Sir Blayse Posted August 19, 2012 Share Posted August 19, 2012 I looked around and didn't see a post covering this yet, though if already discussed I'll check it out if someone can point me that way. Otherwise, has anyone setup any special loadouts for their Wolf Guard. To me the interesting thing is that each member of the wolf guard is a character model, so you can have a whole squad of challenge fighters, each can be fine tuned to fight certain opponents. I recently picked up some TWC to paint up for fun... but, with those I'm now tempted to run SW allies. SW gives a lot of unique units and I think WG are one of these, though I could be over thinking ( and overspending) on the idea. I'm thinking something like: TH/SS, WC/WC, CF, WC/SS (212 points) This gives mix of choices plus gives a 2+3++ unit to soak up shots from the enemy. Might put in some regular unmodified members to also take hits for LOS, but not sure. Any tips here? Thanks. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/ Share on other sites More sharing options...
CainTheHunter Posted August 19, 2012 Share Posted August 19, 2012 Are You thinking about WG in TDA or PA builds? There were standard TDA builds under 5th edition, but so far there is no comprehensive answer what is best in 6th. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3152672 Share on other sites More sharing options...
hrafnkel Posted August 19, 2012 Share Posted August 19, 2012 Your loadout is somewhat similar to mine. Mine is also a 4-man squad consisting of: TH/SS, HF/WC, PW/CM, PW/CM in a drop pod, designed to take out vehicles and heavier stuff, part of a larger drop pod force. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3152675 Share on other sites More sharing options...
Wulfebane Posted August 19, 2012 Share Posted August 19, 2012 Wolf Guard packs as characters versus Wolf Guard as pack leaders being characters is still largely debated. Its a big RAW v RAI issue - its obvious per the pack leader entry in the BRB that the intent was to have them as characters, whereas I sincerely doubt they meant for a whole unit to be characters. The counter to this debate being GK paladins labelled as Characters. Regardless, this has been hashed out a lot in this forum so if you want to pitch in your opinion find an already established thread to do so. As for the loadout, looks good to me, other than you are not utilising their biggest advantage of having a special weapon per 5 models. I am guessing you're a marine player that suffers from distinguishing assault tda and tac tda. We don't. In 5E the cml was the most popular, but now with Overwatch, the assault cannon is making its comeback. Also, you no longer have to pair special melee weapons to get the +1A, so if you wanted to drop that 2nd wolfclaw for another chainfist or hammer, you'll still get +1A and more versatility. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3152682 Share on other sites More sharing options...
Evilmerlin Posted August 19, 2012 Share Posted August 19, 2012 I am currently trying out combi-weapon + Wolf Claw + Melta bombs for my power armoured Wolf Guard pack leaders. If challenged or challenging, you get the versatility of a wolf claw and you still get the option to hurt walkers and vehicles with the melta bomb. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3152972 Share on other sites More sharing options...
Lord Ragnarok Posted August 19, 2012 Share Posted August 19, 2012 but now with Overwatch, the assault cannon is making its comeback. and also popular due to rending AP 2 with the possibility of more termies and artificer armor being fielded. ----------- For my armor all my drop podding GH's will have terminator WG leading them (for challenges, avoiding ap3 and to better survive precision shots/hits. I'm debating inititive combat weapons vs initiative 1 weapons. The final answer will be borne from battle. For now tho, this is what I'll have going into my first games and why I kitted. I initially had wolf claws on most WG but decided that for the ones in TDA they may be better at threatening armor save 2+ models with their fists or axes. Will test in games. 1.Drop podding TDA with melta bomb, power axe, combi plasma (RP with runic armor)-Attached to GH reasoning-plasma works with the plasma gunner GH. IC and WG provide challenge control. (determine which is best give the circumstance) 2. Drop Podding TDA with chain fist/combi melta (RP with Runic Armor)-Attached to GH reasoning- melta synergizes with GH melta gunner and chainfist some good back up against big nasty armor or MC. I debated using melta bomb and power axe but the savings was not enough for me to give up the strength 8. IC and WG provide challenge control. (determine which is best give the circumstance) 3. Drop Podding TDA with chainfist/combi melta-Attached to GH reasoning: same as 2 but no IC so challenges for this pack has less choice. 4, WG in TDA with power axe and assault cannon reasoning: Placed him with a GH pack on foot with two plasma guns. Range works well with the other ranged weapons. Had a fist on on the WG but gave him an axe instead to save points. This is a mid field unit between the long fangs and drop podders 5. WG on bike with the mark of wulfen, plasma pistol, combi melta (WP with runic armor on bike) attached to blood claw bikers. reasoning: This one is exposed due to having a +3 save although it will be tougher so against ap3 melee weapons he will be tougher to wound. I went for mark of the wulfen because I like the idea of the potential for ap2 hits at a higher initiative and he keeps his hands free for two types of ranged weapons. I went with combi melta for any big tough tanks the pack may encounter and the plasma pisol for be in sync with the PG on the biker pack and PP on the wolf priest. This config is less optimized and we'll see if it survives the test of battle. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3152975 Share on other sites More sharing options...
