Desert Eagle Posted February 13, 2013 Share Posted February 13, 2013 ...well, trying to anyway. There are three unit entries i'd like to discuss and hear your thoughts about. A lord, a speeder and a unit of long fangs. All changed or made possible with the 6ed. Let's start with the lord, maybe a more fun option than competitive, but at the very least he's diffrent. Wielding a pair of plasma pistols, mark of the wulfen, runic armor, belt of russ and a necklace + your saga of choice, he don't come cheap. With warrior born or saga of the bear it's 240p. But he does take advantage of the 6ed rules gunslinger, precision shots and strikes... and can get some lucky ap2 cc attacks at initiative. If you compare him to a more conservative loadout with a frostblade over the second PP and motw, he's almost as killy on the charge (including shooting) vs power armor and roughly twice as deadly against terminators. With the chance of taking out key personell with precision shots (that is very likely to kill if they hit with str7 ap2) i think this build actually looks kind of fun. I'll have him join a unit of GH with a marked WGPL for tripple wulfen fun. Next up, meet the junior helldrake, the twin heavy flamer speeder. With 6ed allowing both flamers to open fire and, atleast according to the internet, lot's of gamers going footslogging, this one looks awsome in my book. I'd deepstrike it aggresivly almost every time. It will have 1/3 chance of landing spot on. If not, i hope for the mishap and possibly getting back in reserves rather than landing outside of template range. For 60p it is well worth the gamble, especially versus orks, guard, etc where those two templates can really do damage, altough, even marines will take casulties if enough bodies can be fitted under the templates. I know it's made of paper and won't last two turns that often, but anyhow i'd argue it's still more survivable now with the jink save and all. I don't know, only real downside i can see is that it takes up a fa-slot...but i really like this speeder and would love to hear your thoughts about it. Lastly, the all multi-melta longfangs. I know people have been using this unit, but not in the role i'm thinking of... I imagine (haven't tested it) that they actually can be a decent awnser to fliers. Think about it, you really only need one or two hits vs anything that doesen't have ceramite plating to have a very good chance of blowing them out of the skies. Buff them with a divination rp and that's effectivly 10 chances of rolling a 6 to hit. I'd like them to deploy in a rhino and follow the main force to the thick of the fight. Semi-short range, i'know, but still 18 inches of effective melta range and 30 inches non-melta when snap firing. And vs fliers snap-fire is the only option anyway, so using them in a non-static fashion isn't a problem. Oh, and in case there are no fliers to shot at, 5 multi-meltas probobly can make some tanks go boom instead. It's fairly cheap, 150p with a rhino, and looks like more fun than buying an aegis defence line. Needs a rp nearby or joining them at deployment. Biggest issue is that the damn devastator-kit only contains one MM, but there is the old metal version and some forge world versions available. Thoughts? Possible? Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/ Share on other sites More sharing options...
Karack Blackstone Posted February 13, 2013 Share Posted February 13, 2013 Reasonable suggestions. I personally would be a bit hesitant to give a WL a pair of pistols that can cook himself. Two bad turns in a row and he can go down from self-inflicted damage. Dice are funny that way. Concept is great, to say it, though. What's the math on this guy? Two PP, a BoR and RA, I'd bet most are taking the RA save for him should he go overheat nutsy. Definitely worth considering, seeing as most LS's tend to be easy to shoot at anyway, twin HF's would be a nasty surprise for the opposing army, especially when they just drop in and say hello via deep strike. The only complaint I have about MM LF's is their range; I think when shooting at a Flyer the measurements are to the hull of the model, not to the base. So, to point it out, unless the people in my store are doing it wrong, you're giving your best heavy weapons option the shortest range item in their arsenal? Considering everything, and that I have not recently played any games, I'd say we're going to have to consider Dreads with dual TLAC arms (Rifleman) as a possible solution, rather than gimping oneself with the worst ranged option the LF's can take from the armoy. Also, the biggest issue with Flyers is that most SM armies tend to have the ones with the anti MM rule; so, I'm not sure how to approach this right now. Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3304166 Share on other sites More sharing options...
