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Blood Claws your thoughts on them and use's


shdwcypher13

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Ok I added some confusion here, so let me clear it up. Dual dex which will not be combined but in fact be used separately for the purposes of table top fun. For the loyalist did it will be sw dex for when my army goes renegade the acne dex comes out. Now that being said I do know there are people out there that do this so it is not a unique idea or thought. It is though a concept that intrigues me. Now as wish most things, in concern to me in the very least I'm focusing on the sw sidebar it before I start the confusing and hard work of working this army to work with ack dex. So please don't think that I'm throwing the rules oh there head without the regard for other players.

 

 

I hope this helps you understand my end.of things alittle clearer now

 

Oh just a quick side note, this army is not intended to be chaos renegades but renegades catch between the to forces. With loyalties to their paste and their former brothers. Just because they need to raid both sides for equipment and supplies is an evil necessity that causes them to look alittle more barbaric and "cough" chaotic them they would wish.

Oh okay, like my Marine army which is variously a biker marine army, a tactical marine army, a deathwing army, a ravenwing army, or a blood angel assault marine army.

 

Not Space Wolves though, I have Space Wolves for that.

 

However I'm doing a Chaos themed 13th company list as well. The basis being the 13th company list from the Eye of Terror then modified to fit the available troop options. Storm Claws = power armoured Wolf Guard, Grey Slayers = Grey Hunters, wolves = wolves, Long Fangs = Long Fangs. Since it's all infantry, and not particularly powerful, I expect to lose a lot more than I win with it. But it's for giggles, so I'm not complaining.

Wolf Guard terminators are good. There's not a huge point in taking them as power armoured squads though.

 

My default armament is storm bolter and wolf claw, with one in five having a cyclone, and one in five having either a chainfist or power fist. Storm shields are a bit expensive for massed units.

If I field a TDA deathstar squad, odds are that they have nearly all WC x 2, and one with a Fist/AssC. That has been changing recently, however. It really depends upon whether or not you're ready to magnetize your boys to allow switching out of the arms.

I don't understand why one would double wolf claws. All it provides is a extra attack. Thats not worth another 20 points, compared to 5 point combi weapon.

 

Generally, there are many ways to run Wolf guard, as long as you don't weigh them down too much;

 

Heavy Weapons squads, essencally 4 bare wolf guard around a CML or AC termie, tends to be the most "standardised" basic version. Not terribly exciting though.

 

Next step up is probably either riding them in a Rhino with combis (forfitting/passing on the heavy weapon guy to something else) and essencally acting as a more elite Grey Hunter squad that adds good quaility attacks in somewhere, or a burst of good shooting. Otherwise, can be dropped in to provide a stunning barrage of fire on a single target. If your looking just to add a Wolf guard squad to your existing army, this could be the best way. Just give them some upgrades, give the heavy weapon to your long fangs/other slower squad and use them as you would a specialised Grey Hunter, with just enough tools to be more melee effective. Say, two fists with a couple of combis is a hard choice to pick out compared to Grey hunters.

 

Theres entire wolf guard termies, which is doable as long as you keep most of them with power weapons and stormbolters, and single out a few guys to carry the combis and the odd fist. Only issue is Grey Knights really do the entire elite thing better then Wolf Guard alone can (they are designed from the ground up to do it. Wolf Guard really need Long Fangs and speeders for support.) Hence it's probably best not to make them all termies. But spread out the armour saves in such a way that you can be economical on how you take hits. (E.G, having 3 power armour guard for every two termie wolf guard. Allowing you to take lascannons and unimportent wounds onto them, while resisting some of the lesser stuff, and missles with a good chance of flat out absorbing it, with the spare termie.). In short, specialise the squad and spend effectively.

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