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6ED SW combos


TiguriusX

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might y suggest doing that with a grey hunter pack with plasma instead?

if you're unlucky those claws might end up on the wrong side of the table, forcing them to run most of the game towards any unit giving you a maximum range of 18" (12" boltpistol+6"move). grey hunters on the other hand will have a 30" range (24" bolter+6"move)

FW Bran Redmaw with a big group of fen wolves, wolf priest with hunter and big group of BC, GH sneaking behind the enemy (coz of Bran's ability) and a unit of wolf scouts. And maybe flying brick for them just in case.

 

All have scout ability of some kind.

 

That will be mine main tactic for Bran's company.

also pistols now count as CCW

 

does that mean, it has its AP2 in case of plasma pistol in close combat?

 

Nope, it says in the BBB pistols ignore their normal stat blocks and are just considered CCW's at the user's strength.

 

So, no change from the last 12 years, in other words.

 

V

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

 

Thank you brother, I have recognised my failing and will be sure to correct it.

If I cast Murderous Hurricane with my Rune Priest and I roll a 6 to hit with the power... do I then allocate all the 3D6 hits?

You don't roll to-hit with Murderous Hurricane. Murderous Hurricane causes 3d6 hits.

This power is a psychic shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -.
If I cast Murderous Hurricane with my Rune Priest and I roll a 6 to hit with the power... do I then allocate all the 3D6 hits?

You don't roll to-hit with Murderous Hurricane. Murderous Hurricane causes 3d6 hits.

This power is a psychic shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -.

 

Well, you had to roll in the 5th. Has this changed?

Thunderwolves are still a hammer. But Bikes are now the new hottness for me. I am running 2 WL's with all the trimmings on Bikes and a Wolf Priest on bike with Runic Armor. These three are devastating. One lord with a frost blade and bear and the other with a TH/SS and warrior born. At a true toughness 5 and jink to boot they can get where they are needed most. Also WG on bikes was something I was toying with in 5th that I am reintroducing in my Logan list. Coupled with the above I can dish out some serious damage in both the shooting and the assault phase.
If I cast Murderous Hurricane with my Rune Priest and I roll a 6 to hit with the power... do I then allocate all the 3D6 hits?

You don't roll to-hit with Murderous Hurricane. Murderous Hurricane causes 3d6 hits.

This power is a psychic shooting attack with a range of 18". The target unit takes 3D6 Strength 3 hits with AP -.

 

Well, you had to roll in the 5th. Has this changed?

 

You never had to roll to hit with MH in 5th edition.

might y suggest doing that with a grey hunter pack with plasma instead?

if you're unlucky those claws might end up on the wrong side of the table, forcing them to run most of the game towards any unit giving you a maximum range of 18" (12" boltpistol+6"move). grey hunters on the other hand will have a 30" range (24" bolter+6"move)

Thats not something im really worried about with the new rules for acute sense allowing me to re-roll which table edge i come on, on. I would rather take full advantage of the the preffered enamy rules by taking the biggest unit i can and 15 blood claws 1 wolf guard and a wolf priest turning up in my oponents deployment zone is going to be better then a pacl of gray hunters imo.

Just a couple of observations, mainly from my point of view with Space Wolves:

 

Transports got... interesting. No assaulting from them means I'll be totally rethinking the Blood Claws, but the Drop Pods appear to have got a major buff. As they've changed the way Transports work (Disembark now is anywhere within 6" of the Access Points, not 2" but no Assault/further movement) then it looks like Drop Pods got a bit more flexible.

 

Divination/Biomancy on Rune Priests is going to hurt.

 

I can't see the point of using Frost Axes in particular very often, as they're always the same cost as a Power Fist and now far worse. This is a real shame, as Space Wolves with bloody great big Axes is part of what I liked about the style of the Army.

 

Wolf Scouts got nerfed. Even with Acute Senses now compensating for my inability to have them turn up where I want them, the loss of being able to charge of the reserve means they will likely been blown off the board as soon as they emerge.

 

AP2 Guns are now scary for tanks, AP1 Guns even worse and Vindicators always hit vehicles at S10 AP2.

 

Plasma on Tanks got nerfed a bit. Las/Plas Razorbacks now less attractive.