Guest Drunk Guardian Posted February 13, 2013 Share Posted February 13, 2013 I like your ideas. I think I would try to use the dual plasma pistols on a thunderwolf rather than on foot. That way you pickup rending and don't waste the +1A for dual pistols. With Mark of the Wulfen you'll be striking anywhere from 2-7 times a turn. A thunderwolf with dual plasma pistols will have 6 attacks every single turn. Also you'll have the other natural advantages that a thunderwolf gives. You could genuinely surprise a lot of people by bringing a unit of Thunderwolves loaded out with plasma pistols. Suddenly you have a lot of fast plasma running around getting dangerously close to stuff. As for the Land Speeders, I love that idea, but I also love the idea of the dual-HB and dual-MM Land Speeders. Basically, this edition wants you to link up two common guns. Seeing as how the Wolves are so good at anti-infantry as it is, I think I'd rather deep strike in dual-MM Land Speeders to crack open some tin cans. As for the MM Long Fangs, I was considering using them as part of a drop pod force to help establish local superiority in a hostile deployment zone. Going down by themselves they'd be useless but with three other pods you're presenting a lot of scary targets. Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3304228 Share on other sites More sharing options...
Wolf Lord Loki Posted February 13, 2013 Share Posted February 13, 2013 Cant hav dual pistols on the thunderwolf! Was just brousing the codex as i read this post and thought i'd check as it sounded awesome. Alas they can only swap their bolt pistol for another gun. As for the MM long fangs, ive used a similar tactic with my white scars. Except i used to use a rhino to ferry them into position. Flanked by tactical squads it made a good objective holder. For some reason EVERYONE is wary of frontal assaults on 4 MM's Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3304303 Share on other sites More sharing options...
Desert Eagle Posted February 14, 2013 Author Share Posted February 14, 2013 Thanks for replying guys. I'm glad these ideas didn't get frowned upon. As for overheating, i wouldn't be worried. Sure, rolling snake eyes happens, but not to knock of three wounds. Add a re-roll to hit by a rp or preferred enemy from a wp, and it's three consecutive rolls of 1 for a gets hot wound. If that happens, i'll probobly just laugh anyway. I did some quick mathammer before, and i belive it was something like 2.7 dead marines on the charge or something like that, including shooting. Most of this dudes killing will come from his guns. The main thing is he is doubbling his chances to waste a sergeant or any type of upgrade opponent with precision shots. Like vs another wolf player, killing that standard bearer can make a big diffrence before charging into close combat with them. The gunslinging thunderlord sounds like lots of fun. I don't use thunderwolves myself (as i play a diy-chapter...and while the mark could easily be represented by a chainsword, riding big wolves dosen't fit my armys estethics.) But for everyone else that looks like a mighty cool lord! True thing about the speeder builds of this edition. I like them all, but i must say that i find the flamers more appealing than the heavy bolters, which is also a mainly anti-infantry gun. Going solo, the bolt-version might get less attention and stay alive longer, but i think the qualities of the flamer is more sexy. Ignores cover and being a template is huge vs anything not marine...like a mob of angry nob bikers for instance. Might not kill them all, but they'll be severly crippled by the speeder. I belive this pattern is much like a vindicator. Might not get to shot every game, but when it hits good it will hit really good taking out a large chunk of enemy infantry. The double melta is good, but serves a diffrent purpose. I wouldn't mind both patterns in my army. Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3304395 Share on other sites More sharing options...
Squark Posted February 14, 2013 Share Posted February 14, 2013 I think he meant A Thunderwolf-mounted lord with 2 plasma pistols. And you don't need mark of the wulfen for that, since you're already making a bunch of S5 Rending attacks. Not competitive in my mind, but lots of points for style. Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3304805 Share on other sites More sharing options...
Guest Drunk Guardian Posted February 14, 2013 Share Posted February 14, 2013 I think he meant A Thunderwolf-mounted lord with 2 plasma pistols. And you don't need mark of the wulfen for that, since you're already making a bunch of S5 Rending attacks. Not competitive in my mind, but lots of points for style. Exactly. A wolf lord on thunderwolf can do this. Link to comment https://bolterandchainsword.com/topic/271215-thinking-outside-the-box/#findComment-3305263 Share on other sites More sharing options...
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