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Long Fangs


Hafdan

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So I'm looking at going with three squads of Long Fangs configured as follows:

 

2x

6 Man Squad: 3 Missiles, 2 Las Cannons and 1 squad leader

 

1x

6 Man Squad: 3 Plasma Cannons, 2 Heavy Bolters and 1 squad leader

 

I think with that set up I should have everything covered. I know its a lot of points, but I really like Long Fangs....and I don't really like the idea of tanks. They seem un-wolfy to me. I'm tempted to throw a couple Las-Backs in there.

 

So, questions? Comments? Concerns? Rotten Fruit to throw??

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Well I can say that I have run the "stock" 5x ML config on 2 squads all the time, and they always get their points back. I have considered adding in lascannons as well now, 1 or 2 per squad, but I tend to fight a lot of horde armies so I really need to squeeze the extra bang out of every point, and saving the 30 points per squad I would be spending adding lascannons can almost buy me a Tornado speeder with dual multimeltas which is WAY more effective for tankbusting (at least has been for me).

 

That said, long fangs are AWESOME, and you will get what you give from them. I would suggest looking at the points needed for a 3rd squad and give two squads each 4 ML and 1 Las, and keep the 3rd squad as your anti-infantry unit as you have it here. That is a substantial firebase. Its performance will depend on the rest of your army being able to keep the heat off them though since they melt fast under focus fire. For this I recommend a couple of pods full of grey hunters with melta or plasma and banners. 2 of those coming down 1st turn will make sure your LF's get to shoot for a few turns unhampered in most cases.

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I have 3 squads, first two squads are 3ML and 2Las the third is 3plas 2 Hbolters.

 

You think I would do better with 4ML and 1las in the first two squads? I included 2Las because I figured one would just miss consistently :)

My current goto packs are :

1- 2X PC/2-3X HB in a HB RBack.

2@- 2X LC/3X ML in a Las/Plas RBack.

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My current goto packs are :

1- 2X PC/2-3X HB in a HB RBack.

2@- 2X LC/3X ML in a Las/Plas RBack.

 

Thats similar to what I was going to do, though my two razorbacks are modeled as TL LAS and I was thinking about an AssCan on the third....not only because its fun to type, but also because its anti-infantry goodness.

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TL Las razors are good, as are LAS/Plas. I find the asscan version needs to get a little too close to do its job most of the time (I have one too) but depending on your strategy it can be good.

 

As far as using 2 LAS/3 ML vs 1 LAS/ 4ML its really personal prference and how many points you have to wortk with. 2 LAS will add some good redundancy if you can afford it.

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My current goto packs are :

1- 2X PC/2-3X HB in a HB RBack.

2@- 2X LC/3X ML in a Las/Plas RBack.

 

Thats similar to what I was going to do, though my two razorbacks are modeled as TL LAS and I was thinking about an AssCan on the third....not only because its fun to type, but also because its anti-infantry goodness.

TL Las razors are good, as are LAS/Plas. I find the asscan version needs to get a little too close to do its job most of the time (I have one too) but depending on your strategy it can be good.

 

As far as using 2 LAS/3 ML vs 1 LAS/ 4ML its really personal prference and how many points you have to wortk with. 2 LAS will add some good redundancy if you can afford it.

I prefer the Las/Plas over the TL Las only because SMs don't really need TL to hit reliably and having the Plas for short-range anti-infantry is useful. I've considered building an A.Cannon turret to replace the TL H.Bolters, but haven't yet because it's an extra 35pts in a list which doesn't have the points to spare.

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Is it worth giving the Long Fang squad leader anything?

 

Also, can he be armed with a bolter? Someone told me to give him a bolter instead of the pistol and chainsword, but I don't see that option in the rulebook. Is that an addendum, or is that fool talking out of his arse? ^_^

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Is it worth giving the Long Fang squad leader anything?

 

Also, can he be armed with a bolter? Someone told me to give him a bolter instead of the pistol and chainsword, but I don't see that option in the rulebook. Is that an addendum, or is that fool talking out of his arse? :D

 

 

"Cheap and cheerful" is usually the quote of choice concerning the equipment of the squad leader, but I will say that a plasma pistol or plasma gun (if you have the points to spare) on him can be downright nasty. Even a flamer for those times you do get charged can be a lifesaver.

 

The mileage and opinions of others may very, but those are my thoughts, -V-.

 

~BtW

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I've become a big big fan of giving the pack leader a flamer. Trading 1 attack in combat for d3 Wall of Death shots when someone jumps my Long Fangs comes in handy.

 

For the price, I'd agree, but if I had the points I'd still go with the Plasma Gun: 2 Str 7 AP:2 shots vs D3 St:4 Ap:5. You may get 1 more hit but you're more likely to cause an unsaved wound with the plasma gun. Just some food for thought. Sadly I personally don't have the points, atm to go that route but when I fine tune things and find them I will :D

 

~BtW

 

Edit: I recognized my failing, and I made sure to correct it.

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I've become a big big fan of giving the pack leader a flamer. Trading 1 attack in combat for d3 Wall of Death shots when someone jumps my Long Fangs comes in handy.

