Jump to content

The Quest for Purity


Frater Cornelius

Recommended Posts

Thank you guys for clarifying many points about fliers. I skipped 6th ed, and in 5th when I was playing, only ForgeWorld made fliers.  You've put many of my concerns to rest.

 

I also love reading your ideas on tactics Immersturm.  Do you have a Tactica Article pinned? If not, there should be one. Val discusses the building of a Battleforged army which touches lightly on some of these topics. But you are diving much more into the meat of Alpha strike, Hammer & Anvil, etc. 

 

I'd be most appreciative of an article explaining your rationales and having to Moderators pin it!

Well, thanks. I appretiate those kind words. However, I do not think that this thread has pinning potential because there us too much back and forth and personal opinion. It is about my list after all.

But if you feel so strongly about it, go ahead and suggest it. I can conjure up something more general to explain different tactics like alpha/beta strike, possible death stars and the other ones with pretty pictures and put certain concerns to rest like flyer spam, whether the ability to table someone is important and all that jazz ;)

Your second option is what I had in mind. Some of us (ok, me in particular) can't play much, so the experience of someone with more games under their belt is key for understanding how to design a force that matches what their goals are and play style.

So I strongly encourage you (to the point of locking you in a spare room in the Fang and saying the ale is outside when you finish) to write up a generalized discussion of the tactics, etc. I know that would have a spot on my bookmarks bar in addition to the general forum one. tongue.png

PS. Is it just me or do we need some wolf, viking, and drinking themed emoticons?

Immersturm, I would definately read that article, as a returning player, after many years, its been fun with the new Wolf codex, as I loved playing them back in the day, so now with so many options available, its a pure luxury problem we have.

 

Have you tried the combo of Ulrick, in a pod, with Arjack, and a bunch of Wolf guards with combi plasmas??, I was at a mini three game event here yesterday, it was only 1500pts, so I threw all my old ideas of lists away, and tried stuff I had not tried yet, funny thing was, I won the event:-), but my MVP(s) were Ulrick and Arjack, the combo of preferred enemy and plasma guns, having a very good chance at not overheating is awesome, coupled with Ulricks warlord trait ( monster hunter) that unit can take down Wraithknights / Riptides and the like.

 

But was inspired by this post, to try some new things, and it worked extremely well, people laughed at my Blood claws, in a pod with 2 flamers, but they more than pulled their weight, so much so, that they are finding themselves in more of my larger lists.

 

tried the Stormwolf as well, with 5 BC, to make it super scoring, and it was awesome, very handy thing to have around.

 

So thx for the inspiration, and keep up the good work.

 

Polle

Ulrik, Arjac + 5 combi plasma pawg are one of my 2 pods coming down turn 1 (the other being GH with standard and plasmas). Ulrik is definitely the king of force multipliers, as are most bubbles in 40k. It is Arjac that has not convinced me yet, but I only had 1 game with him and he did alright. I'll see how he and his TDA buddies will treat me as opposed to my bikes.

One thing I would ever do though is making Ulrik my Warlord. He is not as tough and he lands in the middle of the enemy formation and he is a huge fire magnet. I rather stick to the one and true Valdyr, who enjoys punching stuff until it dies and then punching it a bit more to make it look more epic.

 

Anyway, I will try to stitch a tactics post together that looks vaguely interesting and see how it fares ;)

You know Immer the Blood Angels have a very good 10 game playtest battle write up. Perhaps something similar to that? With a unit breakdown of course. I agree this probably shouldn't be pinned too many opinions back and forth.

 

As far as the list I agree the Termi's make a great anvil and like you said the TWC should be enough to hurt someone. I was thinking of running a very similar list to yours however my Jarl is Standard Dex so I'm thinking double wolf claw and maybe some kind of armor etc. Not really sure yet.

 

PS Not sure how much help I've been in this thread but if you need someone to bounce ideas off of I'm more than happy to help.

Well, you are the one responsible for me potentially rediscovering my love for TDA, so that is at least something.

 

As for the article, I wasn't thinking of a direct unit analysis, but something more like this:

types of strategies (alpha, beta, HaA), advantages/disadvantages, then explain what units/unit types fit in best, explain deployment strategies, going first or second, some pretty pictures explaining movement on the field.

