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A power fist on a Grey Hunter...


Zackya7x

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As others have said it's situational if that dreadnought charges then you will be wanting as many power fists as you can get, however if you get into a fight with orks you are most likey going to be missing that extra power weopen attack. I tend to just arm grey hunters with power weopens as I think the extra attack is just better all round, that said I have wished for a powerfist quite alot lately my friend seem to have noticed that I don't run many and have started taking dreadnoughts and since you need 6 to hit dreads with grenades I get tarpitted and end up losing the squad.

 

anyway my thoughts salt to taste

A minor point to keep in mind too is that a 9 man squad (WG + 8 Grey Hunters) and a 10 man squad (WG + 9 Grey Hunters) both need to lose 3 models to force a Morale check. So if you're not hurting for extra bodies (and you're already attaching a Wolf Guard Pack Leader), the difference between a 9-strong pack and 10-strong pack is negligible.

 

I would not recommend running 7 Grey Hunters with a Wolf Guard (for 8-strong) because they only need to lose 2 models for a Morale check, while that extra body bumps it up to 3.

 

I know being a Space Marine and having ATSKNF means that running isn't always a bad thing, but there are times having to lose that extra guy has saved me from being pushed off an objective.

 

With regards to the OP, I find Wolf Guard are an all or nothing deal. Since you have to include 3 anyways, if you're taking any at all, you'll need to find room to spread them across your army. If you're not taking any, you're better off taking full 10-strong Grey Hunter packs to take advantage of that free special weapon. With regards to flexibility though, there are a couple unit builds that I use almost exclusively that I'd like to present, because of their versatility.

 

8-9 Grey Hunters (depends on whether I need to attach a Rune Priest)

- Meltagun, Rhino (Wolf Standards if I have points, but I don't find them 100% essential)

- Rhino

Wolf Guard Pack Leader

- Power Fist, Combi-Flamer

 

The squad has the Meltagun to pop armor (and with the Fist can threaten monsters), Grey Hunters massed Bolters and combat to deal with infantry, and the Power Fist to say "I dare you to charge me". Grey Hunter packs are the bread and butter of a Space Wolf army and I highly recommend starting there for flexibility. I have 3-4 packs (depending on point size of the army) equipped identically and it makes target priority difficult for my opponent because every unit poses a threat to everything. It also means I can rely on my units to all accomplish whatever needs doing.

 

I've also recently taken to fielding two Drop Pod units as an aggressive forward push. I take a third empty Drop Pod with my Wolf Guard (to guarantee the first two come in turn one), and this draws fire from my advancing Rhinos.

 

8 Grey Hunters (always 8, it gives me the freedom to attach a Rune Priest if I want to get that Jaws in range first turn, say against Broadsides or Lootas).

- Meltagun, Drop Pod

Wolf Guard Pack Leader

- Chainfist, Combi-Melta, Cyclone Missile Launcher, Terminator Armor

 

A very pricey Wolf Guard, but I will always have two of these units if I take them at all, and they first turn Alpha Strike stuff off the table (as long as I roll average...which tends to not happen..ever...) They also have the option of dropping on far objectives and lending fire support with Cyclones (which I can throw at side armor too), and being a major distraction to my opponent.

 

Keep in mind that I play my army aggressively, with Drop Podding squads, squads advancing in Rhinos backed by Vindicators, Wolf Scouts advancing behind the enemy, and Land Speeders (Tornadoes that push forward, or Typhoons that sit back and shoot), so all my squads are designed to push forward and I need every unit to be able to handle anything.

 

 

DV8

8 Grey Hunters (always 8, it gives me the freedom to attach a Rune Priest if I want to get that Jaws in range first turn, say against Broadsides or Lootas).

- Meltagun, Drop Pod

Wolf Guard Pack Leader

- Chainfist, Combi-Melta, Cyclone Missile Launcher, Terminator Armor

 

Since this unit takes up all 10 slots in the Drop Pod, you actually don't have the freedom to attach a Rune Priest; you would need to stick with just 7 Grey Hunters plus the TDA Wolf Guard.

 

Also, don't forget that you can't fire that Combi-Melta and the Cyclone Missile Launcher at the same time, which is why I just stick with the standard Storm Bolter for those guys.

 

V

In a 10 man GH unit I find MotW to be the better option. I have two types of DP units one that will have 8 man + WG in TDA and the other a 10 Man GH unit with two plasma guns a plasma pistol, MotW and Standard.

 

Because of GKs and other such units plasma is now worth the risk of overheat. Since the plasma pod is already an expensive unit having a PF in there is overkill so I go with the MotW model and Standard. love re-rolling those 1s.

The answer is a little of everything, don't feel like you have to have 4 GH units equipped with the same setup. When I build a unit I build 12 to 13 guys for that unit and magnetize my special weapons. Extras are MotW, GH with Standard and Plasma Pistol guy. I usually don't don't have a Power Weapon GH in my units though I have a few of those on my selves from before our codex change.
So, the quick answer is no? It's better to have a power weapon than a power fist because of the extra attack the power weapon gives? Am I correct?

