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TWC and 6th


Toasterfree

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I will be testing a squad of fen wolves with a TH/SS runic armor WL on a TWM, Canis and Allied Kor'sarro Khan. If I am not mistaken, the FAQ states that Canis gives fen wolves the ability to reroll Ld tests. Since he is attached to the squad, they would get to reroll their LD 10 as they use the highest ld in the unit correct? This way I can choose to tank hits with the appropriate character while the other two tear into the rest hopefully winning combat.
Sorry Toaster.

 

TWC are great. There's just so much we can do with them. The new rules for sixth are still seeping in so more and better build will depend on some of the new stuff.

 

Any idea on how building an effective army around them?

 

I decided to build a TWC-based army since they day the new models appeared on WD. However when I started to think about the list the 5th Edition was about to come to an end, thus I awaited 6th edition.

 

Any help would be very appreciated...

Thunderwolves are fairly simple as a unit, their greatest function is their ability to act as a solid melee supporting unit, the solid platform for melee special weapons and a good charge range. If your building an army around them, there are two styles.

 

To deathstar them, which means making it a large unit with A wolf lord in Runic Armour that can then proceed to spilt off and wreak havok and absorb missle fire.

 

Or to make multiple, smaller packs to take more special weapons. Two, 3 man packs with a Thunder Hammer or simlar weapons cost around 360 points for 12 wounds total that can engage seperate targets, which is easy to upgrade with a storm sheild or two and can cover larger areas without breaking the bank.

Thunderwolves are fairly simple as a unit, their greatest function is their ability to act as a solid melee supporting unit, the solid platform for melee special weapons and a good charge range. If your building an army around them, there are two styles.

 

To deathstar them, which means making it a large unit with A wolf lord in Runic Armour that can then proceed to spilt off and wreak havok and absorb missle fire.

 

Or to make multiple, smaller packs to take more special weapons. Two, 3 man packs with a Thunder Hammer or simlar weapons cost around 360 points for 12 wounds total that can engage seperate targets, which is easy to upgrade with a storm sheild or two and can cover larger areas without breaking the bank.

 

What would you suggest, the death star or the smaller packs?

Anyway since I plan to build a 2000pts army I'll have room for other stuff (the so called supporting units: long range fire support, counter-charge etc)

I believe a Lord on TW would be a good choice for both options.

Thunderwolves are fairly simple as a unit, their greatest function is their ability to act as a solid melee supporting unit, the solid platform for melee special weapons and a good charge range. If your building an army around them, there are two styles.

 

To deathstar them, which means making it a large unit with A wolf lord in Runic Armour that can then proceed to spilt off and wreak havok and absorb missle fire.

 

Or to make multiple, smaller packs to take more special weapons. Two, 3 man packs with a Thunder Hammer or simlar weapons cost around 360 points for 12 wounds total that can engage seperate targets, which is easy to upgrade with a storm sheild or two and can cover larger areas without breaking the bank.

 

What would you suggest, the death star or the smaller packs?

Anyway since I plan to build a 2000pts army I'll have room for other stuff (the so called supporting units: long range fire support, counter-charge etc)

I believe a Lord on TW would be a good choice for both options.

 

I am always inclined to smaller packs. Deathstars are crazy duriable, but I prefer the idea of spreading my threats out then creating a single unit of mega death that can be blasted with everything and fed small units.

 

Main issue is, buying and using a Thunderwolf Lord makes them deathstars by defination, though I heard some epic legends about Wolf Lords ripping into unit after unit and with the changes to mech, being able to destory transports in a predictable manner and characters to issue challanges to means there is always something your pack and lord can be getting their teeth into. Though I would typically send the Lord off on his own when he gets closer so that they can fight seperate units or act together to slam into more powerful melee units. Again, I don't run a wolf lord as yet so it's a lot of theory hammer on my end. 2000 points makes it all easily accomplishable though and higher movement speed means that they can easily get to exactly where they want to be.

Thunderwolves are fairly simple as a unit, their greatest function is their ability to act as a solid melee supporting unit, the solid platform for melee special weapons and a good charge range. If your building an army around them, there are two styles.

