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CC Wolf Guard Squad Load outs


Ghent

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Just curious about a CC Wolf Guard Term squad load out.

 

I was thinking of going with 5 in a drop pod setup like:

Term/Chainfist/Wolfclaw x4 then one with 2x Wolf Claws.

 

I know the FOTM is TH/SS, but the point load out for that is just huge. This was in mind to drop in and cause a fuss in the back lines.

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if you're going to worry that much about points and all you really want to do is cause a fuss why not just take the stock termies with a power sword and storm bolters? 38 points a piece right? so 5 of them is 190 points, that's 10 points cheaper per squad than codex marines, they have power weapons so they'll eat through troop armor and let's be honest 190 points isn't bad when arjac by himself costs somewhere around there? I guarantee if you drop pod a that 5 man termie squad into the back lines of an army it'll serve as a decent distraction.

 

Disclaimer: I am however just a whelp.

Storm bolter power weapon termies are only 33pts a piece, so represent a significant saving over codex marines termies. However, that saving is deserved, since a squad toting power weapons is really not nearly as scary as one toting fists.

 

So if you're going to do a cheap squad, I'd say power weapons but mix in a couple fists, and maybe a couple combi weapons for the turn you land. Still very cheap, but much more effective.

 

5WGTs, 3 Power weapon & Combis, 2 PF/SB. = 200pts Although to be honest I'd probably just whack 5 point combi weapons on the remaining two as well. Combis are great bang for your buck.

Just playing around with numbers, for 200 points I can roll with 4 Termies with Storm Bolter/Wolf Claw and one with Storm Bolter/Chain Fist.

 

I like Wolf Claws for the re-roll ability for +5 points and still being a power weapon. I guess you really don't need 4 of them.

 

Also, was trying to come up with something I could "bolt on" to a 1,000 point army and/or swap in and out for something, IE remove a group of Scouts and one speeder.

I think a lot of the value of our termies comes from the combi weapons. Without them, they're just tactical terminators with slight differences in combat weapons or price. And nobody takes tactical terms.

 

Adding combi weapons gives our termies an entire new layer to them.

Ive personally stolen Adams loadout from the Space wolves blog,

 

for 235 pts, you get a pretty good allarounder unit with easy wound allocation:

 

 

5 TDA WG w/

Combi-plas + power weapon

Combi-melta + power weapon

Combi-plas + wolf claw

Combi-melta + chainfist

Storm bolter + power weapon + cyclone missiles

Guest Drunk Guardian
I think a lot of the value of our termies comes from the combi weapons. Without them, they're just tactical terminators with slight differences in combat weapons or price. And nobody takes tactical terms.

 

Adding combi weapons gives our termies an entire new layer to them.

 

 

I disagree about not taking Tactical Termies... my core unit consists of PA Wolf Priest with 10x TDA WG (2xCML, 2xSS, 1xCF, 1xTH) - for 550 points it is a SCARY unit.

The question on how to arm Wolf Guard 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."

Pics of the 5 Wolf Guard in TDA discussed above:

gallery_23369_1075_27176.jpg

gallery_23369_1075_4525.jpg

Regards,

Valerian

I think a lot of the value of our termies comes from the combi weapons. Without them, they're just tactical terminators with slight differences in combat weapons or price. And nobody takes tactical terms.

 

Adding combi weapons gives our termies an entire new layer to them.

 

 

I disagree about not taking Tactical Termies... my core unit consists of PA Wolf Priest with 10x TDA WG (2xCML, 2xSS, 1xCF, 1xTH) - for 550 points it is a SCARY unit.

 

But your terminators do a lot that tactical termies don't. Storm shields, thunder hammer and I'm assuming since you say it's a core unit they're troops with logan?

 

For 570pts, that unit would be even scarier by chucking in some combi weapons. Yet another thing tactical termies can't do.

Valerian, I like the idea of that load out, but unless you've got four more Wolf Guard in the list, it's illegal.

 

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.

 

I know they're pretty pictures, but he had text too.

Valerian, I have read your WGTDA thread quite extensively and it has been quite helpful as a Wolfwing player, thank you.

 

I feel like the list you posted in an assault one and is rather reliant upon the 200pnt+ Land Raider as you mentioned a drop pod is far more risque. How would you propose a change within that unit to fit them for either footslogging, or podding down??

 

I run:

5x TDAWG

Storm Bolter/Power Weapon

Storm Shield/Wolf Claw

Combi-Plas/Wolf Claw

Combi-Plas/ Wolf Claw

CML/Storm Bolter/Power Fist

 

If podding, I add a Priest in TDA and move to CML WG to my LF's for extra shooty.

