Vyndetta85 Posted November 25, 2012 Share Posted November 25, 2012 I'm sorry if this should be in a different forum, but I figure this could apply as a potential tactic... If I were to attach a biker Rune Priest to my Thunderwolf Cavalry unit, does that stop the TWC from running and the Rune Priest from moving flat out? Seems Rune Priests would be an excellent buff to TWC and maybe even eliminate the need for a ThunderLord at lower points levels. You cant add anything not on a TW to the squad. Says that in the codex under the TWC entry. I would love to give them a psyker... they would never die lol. Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3246481 Share on other sites More sharing options...
Wulfebane Posted November 25, 2012 Share Posted November 25, 2012 I'm sorry if this should be in a different forum, but I figure this could apply as a potential tactic... If I were to attach a biker Rune Priest to my Thunderwolf Cavalry unit, does that stop the TWC from running and the Rune Priest from moving flat out? Seems Rune Priests would be an excellent buff to TWC and maybe even eliminate the need for a ThunderLord at lower points levels. You cant add anything not on a TW to the squad. Says that in the codex under the TWC entry. I would love to give them a psyker... they would never die lol. That's debated... it says TWC can't join other non-TWC units, but never specifies if the reverse is true. RAI vs RAW issue. Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3246490 Share on other sites More sharing options...
Ghostwolfalpha Posted November 26, 2012 Author Share Posted November 26, 2012 I'm sorry if this should be in a different forum, but I figure this could apply as a potential tactic... If I were to attach a biker Rune Priest to my Thunderwolf Cavalry unit, does that stop the TWC from running and the Rune Priest from moving flat out? Seems Rune Priests would be an excellent buff to TWC and maybe even eliminate the need for a ThunderLord at lower points levels. You cant add anything not on a TW to the squad. Says that in the codex under the TWC entry. I would love to give them a psyker... they would never die lol. That's debated... it says TWC can't join other non-TWC units, but never specifies if the reverse is true. RAI vs RAW issue. The fluff says that the giant wolf might step out of line, so it is best to keep them separate. If an IC cant put a Thunderwolf in it's place, then what are they doing as a Leader of the Pack. I would really like to see a FAQ on this, because I would like to try a RP or WP w/ Jump Pack with some TWC. They loose fleet, but it may still be worth it. Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3246784 Share on other sites More sharing options...
greysquigg Posted November 26, 2012 Share Posted November 26, 2012 I'm not sure I like the idea of thundrwolve IC or otherwise joining any unit aside from fenrisian wolves. Why would you put a massive man-eating wolf with a not-so carnivorous biker or otherwise? Won't the differences in unit types get in the way? I believe you won't be able to put a jump pack in there (with the man-eating wolves) because of the different ways in which they travel. What with your IC being jump infantry moving 6 twice and your cavalry moving 12. I'm no big gamer and the rules are definitely fuzzy for me, but it just seems like it shouldn't happen. GS Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3246975 Share on other sites More sharing options...
Jonny Wolf Posted November 27, 2012 Share Posted November 27, 2012 I put my Rune Priest on a motorcycle in order to keep up with the pack. He can't join them, but he can certainly be close enough to use his Runic Staff to negate psychic attacks. Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3247729 Share on other sites More sharing options...
elithren Posted November 27, 2012 Share Posted November 27, 2012 Overall play was against a mix of Codex SM, IG, tyranid, and Grey knights. Everyone just didn't have the points alocated to heavy weapons to be able to drop the wolves as they charged across the table. I spent the first two turns (generally) moving up and fleeting until I got into charge range. Against the tyranid opponent, he ran bug swarm, but they just couldn't put out enough wounds after my units charged the blobs. On average, 4 TWC (accounting for lose of one) put out 20 attacks base, plus 4 for charging. Gaunts drop fast when 3 of those hit the same squad. The IG player tried the psyker squad as his main weapon, but I blocked the blast with the talisman twice and then they were in combat. Easy cleanup for the rest of their guys since it was lighter tanks with las gun guys. I took second overall, losing to the Grey knights player. He ran terminators as troops with a dreadknight. Stupid dreadknight killed a whole squad with force weapon instakill. Killed most the terminators with one squad, and the last squad with my HQ tried to pull his other termie with inquisitor off the objective before the dreadknight joined in. If I run it again, I'd drop a wolf from each squad for some long fangs as the fire support would have been needed against that stupid dreadknight( I charged him and hit him 4 times with the thunderhammer, he saved 4 saves. Killed thunderhammer next combat) Link to comment https://bolterandchainsword.com/topic/265773-thunderwolf-cavalry-in-6th-ed/page/2/#findComment-3248025 Share on other sites More sharing options...
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