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6ED SW combos


TiguriusX

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The WG combi-plasma alpha squad just got a significant boost.

 

Put X wolf guards with combi plasmas in a DP

Add a WP with his own combi plasma (or PP if you prefer)

 

Rerolling ranged fire has made this a nasty alpha strike unit.

 

Declare preferred enemy against your hard target (terminator assault squad?) and land nearby for rerolls that virtually guarantee wounds. This is an upgrade from the 5ED WP and PF combos.

 

Rough cost using 4 WG is 237 points for 10 Ap2 shots that reroll all failed wounds up to T5

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The WG combi-plasma alpha squad just got a significant boost.

 

Put X wolf guards with combi plasmas in a DP

Add a WP with his own combi plasma (or PP if you prefer)

 

Rerolling ranged fire has made this a nasty alpha strike unit.

 

Declare preferred enemy against your hard target (terminator assault squad?) and land nearby for rerolls that virtually guarantee wounds. This is an upgrade from the 5ED WP and PF combos.

 

Rough cost using 4 WG is 237 points for 10 Ap2 shots that reroll all failed wounds up to T5

 

So in other words, 237 points for 2-3 dead hammernators.

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The WG combi-plasma alpha squad just got a significant boost.

 

Put X wolf guards with combi plasmas in a DP

Add a WP with his own combi plasma (or PP if you prefer)

 

Rerolling ranged fire has made this a nasty alpha strike unit.

 

Declare preferred enemy against your hard target (terminator assault squad?) and land nearby for rerolls that virtually guarantee wounds. This is an upgrade from the 5ED WP and PF combos.

 

Rough cost using 4 WG is 237 points for 10 Ap2 shots that reroll all failed wounds up to T5

 

So in other words, 237 points for 2-3 dead hammernators.

 

That is one target yes. Lack of AP2 in close combat will have a chain reaction in lists. GHs only hope is a PF or MOTW (or lots of 1s from opponent)

 

This gives us a chance to neutralize with an alpha strike. The WP seems like overkill in a smaller sized unit but is even more effective with each WG you add to the DP.

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You could use PA WG with combi plasma then it would be 20 AP2 shots that would destroy a lot non stormshield terms. There does seem to be a lot of discussion of the return of tactical terminators in the other forums

or you could add PF's to your WG term to receive the charge

Do you have cheaper option Vlk for hammernators?

I would see Concentration of fire with these sort units the being base on which that fire is built

Long fangs with plasma cannons might also have an increasing place in lists depending on how the meta goes

 

The WG combi-plasma alpha squad just got a significant boost.

 

Put X wolf guards with combi plasmas in a DP

Add a WP with his own combi plasma (or PP if you prefer)

 

Rerolling ranged fire has made this a nasty alpha strike unit.

 

Declare preferred enemy against your hard target (terminator assault squad?) and land nearby for rerolls that virtually guarantee wounds. This is an upgrade from the 5ED WP and PF combos.

 

Rough cost using 4 WG is 237 points for 10 Ap2 shots that reroll all failed wounds up to T5

 

So in other words, 237 points for 2-3 dead hammernators.

 

That is one target yes. Lack of AP2 in close combat will have a chain reaction in lists. GHs only hope is a PF or MOTW (or lots of 1s from opponent)

 

This gives us a chance to neutralize with an alpha strike. The WP seems like overkill in a smaller sized unit but is even more effective with each WG you add to the DP.

 

 

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Why do people keep saying that a PF will answer temis? Have you read the new CC rules? They can challenge with a SS sarge (or PW sarge) and kill him before he ever swings. That's assuming he doesn't just get pulled as a casualty from PW strikes (or even shooting). I1 is a killer for anything without a 2+ save against things packing PWs. It's why I don't understand the axe- if you are going at 'kill me first' speed, you might as well be doing ID and wounding just about anything on 2s.

 

Terminators will require massed fire and/or plenty of plasma. Ironically, melta isn't terrible either as the AP1 punches right through and S8 sees off FNP/2W things like Paladins.

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Why do people keep saying that a PF will answer temis? Have you read the new CC rules? They can challenge with a SS sarge (or PW sarge) and kill him before he ever swings. That's assuming he doesn't just get pulled as a casualty from PW strikes (or even shooting). I1 is a killer for anything without a 2+ save against things packing PWs. It's why I don't understand the axe- if you are going at 'kill me first' speed, you might as well be doing ID and wounding just about anything on 2s.

