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Grimfoe

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With the new codex and models as well as the supplements coming out, I'm once again looking to refit and use my Wolves.  The kids are a little older and seem inclined to help, so I'm looking for advise. 

 

I have  a lot of models.  I have the entire line of Wolves that have been released to date and the ability to pick up the new models, as needed.  I'm not sure where, exactly, to go.  Time is limited and I don't want to paint a bunch of stuff that I don't need.  I'll be painting or repainting anything I use as I prefer the grey paint scheme.

 

Problem is, I haven't played significantly since 2nd edition.  A few games, but I'm not entirely sure what works and what doesn't.

 

Stuff I like:

 

Logan and his sweet new ride

Thunderwolf Cav (I have about 6 plus the WL and Canis)

Wolf Guard in TDA with Th/SS

 

Grey Hunters with special weapons

 

Blood Claws with Jump Packs (I still don't like calling them Sky Claws)

 

I guess the question is really, how to approach the army overall.  Not really a list, per se, but more of a theme.

 

I could go Mechanized.

 

I have a  LRR for the Wolf Guard, Rhinos for the Hunters.  I think I have a couple of Razorbacks downstairs I can give to some Long Fangs.  The Thunderwolves and Logan can make a pretty good wedge with the mechanized army.  I'm a little ticked that I can't charge out of Rhinos anymore.  Even in the last edition, you could stay in your rhino after it's movement and charge out in the next turn.  I think this is mitigated somewhat with Wolves, however, because of Counter-Attack.  We like not charging, in general, because it allows us better shooting.

 

Or I can go with Pods.  I could still use Logan and the Twolves.  The Grey Hunters could all use pods.  Maybe even mix in a dread or two.  I have Bjorn, but now I guess I'll need new Bjorn.  Maybe just a Ven Dread.  The new options look awesome.  The problem with pods is the lack of unit saturation, for want of a better term.  In second edition, I found that if I saturated the board with targets, I could get enough units to assault that it didn't matter if my opponent shot a few to hell before I got them across the board.  If I use Logan and the Twolves, I don't really want my opponent to concentrate fire on them.  I'd like him to feel he needs to shoot everything.  Unless they become the fire sink and I have something else to kick his arse with.

 

I also like the idea of the flyers, but I'm not sure I like them in game terms.  The Assault Flyer seems cool, but if I'm reading the rules correctly, the best you can hope for with an embarked unit is a charge on turn 3!  OMG!  That's way too late for the points you're spending. 

 

The gunship seems very expensive.  Maybe necessary, though.  I'm not sure.  Long Fangs seem like a better option in some ways.  Maybe a fortification?

 

Anyway, I'd love to hear your preliminary thoughts for direction in building.  I'm a bit of a power gamer (or at least I was) but I pride myself on being pretty fluffy, as well.  I like to take time and paint an attractive army that has a common theme.  Something that makes sense intellectually, not just per the rules.

 

Thanks.

 

 

 

 

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First, get a Stormwolf... done? Ok, now we can look at your question.

 

The biggest question basically is: regular codex or champs supplement?

 

If champs, get a thunderlord, wolf guard bikes, TWC, the Stormwolf and dreads in pods. Or maybe TDAWG if you like them.

 

If regular, you want grey hunters, bloodclaws in stormwolf, thunderlord and twc. maybe a few vindicators.

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Blood claws in a stormwolf aren't going to charge until turn 3. Wouldn't a Land Raider be better?

Also, any reason I can't have a Rune Priest or Wolf Priest in a bike join my Thunderwolves?

No reason except you lose move through cover but they can totally roll with them.

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If you're a fan of TH/SS Terminators, consider the Arjac's Shieldbrothers formation. Arjac, Hammer and Sheild WG in a LR Crusader. WS5 thanks to Champions of Fenris, plus if they're in base contact, they get +1 toughness (and have a chance of rebounding successful invulnerable saves in melee).

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