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Grey Hunters


MustangTC

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Are your grey hunters Killy enough?

 

I'm finding mine are not. Combat after combat I'm finding its only the special weapons that reliably kill anything and am starting to think ill put both the MOTW and a PA in my squads aswell as the TDAWG with a power weapon.

 

Is anyone else finding this?

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My GH are the second most killy thing I have on the battlefield, the most killy unit pointwise is my Lone wolf but I somehow I have a tendency to roll incredibly well when it comes to these units. 

 

My WG and Scouts seldom pay back their points and neither does any vehicles, but that is most of the time my plan.

 

/C

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i suppose it depends what you are fighting, against good save models like meq then you will do less damage as the majority of your attacks have no ap value, but that is true for all basic cc units, even a mob of orks will struggle to shift a tda squad without special weapons or simple overwhelming numbers

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Depends. I run packs of 10 on foot with 2 plasma, standard and TDAWG sometimes with an assault cannon on the outflank. Also I run 8 melta hunters with standard and TDAWG with combi melta in a pod. Sometimes I just stick 10 in a rhino with 2pg and a standard. My TDAWG have power swords for at initiative pile ins, or mauls in melta squads for improved anti armour. Also I might run 5 behind an aegis to camp an objective. And then I run 5 with a WG in razors with melta + combi.
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Even running nine in a squad with my Rune Priest, my Grey Hunters are usually the last models to leave the table. My ten man squads are usually kitted out with everything but the Wolf Standard. (The only reason I don't WS that is because I'm constantly forgetting to use them.)

 

How are you using yours? Are you taking up the midfield and blowing away the units coming up on you or are you constantly trying to crash them into close combat? Remember, they're still marines. Shoot first, ask question and lop off heads later.

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I take 2 units of 5 now. They have gone from awesome to rubbish imo. Just too hard to get them into position now unless you pod them in and then they don't have the survivability anymore. 

 

That or 5 units of 8 in pods and build the whole army around them.

 

For me the 3 units of 8 as a staple are over.

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Here's my list "core":

10 Grey Hunters, 2X Melta Gun, Power Sword, Wolf Standard, Mark of the Wulfen / TDA Wolf Guard Pack Leader, Combi-Flamer, Power Axe / Wolf Priest, Runic Armour, Wolf Tail Talisman, Wolf Tooth Necklace, Saga of the Hunter

8 Grey Hunters, Plasma Gun, Power Axe, Wolf Standard, Mark of the Wulfen / PA Wolf Guard Pack Leader, Combi-Melta, Wolf Claw, Melta Bombs / Rhino

8 Grey Hunters, Plasma Gun, Power Axe, Wolf Standard, Mark of the Wulfen / PA Wolf Guard Pack Leader, Combi-Melta, Wolf Claw, Melta Bombs / Rhino

5 Grey Hunters, Flamer

5 Grey Hunters, Flamer

5 Long Fangs, 2X Plasma Cannons, 2X Heavy Bolters / PA Wolf Guard Pack Leader / Razorback

6 Long Fangs, 2X Lascannons, 3X Missile Launcers / Razorback

Total : 1,442

 

To this I usually add some of the following, depending on my expected opposition:

  • two Rune Priests attached to the packs in the Rhinos
  • a small force of TDA Wolf Guard in a Drop Pod, who get support from the Outflanking SotH-led Hunters
  • a Land Speeder squadron
  • another pack of Lascannon/Missile Launcer Long Fangs
  • a small unit of Thunderwolves, often led by a Lord
  • a unit of "wulfen-frenzied" Sky Claws and a Wolf-marked Dreadnought (my counts as C:BA Death Company)
  • sometimes I'll reassign one Long Fangs Razorback to one of the 5-man Hunter packs, and give the other pack one as well

     

I've never found my Grey Hunters to be wanting.  And I've never experienced the "uselessness" of AV transports.

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My frontliners are 7man Gh squads with mark, standard and a special weapon, with a TDA WG with combi and fist.

Backliners are 5/6man squads with a special weapon and mark, and standard if I have the points, in a lasplas razorback.

 

Basically you want to build your GH squads to do speciffic jobs, whether its taking objectives or dishing out hurt. They are increadably versatile.

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Do not forsake the standard because you forget to use it, its the best 10 points spent for Space Wolves as far as I am concerned. Just do what I did and put a 50 cent piece next to the squad that has not used the standard, when you go to move them you will be reminded every time that they have a banner and just use it right then and there if you know your going to assault during the assault phase. 

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I think you need to add some cc weapons to your GH. They make a world of difference. They combine up with the wolf standards very nicely.

 

GH are one the few basic troops with up to have 3 cc weapons per squad also remember use gh together tough targets require mOre than one squad to take it out

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I take 2 units of 5 now. They have gone from awesome to rubbish imo. Just too hard to get them into position now unless you pod them in and then they don't have the survivability anymore. 

 

That or 5 units of 8 in pods and build the whole army around them.

 

For me the 3 units of 8 as a staple are over.

What opponents are you facing?

----

For all-What other units are you taking? Perhaps this makes a difference in how effective they are as well or how much attention they are getting?

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One of the really nice things about grey hunters in 6th is that they can come in from reserves (such as via drop pod or outflank) and not care so much about being unable to charge. Similarly, a rhino works OK - you don't NEED an assault ramp.

