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Wolf Guard Terminators


Freakiq

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Hello ther, rather new Space Wolf player here.

 

 

I'm finally in the process of assembling my first Space Wolf army after sneaking into the fang now and then for several years. ;)

 

I'm having a pretty good idea of how my force will look with the exception of my Wolf Guard Terminators.

 

I have 10 Terminators to arm though I'm unsure whether I should go full TDA or mix in some Power Armour to save points.

I doubt I'll use all of them at once but it's always good to have models to switch between.

Also, Storm shields, how many do I need and should they go on cheap Power Weapon marines or on the one's with more expensive weaponry? :lol:

 

 

Any help with how to make up a good all-rounder Wolf Guard Terminator unit would be helpful.

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This question comes up a lot, so I'm just going to quote myself from an earlier post:

 

"I've made my WGTDA pack (only 1, since it's a non-Loganwing army) like this:

 

1x Heavy Flamer and Chain Fist

1x Combi-Plasma and Power Weapon

1x Combi-Plasma and Wolf Claw

1x Storm Shield and Wolf Claw

1x Cyclone Missile Launcher, Storm Bolter and Chain Fist

 

Here is the theory: The CML model will be used as a Wolf Guard Leader for another Pack, so he isn't really a part of the equation. The CML is magnetized, so if I don't have a full unit of 10 Wolf Guard models (allowing the 2 Terminator Heavy Weapons) I can just keep it off. The remaining 4 Wolf Guard in TDA are the packmates for my Wolf Lord, Ragnar Blackmane, and will deploy with him in a standard Land Raider Phobos. Upon deployment, between the Heavy Flamer template, 4x Plasma Shots, and Ragnar's Bolt Pistol, I can do pretty good damage to about any enemy unit, including other Terminators, prior to the Charge.

 

Ragnar gets 6-8 Frostblade attacks at Strength 6 and at Initiative 6, followed by the 6-10x Strength 5 Wolf Claw and 3-5x Strength 5 Power Weapon Attacks at Initiative 5.

 

If any of the enemy are left alive at this point, then the guy with the Power Weapon is my "Redshirt" and as the cheapest model he will get assigned the first hits that still allow an Armor Save. The Guy with the Wolf Claw is next in line, as the second cheapest model. Any return hits that ignore Armor Saves get allocated to the model with the Storm Shield and Wolf Claw, who has the best chance of surviving and preventing the loss of one of the other TDA models. It he dies, however, he still isn't overly expensive, and won't be too much of a problem.

 

Lastly, the model with the Heavy Flamer and Chain Fist gets to attack at Initiative 1, with 3-5x Strength 9 Attacks to clean up any remaining models that weren't killed at the earlier Initiative steps.

 

If I feel like Deep Striking the unit with a Drop Pod, instead of using the Land Raider I can do that too, but risk the very likely possibility of getting Charged, instead of getting to Charge when and where I want. I can also leave Ragnar out, and use these guys to accompany a Wolf Priest, or add the CML, Storm Bolter, Chain Fist model back in and just use them as a pack of 5 with no IC.

 

There is a lot of versatility and flexibility in this build. They are fairly expensive, but they can do a lot of damage, all on their own."

 

Regards,

 

Valerian

Well, in theory, depending on how you envision your army, you may well want to do some of the wolf guard in PA to act as sergeants for your Grey Hunters & Blood Claws.

 

I've run to good success myself:

x4 WG TDA

x1 w/ Wolf Claw, Combi-Plasma

x1 w/ Chain Fist, Combi-Melta

x1 w/ Frost Blade, Combi-Plasma

x1 w/ power weapon, Storm Bolter

 

They accompany my Wolf Lord TDA armed w/:

Wolf Claw, Storm bolter, wolf tooth necklace, wolf tail talisman

 

They're in a drop pod since we can lol. This unit landed in the middle of an IG controlled area & after 1 round of being shot at by pretty much everything including an Ogryn 5 man squad they were charged by Yarrick & the Ogryn & ultimately emerged victorious, including telling Yarrick to stay down if he knew what was good for him.

Thanks for the replies, very helpful. ;)

 

 

I noticed none of you seem to favour Storm Shields though, are they unnecessary or too expensive?

 

And while I run the risk of being branded a weakling I must admit I won't be using any Combi-Weapons as I simply find them overrepresented in marine armies.

That said I don't argue with their efficiency as they've gotten a lot of use in my Ultramarine army.

