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SW jump pack troops


Hammer

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Any of you used jump packs in your wolf armies? How is the best way to use them?

 

Sky Claws? Are 5 enough or is a bigger pack needed? Does the pack need a character to lead them since they can't get a Wolf Guard leader?

 

or

 

Go for Wolf Guards with Jump packs? More expensive, sure, but is it also more effective? Could, say, 3 Wolf guards be enough for some sort of reaction force or is a bigger pack a must?

 

What are your experiences with SW jump packers?

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Good day Hammer,

 

The best character to have is a wolf priest to lead your sky claws.. no wolfguard needed. It not worth the point to take a wolfguard with jump pack. Just plain 10 man skyclaws with a meltagun, Powerfist and mark of the wulfen. They pack a hell of a punch 40 attack with reroll to hit. Simply awesome. To add an additional kick add in a battle leader with a frostblade of additional killing power. I have just put up a list with plenty of skyclaws at the SW army list section.

 

hope it helps.

 

Cheers.

Good day Hammer,

 

The best character to have is a wolf priest to lead your sky claws.. no wolfguard needed. It not worth the point to take a wolfguard with jump pack. Just plain 10 man skyclaws with a meltagun, Powerfist and mark of the wulfen. They pack a hell of a punch 40 attack with reroll to hit. Simply awesome. To add an additional kick add in a battle leader with a frostblade of additional killing power. I have just put up a list with plenty of skyclaws at the SW army list section.

 

hope it helps.

 

Cheers.

 

I agree about numbers and the Wolf Priest as their leader, but I disagree with meltagun. Being ballistic 3, they could easily miss that shot and get stranded next to the transport they intended to pop. That being said, they are devastating anti-infantry specialists and should not be used in any other role, because doing othewise will make them suck badly. I built a pack of 10 with a flamer (autohits :confused:, go suck Balllistics 3 :P and gave a powerfist to the same guy with flamer (so I am not loosing any extra attacks). A Mark of Wulfen is sweet as well :P

Ok, so the Wolf guards with jump packs are out...

 

I guess the Sky claws need to have numbers to be effective, so 5 claws are out too. I'll try a full pack in my list some day.

 

My problem with adding the Wolf Priest to the Sky claw pack is that the model I have is converted from TDA figure with cloak (he is power armoured now), so it will be hard to add a jump pack to him.

 

I guess this means I need to build a battle leader instead!

 

Thank for the help! I play so rarely that I can't really play test all the various options I'm considering for the list...

@ cainthehunter- its true what you say about them being BS 3 but having a single MG make a lot of difference. If you land in a situation where your opponent has a land raider and you are out of option to take out that landraider.. then that single MG comes to play, maybe even shooting a dred getting a weapon destroyed will help. The skyclaw by them self has enough attack to kill enemy infantry with all those reroll. In many games i have played specially againts armored opponent, they will get worried seing the squad coming all because of a single meltagun. But everyone has their own prefence.. cheer brother.

 

@hammer- My friend you can simply make another wolf priest using you SW marine.. and give him a jumpack and paint him in a darker shade of grey or black. Best of luck. But you would need number to use the skyclaw.. since you need to kill the opponent on the first turn.

I always have wanted to make a tricked out WG Jump Pack squad...

 

Expensive? yes

 

Practical? Probably not...

 

make a Blood Angel weep with envy? Oh yeah :devil:

 

My Wolf Guard Assault Pack of Doom !

 

Wolf Guard Pack (10#, 657 pts)

. . 1 Wolf Guard Pack

. . . . 3 Wolf Guard in Power Armour Power Weapon x1;

. . . . 2 Wolf Guard in Power Armour Combi-Meltagun x1; Storm Shield x1;

. . . . 2 Wolf Guard in Power Armour Storm Bolter x1; Storm Shield x1;

. . . . 1 Wolf Guard in Power Armour Power Fist x1; Storm Bolter x1;

. . . . 1 Wolf Guard in Power Armour Storm Bolter x1; Thunder Hammer x1;

. . . . 1 Wolf Guard in Power Armour Wolf Claw x2;

@ cainthehunter- its true what you say about them being BS 3 but having a single MG make a lot of difference. If you land in a situation where your opponent has a land raider and you are out of option to take out that landraider.. then that single MG comes to play, maybe even shooting a dred getting a weapon destroyed will help. The skyclaw by them self has enough attack to kill enemy infantry with all those reroll. In many games i have played specially againts armored opponent, they will get worried seing the squad coming all because of a single meltagun. But everyone has their own prefence.. cheer brother.

 

Yeah, but nothing disappoints You more than rolling 3 for that melta shot :devil:. Which means that in fact You need to have MB on Your WP as a backup option, and possibly a WTN to deal with dreads on 3+ and then this all thing gets complicated and expensive and suddenly Sky Claws are not doing what they ought - which, of course, fits their fluff entirely and may even result in some very funny and/or heroic actions and remarkable game!

I use my Skyclaws as a strictly anti-personnel assault force, avoiding anything with an AV. I still add a Meltagun to the pack for the ability to put a pre-assault hurting on enemy models (Insta-kill, no armor saves, no FNP).

