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Let's talk Wolf Guard Terminators


Jaarl Stormfang

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I'm looking to bounce around some ideas for the wolf guard terminators. I'm pretty excited for how the new options have turned out. I know some people have had builds invalidated which is disappointing, but I really think these guys have a lot of potential.

 

The main thing getting me excited is the free storm shield for power weapon change. Not just for that particular option, but for the options that opens for the rest of the squad, while staying cheap and very tough. For example:

 

10 WGTs, 6 storm shields, 2 power swords, 2 power axes = 330pts.

 

What a squad! At barebones you're packing great utility - 10 storm bolters, a serious amount of resilience and a meaty close combat potential. For a pretty low price! You could footslog that squad, adding 2 cyclone missile launchers perhaps. Or you could teleport it onto a locator beacon, maybe replacing some storm bolters with combi weapons at only 5 points a pop (cheapest place in the codex), even adding heavy flamers or assault cannons. Perhaps a thunder hammer at the reduced price option with a storm shield and still keep it under 400pts!

 

What are your guys thoughts? I really think that the 33pt storm shield WGT provides a great base to build awesome termie units.

 

What have you come up with?

 

 

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The main thing getting me excited is the free storm shield for power weapon change. Not just for that particular option, but for the options that opens for the rest of the squad, while staying cheap and very tough. For example:

 

10 WGTs, 6 storm shields, 2 power swords, 2 power axes = 330pts.

 

What a squad! 

 

I've got to agree with that. Storm Bolters can kick out solid enough damage, and it's survivable as heck. I like the mix you've gone with here. 

 

If anything, I'd suggest that you add in two Heavy Flamers because they increase that squad's ability to really do what it does for minimal upcharge. 

 

Cheers.

Andrew

 

 

The main thing getting me excited is the free storm shield for power weapon change. Not just for that particular option, but for the options that opens for the rest of the squad, while staying cheap and very tough. For example:

 

10 WGTs, 6 storm shields, 2 power swords, 2 power axes = 330pts.

 

 

That's a great squad, and cheap!  If it were me, I'd take maybe 4 Shields and 6 Power Weapons, but still. 

For me, I recently calculated that 3 deepstriking termies with combi meltas are much cheaper than the minimum 5 wolf guard one has to take with drop pod and 3 combi meltas. This is a possible replacement for the traditional combi melta throwaway unit used in previous edition. The weakness is the riskiness of deepstriking and inability to come in first turn. Both of which can be somewhat offset, the first by a locator beacon on your first turn drop pod wave, while the Cunning of the Wolf detachment rule allows you to choose one unit to come from reserve without having to roll for it. 

 

For more combi meltas, 4 deepstriking termies will break even with the droppoding wolf guard with 4 combi meltas, so pound for pound, the alpha strike melta squad should use either one at 4 combi meltas. I initially calculated 3 because I figured 3 is enough to either blow up or immobilize land raiders, and at the bare minimum, strip 2-3 wounds of a monstrous creature.

Its a pretty amazing unit, especially if you go all the way and use the supplement.

 

I want to build a unit with all hammers and shields, since its so much cheaper now. Sure I know they are 3 points more than vanilla assault terminators like that, but with 1 more weapon skill and counter attack its hard to complain.

I'm looking to bounce around some ideas for the wolf guard terminators. I'm pretty excited for how the new options have turned out. I know some people have had builds invalidated which is disappointing, but I really think these guys have a lot of potential.

 

The main thing getting me excited is the free storm shield for power weapon change. Not just for that particular option, but for the options that opens for the rest of the squad, while staying cheap and very tough. For example:

 

10 WGTs, 6 storm shields, 2 power swords, 2 power axes = 330pts.

 

What a squad! At barebones you're packing great utility - 10 storm bolters, a serious amount of resilience and a meaty close combat potential. For a pretty low price! You could footslog that squad, adding 2 cyclone missile launchers perhaps. Or you could teleport it onto a locator beacon, maybe replacing some storm bolters with combi weapons at only 5 points a pop (cheapest place in the codex), even adding heavy flamers or assault cannons. Perhaps a thunder hammer at the reduced price option with a storm shield and still keep it under 400pts!

 

What are your guys thoughts? I really think that the 33pt storm shield WGT provides a great base to build awesome termie units.

 

What have you come up with?

Cheap and durable, hit the nail on the head. I'm also all for putting combi plasma on a few so you can make that arrival turn really pack a punch. 

 

Additionally, if you maybe drop a another 1/2 shields then you can add that couple of extra power mauls. Yeah they are AP4 but for hode skull bashing they really help and are good if you decide to go light armour popping. Something like this could be a good cheap setup:

 

2*combi plasma/maul

2*combi plasma/ss

2*sword

2*axe

2*ss

 

350pts

 

arrive with 8*str7 AP2 shots + 12*str4

I step 4 - 6*str6 AP4, 6*str4 AP3, 12*str4 AP-

I step 1 - 6*str5 AP2.

 

not bad I'd say. Plus if you have the points chuck some melta bombs on the SS models so that you can threaten heavy armour if you need to.

can you not still buy a drop pod for them?

