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Back after a LOOOOOONG campaign


thor1234

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sooooo as the name suggests I have been working on my other army (getting my old metal GK's up to stratch)

alas I am bored of those witches and am really excited to get gather my great company and once again set off for battle in the name of Russ and the Allfather!

 

I would like to try something different for my next SW unit, My wolf Lord Lord was too busy getting drunk and listening to stories while the Iron Priests were giving the jump pack tutorial to potential Skyclaws....... he has decided he wants to try a Jump pack out while he's still young and is insisting his Wolf Guard Acompany him.........

 

now first off has anyone built a unit of Wolf Guard W/jump packs??? if so, do they work? and what sort of load out and numbers would work?

 

answers please fellow wolves!

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Well, WG with jump packs are going to be a bit pricey with not much gained other then the additional movement. That being said, they could be fun with a wolf lord to raise some hell.

 

I would propose at least 5 for your wolf lord and a 6thwolf in WGTDA and a cyclone missile launcher if you want to plop him with Long Fangs. If not, 5 will do fine.

 

I would aslo say do not go to extreme with gear. Like I said they are going to be pricey as it is with jump packs. An efficient unit could be,

 

Th/bp, ss/bp/melta bombs, MoW/melta bombs, fb/bp/melta bombs, bp/ccw/melta bombs

 

Let's you mess around with some wound allocation, gives you another 3+ inv if yiur lord has a shield as well, possible rending, hammer for dreads/MC, and some nice str5 power weapon attacks.

its a good start, I had expected it to come out pricy points wise, looking at about 300 points for em, still no more than say Vanguard Vets, any suggestions on what the rest of the list might contain? large units of GH to offest the WG points and make up numbers?

It isn't so much as trying to offset the WG points. Think about what you might need to complement the speed of the jump pack crew.

 

GH in Rhinos can keep up and support the fast moving jump packs;

 

GH dual plasma pack speeds forward 12", disembarks, and rapid fires into an Ork mob, then 12"at jump packing lord and wg, slam into them in assault.

 

Drop podding dreads or WGTDA land and engage the enemy, lord and wg jump packs are fast moving second wave to finish off assaults 2nd turn.

 

Faster TWC hit into enemy lines first followed a turn later by lord and wg jump packs.

 

The common theme is to mix fast with fast. It would be a little foolish to jump your lord and wg out alone while trying to maintain a mech gunline for example. Unsupported by an equally fast unit will leave them to get shot all to hell.

thanks for the advice Brother *slides ale over*

 

here is me proposed listy:

(1750)

 

HQ

Wolf Lord Thor Thundermane: W/Mjollnir (Thunder Hammer) Mantle of Megingjörð (Storm Shield), Rune Armour, Wolftooth Necklace, Wolftooth Talisman, Saga of the Bear, Jump Pack

250

 

Rune Priest Thengir Stormbringer: W/ Living Lighting, Murderous Hurricane, and Chooser of the Slain

110

 

ELITE

Wolf Guard:

Hrold: Jump Pack, Bolt Pistol, Frost Blade Melta Bombs (68)

Skalf: Jump Pack, Bolt Pistol, Chainsword, (43)

Mikael: Jump Pack, Mark of the Wulven, (58)

Krull: Jump Pack, Frost Blade, Bolt Pistol, (63)

Jroll: Jump Pack, Chainsword, Plasma Pistol (58)

Bjornell: Terminator Armour, Cyclone Missile Launcher (63)

353

 

Garvash: Dreadnought: Multi-Melta, Heavy Flamer, Drop Pod

150

 

Skaldor: Dreadnought: Multi-Melta, Heavy Flamer, Drop Pod

150

 

TROOPS

Grey Hunters: (10) 2 W/ Plasma Guns, Rhino

195

 

Grey Hunters: (10) 2 W/ Plasma Guns, Rhino

195

 

Grey Hunters (10) 2 W/ Meltaguns, Drop Pod

190

 

HEAVY SUPPORT

Long Fangs: (6) 3 Heavy Bolters, 2 Lascannons

155

 

what say you?

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