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Power Armored Wolf Guards


-Volsung-

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I see many, if not most lists, include wolf guards wearing terminator armor. Has anyone tried a PA unit of wolf guards in their lists? Perhaps as a retinue for the wolf lord or the HQ?

 

Is this any good in a game or has any specific advantage the terminators might not have?

 

Thanks! :HQ:

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I see many, if not most lists, include wolf guards wearing terminator armor. Has anyone tried a PA unit of wolf guards in their lists? Perhaps as a retinue for the wolf lord or the HQ?

 

Is this any good in a game or has any specific advantage the terminators might not have?

 

Thanks! ;)

I use a PA unit led by a Runepriest.In the 2 games I played them they were pretty good......Not good if a 10 man Terminator squad assualts them as the PA is 3+ and terminators are 2+.But they could survive if the dice gods are with you :D

 

only way to know for sure though is for you to run a few games with them.

I seem to find the effective at least when they are with my Wolf Lord because....

 

1 - They are cheaper than Wolf Guard with Terminator armour.

 

2- They can go in Rhinos and Razorbacks, which I feel provides them with more versatility

 

And as before mentioned they can also be equipped with bikes or jump packs....again more versatility <_<

I seem to find the effective at least when they are with my Wolf Lord because....

 

1 - They are cheaper than Wolf Guard with Terminator armour.

 

2- They can go in Rhinos and Razorbacks, which I feel provides them with more versatility

 

And as before mentioned they can also be equipped with bikes or jump packs....again more versatility <_<

 

Here's where I prefer just going with Grey Hunters. They're cheaper than TDA WG, but more expensive than a Grey Hunter. And for what? All you get with those 3 extra points is a +1 to Attacks and Leadership, though you've now lost your Boltgun. Sure, you can get it back, but at the cost of either bolt pistol or ccw, meaning if you want that boltgun, you won't get the +1A for two assault weapons.

 

The only other benefit I can see is their pack composition of 3-10 vs GH comp of 5-10.

 

Personally, I don't see the point in them unless they're a cheap pack leader option, unless those of you who use them have a certain "secret recipe" loadout that you've yet to mention.

I have taken 2x 5 man squads with combi-meltax5 , drop pod

 

Both dropping in the first turn and popping a tank or two. I'm not a fan of any of the other elite slots in the book. Honestly not really a fan of the wolf guard either, but they get their intended purpose done when ran this way so I guess it works.

Just to clarify, its possible to mix and match bolter vs close combat weapons, right? Say have half of the units with swords and pistols, while the other half are armed with guns and have them get a handful of shots out before closing?

 

I'm assuming also that with their heavier point cost, if I am to field PA Wolf Guards, they are best not legging it across the battlefield, yes? A Rhino is starting to seem like necessity in this case, but I dunno

Just to clarify, its possible to mix and match bolter vs close combat weapons, right? Say have half of the units with swords and pistols, while the other half are armed with guns and have them get a handful of shots out before closing?

 

I'm assuming also that with their heavier point cost, if I am to field PA Wolf Guards, they are best not legging it across the battlefield, yes? A Rhino is starting to seem like necessity in this case, but I dunno

 

Footslogging anything nowadays is tantamount to suicide. 5th edition is basically the "mech-heavy" edition, so vehicles (and things to destroy vehicles) are generally more abundant and tactically proficient than in previous editions. However, you could put your PA WG in a drop pod or strap them to a jump pack or bike. Not everything has to go in a tank, however...

 

IMO everyone should have atleast one Rhino "kit". Keep in mind though that one Rhino kit comes in all of the following box kits: Rhino, Razorback, Predator, Vindicator, Whirlwind. So if/when you decide to grab a Rhino, do NOT buy a Rhino box. Buy one of the other boxes (whichever variety you might also use often) and either magnetize or simply don't glue down the doors and turrets, etc. There's plenty of tuts/vids online to help you out for that.

 

I'm not following your first sentence. You mean a pack of 10 WG with 5x having boltguns and the other 5x with standard pistol/ccw loadout? Why not just go with 10x Grey Hunters and have both options automatically? Are you working on some sort of theme army? If not, I don't understand the efficiency or tactical benefit of taking 10x PA WG over 10x GH.

