hardimanm Posted December 1, 2014 Share Posted December 1, 2014 I searched and searced in this forum for a thread like this but came up empty. So, since i am getting a pack of these guys soon, thought i would ask everyone for how best to loadout these guys. I plan on running this as a 5 man squad and add in a Wolf Preist in TDA as well. I know i will want one guy with SS/TH and another with 2xLC's. But im stuck on the rest. I want to have one guy with the assault cannon but not sure what to go with it. And any suggestions on the remaining two guys? Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/ Share on other sites More sharing options...
Donkalleone Posted December 1, 2014 Share Posted December 1, 2014 · Hidden by Lord Ragnarok, January 2, 2015 - Accidentally unhid. Re hiding Hidden by Lord Ragnarok, January 2, 2015 - Accidentally unhid. Re hiding We have a tda threat 4 Rows below this one with several builds.I would suggest to have 2 SS in each squad and Combi weapons in the More shooty one Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876409
MithrilForge Posted December 1, 2014 Share Posted December 1, 2014 . With your eyesight it might be bad playing tabletop game Even with a wink those comments are not required... 40k is not sarcasm its mateship.... Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876447 Share on other sites More sharing options...
skeletoro Posted December 1, 2014 Share Posted December 1, 2014 The first question you should ask yourself is: am I going to use a special formation from the codex supplement? Personally I think that Arjac's shield brothers pack a tremendous punch. But if you plan on using those, your wargear choices are pretty much 100% made for you. Second question: are you going to foot slog, ride a raider, teleport or use a pod? Or a flier for that matter? Terminators are an assault unit but deep strikers and foot sloggers get more out of ranged weapons than the other flavours. Third question: what's the purpose of the unit? If you want them to be able to sit on an objective shooting your guns without necessarily needing to charge to be effective, then storm bolters might be worth considering (otherwise, storm bolters are pretty suboptimal and should be avoided). For that kind of unit I'd keep them cheap and cheerful (4 storm bolters, 1 asscan, 2 shields, 1 sword and 2 axes). But this isn't a particularly good use for WG terminators - square peg, round hole. So, again, you need a clear idea of what role the terminators will play in your force before getting too worried about specific load outs. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876603 Share on other sites More sharing options...
Spazmonkey Posted December 2, 2014 Share Posted December 2, 2014 Dont forget to look at void claws as well... 5-10 void claws with Arjac teleporting in turn 1 can be a very nasty surprise for your opponent if is is not familiar with our formations. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876697 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted December 2, 2014 Share Posted December 2, 2014 I'm slow on my TDA-fu as of late. I really cannot think of any points to make that have not already been mentioned. I will say that if you plan on only including a single pack into your company, you may want to magnetize arms to ease the cost of building lots of TDAWG. I do think that in this edition, 2 Storm Shields, 4 or 5 Combi weapons, and a single heavy option is my preferred load out. It allows for some flexibility to the build, and therefor your army. End of Line Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876780 Share on other sites More sharing options...
Brom MKIV Posted December 2, 2014 Share Posted December 2, 2014 The builds I've liked the most are 4 tdawg's- 3 ss/combis 1 cf/combi, or 2 ss/combi 1 axe/combi 1 cf/combi arjac. Protecting the heavy hitter is often better than loading up on more cc weapons. Either way take a FA pod and consider a deathwind ml. Great double threat. There's always the option to send the pod in empty vs aggressive armies too, or against null deploy where you may want them turn 2 via deep strike instead. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3876943 Share on other sites More sharing options...
Skeld Ironthews Posted December 2, 2014 Share Posted December 2, 2014 Don't bother giving the Wolf priest TDA, it's a waste of points, Runic armour is cheaper and just as good a save 2+4++ unless you really want to teleport of course. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877134 Share on other sites More sharing options...
Baulder Posted December 2, 2014 Share Posted December 2, 2014 I often struggle to find the points to run TDAWG. If anyone has got any tips on how to actually use these units (outside of the void/thunder/shield formations) I'b be really glad to hear them since I have about 15WG with various gear and really want to run them but 5man units just get shot to hell in my experience. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877199 Share on other sites More sharing options...
DanPesci Posted December 2, 2014 Share Posted December 2, 2014 10 guys, all SS/SB - you get the SS for free - maybe add in a couple of CML, or 2xAC, and that is one annoying to shift backfield unit! Never actually ran that but could be a laugh You may not want to change out all 10 power weapons mind - maybe keep a couple axes and a couple of swords in there..with 6 SS up front to soak up plasma/grav shots At 24 inches theyre putting out 20 stormbolter rounds and 2 missles/8 AC shots. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877330 Share on other sites More sharing options...
hardimanm Posted December 2, 2014 Author Share Posted December 2, 2014 thanks for the feedback guys. Im wanting to put together a basic group that i can use in any game situation. So im wanting to mix and match while maximizing the unit. Looking at 1ea: SS/TH, 1ea: 2xLC, 1ea: AssCan/PF, 1ea: PW/SS, 1ea: SB/CF Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877540 Share on other sites More sharing options...
