency. At only 20 points, your Heavy Bolter guy in each Pack makes for a very helpful (and relatively inexpensive) Redshirt, bullet-magnet, cannon-fodder, model. While he is alive, you can use your Split Fire ability to point him toward an infantry unit. The Plasma Cannon will normally augment the Heavy Bolter in targetting the infantry unit, and is great against MEQs and Elite Infantry (like Terminators), and a lucky shot can net you several in one blast. The Lascannon and Missile Launcher, on the other hand, will normally be used to target enemy vehicles, or Monstrous Creatures, or other hard targets that their high-strength can help deal with. With this loadout, you will have a flexible unit with "something for every occassion". Neither is great against AV14, but they are terrific against more lightly armored vehicles. You will need to look elsewhere in your army for a solution to AV14, with Melta on mobile platforms being the obvious answer. If you didn't have the Split Fire ability, then I wouldn't mix weapons like this in a single unit, and would built specific anti-infantry packs and specific anti-vehicle packs (as a regular SM should be doing with his Devastator Squads). However, we do have Split Fire, so I don't hesitate one bit in taking advantage of that. Also, when I have the spare points, I add a "slick" Wolf Guard Leader with a Bolter and no upgrades to each Long Fang Pack at just 18 points to buy me an extra Redshirt to kill off prior to my Heavy Bolter dude. This does two things for me: first, it adds a bit of durability to the unit with a relatively cheap bullet-magnet, and second, it gives me more models in that Wolf Guard Pack that I'm taking anyway, to help me get up to either 5 models, or even 10 models, so I can get those Terminator Heavy Weapons. The last advantage to this weapons load out is that you can build it simply by mixing a plastic Devastator boxed set with the Space Wolves pack. You don't need to go scrounging for Missile Launchers, as they aren't being spammed in these Long Fangs packs. Regards, Valerian Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854224 Share on other sites More sharing options...
Fred Johnson the 3rd jr Posted August 23, 2011 Share Posted August 23, 2011 I have had a lot of luck with the 3ML, 2LCs. it is a great balance, and able to take most anything This. If not going with all MLs, my preferred load out is 3ML, 2LCs. I personally think Plasma Cannons are a giant waste of time, as are Heavy Bolters. Anyone who tells you otherwise is a dirty rotten liar. :P Also, adding a bullet-catching bare Wolf Guard is a good idea if you have the points. Poor Wolf Guard, thinks he is going to be a pack leader, yet all he is is a human shield. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854634 Share on other sites More sharing options...
Blacksad Posted August 23, 2011 Share Posted August 23, 2011 I'm dirty, I'm rotten, but I'm no liar... most of the time. plasma cannons ROCK! I'm currently building my 3rd LF pack, first being 5 ML, second 5 PC, 3rd will be 3 MM + 2 LC (droppod unit to accompagny Logan and Arjac) Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854654 Share on other sites More sharing options...
tallicafan Posted August 23, 2011 Share Posted August 23, 2011 I usually use 2x missle launcher, 2x heavy bolter and 1x lascannon. It's been working well for me especially in the 400pt combat patrols my group plays. For bigger games, I will be trying out 3x missle launcher and 2x lascannon. (both loadouts are 2 packs). I've heard good things about it and a recent rummage through my bits box has convinced me to give it a go! :( Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854739 Share on other sites More sharing options...
Prot Posted August 23, 2011 Share Posted August 23, 2011 I'm dirty, I'm rotten, but I'm no liar... most of the time. plasma cannons ROCK! That's very true. And the first time you drop a few Plasma Cannons on a Blood Angel Terimie squad with 'Feel No Pain'.... well they feel the pain alright. Same goes for a lot of AP2 armour. I think the plasma cannon is a bit of a lost art lately because of all the cover in 5th ed, and the 'cheapness' of Missile Launchers but they still have their place. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2854934 Share on other sites More sharing options...
commander alexander Posted August 23, 2011 Share Posted August 23, 2011 Plasmacannons for the win!!! I know I say it a lot, but I love me some plasmacannons. If I'm already going to use Long Fangs, I use all of them. One unit of Plasmacannons, one of Heavy Bolters, and one of Lascannons. Right there, you get all the spread you need. Heavy bolters for general purpose anti-personel, plasmacannons for heavy infantry (blast templates can work, but they're a pain to use on tanks), and Lascannons for anti-armor. Because there are so many Mech lists now, I would go ahead and take a razorback or two with TL Lascannons to help out. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2855160 Share on other sites More sharing options...
Karack Blackstone Posted August 24, 2011 Share Posted August 24, 2011 What are you hunting? Our codex indicates that Long Fangs may take the weapon best suited for the job at hand, since they use their Razorbacks as mobile transports and weapons lockers, as needed. I'd wager the Missile Launchers will excel versus normal, lighter infantry by forcing armor saves as the AP value is horrible on Frag Missiles. Kraks are nice, however where the Krak fails, the Plasma Cannon will potentially do wonders. It's the general option of AP6 S4/AP3 S8 or always AP2, S7 - the ability to change things up with the Missile Launcher is generally why people tend to favor them since their cost should, to me, have been a Grey Hunter in value this codex. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2856546 Share on other sites More sharing options...
Nrthstar Posted August 24, 2011 Share Posted August 24, 2011 I needed some variation personally with my LF. Missile Launchers are great, especially when facing daemons as I tend to do, since AP means squat against army that all has invuln saves, but even when the deepstrike in and are all nice and clumped, I needed something more for greater daemons and vehicle heavy armies. I'm picking up my new LF squad this week so I'll have: 6 LF 3 ML 2 LC + CML 6 LF 3 HB + 2 PC + CML I'm playing a foot slogging loganwing lately. It's been playing well, and if I can fine tune my strategies I can make up for it's lack of bodies on the board. My previous single LF pack of Anti armor kept getting eaten alive, but a second squad of anti infantry supporting the original and being staggered just behind the first group should do me some good and force my opponent into some tougher choices. Link to comment https://bolterandchainsword.com/topic/236667-long-fang-loadouts/#findComment-2856583 Share on other sites More sharing options...
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