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6th Edition game experiences


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Greetings to the Fang,

 

I don't post on here much anymore :) but thought I would start a topic of 6th edition experiences for us wolves thus far... I'm not going to go into much detail at this stage but would just offer out some themes of learning points having played a few games thus far. Feel free to add or disagree with you own thoughts - I'm eager to hear how other people are finding the wolves and what is and isn't fun/working:

 

So, keeping it to just a handful at this stage to get the ball rolling, probably all things we could have guessed from a quick read through the rulebook:

 

1) Rhino's are pretty different. Better or worse, unsure, but faster, more difficult to slow down and easier to destroy are all already pretty clear. I think they have now become redundant for Blood Claws as you can't assault out of them even if they are standing still. Bah, the kids should always have been in 15 man packs on foot or in raiders anyway - little has been lost.

 

2) The temptation to move and snap shot with heavy weapons (Long Fangs) is a novelty but perhaps largely ineffective. I found myself doing it as a 'middle ground' to repositioning fully or firing at full strength, and I'm not sure thats really how it works. Its better than not shooting at all, but how effective is it really. Well, 1 in 6 I guess!

 

3) The wolf priest, always my staple anyway, has gained alot (by the nature of prefered enemy) and lost only the reduced effective of the power maul. He has performed beautifully except for challenges, which he has (unsurprisingly) lost comfortably each time. The concussion is all very well, but in all honesty I have never got the chance for it to have an effect as he either died before striking or been fighting an I1 opponent. Meh.

 

4) Plasma wins. Particularly in packs with a wolf priest. The (likely?) return of tda has made it invaluble anyway, and with glancing hits being more effective vehicle destroyers than disablers, their ability to hammer quite a few shots per unit on AV11-13 (particularly with the changes to rapid fire) have made the plasmagun a thing of beauty. Gets hot seems pretty irrelevant if you have to roll two 1s in a row before your save. Still possible, but pretty unlikely.

 

So all pretty predictable. More to follow, and thoughts always welcome.

 

Nos

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yeah i have noticed that about plasma and im eventhing of making a plasma cannon long flang unit, for dealing with things like termies. Also TWC have been given a boost, the 12" move followed by the 2xd6 charge with a reroll is awseome and it scares the pants out of people how fast they move now.

 

Skyclaws seem to be a nother unit that have got better, more so if you have a wolf preist leading them.

 

i do feel sorry for blood claws, i just cant see a place for them anymore unless they have a jump pack or a bike, shame, as grey hunters are now just the best troopes IMO in the game, well for now untill a new codex comes out.

Guest Drunk Guardian

I played one game against the Tau and divination is absolutely amazing.

 

My Rune Priest rolled the "ignores cover" power and took the primaris power which allows the unit to re-roll hits... I placed him with a missile fang pack inside a purchased Imperial Bastion...

 

That unit single handedly wiped out more than half of the Tau army. The amount of devastation it unleashed was nothing short of incredible.

I played one game against the Tau and divination is absolutely amazing.

 

My Rune Priest rolled the "ignores cover" power and took the primaris power which allows the unit to re-roll hits... I placed him with a missile fang pack inside a purchased Imperial Bastion...

 

That unit single handedly wiped out more than half of the Tau army. The amount of devastation it unleashed was nothing short of incredible.

Holy, I hadn't thought of that! I have a Tau player in my group and we all hate the Disruption Pods. Now... muhahahahaha!

Wouldn't call it "broken" but it sure as hell is powerful....rerolls to hit? Yes please! Ignore cover saves? Sexy! Improved Warptime? If only it was possible to give this to someone else, but still lovely! Counterattack + Overwatch with BS? Lovely, but not thaaat useful for wolves.... what else was there? oh right....4+ ward save (not sure if it was only against ranged?) for a whole unit? golly....

 

Reading this I kinda feel like indeed it might be a bit broken....but broken in a good way ;-D

I played one game against the Tau and divination is absolutely amazing.

 

My Rune Priest rolled the "ignores cover" power and took the primaris power which allows the unit to re-roll hits... I placed him with a missile fang pack inside a purchased Imperial Bastion...

 

That unit single handedly wiped out more than half of the Tau army. The amount of devastation it unleashed was nothing short of incredible.

 

you mean "on top of"? You can only fire 2 guys out of each middle floor hatch I thought.

Played another game last night - re-iterate the quality of the wolf priest (really prefered enemy) bonuses that can be applied to your plasma squads. Wolfguard with good shooting weapons (e.g. plasma pistol) gain even more as you improve the chance of getting precision shots which can kill a key model (and prevent overheat on your key model). All in all, the 10 grey hunter/wolfguard/wolf priest has now become even better than before, and thats saying something.

