Jump to content

TDAWG load outs


Deathscream

Recommended Posts

I magnetized around 15 tdawgs and now I just model them with out the magnets due to my desire for having unique looking models. But I have spent an easy 500 dollars on just terminator kits alone!! Wow, that surprised even me!! The fist step to recovery is admitting you have a problem. I have a problem! :D

 

End of Line

well i dont see my self ever using more than 15 termies.... but 50.... dayum

Yeah, my work bench is a pretty amazing sight most of the time!! Between Logan Wing and the Nurgle Marine army I am building, there isn't much room at all!!

 

End of Line

Noticed not very many storm shields in TDAWG packs. Not worth the cost or loss of combi/close combat weapon?

Not worth the cost. 2 of them with a power axe is a decent front line for a Close Combat focused pack, but 48 points for a hammernator, at least for another week, is just too much.

 

Noticed not very many storm shields in TDAWG packs. Not worth the cost or loss of combi/close combat weapon?

Yep, expensive. I have one model with a SS in my WGTDA pack, and his job is Tank duty.

 

Compare old/current (before the new release anyway) is 40 for a codex TH/SS Termi compared to 63 for a TDAWG TH/SS... so they get 1.5 for us getting 1 :/

 

[Edited - massive calculator fail...]

yeah wouldn't mind if we see some minor point reductions in certain weapons packages for our guys, say 20 points for a hammer and sheild combo. still expensive but would actually consider taking some at 53 points a peice. the marine hamminators are price hiked an extra 5 points in the new codex(from what i hear).

 

most of my boys are set up with claw/fist and combi plasma. if i get another box the shield and axe doesn't sound to bad. 

Are TDAWGs the only terminators who can take storm shields without also having to take hammers? I can't think of anything else that can do it. Shield and power axe seems like a pretty decent combo for tanking. The hammer really doesn't seem all that good for its points.

Are TDAWGs the only terminators who can take storm shields without also having to take hammers? I can't think of anything else that can do it. Shield and power axe seems like a pretty decent combo for tanking. The hammer really doesn't seem all that good for its points.

 

dark angels have the knights with a power weapon and sheild, not sure if they can swap out the power weaopn. the sarge can upgrade his to a flail(special name), it has some special attack thingy.

 

but i think we are the only ones who can swap around as we please.

 

the hammer isn't any better than a fist except against ICs/MCs and units with multiple wounds and higher toughness. hammers just look cool

The main reason for overpriced wargear on Wolf Guard is the customizabilty; Adding options for discounts on double lightning claws or Thunderhammer-Storm Shield combos would make the page to unwieldy. Of course, I'm not sure why they insisted on increasing the point costs in increments of five.

 

To be honest, I wouldn't mind a little less customizability if it meant more practical pricing.

 

Also, more reasonable prices for bike and jump pack pack leaders (For that matter, the ability to actually use wolf guard as Swiftclaw pack leaders)

The main reason for overpriced wargear on Wolf Guard is the customizabilty; Adding options for discounts on double lightning claws or Thunderhammer-Storm Shield combos would make the page to unwieldy. Of course, I'm not sure why they insisted on increasing the point costs in increments of five.

 

To be honest, I wouldn't mind a little less customizability if it meant more practical pricing.

 

Also, more reasonable prices for bike and jump pack pack leaders (For that matter, the ability to actually use wolf guard as Swiftclaw pack leaders)

Fortunately, it looks like the designers are willing to ditch the multiples of 5 rule of thumb for pricing these days, when it doesn't make sense. What seemed like a good idea at the beginning of 4e...

 

Also, if the new SM codex is any indication, we should expect Bikes and Jump Packs to come down in price especially for characters.

 

V

I having gotten a hold of 31 TDA space wolves.Some are already completely assembled, some need to be assembled, and others are magnetized. I am not a fan of magnetizing as it seems to be more a hassle for me than anything else.  I am trying to figure out how to configure all these TDA marines.

 

With regard to the fully assembled and painted, I have:

 

2 x assault cannon + Chainfist

1 x ML + powerfist (can be unassembled if needed)

4 x SB + powerfist

1 x SB + chainfist

1 x SB + Axe

1 x Heavy Flamer + Wolf Claw

1 x Thunderhammer + Storm Shield

1 x Axe + Storm Shield

1 x SB + Wolf Claw

1 x SB + Chainfist

1x Combi-melta + powerfist

1x wolf claw + wolf claw

1 x combi-plasma + wolf claw

1 x SB + thunder hammer

 

I also have one with a combi melta but no second weapon attached yet and one with an assault cannon and no second weapon attached

 

That leaves 11 TDA that can be configured any way I want.  

 

My plan is to get another box of 5 terminators for a total of 36 TDA-WG.

 

So, questions:

 

1. What second melee weapon would you give to the combi-melta?

2. What second weapon would you give to the assault cannon?

3. How would you configure the remaining 16 TDA-WG?

 

I tend to play a footslogging force, though I have access to a Drop pod and two land raiders that could be used for this force.  Thanks in advance for thoughts and ideas!

Magnetizing is easier than assembling most models...  do not understand where the hassle is. 

1) drill hole, (using drill bit which is the same size as magnet)

2) put magnet in

3) repeat on 2nd joint

 

I think it takes me literally 5 min to magnetize a body on each side and 2 arms. 

 

The amount of money one person can save through magnetizing is just to huge. Specially when it comes to something like a land speeder and standard troops.

I would absolutely hate to see the new dex force the standard marine termi package load outs. We are a chapter of individuality and that's what makes our TDAWG (apparently all the 'cool kids' are calling it WGTDA now ;) ) a great unit. Being able to take ANY load our for each marine in the pack is just amazing. If I'm stuck with T Hammer / Shield in the new dex, I'm gunna be pissed!!

 

Magnetizing is quick and easy, make sure to keep all the body magnetized the same direction so any arm can fit any body. I made that mistake on the first ten or so that I magnetized. Oops. Those where the first ones to get arms glued down!!

 

End of Line

You've got it backwards Ramses... It's Tactical Dreadnought Armored Wolf Guard. NOT Wolf Guard Tactical Armored Dreadnought...

 

Wolf Guard Tactical Armoured Dreadnought will be our new codex unit. A dreadnought armoured in wolf guard. That's the huge unit we keep hearing rumours about. It all makes sense now.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.