Coverfire Posted November 26, 2011 Share Posted November 26, 2011 I was on hiatus from 40k for a bit - most members of the club I go to play hordes/warmachine now anyway; I had a game this past week and narrowily lost to Sisters of Battle - If the game had ended on turn 5 or 6 I would have won - but looking back on the game I realise that once my vehicles were immbolised/wrecked my game plan went out the window as my mobility was compromised from the start of the game and as a result my troops floundered around a bit. So I am looking to make a Space Wolf footslogging list to help me overcome my fear of walking out in the open, I was looking for around 1500 points and am open to suggestions on which units would be most suitable. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/ Share on other sites More sharing options...
MaveriK Posted November 26, 2011 Share Posted November 26, 2011 So I am looking to make a Space Wolf footslogging list to help me overcome my fear of walking out in the open, I was looking for around 1500 points and am open to suggestions on which units would be most suitable. A pack or two of Wolf Scouts for good intimidation and distraction for your opponent. Some drop pods can help you get closer to your objective/opponent. We also have reasonable fast attack options, like speeders, bikes, Sky Claws for a 1500pts game. Use rhinos and razorbacks. Just a few suggestions. I'm sure more people will elaborate or say the same things, only more in detail LMAO. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932094 Share on other sites More sharing options...
TiguriusX Posted November 26, 2011 Share Posted November 26, 2011 -Scouts to give him something to fear and give you a presence in his deployment zone -RP with storm caller or a screen of fenrisian wolves to reduce losses as you run -Enough long range AT to blow up his rides as well and make everyone footslogging -Take advantage of full sized GH with WG packleaders Good luck Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932095 Share on other sites More sharing options...
Wulfebane Posted November 26, 2011 Share Posted November 26, 2011 So I am looking to make a Space Wolf footslogging list to help me overcome my fear of walking out in the open, I was looking for around 1500 points and am open to suggestions on which units would be most suitable. A pack or two of Wolf Scouts for good intimidation and distraction for your opponent. Some drop pods can help you get closer to your objective/opponent. We also have reasonable fast attack options, like speeders, bikes, Sky Claws for a 1500pts game. Use rhinos and razorbacks. Just a few suggestions. I'm sure more people will elaborate or say the same things, only more in detail LMAO. Agreed. A belief I've seen in a lot of SW players in smaller point matches is take a ton of GH packs, toss them in rhinos and you're all set. Well that doesn't give your opponent much to worry about and he can pick and choose which to fire at at his leisure. Taking infiltrating Scouts or fast/mobile units like Sky/Swiftclaws, TWC, or even land speeders can get to the enemy's gunline before they have a chance to worry about your rhino-stuffed GH packs. Alternately, I've become increasingly more approving of drop pod tactics; it's just nice to go on the first turn and drop a pack of 10 GHs/BCs/WG (or even 5 TDA WG) at the enemy gunline and watch your opponent's jaw drop. Another choice is taking a pack of WG (PA/TDA mixed, or w/e) or full 15x BC pack in a LRC with your WL or WP and charge them up a flank. It's seldom that a LR gets popped too early in the game and even so it'll give a distraction for the rest of your army. The key, as MaveriK said, is to give your opponent enticing distractions to engage while the rest of your army advances. The trick with it is to learn how to do it efficiently, whether you have a unit purposely meant to be cannon fodder (as most people play Scout packs) or to harass the gunline and hope to survive. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932097 Share on other sites More sharing options...