 

There is not a right/wrong answer as it is dependent on your entire list and how you play your army. There is what most people do and do not, go ahead and make a Grey Hunter with a Power Fist and magnetize it, pretty easy to do on a arm even with a regular drill using a small bit. then you can have one if you want one without the need to worry your loosing a model.

 

Most people do not carry a Power Fist on a Grey Hunter. And most people do not carry a power weapon on a Grey Hunter, but more so than a Power Fist.

I have read the rule book but I still don't understand how having a 7-8 man pack is better than a 10 man squad when it comes to "Morale checks".

Well, look at it like this -

How many models does a unit have to have to avoid a Morale check when losing 1 model? Answer, 4 or fewer.

How many models does a unit have to have to avoid a Morale check when losing 2 models? Answer, 5 to 8 models.

How many models does a unit have to have to avoid a Morale check when losing 3 models? Answer, 9 to 12 models.

So for the purposes of Morale checks 9 or 10 model units are the same, both having to take three casualties before being forced to check. A 10-man unit will fill a Rhino to capacity, so a 9-man unit is better as it still has the same Morale check break-point of 3 casualties, but allows for the inclusion of an IC. That 9-man unit is actually an 8-man Grey Hunters pack, plus a Wolf Guard Pack Leader - thus the idea that an 8-man pack is better than a 9- to 10-man pack. The same Morale check break-point of 3 casualties, improved Leadership and wargear options from the WGPL, and still one spot in a Rhino for an attached IC.

If that's the case then why do others still insist on 10 man packs? I'm leaning on the 10 man squad with 2 plasmas, 1 mark of the wulfen, 1 wolf standard, and 1 with a power weapon. Then another 10 man pack with the same gear but with 2 meltas.
If that's the case then why do others still insist on 10 man packs? I'm leaning on the 10 man squad with 2 plasmas, 1 mark of the wulfen, 1 wolf standard, and 1 with a power weapon. Then another 10 man pack with the same gear but with 2 meltas.

You answered your own question right there, in the highlighted part. Some people prefer the utility of two specials over a special, Ld 9, and other wargear.

don't forget that ther wolf guard has 2 attacks from his profile instead of just one!

 

here's a short overview:

 

-10 man pack; 2 special weapons, all normal options, ld8, 2*PF attacks at most, fill up a rhino/droppod

-<10 man packs+ wolf guard pack leader:1 special weapon +optional combiweapon, all normal options, ld9, 5*PF attacks possible (if both grey hunter and wolf guard take PF, if only wolf guard 3 PF attacks*), can be lead by a HQ choice when riding a transport, take up an elite slot because of the wolf guard pack needed for pack leaders

*when charging, for the following rounds do -1

Okay, so after reviewing everything written here and on other websites, I've decided to roll with this setup. Please let me know what you think!

 

1- 9 GH pack +WG with power fist and bolt pistol/pistol? (what should I give him?) : 1 meltagun, 1 motw, 1 wolf standard, and one power weapon (should I leave this out?) Drop pod

2- 10 GH pack : 2 melta gun, 1 motw, 1 wolf standard, and one power weapon (again, should I leave this out?) 2x rhino

1 - 10 GH : 2 plasma guns, 1 motw, 1 wolf standard, and one power weapon (yet again, should I leave this out?)

 

 

To be perfectly honest, I'm not sure with anything else!!! I'll take an HQ. This is my idea for my Long Fangs. (So you guys will have an idea which will suit my GH best)

 

5 Long Fangs + pack leader - 3 missile launcher and 2 lascannons (I don't know what to equip the leader)

 

2- 5 man scout packs - Absolutely no idea what to equip them...

 

So there you go, thank you!

To be perfectly honest, I'm not sure with anything else!!! I'll take an HQ. This is my idea for my Long Fangs. (So you guys will have an idea which will suit my GH best)

you have to take an HQ

 

5 Long Fangs + pack leader - 3 missile launcher and 2 lascannons (I don't know what to equip the leader)

you may want to consider doing two packs, one with all AT capability and one with at and AP capability (like missiles and plasma)

 

1- 9 GH pack +WG with power fist and bolt pistol/pistol? (what should I give him?) : 1 meltagun, 1 motw, 1 wolf standard, and one power weapon (should I leave this out?) Drop pod

2- 10 GH pack : 2 melta gun, 1 motw, 1 wolf standard, and one power weapon (again, should I leave this out?) 2x rhino

1 - 10 GH : 2 plasma guns, 1 motw, 1 wolf standard, and one power weapon (yet again, should I leave this out?)

sounds good me to. just make sure that its what YOU want to play, and not what you are just being told to play

To be perfectly honest, I'm not sure with anything else!!! I'll take an HQ. This is my idea for my Long Fangs. (So you guys will have an idea which will suit my GH best)

you have to take an HQ

 

