Captain Laavain Sunder Posted March 29, 2012 Share Posted March 29, 2012 Hey guys, Ive just brought some wolf guard terminaters and i wanted to make a deathstar type unit rather then using them as upgrades for grey hunter squads I mostly play, TAU, imperial guard, Eldar and necrons I'm trying to work them around a 2000 point scheme, and after reading the book and looking at the sprues they come with im really really unsure on what to make them with Do i give 2 SS and thunderhammers? or all of them Wolf claws?? or even powerfists... i just really really dont know. i know theres a thread very similar but the answers arnt there that im looking for. Im not really a massive fan of Combi weapons and i will be drop podding these units asap And one last question rather then creating another post, whats the most effective way to pain a blueish colour for space wolves rather then more greysish Thanks for any help! Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/ Share on other sites More sharing options...
Karack Blackstone Posted March 30, 2012 Share Posted March 30, 2012 Considering your post, and the questions contained therein, there's some points that need to be stated: - TH/SS is considered the better weapons pair when hunting things at higher Init, such as the Eldar and it will screw with the Necrons. - Paired WC's are what I use; however, at times, I find myself wanting that 3+ Invi WC/SS could prove interesting, just without having a High Str weapon, there's really nothing to do against MC's or higher Toughness models. How many can you make, what's transporting them (if anything)? If five, maybe give them: - WG TDA w/ WCx2 - WG TDA w/ WC/SS - WG TDA w/ TH/SS - WG TDA w/ PF (of CF)/AC - WG TDA w/ PW/SB (or SS) This or other custom builds increase the chances of taking saves on only one model, but it does mean bleed over of saves may result in the loss of valuable weapons setups. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028391 Share on other sites More sharing options...
Forté Posted March 30, 2012 Share Posted March 30, 2012 Another variation is the SS & CF. For when you really need to take out armour. I've often wondered about combos like SS & CML to go with a LF pack. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028422 Share on other sites More sharing options...
Khine Posted March 30, 2012 Share Posted March 30, 2012 Another variation is the SS & CF. For when you really need to take out armour. I've often wondered about combos like SS & CML to go with a LF pack. I use the last one a lot but i give it mark of the wulfen to, makes for a good all rounder. I always thought that giving a Wolf guard a storm shield AND a thunder hammer was counter productive. If you put them on other models you can always allocate away from it. SS + either AC/CM or Frost blade or WC. TH + Combi weapons or WC (incase you need to make some initiative attacks instead). Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028600 Share on other sites More sharing options...
G. A. K. Posted March 31, 2012 Share Posted March 31, 2012 In my Logan wing I have two CML models in different squads, one with SS, CF, CML and the other with SS, WC, CML. It help keeps the heavy weapons alive and helps in the CC too. G Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028847 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 The way ive ended up making them is... 2 with thunder hammer and storm shield 1 with power fist and assault cannon 1 with 2 wolf claws 1 with power weapon and storm bolter Logic is that I can have the unit in a drop pod and upon impact I can shoot down and wither any immediate threat with the assault cannon and storm bolter. I then have my wolf claw and power weapon striking at initiative order to again try and avoid too many loses whilst wound allocation goes on the 2 storm shields. I also then have a very capable anti tank unit. 1 question. If I PAIR wolf claws can I re roll both to hit and wound?? As I have 2. And would I be best swapping the power weapon for a wolf claw?? Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028973 Share on other sites More sharing options...
Khine Posted March 31, 2012 Share Posted March 31, 2012 1 question. If I PAIR wolf claws can I re roll both to hit and wound?? As I have 2. And would I be best swapping the power weapon for a wolf claw?? either reroll hits or wounds. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3028975 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted March 31, 2012 Share Posted March 31, 2012 For 5 points you are getting a re-rolling PW, so I almost always take them over a normal PW. But, it's also nice to have a body or two that you don't sink any points into for 'dorks', or 'chumps', or whatever you call them. The first to die. You are also missing the cheap combi weapons that our TDAWG can hold. These don't come in the kit, but are work taking, even in a CC centric pack. Podding down and blowing up a transport so that you can hack it all up next turn is great fun, and has never disappointed me (except when I miss with my combi weapons...). For a close combat pack I take: TDA/PF/AC TDA/SS/WC TDA/SS/TH TDA/CM/WC TDA/CM/WC Drop Pod End of Line Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029109 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 As i said im quite against combi weapons, if you've ever seen me play i seem to roll alot of misses.... alot.... i know combi weps would be wasted what is the beneficial point to taking 2 wolf claws?, i kinda wanted to emphasise close combat in this unit, i play against guard and tau alot. so i really dont want to be in the open alot. The assualt cannon was really just an added to finish of little units and i was really against taking one to be honest. What does TDA mean?, sorry im new to all these abbreviations. the Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029177 Share on other sites More sharing options...
WG Vrox Posted March 31, 2012 Share Posted March 31, 2012 2 with thunder hammer and storm shield, 1 with power fist and assault cannon, 1 with 2 wolf claws, 1 with power weapon and storm bolter I strongly suggest you change one of the TH to a CF. Not only is it giving you some good anti mech, but for wound allocation as well. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029182 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 Ok, i will take your advice into account, but i thought thunder hammers are good vs Tanks? and TDA?.. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029194 Share on other sites More sharing options...