Then talking about popular enemy strategies and how to defend against those. It would take me a little while to write, but if I spend some time in the evening writing it, it should be done by the end of the week.

Okay, BATREP TIME!!!! *howl*

 

My 1849 list can be seen above.

 

He played Salamander + BA

 

Hestan

Command Squad with Banner, Apo, 2 swords 1 axe, TLLC razorback

That BA HQ Chaplain, JP

 

Dread with MM

5 TH/SS TDA

 

10 death company, 10 JP, 1 fist

DC dread with claws

Tactical with heavy flamer and melta in Rhino

Scouts, LSS

 

2 solo MM speeders

 

BA Vindicator

 

Pretty decent list due to TL meltas and flamers.

 

We played 2 games, first game was a close win for me and a prime example of what not to do.

Second game was close to being a stomp. I actually used my brain here. Didn't manage it first game, it was preoccupied with nude Sororitas... damn... Anyway, let's get going.

 

Game One

He deployed first and went first. I deployed right on the opposide, but with line of sight blockers. TDA deployed on the field.

 

His first turn was uneventful. He moved a bit, grabbed objective with LSS, got 2 wound on 2 TWC, killed 2 wolves. He attempted to shoot TDA, but the SS guy saved his vindicator shot.

 

My first turn. This is where I had the worst rolling but also where I did the most mistakes.

Being distracted by well shaped female bodies in my mind I resorted to my most primal instinct. CHOPPA!!

I landed Ulriks gang and the plasma GH in the middle of the enemy army. Directly in the middle.

1 TWC died due to terrain and 2 more got a wound.

Arjac went solo but failed to kill a dread due to pen roll of 1. Ulriks gang got 8 wounds on death company, he saved 5 with FnP.

Plasma GH killed the Razor, TDA killed one command guy with AsC.

First TWC failed 7" charge on a speeder. The second TWC got the second speeder but failed multicharge to get first as well. They killed the speeder.

Jarl charged Hestans command unit but only got 1 wound on him due to his bloody 3++.

As you can see, neither very eventfull, nor very smart...

 

Needless to say, on his second he charged and killed Ulriks gang with TDA and DC dread. The MM dread failed to damage Arjac. DC charged my Jarl and killed him too. He didn't manage to get another wound on Hestan.

Vindicator shot TDA but the sarge saved again with SS.

Speeder shot TWC but failed to do anything.

Does not look very good...

 

My second turn. Pod arrives and lands behind the DC dread and Rhino. The meltas failed to kill tbe rhino, but the Bolters finishes it.

Arjac killed the dread. TWC multicharged his TDA and the speeder. The speeder died, one of his TDA died, one of my TWC died.

The other TWC charged the tac squad from the rhino, lost a guy with 1 wound but killed all but 2 tacs, who got away and regrouped.

The TDA unleashed their combi plasmas and AsC and killed the entire DC, except 1 guy and the HQ.

GH unit killed Hestan, banner and apo, though losing one guy to overheating.

Overall, a solid turn.

 

His third saw the demise of his DC dread to my GH with their Krak grenades, though he killed 4 of them.

Vindicator got a wound on TDA but SS dude saved yet again.

TWC killed 2 TDA and lost no wounds.

What was left of DC and CS charged my GH and managed to kill 5 of them (including the pistol shooting). I did not kill anyone.

 

My third turn. I killed the LSS with my TDA. Arjac charged TDA and finished them with the TWC. Second TWC finished the 2 tacs. Melta GH killed the Vindicator.

His DC and CS killed 5 GH. Me, none.

 

His fourth. He tried to hide his scouts. His DC dude went to snatch objective. BA Chaplain and his CS killed a drop pod (for another objective). The exploding pod killed one CS vet.

 

My forth. TDA held objective and killed 2 scouts in cover.

TWC hunted down last DC guy. Arjac tossed his hammer and killed last cs vet, theb proceeding to kill his BA HQ.

 

Here we called it. I was leading 10-7 (turn 3 I was behind 6-7, not counting line-breaker, which I got with my pod).

 

So, everything I could have done wrong, I did. I overextended with Ulrik, GH, 1 TWC and Lord and had to pay dearly. Luckily, TDA did a solid job controlling the middle and TWC managed to clear the mess.

