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Wolf Guard Pack Leaders (TDA) loadout?


Rarox

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Could always keep the points down and go for Combi melta and storm shield for some wound tanking. My question would be how you plan to move them across the board?

 

With the WGPL in TDA, the unit can't fit in a Rhino, and with 9GH's + TDA, the drop pod occupancy would be 11 models due to the bulky rule, unless you go for 8GH's but the unit would only have 9 models and wouldn't be able to take the second special weapon.

 

personally, I've never found a WGPL useful in 6th or 7th edition. Having a character in there just means he's challenged out the way or ignored, not having a character in a pack has helped as an enemy character can't hide in a easy challenge.

 

Edit - corrected the typo's

Could always keep the points down and go for Combi melta and storm shield for some wound tanking. my question would be how you plan to move them across the board?

 

With the WGPL in TDA, the unit can't fit in a Rhino, and with 9GH's + TDA, the drop pod occupancy would be 11 models due to the bulky rule. unless you go for 8GH's but the uniot would only have 9 models and wouldn't be able to take the second special weapon.

 

personally, I've never found a WGPL useful in 6th or 7th edition. having a character in their just means he's challenged out the way, or ignored, not having a character in a pack has ogen helped as an enemy character can't hide in a easy challenge.

Thanks for the input, mate.

 

Movement wise, once I drop the unit the idea was to just foot slog them around the table. I know, not the most crafty of tactics but its worked acceptably against my regular opponents in the past.

 

My squads are listed as having 8 GH + 1 WGPL so they all fit in the drop pods. I realise I lose the extra special weapon from not maxing out my GH units but I was hoping the combi-melta on the WGPL would make up for it.

 

I've never actually played a game with my Wolves before so I'm curious to see how exactly the WGPL plays out in action but I just want to make sure I'm getting my points worth. Otherwise, I'm happy to take a stand-alone unit of Terminators but that's another question entirely.

See your point with 8 + WGPL, but that single guy is effectively costing you XX points for the basic model, YY point upgrade to wolf guard, ZZ point for the TDA armour (though I'm not with my codex so could be wrong on that upgrade cost) then another VV for combi weapon, so he's around 54 points for a single wound single shot melta with a 2+ 5++.

 

Two hunters plus a melta would be 38 point the price difference you could bye the whole squad CCW's, useful if they are melta drop pods as they are assault.

 

(I'm fairly new on these forums am I aloud to point costs in like this? I now some forums get funny about them).

You could look at a  WGPL with TDA/combi/SS which I think has been the suggested set-up by others. You need to half the cost of the previously mentioned combi as it is cheaper for TDA and the SS is free. This would give you a solid 2+/3++ tank for units that you want to hold objectives with. The bonus to leadership can be really is useful too:

 

 Is that sergeant/upgrade character worth it?  If the character adds a point of leadership, the answer is probably yes.  Ld10 models fail leadership tests only once every 12 times, while Ld9 models fail a test 1 out of every 6 times (literally twice as often!).  Ld8 fails more than 1 out of every 4 rolls (once every 3.6 rolls, to be exact).  Ld7 fails almost half the time (5 times every 12 rolls), while Ld6 fails 7 out of every 12 rolls.  In the end, each point of leadership matters quite a bit, making those extra few points for the upgrade character usually well worth the cost.

-MathHammer quote of the day.

 

Previously, it was extremely useful to have this for counter attack purposes. That said it can still be quite useful when taking pesky pinning/morale checks or as defence against certain psychic powers which wound based on failed leadership rolls.

 

You are right though they do cost more than seems worth it. Particularly, since a normal WGTDA is less for the same gear.

 

An alternative approach would be to just take the upgrade to unlock the combi weapon so that you can have 3 special weapons in the drop pod unit. In terms of plasma it only cost 5pts more to upgrade a WGPL and add a combi than it does to take the normal plasma on a model. You you could argue that you're getting Ld9 for that extra 5pts, which doesn't seem like a bad deal. That would come in at about 235pts for a 10 strong GH squad with 2 plasmas and a combi plasma in a pod. So you're looking at 6 S7 AP2 shots and 14 S4 AP5 on arrival (assuming rapid fire range), which isn't too shabby. It is a fair whack of points but would does reasonably well to clear a bit of space the turn it arrives. 

 

However, for me I often find that points are very tight so I have yet to take the WGPL upgrade.

Cheers, Baulder. Didn't think about running a combi/SS setup. Seems like a pretty good idea.

The alternative approach you mentioned sound like it could work great too but unfortunately I don't currently have the models to work with it. If I find that the WGPL in TDA are too expensive, I'll be happy to try running just normal WGPL so I can take advantage of the three special weapons (including the WG combi) but really what I want is to use the WGPL as a tank for, like you said, when securing objectives. But having something that can stand its ground in combat is also important for me.

I might deck the two termies with combi meltas/SS and see how they fare. Thanks again for the tips!

Currently Im running mech wolves, and Im usually leaving the WGPLs with no extra gear, Im not a fan of the costs we have to pay. However, were I to go back to podding wolves Ill likely be running the standard setup I did in the last dex, with TDA, fist, combimelta. However I think Wolf claws are worth a look at the moment, s5 is pretty sweet, especially with shred, and hitting at I4.

 

Hnestly though Im having trouble justifying the cost of gearing up my GH squads these days, theyre not the flagship units the used to be. With WG bikers and Thunderwolves we have a lot of strong combat units already in most lists. However, I think for 15 points, and that it comes with a PW (which is 15pts) and a stormbolter, TDA is a good investment.

For myself, I'd either take 5 man Grey Hunter units in Razorbacks with a single special and no other upgrades, or 10 man squads in Rhinos or Drop Pods with dual specials and a Wolf Guard with matching combi-weapon. I might not even bother with close combat weapons apart from meltabombs on the Pack Leader.

For myself, I'd either take 5 man Grey Hunter units in Razorbacks with a single special and no other upgrades, or 10 man squads in Rhinos or Drop Pods with dual specials and a Wolf Guard with matching combi-weapon. I might not even bother with close combat weapons apart from meltabombs on the Pack Leader.

 

I take it a step further and play 5man GH pack with 1 special in a RHINO! RHINO! THEY ARE HIDING IN METAL BOXES! ... sorry :D

Guest Drunk Guardian

Characters can only really tank in close combat. Against shooting, the extra survivability from a 2+ armor save or invulnerable don't justify being over 3 times as expensive as a normal squad member when cover saves are so plentiful.

 

True. I believe the solution to this problem is to tank shooting by getting into close combat.

 

Characters can only really tank in close combat. Against shooting, the extra survivability from a 2+ armor save or invulnerable don't justify being over 3 times as expensive as a normal squad member when cover saves are so plentiful.

 

True. I believe the solution to this problem is to tank shooting by getting into close combat.

 

Problematic. Assault hasn't changed. Grey Hunters are still fundamentally a shooty unit. You can try to make them an all purpose unit, but the fact is jack of all trades units don't really work in this game if they have to pay for it. If you want to assault, take blood claws. +1 WS/BS is not worth 4 points*, especially if you also lose rage. Now, if you're talking pack leaders for Blood Claws, never mind, but that hasn't been the focus of the discussion.

 

 

*But what about the boltguns, you say? Assault Grey Hunters don't use them, or only use them one turn. Footslogging assault doesn't work outside of maybe giant Ork mobs and corner cases with Hormagaunts. So, those boltguns do nothing at all as you pop out of your Stormwolf/Land raider, or give you one turn of shooting if you

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