Donkalleone Posted December 2, 2014 Share Posted December 2, 2014 i think the th/ss should be a combi /SS the pf on assault cannon is enough. SB and CF doesnt work. My Build would be for 5: 2xCombiWepaons (M/P/F)& SS + 2x Combi/SB & PW and Assault/PF Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877579 Share on other sites More sharing options...
skeletoro Posted December 2, 2014 Share Posted December 2, 2014 Useable in any game situation? Fair enough. You still need to think about deployment/transport options, which will in turn affect your choice of weapons. Personally I would avoid power fists completely. For the cost, they don't offer much over a power axe, and thunder hammer + storm shield is a better deal at only marginally higher cost. Similarly, a pw+ss model is only marginally cheaper than a th/ss model, but a thunder hammer is much better. Take the thunder hammer. If you want to go proper-shooty i'd suggest combi weapons plus the assault cannon, and zero with TH+SS or dual LC. If you want to have a more mixed unit, then you should really invest in a land raider, or perhaps a storm wolf. Something with an assault ramp. In that case, i'd probably take one with an assault cannon plus power axe, three with combis plasmas (one sword, axe, chainfist) and one with thunder hammer and storm shield. You could mix in a dual lightning claw model or a thunder hammer plus storm shield model if you like. The point of such a unit would be to rapid fire the plasma and then assault out of the land raider, packing maximum punch in the turn they disembark. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877596 Share on other sites More sharing options...
Z00Z Posted December 2, 2014 Share Posted December 2, 2014 You cant assault after firing a rapid fire weapon. Equipping combi plasmas isnt a good option with LR or stormgrrr. It is a viable option for dp's or ds deployed units Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877638 Share on other sites More sharing options...
Frater Cornelius Posted December 2, 2014 Share Posted December 2, 2014 You cant assault after firing a rapid fire weapon. Equipping combi plasmas isnt a good option with LR or stormgrrr. It is a viable option for dp's or ds deployed units I believe we are talking TDA, in which case they do not care about rapid fire and all that stuff. However, I would still not advice to take plasmas, because you are increasing your charge distance by a considerable amount if you do well and kill off a few models. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877687 Share on other sites More sharing options...
skeletoro Posted December 2, 2014 Share Posted December 2, 2014 That's a point, and in my experience it can happen quite a lot. To combat this you can take a smaller minority with plasmas, take meltas (to crack transports and assault their occupants) or mix in more pure assault load outs (th+ss). Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877732 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted December 2, 2014 Share Posted December 2, 2014 I'd like to mention for general consumption that taking all of the same combi weapons is going to be the most effective tactic. I actually run a combi-plas pack in an assault vehicle almost exclusively. I have been denied a charge maybe a couple of times. But I like to get my vehicle right up close like and then dump my marines. I use the melta for the podding or deep striking packs. I haven't tried throwing my flamer pack into an assault vehicle as I also use them as a 'bomb' vs. hoards (I actually mean Scarabs). I still find it hard to load a single marine with so many points as to equip it with both an AssCan/CML and a PF/CF. In my experience with individual models and first in/first out wound allocation, it's better to keep each model equally potent and close in points. End of Line Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877762 Share on other sites More sharing options...
skeletoro Posted December 3, 2014 Share Posted December 3, 2014 Yeah I wouldn't advocate mixing plasma and melta within a unit. I just meant cutting down to say, 2 plasmas in a 5 man pack (if you're worried about ruining your charge) or else making all combis melta. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877819 Share on other sites More sharing options...
Rune_Priest_Rhapsody Posted December 3, 2014 Share Posted December 3, 2014 I run 3 combi-plas in my packs of 5. That seems to do quite well against most things I am throwing a pack of TDAWG against. Occasionally I put a TDAWP with a 4th combi-plas in the mix, but that's just for :cusss and giggles. End of Line Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3877829 Share on other sites More sharing options...
Valerian Posted December 4, 2014 Share Posted December 4, 2014 You cant assault after firing a rapid fire weapon. Equipping combi plasmas isnt a good option with LR or stormgrrr. It is a viable option for dp's or ds deployed units They're Relentless, Z00Z, so they can assault. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3878812 Share on other sites More sharing options...
Z00Z Posted December 4, 2014 Share Posted December 4, 2014 You cant assault after firing a rapid fire weapon. Equipping combi plasmas isnt a good option with LR or stormgrrr. It is a viable option for dp's or ds deployed units They're Relentless, Z00Z, so they can assault. Yeah, realised this re-reading thread title after posting , thought we were discussing WGPA :) Too quick on the draw Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3879338 Share on other sites More sharing options...
rgr_maddog Posted December 4, 2014 Share Posted December 4, 2014 I feel obligated to further confuse anyone looking for the best way to load out their TDA by adding we can dual wield power weapons after the FAQ (as long as one is an axe). it's nice to have a cheep option for AP2 or attacks at initiative. Not shooty, no 3++, but looks cool. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3879350 Share on other sites More sharing options...
Frater Cornelius Posted December 4, 2014 Share Posted December 4, 2014 I feel obligated to further confuse anyone looking for the best way to load out their TDA by adding we can dual wield power weapons after the FAQ (as long as one is an axe). it's nice to have a cheep option for AP2 or attacks at initiative. Not shooty, no 3++, but looks cool. Rule of cool always wins :D Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3879409 Share on other sites More sharing options...
skeletoro Posted December 4, 2014 Share Posted December 4, 2014 Yep, and PS + FA kills terminators better than any other loadout. Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3879490 Share on other sites More sharing options...
Hear da Lamentation Posted December 4, 2014 Share Posted December 4, 2014 I use my TDA as slightly more expensive pawg in a drop pod. 5 TDA 5 combi plasma 2ss 3power axes. Those free SS and the cheaper combi weapons make this a nice unit for the points and you can always drop the pod empty and deep strike them Link to comment https://bolterandchainsword.com/topic/299895-tda-wolf-guard-loadout/#findComment-3879673 Share on other sites More sharing options...
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