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Wolf Guard on Bikes


WG Vrox

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Back in 3rd edition I was planning a biker unit  then came our new dex and found myself moving in a different direction. Now I am taking a serious look at WG on bikes. For 25 points you can get a WG on a bike, seems to be a very viable unit. 

 

I know in this dex the elite spots have become even more precious due to all the viable units available, however the WG biker unit has to be up there in terms of consideration.  Generic 10 WG on bikes for 250, sprinkle in a few SS and special weapons and for 350 you can get a hard core fast unit that can pretty much deal with anything on the table other than fliers.  2 Storm Shields, 2 combi-weapons, frost axe, Thunder Hammer.  Something like that anyway. Maybe drop the number of WG and add in a HQ to beef up the unit.  

 

Anyone consider the same unit or thoughts on the topic would be great. 

 

Thanks 

Vrox. 

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2 Dreads and 10 WG are more than enough elites. Lone wolves cost nothing now so why is the elites section crowded? Theres nothing else there. Scouts suck and Iron priests are useless. 

 

I'm actually very excited about using my sniper scouts, been waiting years for cloaks and to get my shotguns back. I may not have been clear on the topic of the thread and reading it does sound like I want to debate on the how best to fill up the elite slots, however I am more interested in hearing people's thoughts on WG bikers. 

 

Thanks 

Vrox 

Mixing them with White Scars and/or Astral Claws could be good:

 

3 Rune Priests on bikes -240 (plus extra ML/wargear if you want it)

3 packs of 7 wolf guard on bikes: 1 storm shield, leader with TH+SS, 2 melta bombs -750

 

Khan 150

Librarian on bike 85 (plus extra ML/wargear if you want it)

Techmarine on bike 70

2 squads 10 of scouts, combat squads, 5 in each squad with sniper rifles, other 5 in Land Speeder Storm -360

 

I think that's about 1570 so far. Not too bad. The bikers would have Scout and Hit and Run conferred by the White Scars ICs.

 

Adding 3 Astral Claws characters would give your biker packs skilled rider! Super cheesy, but could be done for about 220 (have 2 scout squads of 5 in each c:sm CAD).

i have a pack of ten, with a couple of power/combi weapons. forty attacks on the charge plus HOW attacks. turbo boost, jink save, and 10 twin linked bolters. i like them.                                                                                                                                                                                                                                                                   

Mixing them with White Scars and/or Astral Claws could be good:

 

3 Rune Priests on bikes -240 (plus extra ML/wargear if you want it)

3 packs of 7 wolf guard on bikes: 1 storm shield, leader with TH+SS, 2 melta bombs -750

 

Khan 150

Librarian on bike 85 (plus extra ML/wargear if you want it)

Techmarine on bike 70

2 squads 10 of scouts, combat squads, 5 in each squad with sniper rifles, other 5 in Land Speeder Storm -360

 

I think that's about 1570 so far. Not too bad. The bikers would have Scout and Hit and Run conferred by the White Scars ICs.

 

Adding 3 Astral Claws characters would give your biker packs skilled rider! Super cheesy, but could be done for about 220 (have 2 scout squads of 5 in each c:sm CAD).

 

Very interesting ideas, I might look into a few trades for some White Scar models. going to first run a few WG bikers to get a feel for the tactics. 

If you're going to go allied Wolf/Scar combo, I'd be inclined to include some WS bikers as well. That way you get the go-to Marine cheese, Grav Weaponry. Was on the receiving end of Grav Bikers over the weekend, not pleasant.

Got to agree with Leif here. If you are taking ws... standard ws bikers are a must to access the grav weaponry. x2 Grav gun and combi grav are enough shots to kill any MC or a small elite unit of your choice. 

If we want SW on bike, we'll be taking wolf guard. Swiftclaws suck in comparison. For just 5 points more, we get +1ws/bs, +1A, an extra ccw (SC only have 1), +1LD and access to the armoury. In exchange we lose access to special weapons and attack bikes, and have to take a minimum squad of 5. A fair trade.

 

Personally Ill be running mine with some stomsheilds, a combi or two and a fist. They'll be running with a RP with telepathy or Biomancy to support my thunderwolves and rhino squads. 

Id also consider running them barebones, at 25pts a model they're a steal for a marine with 4 attacks on the charge and t5.