Oh its just a hypothetical. I'm still getting use to this WYSIWYG, and its quite a headache, haha

 

WYSIWYG is widely accept to not apply to anything that comes standard on the model, unless what you have put on the model would, per the codex you're using, replace something from the standard output, in which case so long as it's written in your army list what replaced what, you don't have to put all wargear on the model.

 

 

(Weeeeeee run-on sentences! Someone call the grammar police! >.>)

Oh its just a hypothetical. I'm still getting use to this WYSIWYG, and its quite a headache, haha

 

WYSIWYG is widely accept to not apply to anything that comes standard on the model, unless what you have put on the model would, per the codex you're using, replace something from the standard output, in which case so long as it's written in your army list what replaced what, you don't have to put all wargear on the model.

 

 

(Weeeeeee run-on sentences! Someone call the grammar police! >.>)

 

Wait, I'm sorry, say what?

If it comes standard in the codex, you don't have to WYSIWIG it.

 

In the codex under "Wargear", a Grey Hunter comes standard with a bolter, bolt pistol, ccw and grenades. You do not have to model all of those weapons on the miniature. A Grey Hunter does NOT come standard with a plasma gun. You DO have to model a plasma gun on the miniature if you have purchased one, but you do not have to model any of the other standard arsenal he comes with.

 

 

All WYSIWIG stuff is generally for tournament guidelines anyways. If you just play local games with friends, I doubt any of them would care.

Wolfguard with 2 stormbolters, could be fun if you allow it with house rules. 4 storm bolter shots..

That probably opens up a whole can of possibilities for abuse. But I do run the occasional WGPL with Stormbolter, Combi-weapon, and Mark. Assault 2 all the time, plus a oneshot special, and still gets more than his 2 base attacks 66% of the time.

I use PA Wolf Gaurd all the time. And the reason why is they are able to have more Power weapons in a pack. I usually use them as a sledgehammer unit. My standard load out is.

 

2 Wolf Guard Combi melta and Power Fist

3 Wolf Guard Power Weapon and Plasma Pistols.

5 Stansard kited Wolf Gaurd. They suck up hits.

 

I sometime put this pack with Ragnar in a LRC. With his Furocious charge and extra attacks on the charge they can kill 2 squads of standard MEQ easy. Or make them so crippled you win the combat next Melee phase.

 

Grey Hunters are awesome. Just not as as they use to be. I crave the 3 special melee weapons from the 3rd edition codex.

 

And for 3 points a model that extra attck is very handy.

 

I also made a Logan list with 3 Squads like the one above, and it worked wonders as well. You basicly can roll the other guy if he gets too close.

 

And really the lose of Bolters to Bolt Pistols is not that bad. I am always moving forward into melee, so losing something I might use if the right situation happened. Which is rare does not bother me. Cause I know I am going to own in the melee phase. And we all know 40k is a melee game these days.

Wolfguard with 2 stormbolters, could be fun if you allow it with house rules. 4 storm bolter shots..

 

 

This isn't the Deathwatch RPG. You can't just run around firing two full-auto weapons a turn and killing hundreds of cultists willy-nilly.

 

 

-Stormshrug

I also use them... And love the evil they bring to the board....

 

i run x7 WG

x1 in TDA with Cyclone MSL and Power fist.

x6 in PA wit x3 combi Melta x3 combi plasma.

X1 rune priest, LL, MH, MB, WTN. COtS

Drop pod

 

I run two of this unit in my list. (Different EG on the second priest)

 

They drop in and Pop armour like a knife through butter.

then the plasma cleans up.

the rune priets with MB and WTN can pop walkers like Killer kans and blood talons on 3+ in close combat.

Also a sneaky tatic is when you deploy/movement, you deploy the WG infront of the pod to pop armor, then deploy the Rune priest behind / the side out of coherency so he is now a seperate unit till next movement turn.

 

this way you can pop armour, and then in the same turn hit the unit the comes out with MH, making them Dangerous and difficult for the next turn. this means they can not move and assault you normaly the next turn. this gives you the freedom to plasma the crud out of them next turn and bring the Rune priest back into the unit........