 

To deathstar them, which means making it a large unit with A wolf lord in Runic Armour that can then proceed to spilt off and wreak havok and absorb missle fire.

 

Or to make multiple, smaller packs to take more special weapons. Two, 3 man packs with a Thunder Hammer or simlar weapons cost around 360 points for 12 wounds total that can engage seperate targets, which is easy to upgrade with a storm sheild or two and can cover larger areas without breaking the bank.

 

What would you suggest, the death star or the smaller packs?

Anyway since I plan to build a 2000pts army I'll have room for other stuff (the so called supporting units: long range fire support, counter-charge etc)

I believe a Lord on TW would be a good choice for both options.

 

I am always inclined to smaller packs. Deathstars are crazy duriable, but I prefer the idea of spreading my threats out then creating a single unit of mega death that can be blasted with everything and fed small units.

 

Main issue is, buying and using a Thunderwolf Lord makes them deathstars by defination, though I heard some epic legends about Wolf Lords ripping into unit after unit and with the changes to mech, being able to destory transports in a predictable manner and characters to issue challanges to means there is always something your pack and lord can be getting their teeth into. Though I would typically send the Lord off on his own when he gets closer so that they can fight seperate units or act together to slam into more powerful melee units. Again, I don't run a wolf lord as yet so it's a lot of theory hammer on my end. 2000 points makes it all easily accomplishable though and higher movement speed means that they can easily get to exactly where they want to be.

 

Thanks for the advice.

 

Do you think 2x3 TWC is a good choice at 2000pts or could I field more TW without making the army less effective? (you know less model, less fire support etc..)

Hammer+Storshield is still an effective build for the TW Lord or should I prefer something that allow him to strike at base I?

I know this topic is meant to be only for TWC but I wonder if fenrisian wolves pack may be useful.

I'd suggest WC/SS or FB (Frost Blade) and SS - this allows him to strike at I and either re-roll hits (Claw) or got for +1 Str (Frost), meaning that both in challenges and in normal combats he'll be better off without losing the SS protection, then I'd go for the unit he'd start with having a TH/SS guy and 2 other SS, this will give them the oomph to take out most things they come across inc. MCs and Dreads.

 

I feel that 2 3 Man TWC packs will be more diverse and suggest having a play around before adding more - as you still have to bare in mind that due to new rules (unless you're playing The Scouring mission) your TWC won't be scoring, so you'll either need supporting fire that travels with (allied flyers such as StormChickens, Plasbacks, LRs etc.), very long range units (Rifleman Dreads, lots of Las or Whirlwinds) or a fair few units that pod in such as Dreads, GH Packs or TDAWGs.

 

Potentially you may find that having Saga of the Wolfkin on your Lord and taking FWs as your troops - giving you a cheap, reliable core that can travel with them, and that he can join - will help your more.

yes WG are ch, but i think the FAQ it says that they are only ch when they are leading a pack.

 

please can we stick with TWC.

 

i understand that fen wolves can be taken. but i am asking SPECIFICALLY about TWC

 

 

In terms of WG and Ch. It only states that WG Pack Leaders also get character trait. it does not exclude units of WG from having Ch. Furthermore, the BR states that both pack leaders and WG are "Ch".

 

It does not designate cyberwolves as "Ch" so that answers my earlier question.

I'd suggest WC/SS or FB (Frost Blade) and SS - this allows him to strike at I and either re-roll hits (Claw) or got for +1 Str (Frost), meaning that both in challenges and in normal combats he'll be better off without losing the SS protection, then I'd go for the unit he'd start with having a TH/SS guy and 2 other SS, this will give them the oomph to take out most things they come across inc. MCs and Dreads.

 

I feel that 2 3 Man TWC packs will be more diverse and suggest having a play around before adding more - as you still have to bare in mind that due to new rules (unless you're playing The Scouring mission) your TWC won't be scoring, so you'll either need supporting fire that travels with (allied flyers such as StormChickens, Plasbacks, LRs etc.), very long range units (Rifleman Dreads, lots of Las or Whirlwinds) or a fair few units that pod in such as Dreads, GH Packs or TDAWGs.

