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TDAWG load outs


Deathscream

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Arjac is great fun to use but very expensive. Ive had him seriosuly wreck face before though, his hammer throw in particular cna be hilarious and instakills anything T5 or below :)

 

Id run this

 

Arjac

WGTDA, CPlas, P.Axe

WGTDA, Cplas, P.Sword

WGDTA, C,Melta, P.axe

WGTDA, H.Flamer, W.Claw

Drop Pod

 

If not using arjac id just keep him as a TDAWG with C.Melta and P.Axe

I'd recommend you give only a power axe (give one a power sword if you have any 3+ models in your unit - he can absorb AP3 for them) or a wolf claw to your combi weapon dudes (they are more cost effective against infantry than the more expensive loadouts), and then if you like, you can mix in a few of the following loadout:

 

A) storm shield + power axe (possibly sword, if you're worried about getting the shield in place before the AP2 strikes come in)

B) wolf claw + expensive unwieldy weapon (i.e. power fist, chain fist, or thunder hammer)

C) pair of power armoured wolf guard with bolt pistols and power axes (very hard-hitting but somewhat squishy - position them behind TDA models)

 

Personally, I'd shy away from mixing melta and plasma, because I think this unit does best when it's delivered FAST and in one piece - to really lay the smackdown before the enemy gets a good chance to retaliate. This will generally mean Land Raiders (can fire and assault after disembarking, but there's always the chance they'll destroy your transport before you arrive) or Drop Pods (they can't do much to stop you - though interceptor may be a pain - but you can't assault after disembarking, which is definitely a pain). In any event, by mixing melta and plasma you're making it so that you cannot unload the full brunt of your combi weapons early on (generally you'll want to plasma MEQ or termies, and melta tanks). Which kinda goes against the point of the unit, in my mind, and dilutes its effectiveness.

First off, so I should just not take Thammers, kinda makes me sad because of my rad flail idea.. but understandable.

 

Secondly, can't you only fit 5 TDA Into a Pod? In which case the unit of 10 would be divided into two squads of 5, one with Arjac, another with a HQ. So the divided combi-weapons would be split up into different squads. There is no transport outside of forgeworld that can carry any more than 8 TDA models! I want to have them in Pods though, kinda integral to my list and backstory!

 

Hrmm..food for thought for sure.

Thanks guys!

If you're slogging them, combi-weapons may not even be worth it. I'd probably go a 50/50 split of combi and storm bolters. Because you're going to take casualties before you can rapid fire those combis. Which is why I think TDAWGgies are better with a faster means of deployment (even though it more or less rules out a full 10 man squad - though it's worth noting that you can fit a unit of 6 TDAWG and 4 PAWG in a crusader. Maybe sub out 1-2 of PAWG to make room for a character, if you like)

Personally, I'd shy away from mixing melta and plasma, because I think this unit does best when it's delivered FAST and in one piece - to really lay the smackdown before the enemy gets a good chance to retaliate. This will generally mean Land Raiders (can fire and assault after disembarking, but there's always the chance they'll destroy your transport before you arrive) or Drop Pods (they can't do much to stop you - though interceptor may be a pain - but you can't assault after disembarking, which is definitely a pain). In any event, by mixing melta and plasma you're making it so that you cannot unload the full brunt of your combi weapons early on (generally you'll want to plasma MEQ or termies, and melta tanks). Which kinda goes against the point of the unit, in my mind, and dilutes its effectiveness.

 

The reason i mix is so that they have options about what to assault and are less predictable. For me i tend to be quite unlucky with drop pod scatters, so having the mix of plasma and melta ensures that if they do scatter away from their intended tank target, they can still do damage to an infantry unit with the plasma backup. And vice versa. Lets face it, if you're tank hunting, you're probably gonna aim for the back of a tank anway, and bar AV13/14, rapid fire plasma is still gonna cause some pain to most vehicles side/rear armour.

 

In a land raider, id definately mix up the TDA and PA in a squad, just to get more bodies in there, again, having melta & plasma in there makes it slightly less predictable..ie if my opponent knows that unit is packing ALL melta, he can be pretty sure its making a beeline for his heaviest tank etc.

 

Each to their own though :D

I definitely don't want to have any PA'ed dudes in the unit because they represent the whole of my Clan's TDA armored troops (Non-HQ). I mean if they could get artificer maybe? But I think i'll stick with either just fielding 5 at a time or dividing the unit into two separate pods.

 

The Wolf Claws present some interesting opportunities. If I don't use Thammers I feel that I should at least fit some Fists in, I mean they ARE Iron Hands after all. Hrmm..