They're too expensive. A Wolf Guard terminator with thunder hammer and storm shield is 50% more expensive than a normal marine hammernator. A couple mixed into a squad to give some "redshirts" for power weapon/AP2 shots is helpful, but in general they're not something Space Wolves take a lot of (in Wolf Guard packs).

Aye, Wolf Guard don't generally do rock units that well simply due to the fact that they either get expensive and single track (Wolf Guard, very solid, not essecially mobile) or lack punch to point ratio (63 points per termie is hard to justify, hammernators and Grey Knight Palidins are pretty much the ultimate rocks) so no point increasing the 5++ to a 3++, just most of the time it hits as hard and it will probably manhandle the average unit well enough without weighing them down too much.

 

After all, I saw a Orc vs Tau fight today, and I noticed that dispite the generally superior saves of the Tau, the Orcs won the day in part by supporting his army all round and ensuring his big orc mob, dispite their lacking saves, got in contact with the largely infantry Tau army. Did they need the 3+ armor save? Possibly, but by using those points normally invested in the grand armour for something else (Namely dreads and more Orcs) they were able to get in combat and win the day. It's also a grim reminder at the lack of flexablity of your humble fire warrior. XD

 

On this note, the question could always be asked, is the teminator armour even relivant? And this question changes from army to army. After all, we often forget at just how effective humble space marine armour is as it seperates the Tactical Marine from the Fire Warrior, the former being an effective, if not typically combat efficent, but more objective holding foe and the latter trading everything for a slightly more effective boltgun, but being a pretty bad deal all round (no heavy/special? Really?) Or the orc in compersion to Skyclaws. Hence for most lists a Rhino hiding a small elite squad that supports the troops (a couple combis, a power fist or two, and some power weapons probably may cost less then a Grey Hunter squad), may be better then a open squad on the board brandishing all it's firepower and 2+ armour, but taking a couple of turns footslogging to deliver it.

 

Though really, with such beautiful termie armour on display? Who can resist? I have some I fancy trying soon, with a pair of drop pods, 2 rhinos and 4 termies (One packing a heavy flamer) I can't wait to try them out. Heheh. Just then, I would keep them fairly plain. Something like;

 

Heavy weapon Wolf Guard + chain/power fist

2 space wolf in termie armour with power claw/sword and stormbolter.

2 space wolf in Power armour + combi weapons.

 

Drop them in on a flank using the pod as cover, open up with combi weapons, heavy weapon as appriate. Next turn, fire again with heavy weapon and storm bolters and move in to fight if possible. More of a causal tactic, but one that sounds fun and pleases my imagination (pod drops down, missles from long fangs bombard the area, wolf guard adds further firepower, foe blasts back with whatever firepower they can divert as the rhinos move up, smoke clears to see 3 Termies still standing and possibly scouts/speeders assisting, ready to deliver sweet justice.)

Currently putting a Space Wolf army together and I've decided to do the following:

 

10 power armour Wolf Guard with magnets + variety of interchangeable, power armour weapon options with magnets.

 

10 terminator Wolf Guard (had a pack of 5 normal assault termies that I used the lighting claws of, so I mixed their bits with a pack of Space Wolf termies) with magnets + variety of interchangeable, termie armour weapon options with magnets.

 

I've magnet-ed enough different weapons to allow each guy a different weapons load out, but will simply do any others I require as the need rises. If you have enough shoulder guards left, there's nothing stopping you from putting magnets into "normal" power armour weapon options as well and using the power armoured group of Wolf Guard as an extra Grey Hunters squad when necessary.

The army i'm putting together has the following wolf guard:

 

1. 3x "squad sargents", power armor, combi melta and power fist

2. termi armor, cyclone launcher, storm bolter, power sword

3. termi armor, combi melta, chain fist

4. termi armor, combi melta, power fist

5. termi armor, combi plasma, wolf claw

6. termi armor, combi plasma, power sword

Thanks for the replies, very helpful. ^_^

 

 

I noticed none of you seem to favour Storm Shields though, are they unnecessary or too expensive?

 

A little expensive, however, I recommend including at least 1 to act as the Lascannon catcher for the group. I wouldn't go more than 2, though, as you'll have diminishing returns on a steep investment after that point.

 

V

It's taste really.

 

I have a Cyclone Lunacher with a Stormshield and thunder hammer. And he is a terror on the board. He can kill a tank at range. If you bump into melee with him he will bash your head in. And he is indeed expensive. But he also gets his points back and then some. Just cause he is soo versital.

 

I have been working on a LRC squad and was thinking of doing 2 of them. Or a lightning claw with Cyclone Launcher. Just to max out the close in killiness of them.

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