 

Potentially you may find that having Saga of the Wolfkin on your Lord and taking FWs as your troops - giving you a cheap, reliable core that can travel with them, and that he can join - will help your more.

 

The only problem with WC or Frost blade is their AP3: the Lord will struggle against 2+ save characters in challanges. However striking at I1 may unpleasing sometimes but he will still have a 2+/3++ save.

It's tough choice.

 

I think I'll include at least two (possibly even three) Long Fangs units as long range support; then a good number of Grey Hunters and see how many points left I have.

Unlocking wolves as troops is a nice way to increase the models count (even though they cannot score). Canis can be useful for this purpose, if we want to give the other lord a different saga (there are several weapons/powers etc that can inflict ID to a T5 model. Failing a 3++ save versus a vindicator's shot, for example).

My testing of a wolf lord

with

 

Wolf claw, thunderhammer, Belt of russ and runic armour on Thunderwolf has been very successful

 

He gets more attacks than the stormshield variety and can choose whether to go at I or get AP2 attacks making him very good in challenges and helping make sure the TWC don't get stuck

 

Look out sir makes up for most the loss of protection from the Storm shield as those attacks can be sent to the other SS users in the unit

Also Runic armour is so much better now as there are a lot fewer weapons that strike at I that penetrate it

My testing of a wolf lord

with

 

Wolf claw, thunderhammer, Belt of russ and runic armour on Thunderwolf has been very successful

 

He gets more attacks than the stormshield variety and can choose whether to go at I or get AP2 attacks making him very good in challenges and helping make sure the TWC don't get stuck

 

Look out sir makes up for most the loss of protection from the Storm shield as those attacks can be sent to the other SS users in the unit

Also Runic armour is so much better now as there are a lot fewer weapons that strike at I that penetrate it

 

Very Interesting.

 

Can we use look out sir during a challange? I suppose the characters have to fight each other alone. Any info on that?

 

Anyway, I may be wrong but Wolf Claw and Thuderhammer seem more "fluff-wise" to me. I suppose a Wolf Lord would prefer additional weapons to additional protection, just my opinion, though.

My testing of a wolf lord

with

 

Wolf claw, thunderhammer, Belt of russ and runic armour on Thunderwolf has been very successful

 

He gets more attacks than the stormshield variety and can choose whether to go at I or get AP2 attacks making him very good in challenges and helping make sure the TWC don't get stuck

 

Look out sir makes up for most the loss of protection from the Storm shield as those attacks can be sent to the other SS users in the unit

Also Runic armour is so much better now as there are a lot fewer weapons that strike at I that penetrate it

 

Very Interesting.

 

Can we use look out sir during a challange? I suppose the characters have to fight each other alone. Any info on that?

 

Anyway, I may be wrong but Wolf Claw and Thuderhammer seem more "fluff-wise" to me. I suppose a Wolf Lord would prefer additional weapons to additional protection, just my opinion, though.

 

I went with wolf claw and powerfist for mine.

 

Very Interesting.

 

Can we use look out sir during a challange? I suppose the characters have to fight each other alone. Any info on that?

 

Anyway, I may be wrong but Wolf Claw and Thuderhammer seem more "fluff-wise" to me. I suppose a Wolf Lord would prefer additional weapons to additional protection, just my opinion, though.

 

I went with wolf claw and powerfist for mine.

 

Nope no LOS in challenges

This is countered by being able to pick your weapon of choice and that virtually all opponents able to beat your RA will go at I1

 

@LR just like a TH appearance wise looks wolfier

Aye, though it struggles to deal with really heavy combat units due to the lack of storm sheild. Unless one opts for a belt of Russ which makes a Wolf Lord sour to incredable costs. How I see it?

 

Power weapon (Fist and Axe excluded) will rip through standard units quite easily, but will struggle against real combat units.

 

Hammer will do more damage to hammer units due to strength 10 hits and can reduce a mega character to I1, but is somewhat more exposed to basic attacks due to lack of fast weapon to wittle through the attacks.