maverik_girl Posted November 27, 2011 Share Posted November 27, 2011 So I am looking to make a Space Wolf footslogging list to help me overcome my fear of walking out in the open, I was looking for around 1500 points and am open to suggestions on which units would be most suitable. A pack or two of Wolf Scouts for good intimidation and distraction for your opponent. Some drop pods can help you get closer to your objective/opponent. We also have reasonable fast attack options, like speeders, bikes, Sky Claws for a 1500pts game. Use rhinos and razorbacks. Just a few suggestions. I'm sure more people will elaborate or say the same things, only more in detail LMAO. Agreed. A belief I've seen in a lot of SW players in smaller point matches is take a ton of GH packs, toss them in rhinos and you're all set. Well that doesn't give your opponent much to worry about and he can pick and choose which to fire at at his leisure. Taking infiltrating Scouts or fast/mobile units like Sky/Swiftclaws, TWC, or even land speeders can get to the enemy's gunline before they have a chance to worry about your rhino-stuffed GH packs. Alternately, I've become increasingly more approving of drop pod tactics; it's just nice to go on the first turn and drop a pack of 10 GHs/BCs/WG (or even 5 TDA WG) at the enemy gunline and watch your opponent's jaw drop. Another choice is taking a pack of WG (PA/TDA mixed, or w/e) or full 15x BC pack in a LRC with your WL or WP and charge them up a flank. It's seldom that a LR gets popped too early in the game and even so it'll give a distraction for the rest of your army. The key, as MaveriK said, is to give your opponent enticing distractions to engage while the rest of your army advances. The trick with it is to learn how to do it efficiently, whether you have a unit purposely meant to be cannon fodder (as most people play Scout packs) or to harass the gunline and hope to survive. I think TWC is a bit much for a 1500pt game, as they tend to get rather expensive quickly. On a 1500pt game I try to keep it as cheap as possible and max out on troops, and work my points from there towards elites and hq slots. You would be surprised at how many opponents get distracted by Wolf Scouts or a Lone Wolf or two. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932153 Share on other sites More sharing options...
MaveriK Posted November 27, 2011 Share Posted November 27, 2011 Agreed! Thunder wolves can get very pricey. Don't start spending points on one pack or hq, unless your playing a 1750pts and up game! as you can still have effective units/packs by keeping the basic essentials and points low. Only upgrade on wargear where it's most suitable and practical. Think smart, utilize your packs and make them work together. Target priority in a footslogging list is key to winning against any tide. Don't spread your forces, and maximize your force. Pounce on your foes as real wolves would when on the hunt. It's all about synergy and it's all about having fun. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932166 Share on other sites More sharing options...
Marmande Posted November 27, 2011 Share Posted November 27, 2011 There's always the option for a cheapo WGBL on a Thunderwolf attached to a large Fenrisian Wolf unit; good amount of wounds and able to do some damage. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932240 Share on other sites More sharing options...
Freman Bloodglaive Posted November 27, 2011 Share Posted November 27, 2011 Logan's Heroes are basically made for foot-slogging. We get cheap terminators (by Imperial standards) and can take up to 60 of them. As an example list. Logan Grimnar 275 Rune Priest, terminator armour 120 5 Wolf Scouts, meltagun, Wolf Guard with power fist and combi-melta 128 5 Wolf Scouts, meltagun, Wolf Guard with power fist and combi-melta 128 5 Wolf Guard terminators, 4 with storm bolter and power weapon, 1 with cyclone, storm bolter and chainfist 210 5 Wolf Guard terminators, 4 with storm bolter and power weapon, 1 with cyclone, storm bolter and chainfist 210 5 Wolf Guard terminators, 4 with storm bolter and power weapon, 1 with cyclone, storm bolter and chainfist 210 5 Wolf Guard terminators, 4 with storm bolter and power weapon, 1 with cyclone, storm bolter and chainfist 210 That's 1491 points. The scouts of course scout, trying to put pressure on the backfield, the Wolf Guard walk along, singing the boys of the bulldog breed and shooting stuff with their cyclones and storm bolters. It might be worth dropping the Rune Priest to get a pack of Long Fangs (5 with 4 rockets is 115) to give a bit more firepower. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932596 Share on other sites More sharing options...
dswanick Posted November 27, 2011 Share Posted November 27, 2011 Another foot-sloggin method which I've had success with is the 300pt 10-man Grey Hunter pack led by a Wolf Guard and supported by a dedicated Razorback. Tool up the Greys, the Wolf Guard and the Razorback to taste and deploy such that the Razorback provides mobile heavy firepower while also giving the pack some cover. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932603 Share on other sites More sharing options...