 

I could say what the better tactic would be, but I will instead review the second game. There I did it right. After that I will give a unit-by-unit report.

Time for Game Two! Get your ale, lads, and put your thinking-fur on. This is where it gets interesting.

So, by the start of that game I managed to banish the Sororitas to another part of my brain, allowing me to focus on the battle at hand.

This time I decided to go first. I positioned TDA in a rather central position. The TWC were not far away. Their position was safe, but as neutral as possible to allow for maximal response potential.

He deployed in a similar fashion.

My first turn. I brought in Ulrik's gang and the melta GH. Why melta? One flank has 2 pieces of armour and I would only need the banner turn 2 when I engage in melee, and I would need it at another position.

So, the GH and Ulrik landed on right left flank (right flank from my POV), where the Vindicator and DC Dread were camping, Vindicator being the first model, covering the dread. Arjac went solo and stopped 6" away from the dread. GH stopped 6" away from the tank and Ulrik stayed 12" away from the dread.

GH killed the Vindicator, Ulrik's gang and Arjac unloaded their combi plasmas and hammer and killed the dread.

Why did I use the CP on a dread and why did I leave so much distance? Because I needed that guaranteed kill on the dread. Now my forces were well outside of rapid fire range and only Arjac and GH were just barely within charging range of the DC. This meant that he would not be able to retaliate and I basically wiped his flank away without any casualties.

The TWC did not charge, they moved + ran to be close to the GH and WG but still be able to comfortably charge next turn. They basically prevented any notion of him wanting to charge in my direction in fear of the echo.

TDA killed a Land Speeder and moved up field. They were around 24" away from the DC but would be able to unleash their firepower next turn without fear of retaliation.

The only way he could go would be his corner, leaving me in charge of 3/4 of the field.

During his first turn we was was ballsy and went towards my GH, but staying in cover. MM Speeder and Dread shot TWC but only inflicted 1 wound. TDA also moved into my direction. There wasn't anything else to do because I had the positional advantage and even with more firepower on the field, I was too far away from the other side of his army for him to be a threat to me.

My second turn basically sealed the deal. My Plasma GH with banner landed right in the middle of his forces. This time it was justified because I was in comfortable charge distance and has enough shooting to back it up.

Melta GH blew the Razorback. Plasma GH, WG and CP/AsC TDA unloaded their clips/batteries into the DC, leaving only 1 guy and the HQ alive. Ulrik detached himself and moved+ran towards the fighting to bring his bubble along.

This time, TWC and the Jarl charged into the Hestan CS. TWC was in Ulrik's bubble and both were in the +1A bubble. This time the unit did not survive and even Hestan did bite the dust due to too many rending hits against his CS and only average FnP rolls.

The second TWC unit charged into the Dread and killed him.

In his second turn he rapid fired my TWC with his tacs and charged them with the TDA. I lost 2 models in total but took 1 TDA with me.

In my third turn I finished it. TDA killed the last LS (LSS was uninteresting at this point), Second TWC charged into the TDA unit and killed it. Jarl charged the tacs and killed them. At that point it was basically over.

What did we learn today? Do not be greedy with charges and do not overextend. By holding my charge to turn 2 and staggering the Banner drop to a suitable location I basically reduced my casualties by 90% with the same result as the last game.

So, my unit analysis. Not much has changed since the last game. TWC are very solid with that loadout. Ulrik is solid. Dogs performed poorly during the first game because they were way overextended. Having melta on a GH unit is very handy for those cases where you want to kill a tank turn 1 and do not need your charge until later.

Arjac did a fine job. He basically had to fix the mess Ulrik left behind after dying turn 1 and he did it well. He tanked well and he killed well. I am still not sure he is totally worth it in a competitive setting, but hell, I like him and I will keep trying until I have solid proof that he is no worth it. Useful until proven useless.

So, let me address the elephant in the room. The TDA. The unit that I never wanted to take, despite my love for the models. How did they perform?

Disciple, this one is going out to you: I bloody hate you because I need to admit that I was wrong ohmy.png well, I am manly enough to do it so I immediately forgive you biggrin.png

I think they may be superior to bikes in my list. I **** you not. Let me explain my thoughts:

Bikes are there to provide ranged pressure and prevent units from escaping. The thing is, TDA do it better ohmy.png

Let's take the second game as an example. Bikes would have needed to be within 12" to unleash their full dakka into the enemy. Before that, they needed to jink to escape those Vindicator shots and what-not. So their firepower would be limited. And they need to be within 12". Even the slowest unit can get there. 6" move and 6" charge is rather easy to pull off.