 

Both will have the flexability to deal with either acceptably, but struggles against high quaility shooting, such as meltaguns, Lascannons and Plasma, and will probably lose out to a Hammerlord. Though thats why a small escort gets him into combat in the first place.

 

Very rock paper sissors. Lords get better for being unaffected by the mech changes and gain a great advantage of being able to call challanges to stay in combat and isolate characters, but on the same token is forced to chose between greater speed, power, or durability vs certain types of shooting.

 

Almost has me shivering though, the idea of taking a lord is appealing a little more since using the Rhinos as first turn speed while laying down a blanket of supressive fire via long fangs, plasma and melta in the later turns and swarming their units sounds fun.

Now lets expand on this wolf lord. Take Saga of the Warrior born, get, lets say 4 kils in the first round, a mega character rolls in on you, and challenges you. Now you got your base 5 attacks plus 4 more. Now you can swing that thunderhammer 9 times......just sick....

 

I dont know about the rest of you, but I know what I am doing tomorrow :D Making a new wolflord!

 

Very Interesting.

 

Can we use look out sir during a challange? I suppose the characters have to fight each other alone. Any info on that?

 

Anyway, I may be wrong but Wolf Claw and Thuderhammer seem more "fluff-wise" to me. I suppose a Wolf Lord would prefer additional weapons to additional protection, just my opinion, though.

 

I went with wolf claw and powerfist for mine.

 

Nope no LOS in challenges

This is countered by being able to pick your weapon of choice and that virtually all opponents able to beat your RA will go at I1

 

@LR just like a TH appearance wise looks wolfier

 

I was quite sure on LOS in challanges ;)

 

Aye, though it struggles to deal with really heavy combat units due to the lack of storm sheild. Unless one opts for a belt of Russ which makes a Wolf Lord sour to incredable costs. How I see it?

 

Belt costs 5 points less than Stormshield but you get a 4++ invul save versus 3++. Anyway with the two weapons he may be a very versatile fighter. He won't be cheap, of course.

 

Both will have the flexability to deal with either acceptably, but struggles against high quaility shooting, such as meltaguns, Lascannons and Plasma, and will probably lose out to a Hammerlord. Though thats why a small escort gets him into combat in the first place.

You have a 3 wounds model that cannot be instant killed by every with less than S10. You can even make him eternal warrior. as said before he will not be cheap.

Now lets expand on this wolf lord. Take Saga of the Warrior born, get, lets say 4 kils in the first round, a mega character rolls in on you, and challenges you. Now you got your base 5 attacks plus 4 more. Now you can swing that thunderhammer 9 times......just sick....

 

I dont know about the rest of you, but I know what I am doing tomorrow :lol: Making a new wolflord!

 

 

Where you talking about my build?

 

if so it would be 4 Attacks base +1 attack 2 specialist weapons +1 attack TWM +4 SoWB=10Attacks

 

as they have changed the way specialist weapons rule is written

(would like an FAQ to confirm its not a mistake)

Now lets expand on this wolf lord. Take Saga of the Warrior born, get, lets say 4 kils in the first round, a mega character rolls in on you, and challenges you. Now you got your base 5 attacks plus 4 more. Now you can swing that thunderhammer 9 times......just sick....

 

I dont know about the rest of you, but I know what I am doing tomorrow :lol: Making a new wolflord!

 

 

Where you talking about my build?

 

if so it would be 4 Attacks base +1 attack 2 specialist weapons +1 attack TWM +4 SoWB=10Attacks

 

as they have changed the way specialist weapons rule is written

 

Interesting, indeed.

 

So you suggest Saga of the Warrior born?

I alway though giving the Saga of the Bear would be a good idea...

The problem with the SoWB is that you may be unable to charge a unit in the turn you can use your bonus attacks. Another unit can be out of range or your opponent can move it out of range, you may fail your charge etc..

 

Beside there are a lot of weapons/abilities that can instant kill a T5 model: S10 nemesis hammers, force weapons, wraithguards weapons (we don't see many of them but if they will release plastic kit when the new Eldar codex will be out; we'll meet more of them), Dreads, S10 MCs etc..

