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Equipment and Gear Loadouts


Cailegrim

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As this isn't an "army list" per se, I figured here would be a good place to put it. As I have noted on other posts, I generally play casual games and I am more interested in a fun narrative, moving my little soldiers around, and aesthetic. This, however, doesn't mean that I want to so gimp myself that my lord and his men don't get to create any sagas for themselves. So, I would seek the advice of more experienced players to comment on any glaring problems with my equipment loadouts.

 

Steinar Thunderborn: WG Battle Leader on Thunderwolf with frost axe and storm shield; wolftooth necklace

 

Steinar Thunderborn (Unmounted variant): plasma pistol and powerfist (open-fingered model, so can also call it a wolf claw if better); runic armor; wolftooth necklace; saga of the beastslayer

 

Thunderwolf Cavalry "escort":

Vandred Windtamer: Thunderhammer and storm shield;

Eiger Snowcutter & Folkmar Yellowmane: BP's and CCW's

 

Should I replace the Thunderhammer with a "power maul" or "Frost hammer" (using counts as rules)

 

Cailegrim Stormcaller, Rune Priest: Master of Runes; TDA; Runic Staff and stormbolter; saga of the beastslayer. (Using the Njal Stormcaller model for this)

 

Arngrim Stormslayer, Rune Priest: Runic Axe and bolt pistol; Runic armor - I mainly use him for casting psychic attacks, so didn't think spending points on too much was worth it.

 

Arvindr the Black: Lone wolf in PA with Frost Sword and Storm Shield; Mark of the Wulven; accompanied by 1 or 2 fenrisian wolves

 

Wolf Guard TDA:

Folkmund Wyrmslayer: Thunderhammer and Storm Shield

Hreidar Ingmar: Chainfist and assault cannon

Griotgard Redhammer: Frost Axe and Storm Shield

Heming Waykeeper: Wolf Claw and Stormbolter

Haldvan One-eye: Chainfist and Stormbolter

 

I am also going to pick up another box of TDA as I really love the models. I am going to use one to make my WL in TDA and another to make a Lone Wolf in TDA; That would leave three for WG, how would you kit them out? Aside from a cyclone missile launcher as I don't like how that looks ... 3 wolf claws?

 

 

For troops, I have three units of grey hunters.

 

Yngvar's GH: 10 men led by a wolf guard with boltpistol and powersword in PA; have wolf standard

 

Brams' GH: 10 men led by a wolf guard with combi-melta and powerfist in PA; 1 power axe; 2 meltaguns

 

Jarl's GH: 10 men led by wolf guard with bolter and powerfist; melta bombs in PA; 1 plasma pistol; 2 plasmaguns

 

 

For Long Fangs, I have two 5 man units; 1 has 2 missile launchers and 2 lascannons and 1 has 2 missile launchers and 2 plasmacannons

 

 

After reading another post discussing the merits of Powerfists, I realized I will probably get rid of them. I never really liked their aesthetic anyway. Would it be viable to replace the powerfists on the two WG leading my GH with wolf claws?

 

Any other thoughts on how I have my forces kitted out. Again, this is not an army list, but rather the pool of models from which I will eventually build my lists. I like to have everything done up in advance and then just plug and play with only minor equip modifications to get into point limits.

 

Thanks!

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As this isn't an "army list" per se, I figured here would be a good place to put it. As I have noted on other posts, I generally play casual games and I am more interested in a fun narrative, moving my little soldiers around, and aesthetic. This, however, doesn't mean that I want to so gimp myself that my lord and his men don't get to create any sagas for themselves. So, I would seek the advice of more experienced players to comment on any glaring problems with my equipment loadouts.

 

Steinar Thunderborn: WG Battle Leader on Thunderwolf with frost axe and storm shield; wolftooth necklace

 

I'd give him a Thunderhammer for the S10 attacks. You're already Unwieldy with the Axe, and not getting the extra attack from a Pistol, since you've got the Shield. No reason not to upgrade from S6 to S10.

 

Steinar Thunderborn (Unmounted variant): plasma pistol and powerfist (open-fingered model, so can also call it a wolf claw if better); runic armor; wolftooth necklace; saga of the beastslayer

 

Thunderwolf Cavalry "escort":

Vandred Windtamer: Thunderhammer and storm shield;

Eiger Snowcutter & Folkmar Yellowmane: BP's and CCW's

 

Should I replace the Thunderhammer with a "power maul" or "Frost hammer" (using counts as rules)

 

No, keep it as a Thunderhammer.

 

Cailegrim Stormcaller, Rune Priest: Master of Runes; TDA; Runic Staff and stormbolter; saga of the beastslayer. (Using the Njal Stormcaller model for this).

 

Mast of Runes is expensive, and might not be worth it. Especially if you keep the SW codex powers, you might want to drop that option.

 

Arngrim Stormslayer, Rune Priest: Runic Axe and bolt pistol; Runic armor - I mainly use him for casting psychic attacks, so didn't think spending points on too much was worth it.

 

Arvindr the Black: Lone wolf in PA with Frost Sword and Storm Shield; Mark of the Wulven; accompanied by 1 or 2 fenrisian wolves

 

Drop the Mark of the Wulfen; you can't combine it with special close combat weapon attacks, so it is a huge waste of points. Frost Sword will be just fine.