5 Long Fangs + pack leader - 3 missile launcher and 2 lascannons (I don't know what to equip the leader)

you may want to consider doing two packs, one with all AT capability and one with at and AP capability (like missiles and plasma)

 

1- 9 GH pack +WG with power fist and bolt pistol/pistol? (what should I give him?) : 1 meltagun, 1 motw, 1 wolf standard, and one power weapon (should I leave this out?) Drop pod

2- 10 GH pack : 2 melta gun, 1 motw, 1 wolf standard, and one power weapon (again, should I leave this out?) 2x rhino

1 - 10 GH : 2 plasma guns, 1 motw, 1 wolf standard, and one power weapon (yet again, should I leave this out?)

sounds good me to. just make sure that its what YOU want to play, and not what you are just being told to play

 

Another pack of 5 Long Fangs + pack leader with what then?

Is my first pack of Long Fangs okay?

To be perfectly honest, I'm not sure with anything else!!! I'll take an HQ. This is my idea for my Long Fangs. (So you guys will have an idea which will suit my GH best)

you have to take an HQ

 

5 Long Fangs + pack leader - 3 missile launcher and 2 lascannons (I don't know what to equip the leader)

you may want to consider doing two packs, one with all AT capability and one with at and AP capability (like missiles and plasma)

 

1- 9 GH pack +WG with power fist and bolt pistol/pistol? (what should I give him?) : 1 meltagun, 1 motw, 1 wolf standard, and one power weapon (should I leave this out?) Drop pod

2- 10 GH pack : 2 melta gun, 1 motw, 1 wolf standard, and one power weapon (again, should I leave this out?) 2x rhino

1 - 10 GH : 2 plasma guns, 1 motw, 1 wolf standard, and one power weapon (yet again, should I leave this out?)

sounds good me to. just make sure that its what YOU want to play, and not what you are just being told to play

 

Another pack of 5 Long Fangs + pack leader with what then?

Is my first pack of Long Fangs okay?

Absolutely. I run two Long Fang packs. The first is 2Las, 3MLs which provide long range AT fire support. The second is a pack of 2PCs, 2-3 HBs which move up with my Grey Hunters and then provide medium range AP firepower. I never give my Squad Leader anything other than BP/CCW or occasionally Power Sword as his role is to allow Split Fire until he takes a hit or they find themselves in CC.

8 Grey Hunters (always 8, it gives me the freedom to attach a Rune Priest if I want to get that Jaws in range first turn, say against Broadsides or Lootas).

- Meltagun, Drop Pod

Wolf Guard Pack Leader

- Chainfist, Combi-Melta, Cyclone Missile Launcher, Terminator Armor

 

Since this unit takes up all 10 slots in the Drop Pod, you actually don't have the freedom to attach a Rune Priest; you would need to stick with just 7 Grey Hunters plus the TDA Wolf Guard.

 

You're right, mis-type on my part. I run the two packs, one 8 + Wolf Guard, one 7 + Wolf Guard (since I've only taken to running one Priest in my army lately).

 

Also, don't forget that you can't fire that Combi-Melta and the Cyclone Missile Launcher at the same time, which is why I just stick with the standard Storm Bolter for those guys.

 

V

 

This I will have to double check. I was under the impression that Cyclone Missile Launchers specifically came with special targetters that allowed the wielder to fire both their Cyclones and standard armament (Storm Bolter, Combi-Weapons, etc.)?

 

 

DV8

8 Grey Hunters (always 8, it gives me the freedom to attach a Rune Priest if I want to get that Jaws in range first turn, say against Broadsides or Lootas).

- Meltagun, Drop Pod

Wolf Guard Pack Leader

- Chainfist, Combi-Melta, Cyclone Missile Launcher, Terminator Armor

 

Since this unit takes up all 10 slots in the Drop Pod, you actually don't have the freedom to attach a Rune Priest; you would need to stick with just 7 Grey Hunters plus the TDA Wolf Guard.

 

You're right, mis-type on my part. I run the two packs, one 8 + Wolf Guard, one 7 + Wolf Guard (since I've only taken to running one Priest in my army lately).

 

Also, don't forget that you can't fire that Combi-Melta and the Cyclone Missile Launcher at the same time, which is why I just stick with the standard Storm Bolter for those guys.

 

V

 

This I will have to double check. I was under the impression that Cyclone Missile Launchers specifically came with special targetters that allowed the wielder to fire both their Cyclones and standard armament (Storm Bolter, Combi-Weapons, etc.)?

 

 

DV8

"A Terminator can fire his cyclone missile launcher in addition to his storm bolter." - C:SW, Pg.30.

I have 3 packs, 9 grey hunters, meltagun or plasma gun, standard, MotW + wolf guard with combi melta and fist. Can run in a rhino or drop pod, and I can drop one hunter and add ragnar for a really good cc punch. Fist is better on the wolf guard for the extra attack

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