 

Terminators will require massed fire and/or plenty of plasma. Ironically, melta isn't terrible either as the AP1 punches right through and S8 sees off FNP/2W things like Paladins.

 

Even though my drop TDA are combi-plasma I feel because of paladins still being amazing melta will be the weapon of choice still.

 

 

As for "combos"

 

1. Bjorn, Iron priest with serivtors, and two venerable dreads. Spearhead of the Ancients. Rawr!!! Repair my hull points and I'll keep firing!

 

2. Scouts, 2 plasma pistols, 1 plasma gun, Wolf Priest with plasma pistol/saga of the hunter. (This isn't a great combo if the 1's still trigger "Get's Hot" before the re-roll)

 

3. For Objective holders template weapons, lots and lots of template weapons. "You want to charge me? 2d6 hits to you sir. O yea, and Counter-Attack!"

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When I made my original post I didn't know about the gunslinger rule.

 

I really think a drop pod with dual plasma pistol wolfguard can make a heck of a dent in your opponents battle plan.

 

Extra cost of the pistols offset by the ability to fire multiple rounds.

 

Side benefit of 2 pistols...additional close combat attack!

 

Wolf priest and plasma spam is definitely a way to maximize results

 

Logan makes the unit scoring

 

Add one or two TDA for survival purposes and let them loose to have fun

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Broken combo:

 

runepriest with runic armor, wolfguard with anything. Add them to a grey hunter unit.

 

First round of CC with any unit in the game you accept any challenges with the WG and make SURE your rune priest is in cc. use your banner.

 

Congrats. You can now allocate every attack against your squad to the runepriest who has a 2+ armor save re-rolling 1's from the wolf banner. I You are essentially impervious to all non AP2 attacks in close combat for one turn as he soaks them all up rerolling any fails (chances of failing double 1s is pretty low, I did it against 12 wounds today and didn't fail a single one).

 

This works with anything with a 2+ save but is best with ICs like runepriests since they are already good, and you can have your wolfguard accept any challenges to avoid the character being sucked out of the main combat.

 

Also wolf banner RAW works with your overwatch firing.

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Why do people keep saying that a PF will answer temis? Have you read the new CC rules? They can challenge with a SS sarge (or PW sarge) and kill him before he ever swings. That's assuming he doesn't just get pulled as a casualty from PW strikes (or even shooting). I1 is a killer for anything without a 2+ save against things packing PWs. It's why I don't understand the axe- if you are going at 'kill me first' speed, you might as well be doing ID and wounding just about anything on 2s.

 

Terminators will require massed fire and/or plenty of plasma. Ironically, melta isn't terrible either as the AP1 punches right through and S8 sees off FNP/2W things like Paladins.

You cant challenge a Grey Hunter... hes not a character, he just happens to have a SCCW.

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Skyclaws for me , with a rune priest running divination on them, 5 attacks each on the charge (well 4 and a HoW hit) is not to be sniffed at for 18 points a model, especially if you're getting re-rolls to hit, unless I'm missing something.

 

I was also thinking of boosting them with a few Jump Pack WG with Power Axes, in case something tough needs a smack down.

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Skyclaws for me , with a rune priest running divination on them, 5 attacks each on the charge (well 4 and a HoW hit) is not to be sniffed at for 18 points a model, especially if you're getting re-rolls to hit, unless I'm missing something.

 

I was also thinking of boosting them with a few Jump Pack WG with Power Axes, in case something tough needs a smack down.

Wolf guard can't join sky claws so you need HQ unit instead

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Why do people keep saying that a PF will answer temis? Have you read the new CC rules? They can challenge with a SS sarge (or PW sarge) and kill him before he ever swings. That's assuming he doesn't just get pulled as a casualty from PW strikes (or even shooting). I1 is a killer for anything without a 2+ save against things packing PWs. It's why I don't understand the axe- if you are going at 'kill me first' speed, you might as well be doing ID and wounding just about anything on 2s.

 

Terminators will require massed fire and/or plenty of plasma. Ironically, melta isn't terrible either as the AP1 punches right through and S8 sees off FNP/2W things like Paladins.

