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Some Grey Hunter Help


Brother Darkover

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So I essentially am swimming in PA models which I can run as Grey Hunters. I essentially can get most options and I have very gradually been shifting into playing 6th ed battles. So for my current set up, which has little to no testing so far, I have this;

 

10 GH- 2 Plas, MotW Wolf Standard Power Axe, WG Combi Plasma, Wolf Claw

 

The purpose of this one will be to sit on an in deployment zone objective, will most likely get a rune priest

 

8(9) GH- 1 Plas, MotW Wolf Standard Power Axe, WG Combi Plasma, Wolf Claw, Melta Bombs, Rhino

 

This might get an IC with it, maybe a WGBL or a RP with Divination

 

 

2x5 GH-Melta, Power Axe, WG with PF Combi Melta, Melta Bombs Drop Pod (Razorback)

 

These two run around being the anti armor contingent. One will most likely be in a Razorback with Las plas

 

So I really have to test these out and see how they work but it has a fairly good mobility that I like to it as well as getting into the face of an opponent fairly quickly and being able to deal with AP 2 fairly well. Any comments, questions, or concerns would be welcome

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I personally run a Laz-plas razorback (w/ a 5 man GH pack w/ a WGPL), a Pred (AutoCan and hvy bolter sponsons), an AC Dred, a Long Fangs pack (4ML,1HB, 1 SqLdr) with a second Laz-plas Razorback and a pack of Swiftclaws led by a Wolf Priest that start on the board for me and do quite well at softening up the enemy before my reserve forces arrive. (2 GH packs- 1 led by a Rune Priest, the other by a Wolf Priest and Bran Redmaw with a Fen Wolves pack) Both the Razorbacks and Long Fangs easily have been making their points back.

 

First game I played with the cuurent list I used was a Planetstrike: Planetfall where I was the defender. The pre-game orbital bombardment took out both the dred and the pred, but the Long Fangs, Razorbacks and Swiftclaws were able to hold the board and soften up the enemy forces until my reserves arrived in turn 4 (due to some very crappy rolls on my part as far as reserves go.)

 

Having the multiple threats makes a huge difference, as well as taking advantage of good cover.

 

As to the make-up of the Grey Hunter packs, I think yours look good. I personally run my 10 man packs with a flamer, plasma gun, plasma pistol, wolf stand and Mark of the Wulfen, while my 5 man pack is a Plasma gun, Wolf Standard, and MotW. I run my WG with combis (flamer and plas) and Wolf Claws for the 10 man packs and just a combi-melta for the 5 man. I could pare the GH packs down some points wise if I wanted to, but I like having flamers to use on OW, and MotW for fluff reasons, and the plas pistol gives me a second ( or third in the pack with the combi-plas) dose of plasma, even though it's shorter ranged. Been successful with it so far. As for why the combi-melta on the smaller pack? They tend to stay in my backfield more often than not holding an objective and my opponents tend to drop monstrous creatures and the like down near them which the melta takes care of fairly well.

 

Anyhow, those are my 3:30 am thoughts. Hope they are coherent lol....

 

~BtW

I have a squad with 3 ML and 2 LC's

 

Thats how I run my Longfangs also. I have another with 3ml and2HB. They do a pretty good job of covering my advance. I'd opt for Motw on the razorback squads. In my opinion its to easy to get a guy in base contact with the power axe guy and take him out before he can attack at I1. In the 10 man squads its easier to hide him in the middle.

In my opinion its to easy to get a guy in base contact with the power axe guy and take him out before he can attack at I1. In the 10 man squads its easier to hide him in the middle.

I dont get this, unless the whole pack dies or the attackers are at different init steps (maybe thats what your talking about) you can allocate wounds to any model in contact with an attacker that attacked at that init step so the axe guy is usually pretty safe. So far its been shooting that ive have the biggest problem with.

 

Edit- to elaborate id keep your upgraded models in the middle of your packs to protect against shooting. In combat wound allocation + standard rerolls will take care of your guys pretty well.

In my opinion its to easy to get a guy in base contact with the power axe guy and take him out before he can attack at I1. In the 10 man squads its easier to hide him in the middle.

I dont get this, unless the whole pack dies or the attackers are at different init steps (maybe thats what your talking about) you can allocate wounds to any model in contact with an attacker that attacked at that init step so the axe guy is usually pretty safe. So far its been shooting that ive have the biggest problem with.

 

Edit- to elaborate id keep your upgraded models in the middle of your packs to protect against shooting. In combat wound allocation + standard rerolls will take care of your guys pretty well.

 

I play against Eldar a lot. So mostly the Initiative thing got mine. ;)

 

Having said that, five maybe six guys against anything you really need the AP2 for and you are probably already outclassed in CC. More than likely they are carrying something that is at least AP3 so our power armor counts for nothing, or they outnumber you. One lone grey hunter with an axe is heroic....but he'll probably fall during the return attack.

 

'Course there are always exceptions, YMMV B)

One lone grey hunter with an axe is heroic....but he'll probably fall during the return attack.

 

'Course there are always exceptions, YMMV :P

 

Thats why his Wolf Guard is there to avenge him of course! But yeah essentially the AP 2 goodness is to make some kind of dent before the floor is wiped with them, I mean I can hope right? And myself and my group are still working out the allocation rules, but based on them being I 1 due to uwieldyness should I keep them tucked towards the back (mind you there really wouldn't be much of one with a pack that sized) to keep them alive long enough?

One lone grey hunter with an axe is heroic....but he'll probably fall during the return attack.

 

'Course there are always exceptions, YMMV ;)

 

Thats why his Wolf Guard is there to avenge him of course! But yeah essentially the AP 2 goodness is to make some kind of dent before the floor is wiped with them, I mean I can hope right? And myself and my group are still working out the allocation rules, but based on them being I 1 due to uwieldyness should I keep them tucked towards the back (mind you there really wouldn't be much of one with a pack that sized) to keep them alive long enough?

 

Yep, thats going to be your best bet. let the four guys up front take the inital volley of wounds, but if one of them falls he will be the 'next closest model' most likely, so wounds will default to him. Even striking at the same initiate if those wolves out front take 4 (5 incluging the WGPL) unsaved wounds the remainder of the wounds will be allocated to the pwer axe guy and the WGPL(unless he is already dead). THe Grey Hunter is not a character so the "look out Sir" rule doesn't apply to him....although I think he can "Look Out Sir!" the WGPL.

How do you guys like TDA WGPL? Bearing in mind that his squad cannot sweeping advance is he any good? In my opinion it is a very important choice: PA or TDA?

 

TDA WGPL is basically a tank for the unit. He soaks up wounds like a sponge. Can issue and accept challenges and depending on what he's armed with can deal a lot of damage. I'm a fan. I don't really mind the loss of sweeping advance. If they run, just mow them down with ranged fire and assault them again, assuming the survive the barrage :D

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