grouj Posted August 20, 2012 Share Posted August 20, 2012 In my Logan list I am currently running the following loadout 1: Power Fist/ Wolf Claw 2: Power Fist/ Wolf Claw 3: Power Fist/ Wolf Claw 4: Power Fist/ Wolf Claw 5: Power Axe/ Storm Bolter 6: Power Sword/ Storm Bolter 7: Power Axe/ Storm Shield 8: Power Sword/ Storm Shield 9: Cyclone Missile Launcher/ Power Sword/ Storm Bolter 10: Cyclone Missile Launcher/ Power Sword/ Storm Bolter Unless they are the TDA leadng the power armor packs of wolf guard in which they are runing around in Power Fist/ Storm Shield and Cyclone Missile Launcher Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153217 Share on other sites More sharing options...
postal105 Posted August 20, 2012 Share Posted August 20, 2012 but now with Overwatch, the assault cannon is making its comeback. and also popular due to rending AP 2 with the possibility of more termies and artificer armor being fielded. assault cannon never left the field for me it was always their on either my dread or a wolf guard. but this could be due to the meta game of my local gaming group Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153232 Share on other sites More sharing options...
Sir Blayse Posted August 20, 2012 Author Share Posted August 20, 2012 Well, going to 5 to get the AC is a possibility, just really expensive. Probably a must take for a unit running on their own. My opponent today ran his WG as 2xPW/CbM, 2xPF/CbM, PF/AC in a drop pod. Not a bad unit overall. I eventually took them out, but it took a long time. They never actually made their points back, but did shut down my tank on his turn 1 ( of course he managed to steal the initiative though). With the new rules for vehicles and such, are drops with grey hunters and a WG the way to go now? I've run an all out DP army for my Ultras before, so I would be ok with doing two squads of Grey Hunters in DP's and some WG to attach to them. I just like the idea of having a terminator unit that specializes in "headhunting" the enemy warlord. Plus, it helps you can two of the secondary objectives in a game. Drop them in with the target warlord, take him out in challenge, then survive to get the linebreaker as well. Depending on how your drop goes you might even manage to score the "first blood" objective. Are "Wolf claws" technically lightning claws or "specialist weapons", I know fists, TH, and lightning claws are, but I didn't see anything that actually gave this to the WC. Is this in the FAQ? If I'm running them in drop pods, I'm guessing that I can only have 4 WG and a Rune Priest? So in that case not able to have the AC. Or would it be better to go with nine man GH and stick the priest with them to get the extra WG. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153235 Share on other sites More sharing options...
grouj Posted August 20, 2012 Share Posted August 20, 2012 Are "Wolf claws" technically lightning claws or "specialist weapons", I know fists, TH, and lightning claws are, but I didn't see anything that actually gave this to the WC. Is this in the FAQ? Wolf Claws are just special Lightning Claws so they still fall under specialist weapons, which will give you an extra CC attack with another specialist weapon (which is why my termi's are running around with a Claw and a PFist, more tactical and killy :jaw: ) Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153247 Share on other sites More sharing options...
Sir Blayse Posted August 20, 2012 Author Share Posted August 20, 2012 So would it be better to run the WG as PF/WC, PF/WC, PW/SS,PW/SS? Stick the SS's in the front to soak up enemy firepower and have the others fight in challenges. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153251 Share on other sites More sharing options...
