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Njal in a Pod list


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So, for whatever reason I had never read the Stormcallers fluff... Njal is a badass! I am really tempted to start adding him to my lists in a hammer type unit. I know he is pretty expensive, but he's only 10 pts more than the thunder bear lord I normally use, and he also has the added bonus of being a psyker (a very good one at that). After doing some searching I see that Njal is best utilized in a "blob" of units. I would be drop podding him down in a unit of TDAWGs with 2 Assault cannons as well as two other kitted out units of Grey Hunters (10 man). I know only have 2 wounds will hurt a little bit, but there is plenty to keep him safe in CC and from shooty and his psychic deny on a 3+ and his game effect rolls I think will function really well. Let me know if you guys want me to post a list. 

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A list wouldn't hurt, to make sure you get something viable out there.

 

As well, at least one additional RP outside of Njal would likely be a great idea, if you care to try for it.

 

Just to say it, the TDAWG unit in a pod might get a little tight since there are only a max of four TDAWG outside of Njal in a pod; PA and TDA WG totaling the eight or nine PA models Njal would be accompanying down might prove useful.  Think of this as a form of wound shenanigans just like TWC units can do, only in the one wound WG packs.

LIST IN PROGESS

HQ:
Warlord: Njal Stormcaller

Rune Priest
CoTS, Runic Armor, Bolt Pistol, Runic Weapon

Elites:

WG Pack

7x TDAWG: AC/SS, AC/CF, TH/SS, Combi-Plasma/PF, WC/WC, Combi-Plasma/PA, Combi-Plasma/PA

3x PAWG: BP/CCW, BP/CCW, Combi-Plasma/PF

Drop Pod

Troops:

GH Pack 1
9x GH, MotW, Standard, Power Axe, Plasma gun
Drop Pod

GH Pack 2
9x GH, MotW, Standard, Power Axe, Plasma gun
Drop Pod

GH Pack 3
10x GH, 2x Plasma
Drop Pod

GH Pack 4
10x GH, 2x Plasma

Heavy Support:

LF Pack 1
Pack Leader
4x ML

LF Pack 2
Pack Leader
3x HB
2x LC

Total: 1960

Two of the TDWAG not drop podding will be meat shields for LFs, the left overs will be in their own footslogging and disruption unit. 
 

The problem with Njals passive is that it is not likely to become relevant before turn 3 (and sure as hell not turn 1), he also needs to be in the middle of whatever is happening due to the range limit of his powers. Seeing as a LR can be stopped fairly easy these days and he can not use those powers from inside, IMHO the best way to deliver him will be a drop pod with 7 Grey Hunters, and WGPL with PA (to eat a challenge instead of Njal), Standard and whatever Special Weapon you see fit. You can bring 3 pods and let Njal come from reserves from turn 2 onwards (not dropping him turn 1).

Grey Hunters are just superior to WG these days, because they are more cost-effective and I prefer drop podding them. Get 3 squads of GH in pods and drop the first two in turn one to support the long ranged firepower you have going on and unless you roll abysmally you should get Njal by turn 3. If you find keeping him in reserve is too risky, you can pod him 1st turn with another GH squad, just keep him in a relatively save position. But NEVER EVER have him be in the only drop pod you use, he will get focused to hell. Target saturation is still the best defense an army can have, so have close range support for him.

 

As for the powers, it depends on your setup. I have a lot of divination sources since I play Rune Priests and an Inquisitorial Detachment with 2 Divination fellas so I can pretty much risk have a RP or Njal to go on Jaws duty. But it really does not matter seeing as he gets only 2 rolls on the Divination table as the RP and the reason you bring him is his passive and the best psychic defense in game.

The biggest problem I see with this list is that if you drop pod njal, even if there are other squads for your opponent to fire at, a drop pod with 7 gh, a wgpl in pa and  njal is almost quarter of your army and he will most likely be your warlord, which can hurt you quite hard if he dies because both secondary victory point and almost quarter your army gone. Though immersturm you do do have a good point in that make sure he gets dropped down 2nd turn min.

My list is a couple posts back. I have 5 Pods.. 4 with GHs

 

I know, I read it. My point was you using Njal with WGTDA, which is a waste of points and less survivable than GH, if you ask me. The other part was general info for someone else who might be reading this entry.

Depends on his meta, but with plasma being so dominant, I do not see Terminators being as strong as they used to be. There are 4 bodies where 1 plasma will most likely kill a TDA. Stormshields are nice but expensive. The body mass will protect njal for longer then a couple invul. saves. If we would be talking more then 4 TDA and cost wouldn't be an issue then by all means.

 


My list is a couple posts back. I have 5 Pods.. 4 with GHs


I know, I read it. My point was you using Njal with WGTDA, which is a waste of points and less survivable than GH, if you ask me. The other part was general info for someone else who might be reading this entry.

Gotcha, you confused me with the way you wrote about the 3 Drop Pods.

Storm Shields are pretty pricey, but they are in there with plenty of room left if I need to fit something in.

Since no one has said a huge overhaul needs to be made.. does that mean generally the list is alright?

I really don't know what I want to do with the other Rune Priest, nor which psychic powers to give em. I really don't think I need to give him prescience and attach him to the fangs which means I'll most likely pod him in. If I do what Immerstrum said and bring Njal in outa reserves I should probably bring the other Rune Priest down on turn 1 with the other guys.

