sn33r Posted March 7, 2013 Share Posted March 7, 2013 Removed Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/ Share on other sites More sharing options...
hendrik Posted March 7, 2013 Share Posted March 7, 2013 well unfortunatly at 1000 pts it's hard to take on any AV14 vehicles since you usually don't have enough hight S, long range firepower. you could try deploying the lone wolf in front of your battle line while keeping your army close together, forcing your opponent to come to where you want him to come, meaning straight at your chain fist toting lone wolf Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323104 Share on other sites More sharing options...
dswanick Posted March 7, 2013 Share Posted March 7, 2013 A couple of questions: - Why does your Lone Wolf have both a Chainfist and Melta Bombs? - Why do two of your Grey Hunter packs list BoltgunX10 and one lists Bolt Pistol/CCWX10? You know all packs have Boltgun, Bolt Pistol, & CCW, right? - Do you really face enough high T opponents with your Grey Hunters to justify the Power Fist over the Power Axe? Some suggestion: - Lose the Lone Wolf Melta Bombs. - Exchange the two Plasma Cannon Long Fangs for three Missile Launchers. - Consider exchanging the Power Fists for Power Axes. The first two suggestions will result in a 1,000pt list more capable of dealing with AV14. The third suggestion will net you 20pts to spend elsewhere. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323129 Share on other sites More sharing options...
MeatGrinder Posted March 8, 2013 Share Posted March 8, 2013 Meltaguns man, meltaguns. Small points games I find melta to be more effective than plasma. Its one less shot, but stops feel no pain on t4, is ap1, doesnt blow itself up and pops tanks, because some people love av14 at 1k points. You dont really have anything nasty to take out tanks at this points level, so take the meltas in all your squads. Or at least some of them. I'd take melta in two packs and plasma in the other. I also totally reccomend Wolf guard with combimeltas and a fist. Theyll bump your Ld up to 9, let you challenge, eat ap3 shots, and have all the cool gear. Also, I much prefer Mark of the Wulfen to pw or pf, its cheap and can rend things at ap2. I think its mathematically better too, but dont quote me on that, it was last edition iirc. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323150 Share on other sites More sharing options...
Jonny Wolf Posted March 8, 2013 Share Posted March 8, 2013 Hey brother, I see you have a Melta and a Plasma gun in the same pack. You know if you buy a meltagun at 5pts, you don't get the Plasma free, right...? Page 3 of the FAQ and page 89 of the Space Wolves Codex. Just a heads up is all, :) Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323556 Share on other sites More sharing options...
DanPesci Posted March 8, 2013 Share Posted March 8, 2013 Those 3 melta squads of grey hunters should deal with it. Thing is you need to get them close enough to the landraider (unless your opponent is daft enough to come close before offloading a load of terminators at you). Get some rhinos or drop pods for your Hunter squads, drop pods should allow you to get straight into the land raider, and rhinos you can drive by if they havent been wrecked yet. Also, im pretty sure theres rule son here where you cant list individual wargear values as it makes GW unhappy chaps - im no admin, but pretty sure someone will ask you to change yer list formatiing. But aye, at 1000k, drop all the plasma cannons, krak missles can still glance a land raider, and with enough of them, just take hull points away til its dead. I tend to run 4ML, 1 Lascannon in my long fangs. The wolf lord is also pretty pricey for 1k, id most likely swap him out for a rune priest And...as said above, theres no point taking melta bombs with a Chainfist Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323612 Share on other sites More sharing options...
TheSniperMonkey Posted March 8, 2013 Share Posted March 8, 2013 Hey brother, I see you have a Melta and a Plasma gun in the same pack. You know if you buy a meltagun at 5pts, you don't get the Plasma free, right...? Page 3 of the FAQ and page 89 of the Space Wolves Codex. Just a heads up is all, :) Sorry, I've just checked this and both say if a unit consists of 10 models the second special weapon is free and put no other qualifiers or modifiers on it. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323631 Share on other sites More sharing options...
sn33r Posted March 8, 2013 Author Share Posted March 8, 2013 hello cheers for your thoughts guys.. - i added the melta bomb to the lone wolf by mistake it was meant to be for the wolf lord , but i must add my lone wolf chewed up 4 basic termies and two wounds off balial so im well impressed with him.. - ive checked the faq v1.2 and pg 89 and i cant find anything saying you cant have the second for free.. Q: Must a Grey Hunter unit that consists of ten models take the first special weapon at normal points cost in order to take the second free one? (p26) A: Yes. and to dswanick my battle scribe some how lists all the weapons available to space wolves (the repository file was from a friend he added all the info) my wolf lord took some punishment from the land raider and survived i think he was worht the points for a 2+ 3++ invul. ive also looked at the axes i thought x2 strength at strength 8 v toughness 4 requiring 2+ to wound was good, but looking at it power axe +1 strength (5) v toughness 4 req 3+ to wound or , frost axe strength 6 v toughness 4 req 2+ to wound for 15 points? Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323639 Share on other sites More sharing options...