maverik_girl Posted November 27, 2011 Share Posted November 27, 2011 Although that logan-list Freman Bloodglaive gave and what dswanick's advice gave you are great, you have to remember and consider that your opponent will be a smart one. So chances are he would just sit back and shoot you, while you slowly walk or transport yourself across the board. It's best to close in that gap between your packs and his troops quickly and efficiently. Drop pods are key, speeders etc. etc. With a logan-list... the chance of getting into mid-range or close combat wont happen until either the 3rd or 4th round. Not worth it for a 1500pt game imho. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2932613 Share on other sites More sharing options...
Coverfire Posted November 29, 2011 Author Share Posted November 29, 2011 So my footslogging list has gone from Footslogging to Drop podding... no worries... Logan appeals to me in this type of list, here is a concept I have been playing around with. Logan Grimnar (Long Fangs Pack #1) Wolf Guard Pack Arjac Rockfist (Long Fangs Pack #1) Boltpistol, CCW (Long Fangs Pack #2) Boltpistol, CCW (Long Fangs Pack #3) C/melta, Powerfist (Grey Hunters Pack #1 C/melta, Powerfist (Grey Hunters Pack #2 Grey Hunters Packs #1 and #2 Meltagun Wolf Standard Mark of the Wulfen Drop Pod Long Fangs Pack #1 SGT Meltagun, Powerfist x5 Multimeltas Drop Pod Long Fangs Packs #2 and #3 SGT Boltpistol, CCW x4 Missile Launchers Drop Pod Total points cost 1495 Not sure about weapons layout for Long Fangs Pack #1 but the idea is so that the whole army will be on the table turn 1 (apart from 2 empty drop pods). The attack will be a 3 prong spearhead - Logan's long fangs pod is the can opener, and the 2 Grey Hunter packs are to inflict as much damage bolter damage as they can. Arjac is with the Logan's Long Fangs so I can have as many bodies there as possible, and as a surprise to anyone who charges the unit. Two barebones Guard bodies are deployed with the other two Long Fang units as scorers in objective missions; I have 5 scoring units. I will give this list a go tomorrow night as I have never fielded Arjac before, but as I have said I am not happy about the #1 Long Fangs pack. I would love to have x5 heavybolters but that puts too much pressure on the 2 Grey Hunter packs to pop open my opponents armour - Any suggestions? Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2933552 Share on other sites More sharing options...
TiguriusX Posted November 29, 2011 Share Posted November 29, 2011 Grey Hunters Packs #1 and #2Meltagun Wolf Standard Mark of the Wulfen Drop Pod Long Fangs Pack #1 SGT Meltagun, Powerfist x5 Multimeltas Drop Pod Not sure about weapons layout for Long Fangs Pack #1 but the idea is so that the whole army will be on the table turn 1 (apart from 2 empty drop pods). The attack will be a 3 prong spearhead - Logan's long fangs pod is the can opener, and the 2 Grey Hunter packs are to inflict as much damage bolter damage as they can. Arjac is with the Logan's Long Fangs so I can have as many bodies there as possible, and as a surprise to anyone who charges the unit. Two barebones Guard bodies are deployed with the other two Long Fang units as scorers in objective missions; I have 5 scoring units. I will give this list a go tomorrow night as I have never fielded Arjac before, but as I have said I am not happy about the #1 Long Fangs pack. I would love to have x5 heavybolters but that puts too much pressure on the 2 Grey Hunter packs to pop open my opponents armour - Any suggestions? First of all...this thread will probably get moved to the ARMY LIST section if you want to get into specific unit choices Second of all...Wolf Guard that are assigned to a LF pack as PL do not remain scoring. You only have 2 scoring units As for suggestions... You might want to consider using at least one 10 man plasma hunter pack instead of your melta pack with WG. If Logan and LF are opening the cans you may as well rapid fire the bejeesus out of the contents with nice hot plasma. If you are close enough to the Logan DP you benefit from his Saga of Majesty so the drop in LD isn't as bad. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2933758 Share on other sites More sharing options...
