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Sternwolves?


Ch@oZ

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Hi everyone. I have a question for all You seasoned wolf veterans- i rather like the sternguard from the marine codex and i thought about fielding something along the lines in my wolves army- i was thinking of 6 wolf guards armed with 3 combimeltas, a combiplasma, a storm bolter, a mark of the wulfen and an array of power weapons. I plan to give them a razorback fitted with either TL assault cannons or TL heavy flamers. Do You think a wolf(stern)guard would be a good idea?
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Most people take wolf guard in their army in some form or another, the thing with most wolf players I see is that they don't keep them as one unit together. They split them up between their different packs to give them a little extra boost.

 

With that though, taking the dedicated transport vehicle as you said is not a bad idea, might be a point sink in a smaller game, but it will allow you to throw more tanks on the table.

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The idea is I'd field a unit of 7 WG in terminator armour (with 2 assault cannons) with 3 WG in PA from this unit leading units- 2 leading small grey hunter packs and one leading either skyclaws or bikers. That's 10 WG in total for the first WG unit. The 7 termies would be joined by Logan and all 8 will be fitted in a LR Crusader. The other WG unit (the sternwolves) would be stuck in a razorback. This would bring the total number of tanks to one LR and 3 razorbacks. This would allow for a spearhead assault with the LR in the center, grey hunter razorbacks on each side and the WG razorback strengthening the chosen flank.
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I'd say trial it - see if it works, because to me it sounds like it could work quite well, especially against a horde or big shooting army like Orks or Tau - if it would then it'd be great to try, if not they ohwell haha

 

Ya, it sounds interesting to me. Let us know what happens you play it.

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The main issue with Wolves as sternguard is that they don't have the special ammo, so they are probably only a one turn shooting unit unless you carry the heavy weapon. Then the combis would be pointless.

 

They are a nice glass cannon to throw in the odd list though, a couple of combis and a couple of fists in a 5 man unit in a rhino is quite decent.

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...it sounds like it could work quite well, especially against a horde or big shooting army like Orks or Tau...

 

Crisis Suit twin linked Plasma Rifle Spam=problem solved. Just sayin'. :o

 

:EDIT:

 

I wish we had the option to buy special issue ammunition for Wolf Gaurd packs. That would be amazing beyond compare.

 

we are too afraid of new technology for that though :o

 

Well what if the Space Wolves developed their own special Bolt munitions as a homage to Fenris and it's creatures? I could see it happening.

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I wish we had the option to buy special issue ammunition for Wolf Gaurd packs. That would be amazing beyond compare.

 

we are too afraid of new technology for that though :o

But its not new... atleast, most of it isnt. Alot of its really old! This is 40k after all.

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I don't think technoheresy would be a problem with the wolves- after all they use protective runes on their artificer armour, their wolf claws are lightning claws of a modified design etc. They don't use the codex astrates either, so in short- they adhere more to their own rules than anybody else's. Therefore they could easily design their own ammo considering fenris is filled with creatures that would baffle even the more experienced hunters of the imperium. Another reason is this- the sternguard statline is exactly the same as a wolf guard's, yet sterns cost 25pts a pop and wg- 18. The sternguard's advantage at this point is their ability to field heavy and assault weapons, while WG in PA are pretty much limited to combis and close combat weapons. it would therefore stand to reason, that a WG in PA could be equipped with a chosen special ammo type (for a price of course). When extended to termies, though it might be a bit too much- the havoc wreaked with all the special ammo would be truly immense. So in short i think it stands to reason they would and could use them.
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I personally would run with:

Vengeance Rounds (as per C:SM - 10pts per man)

Frost Bolts 24" Range S5 AP4 Rapid Fire (15pts per man)

Hellfire Rounds (as per C:SM - 10pts per man)

Troll-Killer Rounds 36" Range S4 AP3 Heavy 2, Gets Hot! (20pts per man).

 

Those are just rough and off the top of my head :)

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i have been thinking of substituting the occasional bloodclaw pack for a wolf guard pack in PA and just have them with bolt pistol and CCW, perhaps some combiflamers. these guys will dish out just as many attacks on the charge and will be way more survivable in combat!

for a dakka approach i think they are better used in smaller packs, backing up some grey hunter packs

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I personally would run with:

Vengeance Rounds (as per C:SM - 10pts per man)

Frost Bolts 24" Range S5 AP4 Rapid Fire (15pts per man)

Hellfire Rounds (as per C:SM - 10pts per man)

Troll-Killer Rounds 36" Range S4 AP3 Heavy 2, Gets Hot! (20pts per man).

 

Those are just rough and off the top of my head ;)

 

It sounds interesting, though the price might need a little work. Though I don't own codex marines.