 

If your Lord fails a single invul save against the above attacks he is dead.

 

Anyway I really like your two specialist weapons build. You just lose a single invul "point" (4++ from belt instead 3++ from stormshield) but you get a versatile CC fight who is very "fluff-like".

Interesting, indeed.

 

So you suggest Saga of the Warrior born?

I alway though giving the Saga of the Bear would be a good idea...

The problem with the SoWB is that you may be unable to charge a unit in the turn you can use your bonus attacks. Another unit can be out of range or your opponent can move it out of range, you may fail your charge etc..

 

Beside there are a lot of weapons/abilities that can instant kill a T5 model: S10 nemesis hammers, force weapons, wraithguards weapons (we don't see many of them but if they will release plastic kit when the new Eldar codex will be out; we'll meet more of them), Dreads, S10 MCs etc..

 

If your Lord fails a single invul save against the above attacks he is dead.

 

Anyway I really like your two specialist weapons build. You just lose a single invul "point" (4++ from belt instead 3++ from stormshield) but you get a versatile CC fight who is very "fluff-like".

 

 

I have been taking Saga of the Bear. For those str 10 attacks.

 

 

I was just correcting his example if he was talking about my build

Interesting, indeed.

 

So you suggest Saga of the Warrior born?

I alway though giving the Saga of the Bear would be a good idea...

The problem with the SoWB is that you may be unable to charge a unit in the turn you can use your bonus attacks. Another unit can be out of range or your opponent can move it out of range, you may fail your charge etc..

 

Beside there are a lot of weapons/abilities that can instant kill a T5 model: S10 nemesis hammers, force weapons, wraithguards weapons (we don't see many of them but if they will release plastic kit when the new Eldar codex will be out; we'll meet more of them), Dreads, S10 MCs etc..

 

If your Lord fails a single invul save against the above attacks he is dead.

 

Anyway I really like your two specialist weapons build. You just lose a single invul "point" (4++ from belt instead 3++ from stormshield) but you get a versatile CC fight who is very "fluff-like".

 

 

I have been taking Saga of the Bear. For those str 10 attacks.

 

 

I was just correcting his example if he was talking about my build

 

Understood :P

I think I'll use your build. I could add one or more Rune Priest (they seem to be currently an auto-include), 2x3TWC units, long fangs, troops units and see how many points are left.

Perhaps I'll finally succeed in playing my "Charge of the Thunderwolves" army :woot:

I'm still running the same unit of TWC I ran in 5th.

Wolf Lord, thunderwolf, runic armour, storm shield, lightning claw, saga of the bear, wolf tooth necklace

4x TWC, BP/CCW, CCW/SS, CCW/SS, TH/BP

 

I played my friends Death Guard. I still took SoB because he often fields daemon princes and defiler. The LC is great for some I5 deliciousness.

My Wolf Lord completely demolished his lord with daemon weapon thanks to the runic armour (totally worth it now! I'm taking it on all my HQ)

 

I had a rune priest with jump pack with some sky claws running along with the TWC. there is a biomancy spell which name i forgot, but it gives a unit FNP and It will not die.

I had him cast it on the TWC unit and they... well, lets just say they didn't die!

I was quite lucky on my rolls, but I managed to take a boatload of fire and still end the game with only one wounded TWC. I must have regenerated around 8 wounds over the course of the game, the ones that got through my shield and FNP.

 

I guess it would have gone differently if my opponent had focussed on my rune priest to take him out instead of wasting his shots on my TWC.

 

Well, I'm now painting up a rune priest on a bike to go with my TWC. If I read the rules correctly, a IC can only join units of wolves of either flavour, but there is no restriction on whom the TWC can be joined by.

Well, I'm now painting up a rune priest on a bike to go with my TWC. If I read the rules correctly, a IC can only join units of wolves of either flavour, but there is no restriction on whom the TWC can be joined by.
which is seen by many as an oversight. I've assembled 2 Wolf Priests on bike aswell, just in case it remains a legal setup.

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