 

Wolf Guard TDA:

Folkmund Wyrmslayer: Thunderhammer and Storm Shield

Hreidar Ingmar: Chainfist and assault cannon

Griotgard Redhammer: Frost Axe and Storm Shield

Heming Waykeeper: Wolf Claw and Stormbolter

Haldvan One-eye: Chainfist and Stormbolter

 

You've only got one close combat weapon that attacks at Initiative (the Wolf Claw), as all of the rest are Unwieldy. I'd recommend that you give that first model (Folkmund), a Wolf Claw, instead of the Thunderhammer. You've got two Chainfists in the pack and don't really need the Thunderhammer.

 

I am also going to pick up another box of TDA as I really love the models. I am going to use one to make my WL in TDA and another to make a Lone Wolf in TDA; That would leave three for WG, how would you kit them out? Aside from a cyclone missile launcher as I don't like how that looks ... 3 wolf claws?

 

For your Lone Wolf in TDA I would definitely go with Chainfist and Storm Shield. There is another thread in The Fang with a discussion on that and the reasons why I support it. For your 3 new Wolf Guard in TDA, I'd just ensure that you have a plan for them. I'd definitely consider making some Combi-Plasma or Combi-Meltas for them - definitely worth it for just 5 points more.

 

For troops, I have three units of grey hunters.

 

Yngvar's GH: 10 men led by a wolf guard with boltpistol and powersword in PA; have wolf standard

 

Brams' GH: 10 men led by a wolf guard with combi-melta and powerfist in PA; 1 power axe; 2 meltaguns

 

Jarl's GH: 10 men led by wolf guard with bolter and powerfist; melta bombs in PA; 1 plasma pistol; 2 plasmaguns

 

How are these three packs getting around the battlefield?

 

For Long Fangs, I have two 5 man units; 1 has 2 missile launchers and 2 lascannons and 1 has 2 missile launchers and 2 plasmacannons

 

That works for now, but I'd definitely add a 6th man, and 5th Heavy Weapon to each pack. Might as well take advantage of this capability. An extra ML guy for each pack would work, or use a Heavy Bolter model for each to act as the "meatshield".

 

After reading another post discussing the merits of Powerfists, I realized I will probably get rid of them. I never really liked their aesthetic anyway. Would it be viable to replace the powerfists on the two WG leading my GH with wolf claws?

 

Yes it would.

 

Any other thoughts on how I have my forces kitted out. Again, this is not an army list, but rather the pool of models from which I will eventually build my lists. I like to have everything done up in advance and then just plug and play with only minor equip modifications to get into point limits.

 

Thanks!

 

You've got a good start. I'd seriously think about how you are going to achieve operational and tactical mobility for your army. As it looks, only the Cavalry unit has any mobility, and everyone else is walking. 5 out of 6 missions are Objective-based and require you to move around the battlefield.

 

Valerian

WOW! Thanks for the detailed response and advice.

 

I tend to play footslogging armies, hence the absence of vehicles. Never played missions, so not sure how I will add mobility. Will need to think about that.

 

Also, with regard to the mark of the wulfen ... you can't use special weapons with the additional attacks, only basic weapons? So, who would you give the mark of the wulven to?

 

Thanks again.

WOW! Thanks for the detailed response and advice.

 

I tend to play footslogging armies, hence the absence of vehicles. Never played missions, so not sure how I will add mobility. Will need to think about that.

 

Without playing to the mission scenario victory conditions, how have you determined who wins? If your own group of buddies uses its own system, that's fine, but most folks are going to expect you to okay the standard missions from the BYB.

 

Also, with regard to the mark of the wulfen ... you can't use special weapons with the additional attacks, only basic weapons? So, who would you give the mark of the wulven to?

 

Never give MotW to your HQ units (Independent Characters). It isn't worth it on them, so just stick with regular SCCWs. MotW is terrific, however, on regular "joe trooper", so by all means give the upgrade to one model in each of your Grey Hunter packs, and you can even give it to one of your Wolf Guard. You could give it to a Lone Wolf, too, but I prefer giving mine a Chainfist.

 

Basic rule of thumb is that SCCWs are better (more reliable), especially for characters that already get several attacks. MotW is good for models with low number of attacks and/or models that can't otherwise get an SCCW.

 

Valerian

Most of the time an HQ will have access to weapons upgrades that will be better options that a D6 +1 attack and rending on a 6.

 

I usually don't give the mark to anything other than a Grey Hunter (I never run Blood Claws) because my MOtW rolls are usually above average and since it's on a model with a single attack stat, gaining even one more hit with the possibility of rending is worth the meager points spent of the upgrade.

 

The only case when I will give the MOtW to an upgraded character is a Lone Wolf. LW/TDA/PP/SS/2x Fenrisian Wolves He still gets the 3+ invulnerable save and can shoot plasma death as he nears close combat, but then goes all furries once the fists start flying.

 

End of Line

@Valerian: with regard to missions, I've only recently started playing. We just kill each other and whoever is left standing wins. Eventually, we'll start doing missions.

 

@Both: Thanks for the explanation. So, I take it that you don't actually have a melee weapon to be used in CC, as even a pistol will count as a CCW.

 

Thanks again for the great info. Learning alot.

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