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SW 6th edition gunline


captain fabian

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Hi there Wolves. I was recently reading some Dark Angel topics where some people were discussing what their codex does and does not. As it turns out it is a pretty bad codex given the recent ones but anyway. In there someone suggested that at least Dark Angels can have a good gunline list. I can't see how this is unique to DA (no offence intended). What interests me is whether we can do it as effectivelly as other C:SM can. My guess is that we can (for various and lethal reasons) and in fact we could do it better than regural marines (LF, counter attack, twin special weapons just to name a few). Now the question is how would you use a list like that. Do you think this is viable or would Russ smash my head for trying this?

 

 

Note: could someone define the term gunline? Because all my lists contain ''gunline'' units. I just don't stand back and wait for them!!!!!

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As you point out - we actually make a pretty okay gunline, perhaps not the best - but as a general rule, SW is a pretty damn good defensive army - we have all the same tanks/landspeeders as our bretheren, and then one (if not THE) best heavy support in the game; our Long Fangs.

 

Back your troops up with Rune Priests that cast divination powers, and it gets pretty effective.

What he said. :-)

 

Honestly long fangs and grey hunters are just awesome sauce. Especially now that it has been FAQ'd that our banners let us reroll 1's for overwatch as well. Use your hunters in pods, drop in front of something you want dead. Double tap bolters, proc banner, overwatch, counterattack, profit. :-)

 

I use two squads of GH's in pods with dual meltaguns and banners (sometimes with a power axe) and one with dual plasma guns. Supporting that I use two sqauds of LF's with missiles, a whirlwind (with the new ordinance rules they are MUCH better than they used to be) and a ton of speeders (typhoons, dual multimelta tornados). Lead by Rune priests with divination.

 

This is a messy combo since your hunters can pin your targets in place and let your gunline eat them at their leisure....

Not to mention if anything actually makes it to your lines you have Counter-attack and even "shooty" units are still decent in close combat. So you don't even have to move your gunline while still having an advantage to staying still. I'd say that coupled with long fangs being one of the best static heavy support options if not THE best in the game, makes Wolves VERY good at being a gunline.

 

 

~Wyrd

How many chapters, when their gunline tacticals are finaly reached and charged, attack back as if they themselves had charged and with the same number of attacks as an assault squad?

 

Grey Hunters make very effective gunline squads, give them two plasmaguns and hope you don't roll too many ones. The Long Fangs, with their splitfire rule, are very flexible and our venny dreads, along with Bjorn, make good anchor points.

 

Space Wolves used to be the ultimate flexible force (slightly beaten now by the Grey Knights). Whatever we can't outshoot, we can outfight and anything we can't outfight, we can outshoot (in most cases). If the enemy is a close combat army you can form a gunline and recieve them and if the enemy is very shooty, that same army can get in and tear tem apart up close.

We're more of a reactive force. Sw work best when they react to enemy movements, taking the assaults with GH, and counterassaulting with WG, TWC, BC, BCBs, etc.

This makes us an excellant defensive force, but not in a kind of turtle-to-win way. We can't sit there and wait for them to come to us, we're always going to be moving to soak assaults and flank the charging units. Standing back and shooting to win isn't going to work for us.

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