Stop thinking like an ultramarine. Bikes are very good for assault give every bike a melta bomb and throw in a power weapon or two and you have a fast cheap unit that can tank hunt, deal with hordes . 4 attacks on the charge plus hammer of wraith each why bother with shooting.

With all this talk of WG on bikes, my 13th Co itch of Storm Claw bikers is tingling again.

Best go see the Wolf Priest for some healing balms. An itch acquired in the Eye of Terror is a nasty sign. tongue.png

I am now very tempted by some bikes. I had been wondering whether to go Swift Claw or Wolf Guard Bikers (everything seems to get a nickname online so can I stake a claim on "Swift Guard"?). You can five Swift Claws for the price of four Wolf Guard but the WG do seem to offer a lot more for the extra points. As for the comparison with Thunderwolves, I guess the answer is perhaps not "either/or" but a bit of both.

Would you consider Sky Guard (i.e. jump pack Wolf Guard)? For me the bikers win out still due to greater resilience and firepower for a small extra cost.

In a Codex by Codex comparison (our old with new), Our Wolfguard Bikers got a huge boost, while our SwiftClaws took a bit of a hit (well the way I ran them anyway)

The Swift Claws losing the Close Combat / Bolt Pistol combo is a huge hit in my opinion, as is the loss of the ability of the whole pack to take Melta-bombs.  They are still cheap, and the Wolfguard upgrade is much cheaper than before, so I will still be fielding them, but in support of a unit of Wolfguard Bikers.

 

In the old Codex, my Swift Claw unit of 3 Bikers with a Power Fist and MG, plus a Wolfguard with a Power Fist and Combi-MG, and a Heavy Bolter Attackbike would weigh in at 218 points.

That same unit now runs 195.

 

In the Old Codex a unit of Five Wolfguard on Bikes would be 265 points with no upgrades, now 125 points! that's what the Swift Claws used to cost, and they are better.

Those 5 Wolfguard with 2 Powerfists, and 2x Combi-MG weigh in at 195! a steal I think.

 

Those of you who remember my play style know I always run a couple IC on bikes with the units, and I'll continue to do so.  Again a real deal here, as an example my Old Wolfguard Battle Leader on a bike with a Pair of Wolf Claws weighed in at about 145 points, in the new Codex? 100 points, and he gains Str. 5! 

 

With the points savings, I can take a few Storm Shields on the Wolfguard unit!

 

disclaimer: the above are just examples, compairing the two books, and not necessarily what I am going to be adding to my Great Company, hahahahaha

 

I will probably field them as a seperate detachment using the Champions of Fenris in the above examples (using the same upgrades because I'm lazy)

I can take 2 WGBL, and 2 Wolfguard packs weighs in around 590 points, and they get WS5.  Plenty of points left for a decent Wolves unleashed detatchment.

to be honest, wg on bikes sound sweet.

 

Compared to the last codex which was what, like 33pts (at least?) 25 points a model is awesome.

 

Id be tempted to run say 8, couple of storm shields, one power weapon, one AP2 weapon, melta bombs. Stick them with a biomancy rune priest on a bike, and run them alongside a couple of units of 3-4 thunderwolves with a couple of shields each.

 

Really looking forward to writing up an assault heavy SW list sometime soon, might not be the most effective, but sure is going to be fun :D

Great comments, glad to see I am not the only one bit by the biker bug.

 

I never considered a mostly Biker list, however with the champions supplement (which I still have to buy) that may change. First things first and that is to build a 10 man "Swift Guard" unit ( will give that name some play Kravin,, see if it sticks :) )  I am thinking a Wolf Priest  as an HQ, mostly because I have the model already built and FNP for my biker unit is just too cool for school. 

 

I did plan to run my Swift Guard unit with TWC in order to give my opponent target saturation issues. Infiltrating sniper scouts to pin down my opponent's mobility and some Long Fangs for ranged/AA support. And of course a few Grey Hunters in Pods to take and hold objectives. In time if the bikers start working for me I will increase their numbers as well as consider allies.

 

I am pretty green when it comes to biker tactics. In our second edition codex, I used attack bikes to great effect, but when we lost the ability to take a squad of only attack bikes they hit the shelves and are still there waiting for their glorious return to the table top. These are the only biker units I have fielded in 40k play, though I have always had a wondering eye and admired those who used them effectively. With this edition I am going to dig out that baggie of SM bikers, get them built, wolf em up and see what comes of it. Now where is that baggie.... 

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