I should note... Njal will still be in much of a "blob" as he'll be going in with more than one Pod.. (if he arrives turn one) I know it's risky throwing your warlord in there... on a fluffy note though, what would a Space Wolves warlord want more? Yes the way the game is played doesn't always work in the way of living up to the lore. I think as long as Njal and first wave for that matter, are dropped in a strategic location, it should work.
The list is fine, pretty standard for SW. Just minor tweaks. I would try to either stock up the first LF squad to 5 ML or 3 ML and 2 LC to split fire. The second LF squad seems rather schizo, the guns have different ranges and you will be wasting shots. More ML would be optimal. Also I would give one or two GH squads Meltas depending on how vehicle-heavy your meta is. Otherwise, solid drop-pod list. Not sure if you face many Tau or Nids, if you do get Jaws, otherwise stick with Divination, rerolls in melee are awesome and since you get 2 rolls on each HQ, you will have a different power to fall back to (pray for 4++ or Ignore Cover). Here's another suggestion for Njals WG squad if you decide to go that way: mix TDA and PA. For example have 2 TDA with SS up front and 4 PA with power weapons and/or combi-weapons. Gives nice versatility and more bodies.

The list is fine, pretty standard for SW. Just minor tweaks. I would try to either stock up the first LF squad to 5 ML or 3 ML and 2 LC to split fire. The second LF squad seems rather schizo, the guns have different ranges and you will be wasting shots. More ML would be optimal. Also I would give one or two GH squads Meltas depending on how vehicle-heavy your meta is. Otherwise, solid drop-pod list. Not sure if you face many Tau or Nids, if you do get Jaws, otherwise stick with Divination, rerolls in melee are awesome and since you get 2 rolls on each HQ, you will have a different power to fall back to (pray for 4++ or Ignore Cover). Here's another suggestion for Njals WG squad if you decide to go that way: mix TDA and PA. For example have 2 TDA with SS up front and 4 PA with power weapons and/or combi-weapons. Gives nice versatility and more bodies.

The Missile Launchers are as they are for now because I don't have a 5th. Would 3 ML and 2 LC be just as capable as 5 ML

 

I really like the HB/LC combination. I know to most of you seasoned vets it seems schizo, however, it worked really well against my buddy and his deep striking blood angels. They were probably the star unit of my very bad game and the HBs alone probably killed and did more damage than any other unit i fielded. If anything gets in the backfield and tries to make my LFs go away (barring the hell chicken) they usually aren't there very long. I have another list that utilizes 3 rune priest and in that case I would definitely be using prescience with them. I will definitely considering mixing the WG for more bodies. 

 

What are the thoughts on having two TDAWGs with Assault Cannons in the same pod? Decent amount of fire power or a no?

I'm looking at your Wolf Guard unit and thinking how?

 

1 pod for 4 termis and Njal?

 

2 in PA can go with the GH squads, if you leave the RP with the long fangs.

 

2 Termies with your long fangs.

 

That leaves 2, one PA and a termi, with no room to deploy.

 

As far as I'm aware, the rules for WG allow splitting off guys to become sergeants, not forming multiple units from the same squad. ie you can't have s drop pod unit and allocate some off as sergeants, then form another squad from the remainder that won't fit in the pod.

I´d never field Njal due to his high cost, fragileness and the incredibly stupid fact that his special game-affecting ability only works when the SW player begins the game (NO EFFECT at all when the SWs go second...). The last point alone just makes me rage everytime I think about it.

Temnb, good catch. I thought for some reason WG could combat squad since they were characters. 

Vlk... I think you're confused at how Njal works. It starts at the beginning of Njals turn... how do you figure it only works if SWs take turn one? His power happens every SW turn.

He only has two wounds is his big downfall. He has great psychic defense, great rules, and he has better Terminator army than most. I think Njal is probably better than Logan minus a wound and unlock WG as troops. 

Temnb, good catch. I thought for some reason WG could combat squad since they were characters. 

 

Vlk... I think you're confused at how Njal works. It starts at the beginning of Njals turn... how do you figure it only works if SWs take turn one? His power happens every SW turn.

 

He only has two wounds is his big downfall. He has great psychic defense, great rules, and he has better Terminator army than most. I think Njal is probably better than Logan minus a wound and unlock WG as troops. 

 

I would really like you to be right but... well, GW thinks something else. This is copied from the last SW FAQ:

 

"Q: How do Njal Stormcaller’s Driving Gale and Living Hurricane

effects work if the Space Wolves player is the player going second?
(p53)
A: These two abilities have no real effect in games where the
Space Wolves player is going second – the tempest is yet to
rage."
 
Behold one of the downright stupidest outputs of Games Workshop.

 

Temnb, good catch. I thought for some reason WG could combat squad since they were characters. 

 

Vlk... I think you're confused at how Njal works. It starts at the beginning of Njals turn... how do you figure it only works if SWs take turn one? His power happens every SW turn.

 

He only has two wounds is his big downfall. He has great psychic defense, great rules, and he has better Terminator army than most. I think Njal is probably better than Logan minus a wound and unlock WG as troops. 

 

I would really like you to be right but... well, GW thinks something else. This is copied from the last SW FAQ:

 

"Q: How do Njal Stormcaller’s Driving Gale and Living Hurricane

effects work if the Space Wolves player is the player going second?
(p53)
A: These two abilities have no real effect in games where the
Space Wolves player is going second – the tempest is yet to
rage."
 
Behold one of the downright stupidest outputs of Games Workshop.

That's only for those powers. I'm sorry, but the way you described it I thought you were saying none of the Lord of Tempest powers worked if the SW's went second. Slight misunderstanding.

They should really change the wording to 'this effect lasts until Njal's next movement phase' or 'this effect lasts one game turn'.

*Sigh*

 

immerstrum, though I am new to the hobby, I am seasoned enough to know 'should' and 'GW' making an action must never be used in the same idea :/

 

Should the WG unit be ditched for GH Pod? Or keep WG and take out the 2nd AC, add some PAWGs, and decrease the amount of WG so it's legal?

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