Coverfire Posted November 29, 2011 Author Share Posted November 29, 2011 I did not realise Wolf Guard Pack Leaders weren't scoring units (in a list lead by Logan) and what happens when they are the last ones standing? Do they count as scoring with Grey Hunters - comes back to previous question and what happens when the rest of the unit is wiped out Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2933774 Share on other sites More sharing options...
Hellrender Posted November 29, 2011 Share Posted November 29, 2011 If they are packleaders of Blood Claws of Grey hunters, then for the rest of the game they count as if they are troops. If you have Logan Grimnar, and you assign packleaders to Scouts or Longfangs, than for the rest of the game they count as elite or heavy support. If you have Logan Grimnar, then only units of wolf guard will count as troops. Packleaders will count in all circumstances as if they are part of the unit they join. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2933790 Share on other sites More sharing options...
TiguriusX Posted November 29, 2011 Share Posted November 29, 2011 I did not realise Wolf Guard Pack Leaders weren't scoring units (in a list lead by Logan) and what happens when they are the last ones standing? Do they count as scoring with Grey Hunters - comes back to previous question and what happens when the rest of the unit is wiped out Do you know how to find the SW FAQ? You are basically asking me FAQ#1 Q. If a Wolf Guard Pack Leader has joined a unit of Troops, does that unit cease to be a scoring unit? And does the Wolf Guard cease to count as an Elite model? A. When a Wolf Guard model joins another unit because of his ‘Pack Leader’ ability he becomes part of that unit to all intents and purposes. For instance, a Pack Leader that leads a Troops unit will still be able to claim an objective even if his Troops unit is wiped out – he is considered to be part of that Troops unit. He would also still be able to deploy in a mission that only allows Troops units to be deployed at first. Conversely, a Pack Leader that leads a Long Fang unit is counted as part of a Heavy Support choice, and therefore could not claim an objective, even if under the effects of Logan Grimnar’s ‘The Great Wolf ’ ability. This also applies to the calculation of kill points and victory points – the Wolf Guard who have been split off from their original Wolf Guard unit count as part of their assigned unit in all respects. For example, I have a Wolf Guard squad of 10 and I like to split 3 of them off to be Wolf Guard Pack Leaders, one to lead my Blood Claws, one to lead my Grey Hunters, one to lead my Long Fangs. My opponent would score one kill point if he kills off all 7 of the Wolf Guard left in the squad after splitting, who are still forming a ‘normal’ unit. He doesn't need to kill all 10 of the Wolf Guard to get that kill point, as the other three Wolf Guard are now part of other squads. Conversely, because the Wolf Guard Pack Leaders are attached to these new squads, he would not score a kill point for killing those squads unless he kills ALL of the models in those packs, including the Wolf Guard Pack Leaders. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2933804 Share on other sites More sharing options...
Coverfire Posted November 29, 2011 Author Share Posted November 29, 2011 Rather embarassed to be honest... I didn't realise GW updated it... 7 MONTHS AGO!!! Frankly I never thought to check for a new FAQ. Thank you for bringing it to my attention. Eidt: seplling erorrs Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934092 Share on other sites More sharing options...
TiguriusX Posted November 29, 2011 Share Posted November 29, 2011 Rather embarassed to be honest... I didn't realise GW updated it... 7 MONTHS AGO!!! Frankly I never thought to check for a new FAQ. Thank you for bring it to my attention. No worries. We all have something to learn. You can return favor next time I am in need Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934101 Share on other sites More sharing options...
TiguriusX Posted November 29, 2011 Share Posted November 29, 2011 Double post Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934104 Share on other sites More sharing options...