 

That way 4 termies with combi melta would cost slightly more (12pts) than the PA wolf guard however, look at the surviability of them, also, if your dreads come down at teh same time your opponent will have to have a think about what he wants to do.

 

You cant ignore terminators.

Great input everyone.

 

Baulder, I like your squad additions. The power maul is very interesting, doing some some tests and I did notice that some higher strength attacks would be useful in the squad. The maul gets str6 for free, but I wonder if upgrading a couple of the power sword/axes to frost versions, gaining str5 and 6 in the squad while keeping the AP and high number of storm shields. Of course it's a little extra cost, and cheap is the name of the game!

 

Meltabombs is a great idea, alas I don't see any option for WGT to take them.

 

 

The pod squads people have mentioned are intruiging. I have only 2 problems with the pod squads. The first is durability. To get any useful combat weapons into a 5 man squad you'll only be able to take 2 or 3 storm shields per squad. Same ratio sure, but enemy fire will be able to concentrate on one squad at a time and torrent through those storm shields. Getting through 6 at a time is a different story. Next is cost. Adding 2 pods already makes 10 WGT over 400pts, losing some of the efficiency of the choice. I prefer a 10pt locator beacon on a pod I'm already using. And as Kasper_Hawser mentioned, you can guarantee a turn 2 teleport arrival with the wolves detachment. (Though the WS5 detachment is a tough thing to give up!)

 

That being said, the pod combi melta squad does seem to fill a different role than the 330pt 10 termie squad, so I think there's merit in the idea.

Im coming at it from a suicide squad idea, you lose one melta but by using Arjac you gain an additional one so your fine.

 

Normally pa Wg would drop, Melta and then get shot or left alone. The termies won't be left alone allowing your other units somewhat of a reprieve.

 

I think leave them with Combi Melta and ss and whatever happens after is a bonus.

 

Deepstriking them in even with a locator beacon is problematic. If you deepstriking within 6" and there's a large blast intercept or vindicator on the table you've lost the melta option as you'd need to run them to ensure some survive drop pods add to the survivability of Termies by allowing you a 6" move to spread out!

Great input everyone.

 

Baulder, I like your squad additions. The power maul is very interesting, doing some some tests and I did notice that some higher strength attacks would be useful in the squad. The maul gets str6 for free, but I wonder if upgrading a couple of the power sword/axes to frost versions, gaining str5 and 6 in the squad while keeping the AP and high number of storm shields. Of course it's a little extra cost, and cheap is the name of the game!

 

Meltabombs is a great idea, alas I don't see any option for WGT to take them.

 

I was making an assumption about melta bombs :(

 

I like the idea of frost weapons are they the same price as combis or twice the price? (cant remember off the top of my head) If so you're not looking at all that much to upgrade them and as you say keeping the AP can be a godsend. Either way you're not looking at spending all that much more so it could be well worth it if you can make the saving elsewhere. I'm often in favour of mauls just because you more often than not will be making sure you get the wound and the more wounds you can stack on them the more chance they fail a save (tho no save at all is better), also they are good for light vehicle smacking (but then so are axes and initiative rarely comes into it). 

My thoughts exactly Baulder. It's the low price of a combi weapon as you say, to upgrade a power weapon to an equivalent frost weapon. Seems like the best of both worlds, getting higher str, keeping AP, and having it on the same weapon means your AP hits will also go through more often. Perhaps upgrade one sword and one axe?

I've found in the past the mace helps get wounds with all those pesky inv save models (and brings instant death to space elves). But you are right more often than not if you can bypass the armour then you're likely to get them to throw more inv saves anyway. I'm bias because I play against DE a lot.

Any thoughts on the footslogging vs tele/pod/transport?

 

Footslogging I'd be inclined to add a couple cyclones for while they trek up the board.

 

Teleporting onto locator beacons sounds like perhaps the best bet, though as alpro mentions it can leave them vulnerable to ap2 blasts. The storm shields should mitigate that though, as well as the contents of the pods hopefully disposing of anything with that sort of firepower the previous turn. Last ditch resort they can always sacrifice shooting to run and spread out as previously mentioned.

Not that I've gamed in a while, especially not with the new rules, but the kit I've picked up was goingbto run, 5xss, assault cannon, sword, axe, claw, hammer, to keep each individual as fluff dictates. The AC can lay the firepower until I get to where I wanna go. Not the most effective unit, but I'm gonna make it look cool as der cucumber. Don't like it? Talk to der happy stick ;)

Right now my wolf guard pack is looking like:

 

Power sword/Combimelta

Power axe/Combimelta

Wolf claw/Storm shield

Thunderhammer/Storm shield

Arjac

 

All in a fast attack pod

 

I like this layout so far in theory (have not tested yet) as it drops turn one in the pod, I can deploy with shields out, Arjac as big tank. Arjac throws his hammer and two combi guys (kept cheap but diverse) shoot which synergergizes really nice with my 2 to 3 pods of melta hunters dropping with them. Assault is really nice mix, some good ap2 some good initiative 4....all around I like them and each presents me a good unique model to build.

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