Wulfebane Posted August 20, 2012 Share Posted August 20, 2012 So would it be better to run the WG as PF/WC, PF/WC, PW/SS,PW/SS? Stick the SS's in the front to soak up enemy firepower and have the others fight in challenges. Again, don't count on the whole pack counting as Characters. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153260 Share on other sites More sharing options...
Lord Ragnarok Posted August 20, 2012 Share Posted August 20, 2012 So would it be better to run the WG as PF/WC, PF/WC, PW/SS,PW/SS? Stick the SS's in the front to soak up enemy firepower and have the others fight in challenges. Looks like a good and logical setup. As far as characters in packs OF WG, I don't how this against any rules right now. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153419 Share on other sites More sharing options...
TrentL Posted August 20, 2012 Share Posted August 20, 2012 So would it be better to run the WG as PF/WC, PF/WC, PW/SS,PW/SS? Stick the SS's in the front to soak up enemy firepower and have the others fight in challenges. Again, don't count on the whole pack counting as Characters. Aren't a pack of Nobs considered Characters? I can't see why WG wouldn't be considered Characters. (Though I agree 100% a unit full of characters gets pretty stupid, but WG are only 1wound models not as stupid as Nobs or Paladins) Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153432 Share on other sites More sharing options...
MalachiOfRuss Posted August 20, 2012 Share Posted August 20, 2012 Again, don't count on the whole pack counting as Characters. I really don't see how or why this is contentious. The reference in the back of the 6th BRB clearly lists Wolf Guard as Characters. The only opinion to the contrary seems to come from the FAQ's wording stating that they "become Character" type, and thus using reverse logic to assume that they were not before. However, their Unit Type in the reference part of the book is "In (Ch)." Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3153934 Share on other sites More sharing options...
Lord Ragnarok Posted August 20, 2012 Share Posted August 20, 2012 OK, no more talk about WG and characters please. (including me). We'll leave it as a contentious issue that needs to be addressed. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3154016 Share on other sites More sharing options...
grouj Posted August 21, 2012 Share Posted August 21, 2012 So here is a question, how do you fella's feel about Assault Cannons on the new termis, I personally was thinking of putting Two into my Logan group instead of cyclones so I can have 8 shots with prefered enemy instead of 4. Thoughts? Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3154094 Share on other sites More sharing options...
Russ Brother 92 Posted August 21, 2012 Share Posted August 21, 2012 I always run assault cannons :) - love them so much, not only due to rending AP2 but you have a strong chance of glancing light vehicles and taking off a coupla structure points :) Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3154824 Share on other sites More sharing options...
truesonofruss Posted August 22, 2012 Share Posted August 22, 2012 I do the same minium of 2 they shred through things awesomely and the rending rules make it fun. Once I finish my Logan wing I'm thinking of splitting it evenly between CML and AC. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3154947 Share on other sites More sharing options...
Sir Blayse Posted August 22, 2012 Author Share Posted August 22, 2012 Well, I like the CML better because I know what I'm getting. I'm not hopping to get lucky and roll 6's. I always know that I'm hitting with AP 3 and not AP 4, usually I also only need 2's to wound ( though some things do change is to 3's). With the AC the usual is still 2, but can go to 4's against some lists. The other big advantage is when I need that 4 ft range to hit a target, like the Quad gun or do enough damage to push a Dev squad off the board. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3154966 Share on other sites More sharing options...
MeatGrinder Posted August 22, 2012 Share Posted August 22, 2012 I'm personally running fist/melta/TDA pack leaders. Its what I usually go for anyway, and the TDA is new because I'm considering switching from Rhinos to pods. For squads I'm considering 4 with plasma/TDA, half with fists, half with claws, with a wolf priest in a pod for that nasty preferred enemy. As far as a heavy weapon, I currently use the cyclone in a footslogging GH pack with twin plas. Doing some reading I might switch it to an AC to make the squad deadly at 24". The fist/melta combo is pretty standard in my lists for pack leaders. Its versatile. If you take bikes, always give them a WG with melta/fist. 6th ed is seeing me revise my lists on a daily basis, trying to find my niche. Been trying to fit in bikes, terminators and some means of delivery. I'm leaning towards pods at the moment. My current favorite list has grimnar, so that podding plasma squad becomes a sweet scoring unit. Link to comment https://bolterandchainsword.com/topic/259219-wolf-guard-loadout/#findComment-3155651 Share on other sites More sharing options...
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