 

Personally I consider a wolf standard, MOTW and a special weapon to be a minimum for my squads. With a max size squad I'd seriously consider adding a power weapon in addition to the free 2nd special weapon. And I'd generally take a WGPL if at all possible - in TDA if delivery mechanism allows.

 

Regarding MOTW vs power weapon - MOTW isn't much worse than a power axe at killing terminators. Considering that it's at initiative 4 and is much better at killing hordes... I think it's the best generalist CC "weapon" that grey hunters have at their disposal.

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@Rags: I build my army around GH and their transports, in my 2k I have 2 of my frontliner squads and 3 of the support squads. Added to that two rune priest and two ML LF packs.

As my hammer unit I have a wolf priest in TDA with combiplas with a unit of TDA WG with combiplasmas in a pod.

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I take 2 units of 5 now. They have gone from awesome to rubbish imo. Just too hard to get them into position now unless you pod them in and then they don't have the survivability anymore. 

 

That or 5 units of 8 in pods and build the whole army around them.

 

For me the 3 units of 8 as a staple are over.

What opponents are you facing?

----

For all-What other units are you taking? Perhaps this makes a difference in how effective they are as well or how much attention they are getting?

Sorry for the delay getting back.

 

I fight a whole range of things, necrons with 18 wraiths and the toys, old daemons, new daemons, chaos marines, tyranids.

 

I just have major issues with getting them where they need to go. Rhinos have been massively hit and foot slogging just doesn't work for me. I've not tried the pod list yet, that might work but the manoeuvrability when they have landed could be an issue.

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AS far as the foes you're facing go...

 

'Crons: Wraiths can be tricky to deal with. Your best bet is to take advantage of their (relatively) low toughness and use Krak missiles to instant-death them to reduce their numbers by the time they've reached you. Also, I suspect the necrons are tainting your view of the rhino somewhat- Gauss weapons did get a major buff in 6th, mainly in that they don't need to keep shooting at the vehicle to keep it locked down. Scythewing... Yeah, allies are your main defense against scythewing until GW gives us a flier, sadly. As to the AV 13 wall, well, Grey Hunters don't do much against it either. But that's kind of the point of the AV 13 wall. Try to ensure you pen the vehicles so you can shoot at the now rhino-level durable vehicles.

 

New Daemons: Random 'dex is Random. And not terribly well written. The only troops they have that are any use against you are Plaguebearers- Daemonettes and Bloodletters are, at the end of the day, T3 models with a 5+ save (Much like guardsmen in cover) who need to footslog into close combat, while Horrors are, well, horrible if you have any sort of psychic defense. And troops need to be the backbone of your list. Soul grinders and flying monstrous creatures are the main things to be concerned about- And they're generally the stuff you need to use your more elite stuff to deal with.

 

Chaos Marines: Chaos isn't a mono-build, so I'd need more info on what you're dealing with. Thousand Sons? Plague Marines? Noise Marines? No matter what, though, the Dragon is by far your biggest concern. Once you eliminate the dragon, there's not a whole lot they have that can really compete. To deal with the dragon, however... Allies are the name of the game, my friend.

 

'Nids: Nids shouldn't be a problem. Your runic weapon means build a better Monstrous Creature doesn't work, and Long Fangs can easily crush most of their heavy hitters.

 

On Rhinos- Rhinos are a bit less durable, but while they're on the table, they're more reliable than 5th edition since glancing hits just remove a hull point, instead of reducing their capabilities. How many rhinos were you running, and were you running vindicators alongside them? Mechanized lists are a bit of an all or nothing deal for Marines- They can work quite well if you have 4-5 light hulls on the board backed up by some heavy armor, but if you've only taken 2 rhinos, then that's the real issue.

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I agree with some of the others about the Standard. ANY front line GH pack should have one. THe last Tournie I played in saw in game my front GH pack w/TDAWG survive being shot at by 2 16+ squads of Guardians simply because I got to reroll the failed Armour saves on the TDA. After the dust settled I had lost TDA WG & 3 GH of 10. One squad of Guardians had reeroll failed to hits. In game 2 vs Guard, the GH pack survived 2 squads firing at them, multi charged them(not the brightest thing in hindsight but 4 GH on one squad & 2(one with MOTW) on the other . THe MOTW rerolled his one turning it to a 5 & then went on to reroll 3 failed to wounds turning 2 into wounds. Managed to win combat & break both squads, sweeping them. THen rerolled a consolidation to get the pack to together into cover behind a hill. Long & short of it is IMO in 6th, taking those extras is kinda of neccessary. I almost always take a PW & MOTW with the Std. But I alos play against a variety of opponents here so build generalist  lists almost always. Just my 2 cents.

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I find that grey hunters always pull their weight when in position, but that seems to be the name of the game now with footslogging. Drop pods help depending on the terrain your group uses, rhinos are hit or miss based on the list your facing.

 

I have had a lot of success vs csm and IG with two razorbacks with assault cannon or Lascannon and 5 GH with a Flamer to hold objectives in the backfield.

 

Vs any MEQ army a PW or MotW is required for cc units. Special weapons depend on the task and play-style you favor. Wolf standards are boss.

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