Beef Posted September 21, 2011 Share Posted September 21, 2011 1) can a WG in TDA armour with cyclone missile launcher fire his SB at the same time? 2) whats the best combi bolter to go for if say I have 2x 5 man squads? melta in both or plasma in bot or 1x plasma and 1 x melta in each? 3) Whats the best setup for a Lone wolf in TDA? Twin Claws? Sorry about the rushed post. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/ Share on other sites More sharing options...
dswanick Posted September 21, 2011 Share Posted September 21, 2011 1) Yes. 2) Depends on your target. 3) Several depending on the opponent - 2X Wolf Claws(pure Anti-infantry)/TH & SS(good Anti-infantry and Anti-armor)/CF & SS(best Anti-armor). Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881676 Share on other sites More sharing options...
Heimdall Skullcrusher Posted September 21, 2011 Share Posted September 21, 2011 1) Yes, its in the Cyclone Missle Launcher entry 2) Depends what else you have in your army, could be good to mix plasma & melta for wound allocation purposes 3) Chainfist/Stormshield is pretty good but depends on the application you want for them. Remember lone wolves are natural MC hunters, so high strength weapons are good. But twin WCs could be fun too Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881678 Share on other sites More sharing options...
Wulfebane Posted September 21, 2011 Share Posted September 21, 2011 3) Remember that your Lone Wolf will likely be footslogging up to the enemy. A SS is an excellent means to make sure they get there. Most opponents get nervous seeing a big hulking TDA all by himself, charging up the field, assuming him to be brutal in melee (which will be true) and tend to focus fire him down. If you're not concerned about focus fire (eg. tank cover, stole a ded. transport, etc) then you should keep in mind a SS will give your opponent a hard time to actually kill your Lone Wolf, which can potentially be a problem for you. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881691 Share on other sites More sharing options...
Beef Posted September 21, 2011 Author Share Posted September 21, 2011 2) Depends what else you have in your army, could be good to mix plasma & melta for wound allocation purposes What do you meen?? Also I suppose i cant drop pod a lone wolf?? Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881721 Share on other sites More sharing options...
hendrik Posted September 21, 2011 Share Posted September 21, 2011 2) Depends what else you have in your army, could be good to mix plasma & melta for wound allocation purposes What do you meen?? he means that it depends on what your army lacks, do you already have enough anti tank or not? personally i'm not a fan of plasma, they always seem to blow up! Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881736 Share on other sites More sharing options...
dswanick Posted September 21, 2011 Share Posted September 21, 2011 Also I suppose i cant drop pod a lone wolf?? Unfortunately Lone Wolves don't get dedicated transport options. <_< (I wish the "no teleport" fluff would go away). Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881778 Share on other sites More sharing options...
Beef Posted September 22, 2011 Author Share Posted September 22, 2011 :P (I wish the "no teleport" fluff would go away). And that was my next question answered, Thanks for the help, I will keep this open in case i have more questions over the next few days. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881906 Share on other sites More sharing options...
Wulfebane Posted September 22, 2011 Share Posted September 22, 2011 Also I suppose i cant drop pod a lone wolf?? Unfortunately Lone Wolves don't get dedicated transport options. B) (I wish the "no teleport" fluff would go away). The only way to get a Lone Wolf in a transport is to steal one from another pack (often a Long Fang pack) after deployment. However, armor restrictions still apply, so if you intend to have your TDA Lone Wolf steal a Land Raider, you're likely wasting points for the effort or screwing a better, more efficient unit from much needed protection/support. No bikes, jump packs, TWC or SotH either. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2881955 Share on other sites More sharing options...
Quillen Posted September 22, 2011 Share Posted September 22, 2011 Well I bought combi meltas and combi flamers from the chaos terminators and cut off the chaos symbols. I usually do Combis on all and in a termy pod I do 3 Meltas and 2 Flamers. If I need to kill a tank 3 meltas will do it. If I need to kill troops the Meltas are bolters and the flamers go to work first. I am making some combi plasmas, I have 4 so far. I was thinking of using them in a pack with a Pod. Land next to some important squad and trash it right off. It;s really up to you and your play styles. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2882060 Share on other sites More sharing options...
Sarapham Posted September 22, 2011 Share Posted September 22, 2011 2) Depends what else you have in your army, could be good to mix plasma & melta for wound allocation purposes What do you meen?? You can still use some wound allocation tricks on single wound models as well, if you are familiar with the term? What it means basically is that you will roll armor saves for individual models rather than rolling for them all in one pile like you would if they have the exact same equipment. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2882260 Share on other sites More sharing options...
Heimdall Skullcrusher Posted September 22, 2011 Share Posted September 22, 2011 2) Depends what else you have in your army, could be good to mix plasma & melta for wound allocation purposes What do you meen?? I think others already answered for me, but here we go: Melta is good vs. High AV, so if you have other means of taking care of that (other melta, chainfists, lascannons, melta bombs, etc) it is probably not as necessary. Plasma is good vs. things like Terminators, stuff with FNP, etc. It has a longer range and potentially 2x the shots as melta. Again, if you have that "area" covered you might want to stick with melta. Now wound allocation is a tricky subject, but basically if you equip all your WG differently, when you allocate wounds to them, you have to allocate wounds individually. Where if they are the same you just roll as a group. Say you had 10 wounds on 5 WG. If they are all the same, you roll 10 dice and for each save you fail you remove a guy. Now if they were all different you could allocate 2 wounds per model. In this case it is possible that that one of the models fails both saves. If that happens, that other failed save doesn't roll over to another model, it is basically lost because the model is already dead. Where in the other case, it would have killed 2 guys. A subtle thing, but can make a unit more survivable. Plus if you have some armor piercing attacks, you can stack those on the same guy if you want. There are some drawbacks, but I wont go into those. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2882603 Share on other sites More sharing options...
spacewolflars Posted September 24, 2011 Share Posted September 24, 2011 I use my lone wolf in power armor so that he can jump in a rhino if he wants. This also gives him the ability to run down a squad that he has beaten in close combat. I also run him with a pair of fenrisian wolves who can take hits for him if need be. They also help in close combat if they make it. Since he is going to have high powered guns or attacks facing him I give him a storm shield to ward off armor piercing blows. As he is already losing the ability to get an extra attack for wielding two hand weapons I gave him a thunder hammer to make the smaller number of attacks count for more. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2884316 Share on other sites More sharing options...
Beef Posted September 24, 2011 Author Share Posted September 24, 2011 when i last played SS did not give an inv save against shooting, Has that now changed?? Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2884326 Share on other sites More sharing options...
JamesI Posted September 24, 2011 Share Posted September 24, 2011 when i last played SS did not give an inv save against shooting, Has that now changed?? Yes. Storm Shields are 3++ all the time. Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2884328 Share on other sites More sharing options...
Valerian Posted September 24, 2011 Share Posted September 24, 2011 when i last played SS did not give an inv save against shooting, Has that now changed?? Only about 7 years ago Beef. ;) V Link to comment https://bolterandchainsword.com/topic/238849-quick-rules-question-on-wolf-gaurd-in-tda/#findComment-2884345 Share on other sites More sharing options...
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