 

Fast Attack: Skyclaw Assault Pack (11#, 370 pts)

1 Wolf Priest in Power Armour, 150 pts (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Fang of Morkai; Wolf Amulet; Runic Armour; Wolf Tail Talisman; Jump Pack; Bolt Pistol; Crozius Arcanum; Acute Senses; Counter-attack; Fearless; Independent Character; Oath of War)

9 Skyclaw Assault Pack, 220 pts (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Jump Pack; Power Armour; Bolt Pistol x9; Chainsword x8; Power Weapon; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong)

1 Skyclaw w/ Mark of the Wulfen (Unit Type: Jump Infantry; Frag Grenades; Krak Grenades; Jump Pack; Power Armour; Chainsword; Meltagun; Acute Senses; And They Shall Know No Fear; Berserk Charge; Counter-attack; Headstrong; Rending in CC only)

I use a full pack of Skyclaws with Wolf Priest pretty regularly. They are beastly against infantry. I have one with MoTW and another with a PW. With the priest for rerolls they chew through infantry and have become a mainstay of my force.

 

It depends imo on how you intend to use them. With my set up they are the hammer to the anvil that is my Long Fangs. Long Fangs pop the rhino and the Sky Claws clean em up.

I always have wanted to make a tricked out WG Jump Pack squad...

 

Expensive? yes

 

Practical? Probably not...

 

make a Blood Angel weep with envy? Oh yeah :)

 

My Wolf Guard Assault Pack of Doom !

 

Wolf Guard Pack (10#, 657 pts)

. . 1 Wolf Guard Pack

. . . . 3 Wolf Guard in Power Armour Power Weapon x1;

. . . . 2 Wolf Guard in Power Armour Combi-Meltagun x1; Storm Shield x1;

. . . . 2 Wolf Guard in Power Armour Storm Bolter x1; Storm Shield x1;

. . . . 1 Wolf Guard in Power Armour Power Fist x1; Storm Bolter x1;

. . . . 1 Wolf Guard in Power Armour Storm Bolter x1; Thunder Hammer x1;

. . . . 1 Wolf Guard in Power Armour Wolf Claw x2;

 

657 points for just 10 models? You can max out a squad of Grey Knights Paladins and still pay less than that for double the Wounds, better Weapon Skill, more Attacks (with Brotherhood Banner), better Armour, and better Shooting (4x Psycannon). The only advantage you would have is in Tactical Mobility. There is no way I could advocate spending that many points on a unit of 10 models in Power Armour.

 

Valerian

I always have wanted to make a tricked out WG Jump Pack squad...

 

Expensive? yes

 

Practical? Probably not...

 

make a Blood Angel weep with envy? Oh yeah :P

 

My Wolf Guard Assault Pack of Doom !

 

Wolf Guard Pack (10#, 657 pts)

. . 1 Wolf Guard Pack

. . . . 3 Wolf Guard in Power Armour Power Weapon x1;

. . . . 2 Wolf Guard in Power Armour Combi-Meltagun x1; Storm Shield x1;

. . . . 2 Wolf Guard in Power Armour Storm Bolter x1; Storm Shield x1;

. . . . 1 Wolf Guard in Power Armour Power Fist x1; Storm Bolter x1;

. . . . 1 Wolf Guard in Power Armour Storm Bolter x1; Thunder Hammer x1;

. . . . 1 Wolf Guard in Power Armour Wolf Claw x2;

 

657 points for just 10 models? You can max out a squad of Grey Knights Paladins and still pay less than that for double the Wounds, better Weapon Skill, more Attacks (with Brotherhood Banner), better Armour, and better Shooting (4x Psycannon). The only advantage you would have is in Tactical Mobility. There is no way I could advocate spending that many points on a unit of 10 models in Power Armour.

 

Valerian

 

 

I agree with Valerian... i can replace that with 8 termie fully equip in a LR cruisader.. which works better... but i dont deny the models will definately look damn cool.. seing jumpack with all that wargear.

I too have drooled over the potential of a Wolf Guard jump troop pack, but mine would be outfitted to account for expected losses:

 

6 x WG w/ jump pack + Combi-Melta + Power Fist

3 x WG w/ jump pack + combi-melta

1 x WG w/ jump pack + combi-melta + Mark of the Wulfen

 

Still very expensive, but after they Deep Strike in to react to the biggest threat left after the first turn or so, they can still shoot their guns...so 10 melta shots into the nearest target ; D

 

Then, when they're attacked, the first to drop are the ones w/o Power Fists or MotW, which is fine since they've blown their melta and made it so the pack should win the melee with reduced target squad size.

 

And they wouldn't even be down too many higher Init attacks w/ the MotW guy.

 

Crazy expensive, but fun as a nuke squad that could then capture objectives if used in an army w/ Logan.

  • 2 weeks later...
Don't forget wolf lords can take jumpacks. Dual wold claws with Saga of the warrior born. Storm shield with frost blade and Saga of the bear. A wolf lord covers your HQ and only needs 5 skyclaws to be effective. Save you the cost of the extra box of assault marines.
I use a unit of 9 Blood claws, 1 power fist, 1 mark of the wulfen and a flamethrower. The tenth is a wolf priest to make them hit more often and stay under control too. They have always done well. And try as they might, they haven't gotten wiped out in a game yet.
I magnetized my blood claws to take either jump packs or regular backpacks. That way I can choose between the two. In my opinion that's the best way to do things, then you aren't stuck with a bunch of models sitting around doing nothing if you decide you dont like them.

I was going to say, assemble some assault marines and paint them grey, but that wasn't what you were asking.

 

10 men, power fist, flamer, Wolf Priest with jump pack is how I run mine. They've even pulled down Dante with a bit of a struggle.

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