Wysten Posted November 30, 2011 Share Posted November 30, 2011 Generally speaking, a footslogging list will carry range and faster moving units to make up for the lack of range the list might have. Or it will look to get really close quickly and use it to get the guys mid-field. Thunder Wolf, Long Fangs, Scouts and speeders are all fantastic edictions, though you already know this I feel. ^^ As for the list you put up, to be honest Logen Grimmer seems wasted in this list. He's not really offering a whole lot to the list. By dropping him and adding a Rune Priest, and dropping a couple wolf guard and changing the Mult-Melta guard with anything else, from there you could probably add a support element from above or another Grey Hunter pack. I don't really like pure mult-melta Fangs. I love Adjack though. I love the list for including him alone. More pods the better though, you want to get as many guys in the middle field and create that cover (drop pods) as thick as possible. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934158 Share on other sites More sharing options...
Coverfire Posted November 30, 2011 Author Share Posted November 30, 2011 Played that Logan list this evening; Pitched, Annihilation battle. Terrain was an ice shelf motif which had a V shaped bottle neck in the centre of the table. Opponent was Ultra Marines: Marneus Calgar in a land raider with Honour Guard. Scout squad (combat squad Snipers in one, meltagun in the other) Terminator Squad Iron Clad Dradnought (drop pod) x2 Tacticals (x1 rhino) Attack bike with Multi-melta Devastator squad (Miss, Lasc, Hplas) Opponent won and set up placing the land raider right in the opening of the V bottleneck supported by the Attack bike, Devastators to the right hand side of the bottle neck, supported by rhino tactical squad. The other tactical squad was to the left of the bottle neck. Scouts infiltrated on top of the bottleneck terrain on both sides. Terminators and Iron Clad in reserves. I set up 1 Long Fang Missile Launcher squad (LF#2) opposite his Devastators on my left hand corner, and the second missile launcher Long Fangs (LF#3) opposite the tactical squad on my right hand corner. Drop pods in reserve. Turn 1a - Ultra Marines. Movement: Opponents Iron clad came down to menace my LF#3 deployed in the right hand corner. Rhino move up and was now in line of sight of my LF#2 squad. Shooting: Lost a single missile launcher from LF#2 and all but 2 missile launchers from LF#3 Turn 1b - Space Wolves Movement: Three drop pods came down right in the bottleneck (all scoring hit results, although I had compensated for scatter) Shooting: Long Fangs Pack #1 (LF#1) Split fire x2 Multi-melta shots into Land Raider (failed to glance) x3 Heavy bolters into Attack bike GH#2 wipes out Sniper scouts & GH#1 Cleans up the other scouts (with DP Stormbolter assist). The other two drop pod stormbolters finish off the attackbike. LF#2 Damages Rhino weapon (and fires frags at Dev squad but despite 10hits, all wounds were saved). LF#3 shakes Iron Clad. Turn 2a Movement: Iron Clad moves through cover toward LF#3. Calgar disembarks towards Logan/ Arjac with LF#1. Rhino moves around to engage GH#1 and disembarks tacticals. Shooting: Lost all but one long fang for LF#1. Lost 2 GH from GH#1. Lost sgt from LF#2. Assualt: Opponent mistakes Arjac for HQ, Logan kills all 4 honour guard with frostaxe. Calgar attacks squad (out of base contact with Logan) remaining long fang minced while Arjac save 1 of the 2 wounds against him. Combat result: WIN - Calgar choses to pass leadership. Turn 2b Movement: GH#1 moves towards disembarked tactical, GH#2 reinforces Logan/Arjac combat. Empty Drop pod comes down next to dev squad Shooting: Boltpistols/DP stormbolters into tactical squad Assualt: GH#1 into Tactical. GH#2 into Calgar and remaining Honour Guard. Logan kills remaining Honour Guard. Grey Hunters inflict 2 wounds on Calgar. Calgar and Arjac kill each other. Combat Result: Grey Hunters #1 WIN - leadership failed, failed to break away, 3 saves, 3 saved. Combat Result: Logan/ Grey Hunters #2 WIN - Calgar wiped out. Turn 3a Movement: Terminators arrive, scatter within 1" of Grey Hunters #2 and roll mishap. I place them directly behind Land Raider, within 12" of me but out of line of sight. Land Raider tank shocks my Grey Hunters and I stun it with melta fire. Shooting: nothing memorable Assualt: GH#1 still at it with Tacticals. Combat