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Stormwolf or Stormfang?


Konnavaer

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Hello brothers, having pre-ordered one of the new flyers I got to thinking seriously about whether I'm going to put it together as the stormfang or the stormwolf kit and thought it would be interesting to see what opinions the other members of the Rout have. So in that spirit, and knowing that we don't have the full rules yet for the rest of the 'dex or how other units etc. might interract/synergise with the kits, what are your plans for the kit and which one do you think you will go for ? Having read all the available information so far I am tempted by the fang because who doesn't love a ship build around a huge cannon, plus the stats and lance rule should put the fear of Russ into whoever you are facing across the table. However the idea of a unit of TDAWG or claws leaping screaming out of the stormwolf does have its own obvious appeal ! I am a bit wary though of having a flying transport (all be it one that is nearly as well armed as the gunship) crammed full of marines that can get blown out of the sky which will lead in all probability to decimating the unit. Its a great decision to have to make to be honest and as I say I am mainly curious about what the rest of you gents will be going for smile.png There is of course the whole 'just buy at least one more then you can have both options' which believe me is very appealing but might mean I am in the bad books of the wife which is never a good place to be for very long...unsure.png

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theres always the save the money you would spend on booze/fags/treats til you can afford flyer number 2 option! :p when i get round to picking one up i personally will go for the "gunship" option, primarily for more beefy weapons. And i think that'll be slightly easier to add viking esque longship adornments to due to lack of ramp/turret behind the cockpit (though i love that design feature on the transport varient)

Have to disagree here. Wolf (that is the 'transport' one right?) all the way.

 

The Fang has 2 principle disadvantages imo:

The loss of twin linked for it's destructor, making that lance (while welcome), not as reliable as the helfrost cannon on the wolf.

Having to pay a hefty premium to get the twin lascannon, compounded by stormstrike missiles not being awesomely good.

 

The only real edge the fang gets is in infantry hunting, where the bigger template is a plus. But I'd say an overall better (and cheaper) gunship is the Wolf.

 

If the Fang got those lascannon for free, then there would be a contest.

I think the Stormwolf is a decent compromise in fulfilling both a gunship role and a transport. Yes, you CAN fit 16 models in it but there is nothing saying that you have to. You can easily put a 5 man GH pack in there for the late game OBJ grab and still provide decent fire support to the rest of the army. I believe that with either choice you have to build the rest of the army around it to compliment it. I am buying two and I will see if I can figure out a way to interchange between the two options with magnets and such.

Yes, but the Hellfrost Cannon on the Wolf doesn't have lance in either of it's profiles. Just the Destructor for the Fang when it fires "focused" I believe.

Indeed, but the lance effect does not adequately offset the lack of twin linked imo (I may have worded my earlier post poorly). Especially given the lack of default lascannon and slightly higher base cost for the Fang. For Anti-Armour work, a Wolf with multi meltas is the most efficient configuration, thanks to both the volume of accurate fire it puts out and being cheaper than a similarly equipped Fang. Plus it can still have a go at infantry thanks to the blast on the helfrost cannon.

 

This does assume the cannon can actually see viable targets, which is my major concern about the kit.

@Bearclaw: Ah, I see what you mean now. I don't think you should have too much of an issue as the Cannon is mounted at the top of the kit so it should have a commanding view of the battlefield.

@Hammerfist: Thanks for that, I couldn't seem to find it. Also, if you do have success with the magnets please share via pics, as I would be very interested myself. msn-wink.gif

@Bearclaw: Ah, I see what you mean now. I don't think you should have too much of an issue as the Cannon is mounted at the top of the kit so it should have a commanding view of the battlefield.

 

I dunno, while I do need to see one in the flesh first, my worry is that it won't have the depression to hit 'close' targets (which are relatively likely thanks to the flyer's quick movement), because it's pretty far up, a problem made somewhat worse by the big boxy flyer it's sitting on.

Well I've been using stormraven gunships with my grey knights, and they always get blown up when there is stuff in them, but if it's empty, literally never gets targeted lol.

 

Based on that plus the savage sounding large blast template (which is very rare for marines). The gun version anyday (^_-)

I'm probably gonna run the gunship, we'd have to have a way to modify reserve rolls for me to consider the stormwolf. Plus I think they would be better in multiples and I won't commit to that at this point.

damochles command rhino... i never use reserves with out one. +1 or -1 to your reserve rolls 75 points.

I'm thinking I'll get 3 and build 2 of one, 1 of the other. I was thinking 2x fangs but if the storm wolf is a dedicated transport, I think the potential for objective secured (or, if running the special SW detachment, the ability to outflank the storm wolf with embarked troops 50% of the time), as well as the fact it frees up FA/HS slots for use on other units makes it a pretty compelling choice.

Thinking the transport. You don't have to put the pack inside & you don't have to take the full pack. Gives us anti air & possible small unit in reserve to grab an objective to win the game or carry out any turn specific goals. Based on initial look of what our codex may be, eventually I'll probably end up with 3-5 of these things. Just no one tell the woman please.

The StormWolf seem s to be better anti-air (Free upgrade to TL-lascannon since you generally want to have four missiles for them to be good, and lance is only relevant when shooting the front end of a Cestus, so twin-linked makes the cannon the better choice. Plus, the turret mounting gives it a 360" LoS that's perfect for PotMS. The Stormfang will do better in a ground attack role, with that large blast, and Lance is actually relevant.

 

The real question for me is do you pay 15 points for the TL-multi-melta, or stick with the free Skyhammer missiles. The skyhammer seems the better choice on the Stormwolf, since it is primarily going to be used for anti-air, and many fliers are fairly light (The extra range allows you to better harass things on the other end of the board, too), while a tank-hunting Stormfang will get better milage out of the multi-melta- Of course, now we're talking a 260 point unit, which is quite a lot to pay for a flier (For comparison, a Grey Knights dakka-raven is 230 points, has 6-12 S5 AP 5 shots, 4 S7 AP 4 rending shots, the multi-melta, and 4 mindstrike missiles)

I haven't played enough 40 to really comment but I think the gunship seems like a better idea to me. Granted I also don't have the stats for either at the moment, but there s something I like about the gunship over the transport.

 

Tho I do agree, dropping off a  bunch of wolves in the enemies lines would be fun.

so who's thinking of doing Engir Krakendoom's great company and fielding their whole force in these flyers?

http://warhammer40k.wikia.com/wiki/Engir_Krakendoom

 

his whole tactics are ship to ship combat so most likely doesn't leave home with out either of these flyers (and a thunder hawk or 2)

so who's thinking of doing Engir Krakendoom's great company and fielding their whole force in these flyers?

http://warhammer40k.wikia.com/wiki/Engir_Krakendoom

 

his whole tactics are ship to ship combat so most likely doesn't leave home with out either of these flyers (and a thunder hawk or 2)

The issue is that you need a few durable models to start on the board (And a lone Stormwolf on a Skyshield... isn't), since if you have no models on the board at the end of the game turn, you lose.

 

 

Hmm... Perhaps something like.

 

Wall of Martyrs Bunker -115 points

-Void Shield Generator, Ammo Store

-Comms Relay

 

Guard Allied Detachment*

HQ: Naked CCS -50 points

Troops: Infantry Platoon

-Naked PCS -25 points

-30 Guardsmen -150 points

 

That's 340 points, which should be enough to survive turn 11 and let Engir's company make a daring rescue turn 2.

 

 

*I may be out of date on the current prices of Guardsmen. Also, personally, I'd bump the price of the allied detachment+bunker to more like 500, but that's just me.

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