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Cheap WG TDA with Combi's and drop pod... Worth the points?


Belfast

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I've come to the realization that my space wolves lists have really been lacking in the department of early pressure as well as contesting for line breaker at 1850 pts. I've decided to start running some thunderwolves since I think they're one of the most effective frontal units we have but I fear their survivability with how foot slogging my meta has become and the sheer amount of rapid fire weapons that that entails. Also, one good vindicator blast could knock most of them off the board in one shot.

 

Basically, I'm curious on how potent WG TDA at a cheap cost is as a deep striking alpha strike unit if you have used them as such. I'm considering building them with 2x combi-melta, 2x combi-plas, 3x PS, 2x PA, and CML with a drop pod and this totals 250pts on the dot. What i'm hoping this accomplishes is that I can pop a trouble some unit immediately (vindicators, broadsides, Catacomb Command Barges, etc.) and force my opponent to choose between 2 large threats in their back field or to split their fire between both. How well I can exploit LoS will play a huge part in this as well as their set up but if he fail's to kill both units, knowing that I should be breaching his line and tying up units is very attractive to me.

 

I'd love to hear other suggestions to accomplish similar goals as well... I've debated on running Bran Redmaw to accomplish this as well but the idea of converting the redmaw seems a tad daunting to me atm

Only problem is where you drop them at, I usually try to have any drop pod unit really cheap and focused on taking out a certain target or have it where it can do some damage and still survive past turn one. For 250 points I would make sure that my squad could survive long enough for the units rushing forward to make a difference.
Units dropped behind enemy lines tend to get blown off the board, but TDA can be stubborn. I like the build, very direct and scary. I have always had the most success with drop pod units if I have something screaming across the board from my end to force the choice of what to shoot. They focus on those two units while your Grey Hunters move into position. The down side is potentially giving away 250pts and first blood if they cant take something down first turn, but I don't see that happening often.

Currently i'm playing a very similar unit.

 

I droppod 4 terminator armed with 2 combi fus, 2 combi plas, 2 power sword, 1 power fist and 1 chainfist.

 

Quite epic, they can survive a battle cannon hit and a atract very firepower, but in the end they always die and don't hit so poweful so now I'm considering to change it for eight power armour guardians with combis and perhaps 1 or 2 PF (because the minis are armed with it).

 

Cheers!

Instead of a alpha strike WG pack. Why not a Dreadnought with a Multimelta and a missile pod (150 pts) ? Or plasmacannon + missile pod (160 pts)? Hopefully have him somewhere behind cover and take something out the turn he comes down of atleast equal value

 

Yeah it will be tough to keep him alive after that but for that point cost ( including the drop pod) you could easily get his points back while soaking up a turn of fire and taking out / slowing down a valuable unit.

Instead of a alpha strike WG pack. Why not a Dreadnought with a Multimelta and a missile pod (150 pts) ? Or plasmacannon + missile pod (160 pts)? Hopefully have him somewhere behind cover and take something out the turn he comes down of atleast equal value

 

Yeah it will be tough to keep him alive after that but for that point cost ( including the drop pod) you could easily get his points back while soaking up a turn of fire and taking out / slowing down a valuable unit.

 

I really like this idea. Especially since it will free up that extra 100pts that can be used for rhinos, upping a rp to mastery 2, another tw, etc. I'll definitely try this out and see how it goes after I try out the drop tda

Im curious as to why you want to keep this unit cheap, Investing a little in it will make it a solid force. Personally In my DP list, I take 4 terminators with combiplas and a wolf priest. You reroll any 1s to hit or wound your preferred enemy type.
I prefer a mix of TDA and power armour all with combi weapons, although all TDA is fine too. Just depends what the rest of your list looks like. Either way I would keep them focused. Regarding the dreadnought, while cheaper it cannot do nearly the same damage upon impact and isnt as resilient as terminators so id stick with termies. Podded dreads are better in pairs. Actually podded everything is better in pairs. I prefer 3 DPs, 2 with troops and 1 eraser unit which allows me the flexibility of which units arrive when. Either way pods are great at applying pressure while taking pressure away from other key elements.
Im curious as to why you want to keep this unit cheap, Investing a little in it will make it a solid force. Personally In my DP list, I take 4 terminators with combiplas and a wolf priest. You reroll any 1s to hit or wound your preferred enemy type.

 

I want to keep them cheap because of the list I'm planning on running them in. Right now I'm looking at this @ 1850.