Result: Grey Hunters Pack #1 WIN - leadership fail, 3 saves, 2 die (only 2 remain) Turn 3b Movement: Logan joins GH#2 and gives it Tank Hunters Shooting: GH#2 blows Land Raider sky high. LF#2 shoot emtpy rhino and it explodes killing 1 tactical. Assualt: GH#2 kills final tactical model and consolidates into the cover provided by the exploded Rhino. Combat Result: Grey Hunters Pack #1 WIN - Wipes out (6 models left in squad) Turn 4a Movement: Terminators close gap to Logans Grey Hunters pack. Shooting: 10 Stormbolter shots take out a single GH#2, Dev squad picks off last members of LF#2 Assualt: Iron Clad remembers what it is there for and assualts LF#3 wiping it out Combat Result: Long Fangs Pack #3 LOSS - Wiped out (Iron Clad to far away to do anything for the rest of the game) Turn 4b movement: Logans Grey Hunters (now with preferred enemy) move to engage Terminators while GH#1 moves closer to Dev squad. Final drop pod comes down next to dev sqaud. Shooting: nothing memorable Assualt: Logan uses Living Legend and proceeds to wipe out the 5 man term squad by himself. Combat Result: Grey Hunters Pack #2 WIN - Wipe out (consolidates towards Tactical squad on the right) Turn 5a Movement: n/a Shooting: nothing memorable Assualt: n/a Turn 5b Movement: GH#1 moves towards Dev using empty Drop pod as cover. GH#2 moves towards tactical squad on opposite corner also sticking hard against cover. Shooting: final manage to down a couple of Devastators. Assualt: n/a Variable game length ends game. Annihilation Points Scored: Space Wolves 9 Ultra Marines 3 Thoughts: For those of you still with me: I was a bit disappointed in Long Fangs which dropped with Logan. They did what I wanted them to do (minus the multi-meltas being unable to damage the Land Raider) but really they did collapse quite quickly as a result of only 6 members in the squad. Logan is very impressive, Arjac a bit less so, but after saying that I would not have played that unit of Long Fangs the way I did without him. He does get an impressive amount of attacks, and along with Logans attacks make that sqaud very scary indeed. This is the first time I had used either of them as trying to squeeze them in can be quite tricky at times. That squad will be a huge fire magnet and I expected as much which is why I have Arjac and Logan in it as it will ease the pressure on my two Grey Hunter Packs. With Logan the Long Fangs have relentless and can charge enemy units. Once the Long Fangs are gone, Arjac can move on and Logan can join a Grey Hunters Pack. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934334 Share on other sites More sharing options...
hendrik Posted November 30, 2011 Share Posted November 30, 2011 if it's only for the melta effect i'd just take a wolf guard pack with combimeltas, with logan and arjac already taking up 4 spots in that droppod this can give you 6 meltashots with only a slightly smaller reach while increasing your CC abilities quite a lot, 2 attacks standard etc on a side note: a personal favourite of mine was logan+greyhunters in a landraider, rapidfire before charging and then charge multiple units Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934467 Share on other sites More sharing options...
Coverfire Posted November 30, 2011 Author Share Posted November 30, 2011 if it's only for the melta effect i'd just take a wolf guard pack with combimeltas, with logan and arjac already taking up 4 spots in that droppod this can give you 6 meltashots with only a slightly smaller reach while increasing your CC abilities quite a lot, 2 attacks standard etc on a side note: a personal favourite of mine was logan+greyhunters in a landraider, rapidfire before charging and then charge multiple units Wolf Guard with C/meltas will restrict where I can drop pod as Multi-meltas have a much better range for only 2pts more. Though it would do away with the need for logan, and Arjac for the matter; in fact I think it would change the entire dynamics of the list as it would just be a cheap suicide squad rather than an expensive fire magnet, time will tell as I get more experience with the list - playing Necrons next week but not tied down to a list as yet. Rapid fire or preferred enemy? had to say which would be better, although I personally would have gone with preferred enemy. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934580 Share on other sites More sharing options...
