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Questions about gear


orbion

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Hey guys looking on some opinions of how to kit a few things and how i've kitted a few things so far. First off i'm new to the wolf board but no stranger to B&C. i've picked up a squad of TDA Wolfguard and a squad of greyhunters as well as a good 'ol long fangs and coverted out 2 basic rune priests with Runic armour.

 

I have loaded the Wolfguard with 4xWolfclaw and SB and one with Chainfist and Asscan. Just wondering if you think adding the claws is worth the points because you get reroll to hit and wound with wolf rules plus BRB rules if im not mistaken. As a last note i plan on footslogging them and kind of wading around midfield just to get shots off.

 

The Greyhunters are 8x standard load out 2xplasma mark of the wolf. I plan to kit my other 2 10 mans out with melta so that i can assault and shoot the same turn. My question here is would you change the special weapons on the 3 squads?

 

And last but not least Runepriests. I have loaded them out with Runic armour force axe and a Stormbolter. Im wondering here if the storm bolter is worth is for the amount of points it is imo is kinda worth 2 shots at 24" and on top or runic armour brings them to almost 125 each making running 2 nice and even for list making purposes. Would you take them bare bones or give them the Storm bolter.

 

Alas I have forgoten something... Greyhunters and Wolfguard I have 4 Rhinos would it be worth it to put my hunters into the metal bawkses? as well as would it be worth it to put the wolfguard in a LRC and just dump bolter fire after they drop em off.

 

Thanks for any info/opinions you can offer.

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And last but not least Runepriests. I have loaded them out with Runic armour force axe and a Stormbolter. Im wondering here if the storm bolter is worth is for the amount of points it is imo is kinda worth 2 shots at 24" and on top or runic armour brings them to almost 125 each making running 2 nice and even for list making purposes. Would you take them bare bones or give them the Storm bolter.

 

If you intend to use SW psychic powers, don't bother. Five out of seven of our powers are shooting attacks, meaning you'll never want to fire your stormbolter.

Hello,

 

wolf claws give you the choice to reroll...once: hit or wound...

 

transports:

if you give WGPL TDA to your GH: you have only one choise: land raider...

If you keep all WG TDA in one pack: land raider or drop pod

WGPL without TDA, you can use rhinos

 

rune priest:

il you use shooting psychi powers: you will not use your storm bolter (you can only shoot once, and you shot psychic...)

if you give your priest only psy powers without shooting, the SB could be usefull

 

WG:

4 WC = 20 points

1 SS = 15 points

your TDA have a power weapon as basic gear..

I propose you to take 1 WC + 1SS: put him on the front to absorb fires! (save 2+/3+)

I know that in codex Space wolves the wolfclaws give you the option to choose weather to reroll to hit or to wound. However in the codex they are called a variation of Lightning claws and in the rulebook lightning claws have the "shred" special rule which makes the lightning claw have reroll to wound. So assuming you can pair "shred" and the "woflclaw" special rule you would always choose to reroll to hit becuase "shred" gives you free reroll to wound already therefore giving you hit and wound reroll. If i am mistaken and this has been FAQ'd I appologize that's just how i am interpreting it.

 

In terms of transports my question was poorly stated. I more wanted to know if youm feel that with 6'th ed transports are still worth their points because a land raider crusader getting gimped first turn and then having to footslog TDA WG anyways is kind of a waste. However getting them midfield first turn and then dumping out like 16 shots it pretty boss.

 

I may consider putting a SS in their to absorb fire if im going to slog them and not put them in a LRC but i would like to keep as much fire power on them as I can.

wolf claws give you the choice to reroll...once: hit or wound...

 

He can re roll as many as he likes, but has to choose whether it's to hit or to wound at the beginning of the phase.

 

 

GS

 

I believe he meant you only get one or the other.

 

if you give WGPL TDA to your GH: you have only one choise: land raider...

 

...or a drop pod, if your pack is 8man or less. I like to run a 6man pack and TDA WG with ass can and TDA RP with JotWW. Wiped out an entire gunline in an 18" arc on the first turn once by dropping into their deployment. Then laughed as my TDAs soaked up the remaining bolter fire while taking cover behind the pod.

I know that in codex Space wolves the wolfclaws give you the option to choose weather to reroll to hit or to wound. However in the codex they are called a variation of Lightning claws and in the rulebook lightning claws have the "shred" special rule which makes the lightning claw have reroll to wound. So assuming you can pair "shred" and the "woflclaw" special rule you would always choose to reroll to hit becuase "shred" gives you free reroll to wound already therefore giving you hit and wound reroll. If i am mistaken and this has been FAQ'd I appologize that's just how i am interpreting it.

 

I think its safest and non cheesy to assume that:

 

1. The wolfclaw is a variation of the Lightning claw

2. This variation means it does not have the shred special rule

3. Instead it has the Wolfclaw special rule, which means you can choose to either reroll to hit, or to wound, as described in the space wolf codex.

 

Anything else would make the weapon immensely better then it ever was, or intended to be.

Ok so then assuming least chessy rules and you still only get one or the other to reroll do you still think the claws are worth the points.

 

No. Atleast not 2x. Better to take a fist/chainfist/thammer instead of a second claw so you can pick whether you want rerolls or smash face at the beginning of combat and still retain the +1 A.

I planed on running them with 1xclaw and a SB not to be a melee unit but to be able to wreak some havoc if they are forced to a melee situation and hiding one chainfist in the back to deal with armor. And considering claws are a pretty cheap upgrade the squad with and asscan is still less than a vanilla squad.

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