WG Vrox Posted March 31, 2012 Share Posted March 31, 2012 Ok, i will take your advice into account, but i thought thunder hammers are good vs Tanks? and TDA?.. They do ok, however instead of str 8+1d6 that your TH gets, your CF get the 2d6 bonus against mech. Let's say your in CC with a dread type; your TH needs to roll to hit as well as rolling a 4+ just to glance and 5+ to pen on one die, while your CF gets two dice. The nice thing about TH is it will stun a Dread up any hit which will reduce it's attack profile by 1. So they are great in conjunction with each other. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029208 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 So the way to alter my terminators would to be 1 With storm Shield and Chainfist...( more resiliant, good anti-tank/ high toughness ) 1 with Stormshield and thunderhammer...( "") 1 with assault cannon and powerfist...( more diversity and range ) 2 with 2 wolf claws ( strikes in Initiative order and dealing with medium targets ) Is there any way this unit could be improved? The unit will be deepstriked turn 1 into the thick of it. maybe either hold up a couple of units or deal with some armoured targets and elite units Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029275 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 So the way to alter my terminators would to be 1 With storm Shield and Chainfist...( more resiliant, good anti-tank/ high toughness ) 1 with Stormshield and thunderhammer...( "") 1 with assault cannon and powerfist...( more diversity and range ) 2 with 2 wolf claws ( strikes in Initiative order and dealing with medium targets ) Is there any way this unit could be improved? The unit will be deepstriked turn 1 into the thick of it. maybe either hold up a couple of units or deal with some armoured targets and elite units Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029276 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted March 31, 2012 Share Posted March 31, 2012 TDA or Tactical Dreadnought Armor=Terminator Armor I scanned over where you mentioned your distaste of combi weapons, sorry. CF, or Chain Fists are better against tanks because of the 2d6 for wounding/damage/whatever against vehicles. Thunderhammers are great for smacking high initiative units or models because it takes their I down to 1. End of Line Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029277 Share on other sites More sharing options...
Grimtooth Posted March 31, 2012 Share Posted March 31, 2012 Give one of your Wolf Clawed WG melta bombs. Makes wound allocation full throughout and a just in case you need it anti-mech on assault. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029363 Share on other sites More sharing options...
WG Vrox Posted March 31, 2012 Share Posted March 31, 2012 Give one of your Wolf Clawed WG melta bombs. Makes wound allocation full throughout and a just in case you need it anti-mech on assault. ^^ Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029367 Share on other sites More sharing options...
Wulfebane Posted March 31, 2012 Share Posted March 31, 2012 what is the beneficial point to taking 2 wolf claws? Allows you the +1A for having two ccw. Thunderhammers, powerfists, and lightningclaws (which also apply to wolfclaws) require two of the same weapon in order to receive the +1 to attack bonus. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029377 Share on other sites More sharing options...
Captain Laavain Sunder Posted March 31, 2012 Author Share Posted March 31, 2012 Ok, so.... For maximum benefit and value for points as a squad do you guys think this setup works? 2 wolf guard with wolf claws, 1 with melta bombs 1 with assault cannon and power fist 1 with thunder hammer and storm shield 1 with chain fist and storm shield All used in a first turn drop pod, capable of withstanding enemy fire and equally threatening to armoured enemies and elite units. Can anyone else think of any changes that would fulfill this role any better or make any changes in general, would this unit be too much of a point sink? Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029417 Share on other sites More sharing options...
WG Vrox Posted April 1, 2012 Share Posted April 1, 2012 2 wolf guard with wolf claws, 1 with melta bombs 1 with assault cannon and power weapon 1 with thunder hammer and storm shield 1 with chain fist and storm shield Yeah your good, Something to consider. The power fist on the assault cannon maybe overkill, you could just put a power-weapon on him and call it a frost blade if/when you want an upgrade for that piece. So an Assault Cannon / PW or FB and another option for the piece would be MB for the extra hit against tanks. I just hate seeing a piece go over 63 points for a 1 wound model. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029486 Share on other sites More sharing options...
Captain Laavain Sunder Posted April 1, 2012 Author Share Posted April 1, 2012 Great! That's what il do then :-) thanks a lot!! Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029653 Share on other sites More sharing options...
Kami Posted April 1, 2012 Share Posted April 1, 2012 And one last question rather then creating another post, whats the most effective way to pain a blueish colour for space wolves rather then more greysish I saw nobody adressed the colour question, so I will see what I can do.. Space Wolves Grey (which I like to use) is a (baby) blueish colour, along with the darker Shadow Grey and most dark Fenris Grey. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029763 Share on other sites More sharing options...
Grimtooth Posted April 1, 2012 Share Posted April 1, 2012 2 wolf guard with wolf claws, 1 with melta bombs1 with assault cannon and power weapon 1 with thunder hammer and storm shield 1 with chain fist and storm shield Yeah your good, Something to consider. The power fist on the assault cannon maybe overkill, you could just put a power-weapon on him and call it a frost blade if/when you want an upgrade for that piece. So an Assault Cannon / PW or FB and another option for the piece would be MB for the extra hit against tanks. I just hate seeing a piece go over 63 points for a 1 wound model. Yea, this was going to be my last suggestion. When I have the points, my CML WGTDA get frost blades. With the above suggestion, you have at least 3 models going at initiative with power weapons, two with rerolling hits or wounds and one possibly laying the smackdown at strength 6. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3029897 Share on other sites More sharing options...
archangel23 Posted April 2, 2012 Share Posted April 2, 2012 I have had good luck with the five I have kitted out as follows... 1 x storm bolter/chainfist 1 x stormbolter/powerfist 1 x stormbolter/frostblade 1 x stormbolter/wolfclaw 1 x stormbolter/thunderhammer I just can't bring myself to leave them without being able to shot. So far it has worked out well for me. But they have to use cover if they are footslogging across the table. You just have to keep them moving. That and having Logan and Bran with them helps. My wolves rarely stay put for very long regaurdless of the mission. Link to comment https://bolterandchainsword.com/topic/249869-wolf-guard/#findComment-3031061 Share on other sites More sharing options...
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