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Wolf guard Void claws and cyclone missile launcher


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Was wondering if my wolfy brethren could help me out here. I'm pretty sure the void claw formation can take cyclone missile launchers as it doesn't interfere with the restrictions and if this is incorrect please let me know. However, I've been looking through my wolf guard terminator bitz and I can't find the CML. Have I just lost it or do the wolves not come with one in the first place?

 

All help warmly welcomed!

Well, it least it gives them something to do when they arrive, although there is one reason I would advice against it: when you deep strike, you are always squeezed together around a base. This makes you very vulnerable against blasts and templates. Non-shooty TDA have the advantage that they can use the shooting phase to run and spread out without sacrificing any shooting. If you buy them a CML you will have to choose. Hard choices aren't always good. I like to keep my armies simple to avoid mistakes on my part.

Personally I would always run.

You dont want 5-10 termies in base to base contact.

They whole point of the unit is to get into CC, So run every time I think, get them as close as possible.

 

Im not saying dont take the launcher, and that it may not be useful. For the price of another model, and on a unit I want in CC ASAP, I personally dont think it is worth it.

Just like the idea of a couple of pockets of Void Claws landing on the first turn... with Re-rolled scatter. Or Perhaps a Couple of Thunderstrike Formations landing on turn 2.

 

Or two Drop Pods with Locator Beacons - Void Claws - Two Thunderstrike Formations.

 

Turn One 

 - Locator Beacon pods drop midfield

 - Void Claws fall in behind (re roll scatter as can not benefit from beacons)

 

Turn two

 - Void Claws give re-rolls to reserves rolls, giving much better chances of Thunderstrike Formation coming into play.

 - Thunderstrike Formations land and soften everything up

 - Void Claws advance

 

 Turn 3

 - Profit

Somehow I imagine it would be fun to drop a Voidclaw unit next to murderfang for support. Somehow the idea of All the Claw attacks forever and ever showing up in your back field just seems awesome and they would be great distractions for each other, no one can just ignore murderfang yet a group of wolf claw termies isn't exactly a sunday drive either. 

well how about the melta on murderfang and the regular shots on the viods? dropping them alone in the front isnt the best idea

 

We aren't listing an entire force, just ideas to base a force around. With 3 Drop pod Army you could have two Grey Hunters backing it up - Deploying the Void Claws and Murderfang in the cover of the Drop Pods. The 3rd Drop pod could be Wolf Guard in the Thunderstrike formation. 

 

Looking at 2000pts but as fun as it looks I don't think it would be competitive in that environment. If it could get cut down too 1500 I think it would be pretty good, but possibly pushing it for 1850. Then again a 650 point distraction force (x2 Void Claws + Murderfang Pod) could be enough to get your force up the table too - Thinking Thunderwolves.

Can HQ join Void claws? or Rather can a model from 1 formation join another formation?

 

My heart says no, but my list says yes!

I think if the HQ was in Terminator armor with 2 wolf claws it would pass all the restrictions and be okay.

Can you take more than one formation of Void Claws?

 

Yes, no issues with multiple Formations, as long as they don't contain a Unique character/model.

 

Can HQ join Void claws? or Rather can a model from 1 formation join another formation?

 

 

We're not exactly sure on that.  You can look through other threads that have discussed this issue, including the pinned FAQ thread at the top of The Fang.  The gist of it is that nothing prevents an IC from joining the unit, as there are no special restrictions, and the rules for ICs joining units are basic and fundamental to the usual Rules.  However, we haven't exactly figured out how to handle the special rules.  The assumption for many (most?) is that the IC would get to benefit from the Void Claws' special rules (i.e. first turn arrival via Deep Strike, etc.), but it would be nice if they'd produce a FAQ response that made this explicit.

 

V

They can buy a dedicated SW, but said SW must be empty since the rules require to deep strike.

 

As for the IC, I think it is pretty clear. Page 166 states that a character joining a unit becomes part of said unit for all rule purposes. 'All', in my eyes, also includes Void Claw rules. This means that the char is required to be able to deep strike.

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