Now, TDA need to be 24" away to unleash their superior firepower (due to having a heavy weapon), having a 30" threat range (as opposed to 24" from the bikes). And they are 24" away, this means that even the best chargers out there, Beasts and Cavarly, need to roll a perfect double 6 to get to me. That is hard, even with Fleet.

Bikes and JP can do it but will not manage it 95% of the time. MCs, foot sloggers and Walkers are beyond that. They can not reach the TDA while they shoot them to bits. They are getting 1 additional shooting phase and denying area way better because you do not want to move their way. They will just combi-plasma you. You can not remove them with melee and shooting them is a waste when the TWC is knocking at your door.

Bikes, they are easily reached in melee and they can be rapid-fired, thus easier to shoot to death and you have just gained an open flank to exploit.

TDA also have SS, allowing for better saves against ap2 without compromising firepower.

In short, I give TDA a 7/10 this game. I will not give my final yes, but I will keep using them until I can confirm whether my thoughts are correct or not. Like Arjac, useful and included until proven useless.

One change with the above setup though. I will remove the TH/SS setup and instead give sarge and another guy SS + ranged weapon for free. That way I have my saves and I gain 15 points + 1 left over. This basically means I can add the 2 wolves I dropped.

Why do I prefer 2 SS with ranged weapons? They are primarily a shooty unit. And even then. 9 I1 ap2 attacks and 6 I4 attacks at WS5 will put the hurt on a tac squad any day. They will be weaker against MC and can not hurt AV13 anymore, but that is what the TWC and their ranged weapons are for.

Adding 2 wolves and changing that setup brings me up to 1850 points once again and this list is my staple until further notice:

Jarl

• Runic Armour, Stormshield, Krakenbone Sword, Fellclaw's Teeth, Thunderhoof Mount

• 2 Hounds

Ulrik

Arjac

5 TDA WG

• 2 Stormshields, 3 Combi-Plasmas, 1 Stormbolter, 3 Power Axes, 1 Assault Cannon

5 PAWG

• 5 Combi-Plasmas

• Drop Pod

10 Grey Hunters

• WGPL, Combi-Plasma

• 2 Plasma Guns, Wolf Standard

• Drop Pod

10 Grey Hunters

• WGPL, Combi-Melta

• 2 Melta Guns

• Drop Pod

4 TWC

• 2 Stormshields (one on Pack Leader), 1 Power Fist

4 TWC

• 2 Stormshields (one on Pack Leader), 1 Power Fist

8 Hounds

1850 points

Anyway, I hope you liked it. Leave me your opinions regarding the games and the TDA analysis msn-wink.gif

Very interesting.  I'm a real fan of bikers, and would never have thought that termies could function in a similar role.  But I completely see your point on the shooting range.

 

Some things I would note though.  Bikers have T5 obviously (not to be sneezed at), jink (which would have meant if the vindi had hit the whole pack - they could have all had a decent save instead of having to pile it all on the SS.  I think your change to add 2 SS is a really good idea by the way).  Bikers can have SS as well (although not for free by swopping for power weapon).  The main one of course, is how slow the termies are at moving.  A nice objective turns up to be grabbed this turn - and your bikers can 24" over to it and take the points while your TWC are beating on something.

 

But this is definitely food for thought.

 

HDL

I hear you. Let me attempt to counter those arguements.

 

Bikes have T5 and a 3+. TDA have T4 and a 2+. As funny as it sounds, a Bolter has approx. the same chance of wounding a Bike as it has wounding a TDA (TDA is a tiny bit more resilient to small arms fire due to their 2+). This goes for most weapons.

 

What this means is that the volumes of fire play a role. For bikes to be a threat, they need to be within 12". This means rapid fire weapons will have double the shots against them, meaning twice the casualties of TDA, who can chill out at 24".

 

Bikes can jink, but sacrifice their shooting capabilities for it. A 3++ has a way better chance of saving than a 4++ and does not compromise shooting.