 

he can only challenge if you have a wolf guard leading your GH pack, as GH dont have a squad leader thefore cant be challenged.

 

i was thinking 2 flamers to try and force him to roll on his armour safe, i know my luck at rolling 2+ im for ever rolling 1s

 

ive never been a fan of plasma but with the lack of any fast ap CCW's now, i think i might have to start adding more into my army.

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Hunter Wolf Priest + Wolfguard (combiplasma or plasma slinger) + 10 GH x2 plasmaguns, plasma pistol

 

So you can outflank with this unit and shoot to the dead with ap2

 

Upgrades:

 

Some CC weapon: axes, fists...

Vehicle, less hunters and you can outflank in a rhino!

 

Plus, you can reroll border with acute senses and you gain +1 cove save

 

If you take a different IC you can outflank another unit, but it must be different than the WP, so you can't take 2 hunters saga with the same type of IC

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If you take a different IC you can outflank another unit, but it must be different than the WP, so you can't take 2 hunters saga with the same type of IC

Incorrect -

Because the Space Wolves are a diverse and proud bunch, no two characters may bear the same saga. The exception to this rule is special characters, who have their own stories and

abilities above and beyond the sagas. For instance, you could take a character of your own invention and purchase him the Saga of Majesty, despite the fact you intend him to

accompany Logan Grimnar, who bears the same saga.

Only one model in the Army may have SotH, unless it is one general IC who bought it and one named Special IC who has it by default.

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If you take a different IC you can outflank another unit, but it must be different than the WP, so you can't take 2 hunters saga with the same type of IC

Incorrect -

Because the Space Wolves are a diverse and proud bunch, no two characters may bear the same saga. The exception to this rule is special characters, who have their own stories and

abilities above and beyond the sagas. For instance, you could take a character of your own invention and purchase him the Saga of Majesty, despite the fact you intend him to

accompany Logan Grimnar, who bears the same saga.

Only one model in the Army may have SotH, unless it is one general IC who bought it and one named Special IC who has it by default.

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Only one model in the Army may have SotH, unless it is one general IC who bought it and one named Special IC who has it by default.

 

Ah!, ok, so only one unit, and the WP is a must ;)

 

Note:

 

If you do so with a Wolf Guard Pack instead of Grey hunters...

 

you can outflank with a Land Raider!!! mwaaaahaahaaa!!! :tu:

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Skyclaws for me , with a rune priest running divination on them, 5 attacks each on the charge (well 4 and a HoW hit)...
.

 

Just want to make sure that you know that you don't get the HoW hit if you use your Jump Pack in the movement phase (i.e. to move up to 12").

 

I was also thinking of boosting them with a few Jump Pack WG with Power Axes, in case something tough needs a smack down.

Wolf guard can't join sky claws so you need HQ unit instead

 

Also, for those units that a Wolf Guard can lead, you can only attach a single one; it looks like you think you can lead with more than one Wolf Guard per pack, (e.g. "a few Jump Pack WG").

 

Valerian

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Skyclaws for me , with a rune priest running divination on them, 5 attacks each on the charge (well 4 and a HoW hit)...
.

 

Just want to make sure that you know that you don't get the HoW hit if you use your Jump Pack in the movement phase (i.e. to move up to 12").

 

Valerian

 

were does it say that you cant get your hammer of wrath int 10 attacks if you use your jump pack in the movement phase.

 

as hammer of wrath says if you use the jump pack to charge an enemy unit you gain the hammer of wrath rule. The hammer of wrath rule says that any unit with this rule charges and ends its charge in base contact with any enemey model,will have an int 10 extra attack.

 

no where does it say that if you use your jump pack in the movement phase that you doent get your hammer of wrath attack. Unless im missing somthing

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Skyclaws for me , with a rune priest running divination on them, 5 attacks each on the charge (well 4 and a HoW hit)...
.

 

Just want to make sure that you know that you don't get the HoW hit if you use your Jump Pack in the movement phase (i.e. to move up to 12").

 

Valerian

 

were does it say that you cant get your hammer of wrath int 10 attacks if you use your jump pack in the movement phase.

 

Page 47 in the Jump Unit rules.

 

no where does it say that if you use your jump pack in the movement phase that you doent get your hammer of wrath attack. Unless im missing somthing

 

You are.

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