 

Also think our blood claw bikes with melta bombs are now very useful - true toughness 5, I10 impact damage, excellent speed and the ability to 3+ hit vehicles moving at any speed (or MCs) with grenades makes them pretty brutal against just about anything. I might be biased - I have 30 bikes :lol:

 

Another thought occurs (not sure if this has been mentioned elsewhere) - with saga of hunter/acute senses combo, whats to stop you putting a wolf priest in a wolf guard pack (tda or otherwise) in a dedicated transport land raider and outflanking it with re-rolls for the side it turns up on? Anything illegal about that? Admittedly they can't assault on the turn they arrive, but they might still be' difficult' for the IG/tau gunline to deal with as they suddenly appear in their deployment zone ;)

Guest Drunk Guardian
I played one game against the Tau and divination is absolutely amazing.

 

My Rune Priest rolled the "ignores cover" power and took the primaris power which allows the unit to re-roll hits... I placed him with a missile fang pack inside a purchased Imperial Bastion...

 

That unit single handedly wiped out more than half of the Tau army. The amount of devastation it unleashed was nothing short of incredible.

 

you mean "on top of"? You can only fire 2 guys out of each middle floor hatch I thought.

 

There are two side facings with three fire ports (windows).

Played Demons on Tuesday for my first 6e game, a couple things I realized from that game:

 

1. Swooping monstrous creatures are freaking scary. He had a bloodthirster and fateweaver (both flying MC's), the thirster luckly scattered in between two full man grey hunter squads turn 1 and didn't get off the ground because of 32 bolter shots and 3 melta guns. The fateweaver swooping is pretty impossible to kill. Hit on 6's, 3+ invulnerable that re-rolls. His vector strikes weren't doing much, but shooting two of his powers every turn while flying around got annoying. I can only imagine a hive tyrant or harpy...*shudder*

 

2. Remember to use grenades, they are wonderful against deepstriking units. His poor pink horrors. I must say a thunder wolf calv throwing a frag grenade before it charges is just added insult.

 

3. Monstrous creatures are brutal. They have AP 2 and strike at their initiative. They have Smash, so they wreck walkers.

 

4. My TWC charged a squad of 8 pink horrors. He proceeded to get 24 snap shots from their assault 3 weapons. That scared me a little bit, but the chaos gods must have a plan for my wolves because he rolled horribly the whole game. Snap shot can be deadly, be careful charging units with high rates of fire. My 10 man GH squad took out three bloodletters when they charged me.

 

5. Sure Divination is great, but I figured I would roll Biomancy since my runepriest had saga of the beastslayer and rolled the 1 extra Victory point for his warlord ability. I got Iron Arm and Life Leech, it was mean. He personally killed three demon princes. Also gained three wounds through out the game, so I have a special love for Life Leech now. Also Eternal Warrior and have a strength and toughness of 6 (on average) was pretty damn amazing for challenges. I really like my TDA challenger rune priest, he'll be staying in my army.

 

6. Snap shot plus counter-attack is amazing. Assault armies are really going to struggle against us.

Another thought occurs (not sure if this has been mentioned elsewhere) - with saga of hunter/acute senses combo, whats to stop you putting a wolf priest in a wolf guard pack (tda or otherwise) in a dedicated transport land raider and outflanking it with re-rolls for the side it turns up on? Anything illegal about that? Admittedly they can't assault on the turn they arrive, but they might still be' difficult' for the IG/tau gunline to deal with as they suddenly appear in their deployment zone :blink:

 

Nothing against the rules with that at all, as far as I can figure.

 

Valerian

Another thought occurs (not sure if this has been mentioned elsewhere) - with saga of hunter/acute senses combo, whats to stop you putting a wolf priest in a wolf guard pack (tda or otherwise) in a dedicated transport land raider and outflanking it with re-rolls for the side it turns up on? Anything illegal about that? Admittedly they can't assault on the turn they arrive, but they might still be' difficult' for the IG/tau gunline to deal with as they suddenly appear in their deployment zone <_<

 

Nothing against the rules with that at all, as far as I can figure.

 

Valerian

 

Yes, a very harsh reality for some people when I run my LRR coming in with tasty Redeemer flamers and multi-melta goodness.

Using divination primaris power with a Long Fang pack will net you on average 1.1 extra missile hits a turn. I'd rather be shooting d6 str 7 a turn, at a separate target, and not have to be anywhere near the long fangs. Getting the ignore cover power is a 1 in 3ish shot, and even then you can't use it on the same turn as your primaris power unless you spend an extra 50 points, and by then you could have a whole second long fang pack with points to spare.