 

 

Wolf lord - twc, th/SS, runic

3x TWC - 2x SS, pfist

 

5x wg tda - 2x combi plas, 2x combi melta, CML, 3x PS, 2x PA, drop pod

 

10x GH - 2x plasma, wolf standard

10x GH - 2x plasma, MotW, wolf standard

10x GH - 2x melta, MotW, wolf standard

 

Rune priest - divination

6x LF - 5x ML

6x LF - 5x ML

Vindicator - siege shield

 

Aegis defense line - quad gun

 

While I still need a chance to play test it, basically I'm sacrificing a scoring unit, squad upgrades, more twc, and possibly some rhinos to keep a strong fire base and to add the termies. Also, the 1-2-3 punch of the termies, vindi, and twc with the strong fire base of long fangs is really attractive to me. The only things I'd be willing to remove to put more points into the tda would be MotW from the GH's but I think they're more or less going to be the sacrificed to allow the rest of my army to get into position while still having a good chance to pop a threat when they drop.

I think this list lacks of Line troops with just 3 scoring units.

Although you have kept the lord cheap he is atleast 220 points, nearly another TWC unit or a GH squad in pod plus a third pod for a GH unit.

That's pretty much my biggest worry with the list. The idea though is that by forcing them to choose between the twc and tda that they it should make up for the lack of troop choices

Couple of basic comments on the list-

 

1) Organize things by force org slots. So, HQs come first, then elites, then troops, then fast attack, and finally heavy support. Don't mix them arround, apart from maybe wolf guard who are being split off to lead packs (Do not neglect this, by the way. LD 9 really is that important)

2) . Vindicators, more than virtually any other unit in the game, NEED to be redundant, otherwise they can't accomplish their job (You can get more durable fire magnets for comparable points, but a lone vindicator should not expect to get a shot off more than once every few games.Plus, if your opponent knows what he's doing, he can severely hamper your Thunderwolf Cavalry with proper use of ruins (Thunderwolves are too heavy to climb stairs, after all), which means that the vindicator is the only target if your opponent goes first. Cutting it also gives you the points for 2 more drop pods and some basic wolf guard pack leaders, which your Grey Hunters (the melta ones in particular) really could use.

I wouldnt worry about organising it, most of us know the dex well enough to know whats troops and whats hq.

 

The problem is, due to the drop assault rule, that pod is always going to come in on turn 1. That isnt something you want, because if they dont kill what they were sent to kill, they die.

Im of the opinion pods only really work if you have several of them. Theyre kind of an all-or-nothing thing. You want things to come in in a way they they can either support each other, or be supported by the rest of your army. With a single pod coming on turn one, to drop in right in the teeth of you opponents army (which they will be, because youve got combi mealtas and plasmas) and all alone, theyre going to get mauled. They cant even save themselves by getting locked in combat. Basically, theyre either going to get shot, or get charged and they are going to die.

 

I'd lose the vindi to be honest, theyre going to get shot, and there are better investments. Get another pack of LFs, a thunderwolf or two and more GH. I say this every thread, but TDA/CF/SS lone wolves are amazing. I seriously reccomend getting two.

I'd take the HQ out man. Your list is somewhat lacking in troop choice. Considering that you might have to go after possibly 3/4 objectives, that means that you need at least one dedicated unit to guard your home objective. makes sense yes?

 

Your list is lacking mobility options, i.e. transport. If I'm correct in assuming that your list has none that is. 6th edition is mainly about shooting and mobility, IMO, with the objective placing rules being what they are now. if you take out your TWC, you can fit in rhinos or DPods for your other three units of GH. Honestly for 1850 TWC are crazy expensive. Well it's up to you, if you want to bring a squad of TWC for funsies and a hammer unit, perfectly fine, but you need to consider your scoring and objective holding requirements, if you want to have any form of success either in friendly games or competitive ones.

I'd take the HQ out man. Your list is somewhat lacking in troop choice. Considering that you might have to go after possibly 3/4 objectives, that means that you need at least one dedicated unit to guard your home objective. makes sense yes?

 

Your list is lacking mobility options, i.e. transport. If I'm correct in assuming that your list has none that is. 6th edition is mainly about shooting and mobility, IMO, with the objective placing rules being what they are now. if you take out your TWC, you can fit in rhinos or DPods for your other three units of GH. Honestly for 1850 TWC are crazy expensive. Well it's up to you, if you want to bring a squad of TWC for funsies and a hammer unit, perfectly fine, but you need to consider your scoring and objective holding requirements, if you want to have any form of success either in friendly games or competitive ones.

 

Yea, I had been running a list that took into account all of what you just said (4x 10 man GH squads, 3 rhinos) but It's been under performing for me to say the least. Mostly it was due to my rhino's getting popped, LW's getting caught out of position (either have to keep them back in deployment to deal with deep strike/outflank or being ignored for 2-3 rounds then getting focused fired) and having no HQ's that can reliably kill other hq's due to relying on RP's.

 

Now, I'm not saying your advice is bad but whether its chopped up to bad luck on my part, bad terrain (pre set up boards in my meta), or inexperience on my part, it's been losing for me pretty badly.

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