 

Having said that, bikes can match the shooting capabilities if they have a character to tank for them, but this inflates their cost.

 

Now, the advantage of bikes is their mobility. I can not counter that because TDA are slow and their movement has to be well thought of.

But the thing is. I do not take bikes to grab stuff, I take them to catch units and block their path of escape. I still have drop pods and Fenrisian Wolves to get objectives. So while that perk.is nice, it is not what I am seeking.

 

And that is the point. Bikes have different jobs than TDA and while I like bikes, they do not seem to fit the slot I need them to fill. Tanky bikes are too cost intensive.

That is not to say you can not use them. Bikes are excellent units if you have the proper job for them ;)

Raises Tankard. Well my friend I'm very glad I didn't lead you astray. Would hate to be booted off of Fenris. I will say that is almost exactly how I planned on using my TDA for my army as well. Though I'm thinking of a TDA Jarl as well instead of a TWC Jarl. I agree about the 24" bubble. I find TDA units (large ones) to be the ultimate hard dakka unit. Not the greatest shooting ever but you can't move them without taking some serious damage. Plus as I stated before those two TWC units made a great general threat problem. Three tough hurt you units cause a serious dilemma for shooting priority. That and you don't want to charge any of the three. Charging TWC is bad and unless you've got a serious deathstar charging the TDA unit isn't that smart so yeah A good midfield anvil unit. TWC as a hammer let the GH and PAWG with Ulrik clean house. Sounds like they did well for you and I'm truly glad they worked for ya.

MMM interesting build you have made Immersturm.

 

I agree with your TDA analisys. I use them as a "roman triarii"  backing the rest of the army. I imagine you put the SS on 2 guards, don't you?

 

Surely I will try both Ulrik and Arjac when I'll have them painted.

I can see that the output of WG TDA can somewhat match that of bikers, but only if you outfit them with storm bolters. However if you put combi weapons on them or outfit them with CC only weapons like SS/TH then their role changes and can no longer match that of bikers. The way you have your TDA equipped, are you still saying that your fire output matches that of say 7-8 Bikers at the same cost? 

I did think the same initially Fenris Wolf - but this was my end summary after working it out.

 

He swops the SB for his combi weapons - so he ends up with (at 24" range ... which is the critical point he is making)

 

3 bolter shots (from the guys with combis)

2 storm bolter shots

4 assault cannon shots.

 so ... 9 shots in total.

 

Bikers would only get 5 shots at 24" range - 10 shots at 12".  Obviously he also gets the increased STR and rending of the AssC

 

My question Immersturm ... are these 2 units comparible costs?  The termies vs 5 bikers with 3 combi plasmas?

 

 

On your reply to me ... I also had been thinking that T5 3+ vs T4 2+ was about comparible (it was too late for my head to do the maths)

You can still give the bikers SS though (which I recommend) - so they would get to use that if needed instead of jinking.

Good point about the rapid fire return though !

Also from someone who doesnt play against MEQ much - I DO play against blobs of devilgaunts, which frankly I find the most scary Nid unit.  3 shots each at BS4 Str4 and 18" range is SCARY when he has 20+ of them !  And regularly wipes out units of my marines.  The increased range for the termies would help with this.

 

I take what you say about the other units you have being able to take the objectives... but the following is my main question for your army.

 

When you play Tactical Objectives - they are changing round on round.  You need to grab them quickly - then move on to the next one.  Your army is very maneuverable at the start (with the drop pods) - but once it has landed (turn 2) it is pretty slow (other than the TWC, but I guess they arent objective grabbers).  The bikes seem an ideal middle ground for you.  How do you cope in this type of scenario?

 

HDL

The setup above costs 200 points. 5 bikes with 3 combi weapons cost 155, 185 if you add stormshields and 230 if you add 3 power weapons

 

I am actually thinking of removing the combi weapons. I get 15 more points to spend and I get more shots at 24" range with stormbolters. Not sure whether it is a good idea though.

 

As for the objective thing. You have to consider that only 1/3 of the objectives are capturing (including the special SW cards). The majority is about interacting with the enemy. If I am right in his face I can complete those way better.

