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Wolf Guard Loadout


Hotdogg

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Wolf Guard equipment loadouts are going to vary greatly between forces. What I was trying to create was an effective unit for a drop pod. Since we can't assault the turn we drop, we must wipe out all threats or live through retalliation. This too will vary greatly from force to force. To the point-

 

Wolf Guard TDA - Heavy Flamer + Storm Shield

Wolf Guard - 2x PlasPistols

Wolf Guard - 2x PlasPistols

Wolf Guard TDA - Chainfist + Wolf Claw

Wolf Guard TDA - TH + Wolf Claw

Drop Pod

 

Weighing in at 260pts, its not cheap. My intention was to drop Mr.HFlamer,SS out front, followed by the two TDAguard and then the gunslingers. With the flame template at 8", he plops pretty close, but keeping the gunslingers at the 10 or 12" mark.

 

Against anti-armour units, I would stack it a bit differently. Wall of fire at St5 isnt usually nice, along with the 4 plas overwatches. The CC wguard are throwing out 4 att if counter attack pops, and pick which you need, more ap busting or use the wolfclaw to full potential.

 

What do you think? Is this a practical application of our Canis Helix potential?

 

Edited for point accuracy.

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Whilst I love the idea of plasma pistol gunslingers, I think they're rather expensive for what they do 38pts is alot to be paying for a model that only gives you two shots at 12" especially when they provide nothing else. For the exact same price of the 2 gunslingers you could get 2 TDA WG with combi-plasma, whilst they may only be able to shoot the plasma once that's the only time it's needed. You want to be in combat as soon as you can, and the 6 AP3/2 (Sword/Axe) attacks and 2+ saves from those TDA are a hell of a lot better than 8 AP- attacks and 3+ saves from the gunslingers.

 

As for the rest of the squad I think it's fine, I would recommend giving the heavy flamer guy a wolf claw and putting the storm shield on one of the other guys. My reasoning is at the moment your 3 TDA WG put out 8 AP3/2 & 3 AP- attacks with the change you would be giving out 3 AP3, 3 AP2 and 4 AP3/2 attacks, whilst you may lose one attack this way all those attacks are at least AP3 meaning your more likely to do damage. If you want to you could also look at changing the thunder hammer to a powerfist as the stun rules aren't really worth it in this edition but then again hammers are so much cooler.

 

Anyway my two cents, there are many more here who have a greater knowledge.

Whilst I love the idea of plasma pistol gunslingers, I think they're rather expensive for what they do 38pts is alot to be paying for a model that only gives you two shots at 12" especially when they provide nothing else. For the exact same price of the 2 gunslingers you could get 2 TDA WG with combi-plasma, whilst they may only be able to shoot the plasma once that's the only time it's needed. You want to be in combat as soon as you can, and the 6 AP3/2 (Sword/Axe) attacks and 2+ saves from those TDA are a hell of a lot better than 8 AP- attacks and 3+ saves from the gunslingers.

 

As for the rest of the squad I think it's fine, I would recommend giving the heavy flamer guy a wolf claw and putting the storm shield on one of the other guys. My reasoning is at the moment your 3 TDA WG put out 8 AP3/2 & 3 AP- attacks with the change you would be giving out 3 AP3, 3 AP2 and 4 AP3/2 attacks, whilst you may lose one attack this way all those attacks are at least AP3 meaning your more likely to do damage. If you want to you could also look at changing the thunder hammer to a powerfist as the stun rules aren't really worth it in this edition but then again hammers are so much cooler.

 

Anyway my two cents, there are many more here who have a greater knowledge.

 

I hadnt thought about the flamer.ss WG having AP- attacks, this is not optimal. Thank you!

I agree that the plaspistols are expensive. I need the squad to drop and do some damage in that first round. Ideas?

I will work on this, thanks much!

Any particular reason you only have 5 WG--3 in TDA is 6 & the 2 in PA make 8--you have enough room for another TDA or 2 PA WG. ? Curious.

 

LoL I was rounding out a 1250 list so I didnt fill the pod.

 

I looked at this as an opportunity to place my HQ in the pod depending on the opponent and mission, but in higher point games i should fill it up I guess.

 

More 'specialist weapon' combos?

More ranged?

Recommendations?

Having recently been playing wit all Drop pod lists lately (1500 pts) trying both Logan Wing & normal GH & other stuff, I would say that setup for your WG is pretty good. Best thing to do is play test a couple of times. Don't get bogged down across abroad front-focus on an enemy unit or two & wipe them out before moving on to the next. That's my experience so far.

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