TiguriusX Posted November 30, 2011 Share Posted November 30, 2011 if it's only for the melta effect i'd just take a wolf guard pack with combimeltas, with logan and arjac already taking up 4 spots in that droppod this can give you 6 meltashots with only a slightly smaller reach while increasing your CC abilities quite a lot, 2 attacks standard etc on a side note: a personal favourite of mine was logan+greyhunters in a landraider, rapidfire before charging and then charge multiple units Wolf Guard with C/meltas will restrict where I can drop pod as Multi-meltas have a much better range for only 2pts more. Though it would do away with the need for logan, and Arjac for the matter; in fact I think it would change the entire dynamics of the list as it would just be a cheap suicide squad rather than an expensive fire magnet, time will tell as I get more experience with the list - playing Necrons next week but not tied down to a list as yet. Rapid fire or preferred enemy? had to say which would be better, although I personally would have gone with preferred enemy. I actually like the way you built your Logan bomb. Did something new I hadn't even considered. 5xMM + Squad leader holding his own melta + PF (he has 2 attacks...never cared to look when he was just an ablative wound) That gives you potentially 6 melta shots if you drop close enough. Heck you can drop directly on top of 1 target so Arjac can throw his hammer too. Then you split fire and let the superior range of the MMs hit a secondary target. You get much more value from your single pod if you do that instead of use combi-meltas. Once the armor is gone your MM fangs become the ablative wounds and you use relentless to move fire and rush Logan/Arjac/SL and any surviving LFs into combat. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934619 Share on other sites More sharing options...
Wysten Posted November 30, 2011 Share Posted November 30, 2011 Aye, I believe the only issue is with the long fangs is that they are a very big fire magnet with two sepical characters in it. This runs the cost up of the squad to about roughly into the 500 range, which is about 1/5 of your entire list. Admirally it appears that the unit did exactly what you wanted it to do, the entire unit was slaughtered but they dealt damage (though, like all units, they can wiff their rolls occationally) and more imporently kept Logan alive. Another suggestion would be to move Ajack to one of the supporting Grey Hunter squads so he could enhance them instead. Grey Hunters almost act as protect to him, so he's essencally a wolf lord that can't be hurt until much of the squad is destoryed. He's a real combat monster that can threaten a lot in CC. You made good use of Logans abilitys by the looks of it, just not entirely sure whether it's worth the 275 price tag. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934626 Share on other sites More sharing options...
Coverfire Posted December 1, 2011 Author Share Posted December 1, 2011 Why don't I put Arjac with Grey Hunter's? I think the main reason is space efficiency. If I place him with Grey Hunters I would be down 2 Grey Hunters while my Long Fangs (if I chose to keep them) would be only taking up 8 slots in the drop pod. It has also been pointed out that the squad would be a huge fire magnet; I feel that this may relieve pressure on the Grey Hunter's, which are the wedge behind the strike team which consist of Logan/ Arjac and Long Fangs. I think that with Grey Hunters (oh how I would love him to benefit from Wolf Standards!!!) Arjac would draw too much attention to them. Number of attacks With Logan's base 5 attacks, Arjac's 3+1 (before counter/charge bonuses and even living legend) and add to that a Long Fangs base 2 powerfist attacks; this is a surprising about of attacks from 3 models. Maybe swap it for a powerweapon for a better chance to strike with less fear of wasting points for an ablative wound.. Fluff reasons. As Logan's champion, I feel it it kind of fitting that he is in the pod with him; despite the fact the the Long Fang's they're with have been around for centuries and are about to embark on a suicide mission which is not very fluffy. Link to comment https://bolterandchainsword.com/topic/242518-tips-on-footslogging/#findComment-2934909 Share on other sites More sharing options...
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