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Loganwing: Help with Tactics


Kasil

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I started building a loganwing army because it was something I could take as an all (mostly) foot list. I love the idea of the army and the versatility of the wolf guard. My playtesting has been so-so thus far and I am hoping that you all can help with some tactics. The primary problem: loganwing is SLOW !!!!! Secondary problem: Dark eldar shoots me to pieces (yes, I shoot them a lot also, but they win in the end).

 

My list is approximately:

Logan

Rune Priest

2x 6 Long Fangs w/ 5 ml

5x 5 wolf guard (I put two of these together and attach logan to them, then take out 1 chainfist)

- 3 TDA (1 w/ cyclone and chainfist)

- 2 PA

 

So, that’s 1540 points and I am trying to balance around 1750 and 2000.

 

Anyway, what have you all done to help get a foot list to compete? I need something to contest objectives, as my wolf guard barely make it to mid field. I need something to get to the other side of the board that’s not a missile shot! My thoughts so far have been: Scouts, drop pod more wolf guard or a TWC Lord with some wolves and likely 1 TWC. I am open to any tactics really, including making room for whatever is needed to round out the army and make it competitive.

 

Thanks for the help!

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I think one thing you largely have to accept about Wolf Guard is that they will never be exactly fast. It will be primarily shooting into their side of the court like a gigantic mobile gunline. A gunline that is wanting to race into that centreground and take out everyone. XD

 

Still, couple of ideas. One note is that your lacking any kind of melta, and melta is key to any marine army.

 

 

Land Speeders. For 210 points, you can get 3 landspeeders with Heavy Flamer and Mult Melta, or they can pack more missles in addition to heavy flamer/bolter for 3 at 270. Relatively cheap speed which can drop templates and frag tanks when needed. Scouts with attached wolf guard can influence them. Issue is the reliability coming onto the field. Still, two small squads of them can really make a difference where needed.

 

Thunderwolf is useful provided you can blast them out of their tanks often enough. Not entirely sure about the wolf lord, smaller packs can do decent enough job, though I imagine either would draw a lot of fire..

I've been playing Loganwing for a while now, and the main thing you need to really make it work are TDA Wolf Guard with Cyclone Missile Launchers.

 

The thing with those, is that it provides a high power weapon that is good against both light vehicles and infantry. Plus you can keep moving the entire game. It's not a fast army, but it can always move and shoot, which most armies can't.

 

After that, there's a lot of personal choice involved. I like to run with either a squad of 4 Lascannon Long Fangs or mix a couple Lascannons in with the Missile Launchers. Then if you face an opponent with more AV13-14, you can put Logan with them for essentially S10 guns.

 

Scouts and Land Speeders are also good, as they can disrupt places that the slower portion of your army can't get to.

 

My personal favorite, though, are Lone Wolves and Thunderwolves. I'll give the Lone Wolves TDA, Storm Shield and a Chainfist. I can then run them forward of my army to tackle monsterous creatures and big tanks. They can soften things up and act as a distraction while the rest of my army blasts away with missiles. The Thunderwolves are great armed with Lightning Claws and used as a counter assault unit. Keep them back with my Wolf Guard for the most part, and when needed they can rush forward to deal with any remnants of the missile barrage.

 

That's my 2c.

Thanks for the comments!

 

Wysten - I like the idea of land speeders, my ability to hurt AV 14 sucks, so they help there and with mobility. I do worry about durability though, but I can play around with that. Also, i can add combi-melta to the wolf guard, still an issue of getting there sometimes.

 

Dahli Llama - I have a cyclone missile launcher in for every 5 wolf guard, so there are 5 of them in the list thus far and they are awesome! I have considered lone wolves as a unit that I can just run every turn, they will get out in front of my gunline and can absorb some fire, which is great. In your experience are they actually quick enough to get out there and potentially contest some objectives and tie up units? As for TWC, I was thinking of more providing a flank with them, if I use them as a counter assault unit, doesn't that compound the problem of the list already being slow?

My thoughts would be to use scouts. They allow you to get to your opponents table edge with melta, and hurt tanks. They can also tie up long range shooting units. The problem with speeders is that one of the main advatages Logan wing has is durability, 3 speeders become the first target for every anti-tank shot. Sure they can try to hide, or deepstrike, but they will often get 1 shot before dying. Other things I often see in Logan wing. a 3rd Long fang squad with some lascannons so that logan can tank hunter them to hurt AV 14. Or people use the logan bomb with Logan, Multi-melta Long fangs, and Arjac in a drop pod.

 

With a foot army you also need to learn where to get speed. Know when it is time to run with some squads, when you can use an assault to gain distance (6" assault + consolidation.) Furthermore most Loganwing builds I see have at least one 10 man Wolfguard, this allows for the most benefit from logans special rules.

Dahli Llama - I have a cyclone missile launcher in for every 5 wolf guard, so there are 5 of them in the list thus far and they are awesome! I have considered lone wolves as a unit that I can just run every turn, they will get out in front of my gunline and can absorb some fire, which is great. In your experience are they actually quick enough to get out there and potentially contest some objectives and tie up units?

 

It's not really that they're quick (they're not), but they are quite disruptive. For example, against my friend's triple Land Raider army, I will run the Lone Wolves forward of my Wolf Guard. He then has to choose between shooting/assaulting my Lone Wolves or my Wolf Guard. If he shoots my Lone Wolves, then my Wolf Guard are able to keep moving up into scoring positions. But if he ignores the Lone Wolves, than they will get up to his Raiders and start messing things up.

 

They basically force your opponent to make tough choices.

 

 

As for TWC, I was thinking of more providing a flank with them, if I use them as a counter assault unit, doesn't that compound the problem of the list already being slow?

 

Flanking can work with them, but it takes a bit more. I've found that TWC aren't as strong in combat as expected. They will do damage, but massed fire will take them down relatively easily. Now this can work you your advantage to pull fire away from the Guard. The other thing is that standard Wolf Guard aren't awesome in combat. So it's nice to have the TWC close so that you can bail them out if needed.

 

 

As for the other units, I really like scouts in Loganwing armies. A single unit of scouts is usually enough to convince your opponent to play more towards the center of the table. This is right where you want them, since your army is slow and has a tough time getting to the edges.

 

Land Speeder in this army should be considered suicide units. If you're going first, then they can be deployed and used as blockers/suicide melta. If going second then they should deep strike. Keep them cheap, and don't expect them to survive unless they is a ton of terrain. They are there to drop in and hopefully wreck a tank so you can get to the juicy meat inside.

 

Meltaguns on the Wolf Guard in this isn't really useful either. If you are getting within 6" of a tank with the Guard, then something is wrong. I'd much rather put a Chainfist on the TDA wolf guard. Putting Storm Bolters on the Wolf Guard is more valuable, as they can then provide more useful anti-infantry shots.

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