 

try it....

Then try not to laugh evily as you do, I dare you....

Most of the time I use them to slam and break lines when using Grimnar or Ragnar within 6" I always take them one of two ways:

1

Wolf Guard- 10 strong, power fist, power weapon, power weapon (230) in either a rhino or in a land raider redeemer. Most of the time they chill in their transport until Logan or Grimnar hop out themselves then I either Multi-Charge heavy stuff or charge another target keeping within +1 attack range or Furious Charge Range. (today this unit killed 40 or so Gants and a wounded swarmlord and guard. Usually they preform mediocre TDA is better and I only use them in either apoc or in friendlies as they almost never do what they are supposed to. This unit is intentionally made to NOT kill their target but to make them die in my opponents assault phase, after I charge.

 

2

Wolf Guard- 10 strong, Power Fist, Power Fist, SS, SS (270) This unit also hangs out until the big stuff comes out and just tethers stuff up until logan or ragnar's squad either saves them or lets them die and counter charges. This unit also has saved my long fangs several times from death co. and Mepheston who then died to other shooting and cc. (Mepheston at my LGS is A) a no no to bring, and :( my Njal's bitch, one time he killed him by making him fly over a rhino wall and into tempest wrath, LOLs, my opponent was being dumb)

 

I plan on testing out other ways to use them. I do like the idea of disposable meltas but I try and stay away from those tactics as I try and play the game as if I where commanding in the field. As a Space Wolf Lone Wolfs can suicide squad all they want but I don't see it as something suited for Wolf Guard. I want to use them as an elite in my potential bike list but they would be WAY to expensive, Jump packs are even hard to swallow although I have seen them do funny things.

Also, they would allow for 1-3 more Razors although they are not optimal as Grey Hunters are both cheaper and you usually need a drop pod MM dread to deal with the LRs.

 

I also am thinking of making them a Jaws Priest Caddy or "The Hurricane" Caddy but other than that I can't really justify buying them in PA when for 15 more they get a 2+/5++.

Yes but Wolf Gaurd get base 2 so they will have an extra attack over a Grey hunter. Add in Ragnars +d3 and they can trash some stuff. And it's only 3 points more for this. So they are way worth it.

 

The only way they'll keep the extra attack is if they keep their standard loadout, though most would likely go for the free bolter upgrade, which would eliminate their 2x assault weapon loadout. GH have all three as standard.

Yes but Wolf Gaurd get base 2 so they will have an extra attack over a Grey hunter. Add in Ragnars +d3 and they can trash some stuff. And it's only 3 points more for this. So they are way worth it.

 

The only way they'll keep the extra attack is if they keep their standard loadout, though most would likely go for the free bolter upgrade, which would eliminate their 2x assault weapon loadout. GH have all three as standard.

 

I have to Disagree.

If your running with ragnar you prob be inside armour maybe even a Landraider.

Your whole plan is to get close and assault.

Why bother losing the extra attack.

Well unless your taking combi weapons.

I guess both options have valid use depending on how you plan to run your army.

 

you could also run 6/7 WG in a raider with Ragnar and give all the Wg power weapons...

thats a wack load of power weapon attacks.

 

But yeah my point is PA WG are viable in many load outs.

Im only gutted that jump packs cost so much for them, cause they would make uber assault troops.

But yeah my point is PA WG are viable in many load outs.

Im only gutted that jump packs cost so much for them, cause they would make uber assault troops.

 

Is that fluff viable, tho? Wolf Guards would likely look down on using jump packs as they look down on impetuous Skyclaws using jump packs, no?

But yeah my point is PA WG are viable in many load outs.

Im only gutted that jump packs cost so much for them, cause they would make uber assault troops.

 

Is that fluff viable, tho? Wolf Guards would likely look down on using jump packs as they look down on impetuous Skyclaws using jump packs, no?

 

 

BTH Fluff has no bearing on any of my lists or decisions for playing...

Im really not a fluff person.

But each person enjoys different aspects of the game.

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