 

For the price, I'd agree, but if I had the points I'd still go with the Plasma Gun: 2 Str 7 AP:2 shots vs D3 St:4 Ap:5. You may get 1 more hit but you're more likely to cause an unsaved wound with the plasma gun. Just some food for thought. Sadly I personally don't have the points, atm to go that route but when I fine tune things and find them I will :D

 

~BtW

I agree with Daddywarcrimes, and disagree with Bearingtheword. On Overwatch a Plasmagun is going to average 1/3rd of a hit (.278 MEq Wounds) for a cost of 15pts, and will be just as likely to roll a Gets Hot! as a hit. The Flamer is not only free, but will average .333 MEq Wounds with no chance of self-injury. And while the Plasmagun would provide better firepower during a normal Shooting Phase than a Flamer, your Pack Leader can't shoot if you wish to Split Fire.

 

I have, on occasion, given him a Power Weapon if I had the points and expected to face an opponent likely to Deep Strike/Outflank a hard unit against my LFs.

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I've become a big big fan of giving the pack leader a flamer. Trading 1 attack in combat for d3 Wall of Death shots when someone jumps my Long Fangs comes in handy.

 

For the price, I'd agree, but if I had the points I'd still go with the Plasma Gun: 2 Str 7 AP:2 shots vs D3 St:4 Ap:5. You may get 1 more hit but you're more likely to cause an unsaved wound with the plasma gun. Just some food for thought. Sadly I personally don't have the points, atm to go that route but when I fine tune things and find them I will ^_^

 

~BtW

I agree with Daddywarcrimes, and disagree with Bearingtheword. On Overwatch a Plasmagun is going to average 1/3rd of a hit (.278 MEq Wounds) for a cost of 15pts, and will be just as likely to roll a Gets Hot! as a hit. The Flamer is not only free, but will average .333 MEq Wounds with no chance of self-injury. And while the Plasmagun would provide better firepower during a normal Shooting Phase than a Flamer, your Pack Leader can't shoot if you wish to Split Fire.

 

 

"I recognize my failing, and will be sure to correct it."

 

 

*DOH* Ignore my post.. DSWanick is right as usual. I brainfarted on the "snap-fire" needing 6's. Yeah the flamer is definitely the better choice.

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Is it worth giving the Long Fang squad leader anything?

 

I don't give mine anything, although there is value in a Flamer for use when being charged.

 

Also, can he be armed with a bolter? Someone told me to give him a bolter instead of the pistol and chainsword, but I don't see that option in the rulebook. Is that an addendum, or is that fool talking out of his arse? :lol:

 

Bolter isn't an option, inexplicably.

 

Valerian

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The Flamer is not only free, but will average .333 MEq Wounds with no chance of self-injury. And while the Plasmagun would provide better firepower during a normal Shooting Phase than a Flamer, your Pack Leader can't shoot if you wish to Split Fire.

 

Flamer is free? There been an FAQ I missed or is it still 5 points?

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The Flamer is not only free, but will average .333 MEq Wounds with no chance of self-injury. And while the Plasmagun would provide better firepower during a normal Shooting Phase than a Flamer, your Pack Leader can't shoot if you wish to Split Fire.

 

Flamer is free? There been an FAQ I missed or is it still 5 points?

 

I don't see it in the FAQ, codex says five points. Its only free on Hunters. I love the Wall of Death idea, that imagery is awesome. Another cool thing about Long Fangs....they still have counter attack. I just get this image in my head of old Space Wolves using heavy weapons like clubs in mellee and taking crap the whole time. I want to model axe blades on the under side of their guns :yes:

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The Flamer is not only free, but will average .333 MEq Wounds with no chance of self-injury. And while the Plasmagun would provide better firepower during a normal Shooting Phase than a Flamer, your Pack Leader can't shoot if you wish to Split Fire.

 

Flamer is free? There been an FAQ I missed or is it still 5 points?

 

I don't see it in the FAQ, codex says five points. Its only free on Hunters. I love the Wall of Death idea, that imagery is awesome. Another cool thing about Long Fangs....they still have counter attack. I just get this image in my head of old Space Wolves using heavy weapons like clubs in mellee and taking crap the whole time. I want to model axe blades on the under side of their guns :P

Correct you are. Still, 10pts less than the Plasma Gun idea. ;)

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Judging from your past experiences (at least in 6th ed)...

 

How often do opponents try to get to the Long Fangs to make the flamer useful?

 

Or a plasma gun for that matter?

 

I guess it depends on how aggressive you are with them. I plan on packing the plasma/bolter squad in a razor and hauling ass for mid-fieldish, blasting away indiscriminately with the Asscan. So, its probably a possibility. If they pop it, I'll still blast away with snapshots till I find a nice killy spot for them to set up shop, or die, whichever comes first. Hopefully the roving bands of Hunters and Wolf Guard termies will give them a few things to consider. Meanwhile the Wolf Priest outflanking with saga of the hunter also boils their noodle a bit. Oh, and the Missile groups will provide fire support. Thats the plan in a nutshell.

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Judging from your past experiences (at least in 6th ed)...

 

How often do opponents try to get to the Long Fangs to make the flamer useful?

 

Or a plasma gun for that matter?

 

I guess it depends on how aggressive you are with them. I plan on packing the plasma/bolter squad in a razor and hauling ass for mid-fieldish, blasting away indiscriminately with the Asscan. So, its probably a possibility. If they pop it, I'll still blast away with snapshots till I find a nice killy spot for them to set up shop, or die, whichever comes first. Hopefully the roving bands of Hunters and Wolf Guard termies will give them a few things to consider. Meanwhile the Wolf Priest outflanking with saga of the hunter also boils their noodle a bit. Oh, and the Missile groups will provide fire support. Thats the plan in a nutshell.

And it sounds like you've stolen me playbook... :)

That's exactly how I run my Wolves, and the reason I'm willing to take a Flamer on my PC/HB Pack Leader.

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