 

Why read, when you can RAWR!! :P

 

End of Line

Valerian, I have read your WGTDA thread quite extensively and it has been quite helpful as a Wolfwing player, thank you.

 

Cool, glad that I could be of help; I try to do that every now and then (have you read my Guide? Link is in my sig).

 

I feel like the list you posted is an assault one and is rather reliant upon the 200pnt+ Land Raider as you mentioned a drop pod is far more risque.

 

True, the Pod is a little riskier, but you know you won't Mishap when you land, and you can use the Pod for Cover, depending on how you disembark relative to the enemy forces. The key is getting on the edges of the enemy forces, and not "hey-diddle-diddle, I'm here in the middle." It also helps, of course, to have other units at your enemy's doorstep at the same time (other packs in Pods, Wolf Scouts, Turbo-boosted SwiftClaws, etc.).

 

I don't mind investing in the Raider, usually, though because a) it is really sturdy, almost impervious to enemy firepower until I commit to driving within Melta range, b) I'm usually the one that gets to dictate when I get within Melta range,* c) with 2x Twin-linked Lascannons and a Pintle-Multimelta, and PotMS, it puts out a decent shooting threat against enemy forces until such time as I decide to conduct my 20+" surge and assault (12" Move, 2" Disembark, 6" Charge, +40mm base size).

 

* I want to be clear that I see absolutely no need to start running a Raider full steam ahead at the enemy lines from Turn 1 on; I much prefer to wait around and shoot for a couple of turns to suppress or destroy enemy vehicles and develop the situation. This gives me the read on the opponent's plan/scheme of maneuver, and allows me to then send my pack o' hurt to the right place, where it can make the difference in the whole battle/game.

 

What I like about my Wolf Guard pack is that it can shoot and assault, and is pretty darned good at both (at least until I blow all of the 1-shot special weapons on the combi-weapons).

 

How would you propose a change within that unit to fit them for either footslogging, or podding down??

 

For Podding, to be honest, I wouldn't change much, if anything. The only thing that I add is a 5th Wolf Guard in Power Armour (now that I've got him finished) to maximize capacity and unit size in the Pod when I'm using Ragnar. Again, it's a little risky, but Pods are cheap and I can always chose to just start on the board and deploy an empty Pod to block an Avenue of Approach, or enemy firing lanes if the Mission, Enemy Forces, or Terrain dictate that as the smart move for me.

 

For Footslogging, I might add a second Storm Shield (to catch Lascannon shots) and perhaps add a few slick 33 point WGTDA, or even 18 point WGPA models, to act as meat-shields for the more expensive models with the gear, that actually generate the combat power that I'm trying to walk over to engage the enemy (if I don't expect them to walk over to engage me, i.e. Orks, Tyranids, Blood Angels).

 

I run:

5x TDAWG

Storm Bolter/Power Weapon

Storm Shield/Wolf Claw

Combi-Plas/Wolf Claw

Combi-Plas/ Wolf Claw

CML/Storm Bolter/Power Fist

 

I love it. Only thing I would change is to invest the extra 5 points to get a Chain Fist, instead of a Power Fist. With a PF, you still risk getting stuck in combat with a Walker for a few turns, and losing models as you work toward a lucky penetration against front armour. With the Chain Fist, you are very likely to get a penetration every time your swing. Same thing with trying to open other high-AV vehicles- it's just 5 points, do it!

 

If podding, I add a Priest in TDA and move to CML WG to my LF's for extra shooty.

 

When you say Priest, are you talking Rune or Wolf? If it's Wolf, then I highly recommend Runic Armour instead. You've already got your 4++ Invulnerable Save, so you pay the exact same of points for Runic Armour as TDA, but get the same 2+/4++ as well as some limited Psychic protection and an extra attack in close combat, since you get to keep your Bolt Pistol.

 

A Wolf Priest is a perfect enhancing character for a unit like this, and he's pretty cheap for how well he'll augment them (assuming you pick the right unit type for his Oath of War). I can use a Wolf Priest with my WGTDA pack, but so far I just haven't chosen to. I've got a Blackmane Great Company built, so I feel obligated to use Ragnar whenever I possible can. He's expensive as hell, but he has been worth every point to me in the games I have played. I love this incarnation of Ragnar; not only is he a beast, he takes a mediocre unit, and turns them into close combat monsters, too (extra Strength, increased Initiative, and extra attacks for all of us? Yes, please!). Instead, my Wolf Priest is a sneaky git, and likes to hang out with the Wolf Scouts and prey upon enemy forces while they're taking a smoke break.

 

Best regards,

 

Valerian

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