Also, if my tactic is successful, he will be driven into a corner and being put between a Terminators and an angry TWC mob. He will have a hard time focusing on captuing things. That is the whole thing about the list. The enemy will have no choice left but to fight me. If he ignores me and tries to capture objectives, he will lose a lot of models each turn. It is almost impossible to outrun cavalry except as a Jetbike, but even then I can distribute my forces in a way so that other units can shoot the jetbikes down.

 

And that is why I think I am going to leave bikes be for the time being. They are too fragile (comparatively) to build sufficient pressure and/or block off the enemy for this strategy to work.

Thunderwolves arent good unless you can reliably get them FNP. They will get decimated by massed small arms fire as was always the case.

 

I really like Bjorn and a Ven Dread with Shield both in pods. I love 5 Blood Claws with a flamer in a Pod. I like 5 Wolf Guard Bikers with a Meltabomb out of the Logan book. The Stormwolf is the best flyer in the game.

Thunderwolves arent good unless you can reliably get them FNP. They will get decimated by massed small arms fire as was always the case.

 

I really like Bjorn and a Ven Dread with Shield both in pods. I love 5 Blood Claws with a flamer in a Pod. I like 5 Wolf Guard Bikers with a Meltabomb out of the Logan book. The Stormwolf is the best flyer in the game.

 

Disagree with the entire post.

 

Everything goes down to torrents of fire and I see no reason why TWC should be an exception. Play smart and you won't have to deal with it. They are reasonably tough and that is enough. There is a reason why the majority sees them as the best unit in the codex.

Besides, there is no way to give them reliable FnP. Biomancy is still a random roll unless you take Sevrin Loth.

 

Björn is overcosted for what he does. BlizzDread has a niche role in chasing down immobile units and eating fire. This offensive capabilities are garbage, his defense is his selling point. He builds little to no pressure against most armies though.

 

MSU drop pod is nonsense in my eyes. The entire point of pods is turn 1 pressure. 5 dudes do not build pressure. And what are you going to do with a flamer? Kill a few guardsmen? No, you require field presence when you drop down.

 

I have tried 5 naked bikes with bomb before. They pale in comparison to TWC. S4 does not cut it in melee and they are way to fragile to receive expensive weapons. I prefer Swiftclaws because you can play them in 3man packs, allowing for effective objective grabbing and tank hunting if you give the pack leader a melta bomb.

 

Stormwolf pales in comparison to Night and Doom Scythes when it comes to anti air, light infantry hunting and light armour hunting. Storm Raven is superior in the anti infantry department and a superior transports because the can carry a dread in addition to some dudes (albeit less), not that you should use it as a transport anyway. The only thing Stormwolf does best is heavy armour and MC hunting (and even there the Scythes can do very well).

I would agree with that really. If you have a small unit of 3 TWC and you are daft with it, you will get massacred by small arms fire. But with a list with other threat elements to it, I often find the opposition WANTS to shoot the cavalry, but cant because it has other things to worry about. In small numbers they aren't great at head on assault.

Interestingly Immersturm, I've just tried what of your army you can fit into 1500 points.

Thunderwolf WGBL kraksword, ss, ra, fellclaws teeth

2 wolves

Ulric

5 Wolfguard cp

drop pod

10GH 2 melta WGPL cmelta

droppod

10 GH 2 pg WGPL cplasma

drop pod

4 TWC

2 ss, 1pf

4 TWC

2ss, 1pf

7 fenrisian wolves

1500points on the nose.

Which of course makes the whole "bikes" vs "Termies" question moot for this points level biggrin.png

My goal is to have an HQ on a SMB, mostly due to the fact I already had the biker models and no funds to buy more TWC. i morphed my list and yours for the following.  I figured you would be able to use it to talk further tactics.  Interested in hearing what people have to say about it. - Thanks

 

COD

HQ,

Urlik 

WL on SMB, MB, RA, SS/Black Death, 

Elite

Arjac, 

5 WGPA 1 SS 4CP 1PA - Pod 

5 WG-TDA 3 CM/PW, 1 SS/TH 1 PA/AsC - 

7 - WG on Bike. 1 SS 3 MB 1 CM 1 PA

Fast,

10 Fen Wolves 

4 TWC 2 SS 1 TH -

Troops

9 GH 2 Melta +1WGPL CM – Banner –Pod 

9 GH 2 Plasma +1WGPL CP -Pod 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.