 

I have absolutely no AA in my entire army, unless Long Fangs get Flakk Missiles or I cave and buy a Contemptor Mortis.

 

With the changes to Cavalry, there now seems no reason not to get Thunderwolves. At all.

Something just came to mind you might all like to consider and people seem to have missed. Drop pods are open topped vehicles. You can assault out of open topped vehicles.

 

p82 Brb

 

open-topped transports.

Open-topped vehicles do not have specific Access Points.

 

Acting as an ideal attack platform, all Open-topped Transports

are Assault Vehicles (see page 33).

 

assault vehicle p 33 of the BRB

 

Passengers disembarking from Access

Points on a vehicle with this special rule

can charge on the turn they do so, even

on a turn that the vehicle was destroyed.

 

Page 47 of space wolves codex.

 

Drop pod - Type : Open topped

 

Page 94 of space wolves codex.

 

Drop-pod - vehicle type : Open topped

Something just came to mind you might all like to consider and people seem to have missed. Drop pods are open topped vehicles. You can assault out of open topped vehicles.

 

p82 Brb

 

open-topped transports.

Open-topped vehicles do not have specific Access Points.

 

Acting as an ideal attack platform, all Open-topped Transports

are Assault Vehicles (see page 33).

 

assault vehicle p 33 of the BRB

 

Passengers disembarking from Access

Points on a vehicle with this special rule

can charge on the turn they do so, even

on a turn that the vehicle was destroyed.

 

Page 47 of space wolves codex.

 

Drop pod - Type : Open topped

 

Page 94 of space wolves codex.

 

Drop-pod - vehicle type : Open topped

That's been thought of before, in previous editions. It doesn't over rule the "can't assault from Deep Strike" prohibition in both the Deep Strike special rule or the Drop Pod unit entry.

I did wonder about that, but the Deep Strike Rules clearly prohibit that. However, given the changes to vehicle disembarking it should make them a bit better.

 

Isn't that just the standard for normal deep strike transports .. ie not open-topped, which are assault transport vehicles?

I did wonder about that, but the Deep Strike Rules clearly prohibit that. However, given the changes to vehicle disembarking it should make them a bit better.

 

Isn't that just the standard for normal deep strike transports .. ie not open-topped, which are assault transport vehicles?

It's also specifically mentioned in the Drop Pod unit entry. Models may not Assault after disembarking from a Deep Striking Drop Pod.

"A unit that Deep Strikes via Drop Pod may not assault in the turn it arrives.", C:SW, Pg.47.

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

 

Thank you brother, I have recognised my failing and will be sure to correct it.

 

 

I always found it screwy that Wolf Guards can take Jump Packs (Codex: Space Wolves p86), but are unable to join Sky Claw packs (as a Pack Leader), who are essentially just Blood Claws with Jump Packs.......

 

 

~BtW

I always found it screwy that Wolf Guards can take Jump Packs (Codex: Space Wolves p86), but are unable to join Sky Claw packs, who are essentially just Blood Claws with Jump Packs.......

 

~BtW

Same here - but thems the breaks.

 

Yep, I think almost everybody finds that to be screwy. Not only that, it really cuts into the potential effectiveness of a rarely used unit.

 

Valerian

just played my first game of 6th edition so still a lot of questions that need an answer (like can the dreadnought and contents of a stormraven disembark when it's zooming? and still charge?that combo just broke my army). It was only a 1000 pts game so I opted to try a lot of dakka units and both a runepirest and wolfpriest.

my main concern was the stormraven. It arrived on turn 2, immobilised my twin-multimelta landspeeder (who was hiding behind a large rock and suddently foudn itself unable to target anything...). I spend my turn 2 firing with my enitre army on it. after 2 lascannon-, 1 flakk missile-, and 7 plasma shots i was only able to remove 1 hullpoint! just one tiny little hullpoint! :)

guess I've learned my lessons. flakk (even with the possible addition of flakk-missiles) is one of those things I find our space wolves dex lacking. I hope to try a combination of an allied vendetta and a hydra in the near future and see how well those are able to coop with flyers.

second thought. my razorbacks died like flies, but that was to be expected with a stormraven sneaking up to within 6" before i was even able to land a single shot on it.

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