 

Divination is still great, but not for Long Fangs.

Played two games last night, both against a DE player.

 

First game was 500 points, part of our "learning the new edition" escalation league we started up.

 

Pretty short, Scouring with the diagonal deployment; had night fight first turn, so he gunned his raider up to unload his archon and wyches, while his warriors hung back, and popped a grey hunter with his dark lance.

 

My turn 1 was pretty ineffective; GH and RP hung in the ruins to receive the assault (Shooting against a 2+ cover Raider yielded no damage), while my TWL and 1 man TWC unit hung out of LOS behind a building for the counter.

 

His turn two got him lined up for an assault, but my snapfire was good enough to kill a wych, denying his charge. In return, the GH pack opened up a volley of fire while the TWC hit the wyches.

 

Archon challenged my TWL, but couldn't punch through the RA save, I did 2 wounds, but won the combat and beat him on the sweep. After that, it was just mop up, and I ended up tabling him.

 

 

Game 2 was 1500 points. He took some eldar allies, I took no allies as I'm still putting together my Vostroyan contingent. But I did take Bjorn, because he's a boss :(

 

I punched hard with an alpha strike worthy of Russ himself; first turn pod behind his lines with a WP and WGT unit armed up with plasma. The fangs dropped two raiders, and the plasma opened up on his incubi, though the Priest did a wound to himself from "gets hot!" in spite of the reroll and his 2+ armor save. They proceeded to tie up the incubi, Drazhar and the Archon for almost the entire game, keeping them off the rest of my force.

 

When he pushed forward with his wyches, my massed fire put his transports down, and my second pod's GH pack, plus my foot squad backed up by Bjorn, applied enough firepower to largely break his army. I had tried out some swiftclaws, and while they tarpitted a final wych squad, they didn't really do a whole lot for me. No matter, as they were a place holder while I get my IG together. He had a Voidwing that gave me a bit of trouble, but some lucky snapshooting from my fangs took 2 HP and a Void lance off of it, sending it screaming off the board in fear.

 

Eldar runes usually give me trouble, but a lucky roll on my part saw me cast a power turn 1, and after turn 2, the farseer had bitten the dust in a challenge against the WGT in my pod GH pack.

 

All told, I pulled a pretty solid victory by hold my C&C objective, and driving him off of his, though he picked up the VP for my warlord, while I picked up the VP for first blood. No one held the linebreaker VP at the end, as nearly all his troops were dead or scattered, and my one GH squad still up (of the 2 I took to battle) was holding my objective in the back.

Played a large 2k allied game with a guard player against another SW player ( ik ik..) and a chaos space marine player.

 

A Warlord terminator Runepriest with personal trait - counts as scoring in a unit of Sniper Wolf Scouts firing off living lightning and throwing up tempest wraith is ridiculously amazing. They ended up managing to kill two demon princes, Ragnar, 5 or 6 wolf guard, a squad of plague marines and a rhino. Also, if you take them .. don't forget to take also replace the wolf scouts secondary weapon for a boltgun in case you get charged.

 

Also.. Puppet master( telepathy) being cast on a squadron of Leman Russ tanks is NOT fun at all >.< Ended up losing a squad of GHs + Termi WG in cover from the one time the power got through.

 

Telekinesis can be a bit of a bust at times. It has it's moments but largely ineffective. Though watching Typhus taking a Crush Str 10 Ap1 wound was rather funny.

 

Hull points are just a tad bit stupid. Watching two landraiders getting wrecked via lose of Hull points while two razorbacks survive the entire game on one hull point each is going to frustrate people to no end. My club is going to double the amount of hull points each vehicle gets, Glancing gets to roll 1-3 Crew Shaken, 4-5 Crew Stunned, 6 Lucky shot to the fuel tank roll once on the penetration table, Also add extra armour gives an additional hull point.

 

Also there was confusion about SW stopping psychic powers. We all agreed that they obviously get the 24" 4+ stop anything rule. However, when we got to the Wolftail (5+ negating) activation there was an argument over wither or not we get this plus the Runeweapon negation. Anyone encountered this problem yet or have any thoughts on the matter?

had my first game

vehicles a lot quicker

loved the overwatch power my lf got charged by a warboss on a bike and he died before got in to cc

but still wanted my living lightning

twc are lot quicker now 12+d6 with a reroll is nice

lots of units got two part movement which allows you to wait and see before making a decision ce

You get all three.

 

@Khine - why do you say you should take a bolter as secondary for charges? It is effectively the same as a bolt pistol.

 

Sorry i should have been a bit more clear. Being charged, so that they each get 2 bolter shots each for overwatch.

 

Pretty sure you cannot use rapid fire for snap shots.

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