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Fast Wolves


narf

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So with the general theme of 6th seeming to concentrate om infantry, how would the following work as an army:

 

HQ - Rune Priest, Runic armour, Melta Bombs (biomancy)

HQ - Wolf Priest, Runic Armour, Jump pack, Melta Bombs (preferred enemy infantry)

HQ - Rune Priest, Runic Armour, jump pack (biomancy)

 

7 x GH, Melta Gun, MOTW, Drop pod (attach Rune Priest, attach Wolf guard in TDA)

8 x GH, Melta Gun, MOTW, Drop pod (attach Wolf guard in TDA)

8 x GH, Melta Gun, MOTW, Drop pod (attach Wolf guard in TDA)

8 x GH, Melta Gun, MOTW, Drop pod (attach Wolf guard in TDA)

 

4X WG, 4x TDA, 4x Combi Plasma, 4x chainfist, drop pod (empty)

 

1x Lone Wolf, TDA, Wolf Claw, Melta bombs

1x Lone Wolf, TDA, combi plasma, Melta Bombs

 

10x Skyclaws, MotW (attach WP)

10x Skyclaws, MotW (Attach RP)

 

All this comes in around 1750.

 

The method to my madness is on the assumption that troop units in dedicated transports that have to deepstrike, dont count towards the 50% reserve limit.

 

I should them be able to deepstrike all the GH (3 in the first turn, 1 in the 2nd with the empty pod) alongside one unit of skyclaws if i want.

 

I will start with a unit of Skyclaws & character on the table, and 2 lone wolves.

 

Skyclaws suddenly seem a good (or better) option under 6th, especially with their HoW attack, and then 4 attacks each afterwards. Along side this, the fact krak grenades can be used on vehicles and Monstrous creatures, also improves them.

 

With the ability to drop 27 MEQ in the opponent deplyment zone turn 1, and have the skyclaws either as two units on the table, or 1 on, and 1 in reserver, that makes almost 50 MEQ to take out.

 

After the first few turns i do have some mobility problems compared to 5th edition mech, and will take more small arms fire, but could this army work viably?

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I prefer swift claws myself (T5 is nice, as well as always getting HoW, having a 5+ jink save (4+ is you boost, which will get you into the assault faster.), you then will want to take rune priests with a least 1 Divination roll to get the primaris power giving them re-rolls to hit (better than Preferred enemy against only a specific unit type.) Sky Claws while good, only get HoW if you only move 6" in the movement phase, and lack a save against Low AP shooting and the durability of T5.

 

Look at it this way you pay an additional 7 points per model for +1 T, a 5+ cover save at all times (sometimes 4+, or 4+ 3 + is you stick a hunter WGBL in the squad), 12" of additional movement in the shooting phase, twin linked shooting....

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Hmmm the problem with swiftclaws (apart from another rather daft XXXclaw name) is £££ cost, bikes are pretty expesive to buy, Also i think (dont have the codex on me) that they only get 3 attacks on the charge, as they are missing the 2CCW's

 

The more boots on the ground & points savings, Vs higher points costs & stats increases seem to level out to me.

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Swiftclaws have bp/ccw, so you're still at 4 attacks on the charge. You'd also be well served to split your powers between div and bio, as prescience is a good power and potentially needed as you will suffer against flyers. Also important is the chance to get misfortune, with all the ap - attacks your claws are dishing out.

 

I've found meltabombs on my lonewolves to be underwhelming; power or chain fists will serve you better.

 

The list seems pretty solid, though. I do feel you'd be well served with your non deep striking squad of skyclaws going over to swiftclaws.

 

You also don't have any banners on your GH packs; I've found them to be immensely useful, especially with TDA WGPLs in there.

 

Just some thoughts.

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Swift claws are armed with Bolt Pistol and CCW (so 4 attacks each, + HoW ofr base to base models all the time not just when you choose to not move 12"), as well as The bikes TL/Bolter. Bikes are more durable against high AP weapons (cover) and Small arms fire (t5), faster, and better at shooting (overwatch). The only advantage I see for Skyclaws is that they can take mark of the wulfen, and they are slightly cheaper points wise.

 

Dollar wise 20 Sky Claws (from GW) run you $132

 

20 Bikes cost( buying the Dark Angels Battle Force) $345 (you get 3 speeders as well, which you could sell) so yeah it is more expensive unless you can find a good deal on ebay(bitz ordering I can get 20 bikes (would need riders but you probably can use space wolf bitz for that) for $104

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If you looking for an assault type unit that supports a Drop Podding force, skyclaws are your only answer. Assaulting with anything other than swiftclaws, TWC or skyclaws is now a risky endeavor in 6th.

 

As for your list, if you have the models I would try to get a HQ joined up with a TWC to provide you with the mobility your lacking. The other option is to put together a smaller unit of SwiftClaws with WG and an HQ on a bike to work in conjunction with your swiftclaws and DPing WG. This would take about 5 biker models and an attack bike so about $100.00 US. yes expensive but not so bad for a unit that you will probably use in most of your lists, plus they are fun to build and paint.

 

 

 

Vrox.

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So with the general theme of 6th seeming to concentrate om infantry, how would the following work as an army:

 

Please address the points about strategy and leave the list building critique out of the discussion. If it turns into more of a list critique we'll move it into the army list section.

 

If your only looking for tactical advice I suggest you say so prior to you getting miffed about it.

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The OP did not get miffed that was a Mod, because the OP posted a list, with a strategy and probably should have put it in the list section.

 

That said, with regards to the strategy I feel like it could really struggle if not going first, with only 1 or 2 sky claw units on the table, unless they can hide they are very vunerable to being shot into obscurity. I think that perhaps starting some of the Grey Hunters on the table, would be best.

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I prefer the swiftclaws over the skyclaws. Better mobility on a bike with the bonus 12 inch move option, also their firing before they assault is much greater as they are rapid firing their bolters on their bikes instead of firing 1 bolt pistol shot. You technically gain a bonus attack (granted you're paying more per model point wise). Swift claws in CC are also far more durable than sky claws just due to toughness 5.

 

Sadly comparing either of them to a naked TWC, they all pale in comparison. I fielkd 5 TWC with 0 upgrades, rending is enough.

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Except when you compare points a twc is 2 swift claws, or 3 sky claws, and 10 swift claws likely outfight 5 thunder wolves (on the charge)in 6th with the addition of hammer of wrath, plus they can be joined by a rune priest to buff the squad/weaken opponents. Throw in better shooting,and it is fairly even.
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