 

Frost bolts seem pretty coo, though I am not 100% sure whether 33 points is a good deal for what it's bringing. I am effectively paying a grey hunter for +1 strength and 1+ AP. The AP increase doesn't really mean much in regards to armour (e.g. The majority of armies have 3+ armour saves to begin with) so I would rather just take the extra body.

 

The troll killer rounds are interesting concept, a bit of a steep price (Gets hot and heavy means that that the unit mightn't be mobile and has a decent chance of having the 38 point investment going up in smoke) so it either needs the gets hot removing, the heavy removing and probably a price reduction, that or a large strength increase to make it more effective. It's just those combonation of abilitys (Good AP, Good Range, two troublesome abilitys and a high price tag) that makes it hard to properly price.

 

I would quite like to buy special rounds that way though. All space marines are a professional fighting force, but then again I guess having the wolf guard being capable of doing everything would be pretty scary.

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I've got a mate over on sunday so I may persuade him to do a lil 500pt shindig, I'll test out these guys - the T-K Rounds I'll edit to 18" S6 AP2 Heavy 2 as I think that justifies 20pt investement, especially if you have these fellas with Grimnar - relentless on those is brutal.

 

Frost bolts 24" S5 AP3 Rapid Fire (15pts).

 

Fluff courtesy of Ch@oZ

 

Troll-Killer Rounds = designed to penetrate thick fur and hide (the outer shell covered in ridges from tip to base) with inner core of a honeycomb structure of hydrazine with honeycomb holes filled with densely packed aluminium oxide and iron oxide to produce a nice, expanding fireball of a termite reaction.

 

Frost Rounds = shells with a paper-thin outer frame of aluminium and a core designed to produce an autocatalytic endothermic reaction upon exposure to heat, the target is thusly subject to blood-curdling frost and armor cracking like ice due to sudden shifts in temperature.

-------------------------------------------------------------------------------------------------------------------------------------------------

Edited - added fluff and edited T-K Rounds stats

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Personally i would think of the troll hunters more as 18" S6 AP2 Heavy 1. Fluffwise i'd say they were designed to penetrate thick fur and hide (the outer shell covered in ridges from tip to base) with inner core of a honeycomb structure of hydrazine with honeycomb holes filled with densely packed aluminium oxide and iron oxide to produce a nice, expanding fireball of a termite reaction. The frost bolt profile seems perfect. Fluffwise- shells with a paper-thin outer frame of aluminium and a core designed to produce an autocatalytic endothermic reaction upon exposure to heat. The AP value would be thus justified by target being subject to blood-curdling frost and armor cracking like ice due to sudden shifts in temperature.
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Personally i would think of the troll hunters more as 18" S6 AP2 Heavy 1. Fluffwise i'd say they were designed to penetrate thick fur and hide (the outer shell covered in ridges from tip to base) with inner core of a honeycomb structure of hydrazine with honeycomb holes filled with densely packed aluminium oxide and iron oxide to produce a nice, expanding fireball of a termite reaction. The frost bolt profile seems perfect. Fluffwise- shells with a paper-thin outer frame of aluminium and a core designed to produce an autocatalytic endothermic reaction upon exposure to heat. The AP value would be thus justified by target being subject to blood-curdling frost and armor cracking like ice due to sudden shifts in temperature.

 

You sir! are epic win! :) - I shall edit them as per your suggestions mainly because it works with the fluff and I like fluffy stuff ;) xD

 

as you'll notice I've added the fluff and edited the T-K Rounds range - ofcs you're named :)

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You sir! are epic win!

 

Thank You- you make me blush :P If only i had put some thought into the syntax of my description last night. Also, hydrazine itself wouldn't work- you'd need hydrazine perchlorate. So, if i may still correct myself:

 

Frost Rounds = shells with a paper-thin outer frame of aluminium and a core designed to produce an autocatalytic endothermic reaction upon exposure to heat, the target is thusly subject to blood-curdling frost- skin, bone and armor alike crack like ice due to sudden shifts in temperature.

 

Troll-Killer Rounds = designed to penetrate thick fur and hide (the outer shell covered in ridges from tip to base) with inner core of a honeycomb structure- a hydrazine frame packed with compressed thermite to produce an intense, expanding fireball.

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oh the shame as I could come up with magically confusing fluff surrounded by biochemical names

 

Oh but it's simple- hydrazine is a fuel and a mono-propellant, that can burn even in vacuum. Thermite is a compound that will melt through practically anything (like concrete etc.), but is hard to light. Therefore hydrazine would provide for ignition and thermite would do the rest :tu:

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