Jonny Wolf Posted March 8, 2013 Share Posted March 8, 2013 hello cheers for your thoughts guys.. - i added the melta bomb to the lone wolf by mistake it was meant to be for the wolf lord , but i must add my lone wolf chewed up 4 basic termies and two wounds off balial so im well impressed with him.. - ive checked the faq v1.2 and pg 89 and i cant find anything saying you cant have the second for free.. Q: Must a Grey Hunter unit that consists of ten models take the first special weapon at normal points cost in order to take the second free one? (p26) A: Yes. and to dswanick my battle scribe some how lists all the weapons available to space wolves (the repository file was from a friend he added all the info) my wolf lord took some punishment from the land raider and survived i think he was worht the points for a 2+ 3++ invul. ive also looked at the axes i thought x2 strength at strength 8 v toughness 4 requiring 2+ to wound was good, but looking at it power axe +1 strength (5) v toughness 4 req 3+ to wound or , frost axe strength 6 v toughness 4 req 2+ to wound for 15 points? ok, my last comment and I'm done. The key word is 'the'. Q: Must a Grey Hunter unit that consists of ten models take the first special weapon at normal points cost in order to take the second free one? (p26) A: Yes. a: Indefinite Article 1. not any particular or certain one of a class or group: a man; a chemical; a house. 2. a certain; a particular: one at a time; two of a kind; A Miss Johnson called. 3. another; one typically resembling: a Cicero in eloquence; a Jonah. 4. one (used before plural nouns that are preceded by a quantifier singular in form): a hundred men (compare hundreds of men ); a dozen times (compare dozens of times ). 5. indefinitely or nonspecifically (used with adjectives expressing number): a great many years; a few stars. Let's replace 'the' with 'a' Q: Must a Grey Hunter unit that consists of ten models take 'a' first special weapon at normal points cost in order to take 'a' second free one? (p26) A: Yes. Then, yes, you could take a flamer for free then a plasma for free. But as we're using the defintive article 'the', then, it identifies the noun (weapon) specifically. Regardless, happy gaming! :) Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323736 Share on other sites More sharing options...
MustangTC Posted March 8, 2013 Share Posted March 8, 2013 My interpretation is that it does identify the noun specifically but not in the sense you're speaking of Jonny Wolf. To me it specifically identifies the "first" special weapon and at no point categorises it as being specifically Flamer/melta/plasma. Ergo Flamer + plasma is free. We're this not the case GW would have stated that the 2nd weapon must be the same as the first. I may be wrong though but it's moot, 99% of hunter packs want matching special weapons. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323747 Share on other sites More sharing options...
dswanick Posted March 8, 2013 Share Posted March 8, 2013 Hey brother, I see you have a Melta and a Plasma gun in the same pack. You know if you buy a meltagun at 5pts, you don't get the Plasma free, right...? Page 3 of the FAQ and page 89 of the Space Wolves Codex. Just a heads up is all, Just a heads up : You're incorrect on your interpretation of the FAQ and the RAW... Buying a Meltagun for 5pts absolutely allows a free Plasmagun in a 10-man pack, as does taking a free Flamer. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323748 Share on other sites More sharing options...
Grimtooth Posted March 8, 2013 Share Posted March 8, 2013 OP, Don't mix and match special weapons in your GH packs. Having 2 meltaguns in one pack to pop a raider and then 2 plasmas to hose down disembarking troops is better then having a GH sitting around with a special weapon doing nothing. Get rid of plasma and go with ML/LC Long Fangs. No idea why your WL on TWC could not have just wasted the Land Raider. He has like 6 str10 attacks to pop that thing open, not to mention your LW with CF. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323773 Share on other sites More sharing options...
dswanick Posted March 8, 2013 Share Posted March 8, 2013 No idea why your WL on TWC could not have just wasted the Land Raider.Because I don't think his Lord is on a Thunderwolf... Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323778 Share on other sites More sharing options...
Squark Posted March 8, 2013 Share Posted March 8, 2013 Uhh... Never list the points cost of wargear in your list. Ever. Seriously, GW has, in the past, shut down entire sites over this. Also, you don't need to list default wargear like boltguns on Grey Hunters. Everyone knows they have them, so putting them there just makes your list more cluttered, and ergo, less readable. List wise... 1) Wolf Lords are too expensive for 1000 point lists. Stick with Rune Priests and Wolf Priests, or, if you MUST have a powerfist or something, a Wolf Guard Battle Leader. You just can't afford spending 200 points on a single model 2) Powefists on Grey Hunters are... Bad. Seriously, you're paying the cost of a Missile Launcher Long Fang for a single S8 Ap2 attack. Power Axes give you additional attacks, and are cheaper, making you much more effective against anything other than a vehicle or a monstrous creature (And against anything other than an Ironclad, you have krak grenades for that). If you must have a powerfist in the unit, give it to the Wolf Guard pack leader, who gets it cheaper and has a second attack 3) Wolf Guard Pack Leaders. Seriously, take them. I really, really don't understand why I need to say this to people. Being able to stall enemy characters in challenges is good. Cheaper wargear makes the few extra points back immediately, and you've got a 4+ LO,S! to keep the expensive model alive. And LD 9 is critical. 4) Mixing special weapons is generally a no-no. Meltaguns and Plasmaguns generally want to shoot at different targets, which makes the other weapon much less effective. Also, footslogging meltaguns are questionable to begin with. 5) Lastly, Plasmacannons and Lascannons don't mix in heavy weapons teams. Go 2 of one and then the rest missile launchers (Or, if you're really strapped for missile launchers, give the PC squad heavy bolters) Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3323817 Share on other sites More sharing options...
sn33r Posted March 9, 2013 Author Share Posted March 9, 2013 OP, Don't mix and match special weapons in your GH packs. Having 2 meltaguns in one pack to pop a raider and then 2 plasmas to hose down disembarking troops is better then having a GH sitting around with a special weapon doing nothing. Get rid of plasma and go with ML/LC Long Fangs. No idea why your WL on TWC could not have just wasted the Land Raider. He has like 6 str10 attacks to pop that thing open, not to mention your LW with CF. . The reason my lone wolf didn't pop it is because the troops inside disembarked and hit him which was 4 terms plus balial which he called all but 1 wound on him so he definately got his points back.lol. thanks for or your help much appreciated. Link to comment https://bolterandchainsword.com/topic/272447-trouble-popping-a-landraider-crusader/#findComment-3324078 Share on other sites More sharing options...
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