 

Also Heavy Flamers, I can see the point, but its a toss up between Assault Cannon and Heavy Flamer, what do you guys think would be the better option? Would likely either be placed with a Grey Hunter squad or with a unit of other TDAWGS with Combi-Plasma.

  • 1 month later...

I really like the wolf claws, and have decent success with them in 6th. The ability to reroll is great. I run them with a combi weapon in the other hand. Usually 2 claws and 2 axes in each T-dawg pack.

 

I'm horrible with Dpod scatters as well DanPesci. I have lost an entire pack three times gambling for that behind the enemy lines table edge deployment...

 

Thunder hammers are more costly for what a free power axe will more often than not take care of. And for the heavy armored stuff, see combi-melta. :) I usually mix combi weapons in my packs as well. 2 melta and either 1 or 2 plasma. Allows each pack to fill a wide variety of roles.

 

If you have a lone wolf sitting on a quad gun, he is in TDA, would it be worth giving him MotW? Or is a storm shield the upgrade of choice in this situation?

 

End of Line

  • 4 weeks later...

hey brothers,

iv'e been putting together some wolfy models(normally have Dark angels) as i had some boxes laying around spare,and i discovered a cool Ghost grey color to paint em in wub.gif

so i have a squad of 5X "TDAWGS" 3 with claws and 2 with SS/TH, they will be going into a redeemer with a wolf priest character they are designed purely for assault,not multi-tasking

so please dont say "comb wpn this combi wpn that" teehee.gif

my question is should i take frost axe instead of T-hammer or leave it as T-hammer?...

cheers Mithril

With what you've got, this is what I'd reccomend

 

3x Powerfist+Wolf Claw (Strictly better than Double wolf claw, and easy to convert into with a quick knife)

2x Power Axe+ Storm Shield (Keep it cheap and cheerful, and rely on the extra attacks from the dual wielders to make up for the lost thunderhammers. Thunderhammer into Power Axe is also a pretty easy conversion if it's the right thunder hammer).

 

Frost axes and Frost Blades are basically useless on terminators as they're outclassed by Wolf Claws and Power Fists which are the same cost or cheaper, and you can't take a pistol anyway to save points on the extra attack (And for that matter, Wolf Lords have an extra attack compared to standard Captains*, so just take the power fist or wolf claw)

 

 

*AT the cost of having to pay for our version of the iron halo. But, if you wanted that storm shield anyway...

With what you've got, this is what I'd reccomend

3x Powerfist+Wolf Claw (Strictly better than Double wolf claw, and easy to convert into with a quick knife)

2x Power Axe+ Storm Shield (Keep it cheap and cheerful, and rely on the extra attacks from the dual wielders to make up for the lost thunderhammers. Thunderhammer into Power Axe is also a pretty easy conversion if it's the right thunder hammer).

ok so good info but can someone tell me why the "Pwr fist /Wolf claw" combo is better than twin claws pls ???

and yes i see pwr axe..not frost axe msn-wink.gif

cheers Mithril

Twin claws only gives you S4 and ap3. Adding a power fist instead of a second claw still gives you the +1 attack for having two specialist weapons, and lets you fall back on its initiative 1 ap2 if you need to crack terminator armour (not to mention giving you a double-strength option against vehicles etc)

Twin claws only gives you S4 and ap3. Adding a power fist instead of a second claw still gives you the +1 attack for having two specialist weapons, and lets you fall back on its initiative 1 ap2 if you need to crack terminator armour (not to mention giving you a double-strength option against vehicles etc)

 

Also, there is no additional cost, which makes it a no-brainer.  There is not one single advantage to taking twin claws over the claw-fist combination.

 

V

Plus, the conversion is as simple as cutting the claws off one of the wolf claws (That's where 95% of all right handed powerfists come from, anyway). And Power Axes are a pretty simple conversion, too; Just cut off the hammerhead and the axeblade from an axe (Space Wolf players generally have 2-handed power armor power axes lieing around they'll part with), and put the axe were the hammer was. I can dig up a picture of the conversion I did, if it helps.

 

 

EDIT: The bottom left Terminator is the one I'm talking about. The guy on the right, on the other hand, got his power axe from the chaos warrior's box (a great resource for Space Wolf conversions, by the way)http://i215.photobucket.com/albums/cc78/TheGreatSquark/Models/Get%20those%20Wolves%20Painted%20pt%201/CIMG1028_zpsa3f165a5.jpg

confused.gif im still not convinced to put a Pwr fist with a wolf claw....knowing my luck a new dex will come out and bamo! gotta change it...plus the twin claws look sooo wolverine cool...(i have a personal dilema wallbash.gif ) i guess i will just have to make some more later perhaps,no harm in that is there(i hope my wife never reads this sweat.gif )

although i can see using a claw with a combi wpn as very viable...

Mithril

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