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A Couple of Questions


Targetlock

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Hi Battle-brothers

 

I have my own DIY chapter that uses the space wolf codex (i like the army style and my army has a fair bit of cavalry) and i have a few army questions im thinking over :)

 

1. What is the best way to equip wolf scouts? are sniper scouts worth it? i noticed they have sadly lost outflank like they had in the previous codex which was useful for how i used them.

 

2. I am considering brining in some firepower to my army and wondering is a Stormfang worth it? i like the look of the model and like the idea of a giant freeze gun of doom :) 

 

3. I really like the thought of doing a version of Murderfang for my army, how good is he?

 

thanks for any advice and ideas :) will try and post up pics of my army soonish.

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The Stormwolf will give you almost the same firepower as the Stormfang for 20 points less. The difference is getting a large blast on the Hellfrost Cannon for those 20 points.

 

I run my Scouts as snipers and they've worked for me. I put a magnet in one torso to swap missile laucher and heavy bolter as desired.

The Stormwolf will give you almost the same firepower as the Stormfang for 20 points less. The difference is getting a large blast on the Hellfrost Cannon for those 20 points.

 

I run my Scouts as snipers and they've worked for me. I put a magnet in one torso to swap missile laucher and heavy bolter as desired.

 

also, the stormwolf the cannons are 360 degree, wheres stormfang is fixed forwards. And stormwolf has transport capcity.

 

Murderfang is ace IF you can get him into combat, but will depend on the rest of your list/wether you have other distractions to get him there.

 

Scouts run as snipers are now pretty good, BS4 on sniper rifles is nice,  but still not as good as they used to be with OBEL ;)

stormwolf over fang IMO. reasons as mentioned above :)

 

I always personally take a unit of scouts, still able to infiltrate and scout which makes them a handy little unit to pick thing off from far away or in some nice cover. especially nice if your enemy has a character / hq in a small unit (6's being precision shots and then 6's to wound being ap2).

 

as for murderfang i have no idea, not used any dreads yet with my wolves as still pretty new to them at the moment. from what i've seen though you need to be sure you can get him in to CC otherwise he seems to be wasted points.

 

hope some of that helps :)

The StormWolf is great, one of the best flyers in the game.

 

AV12 all round with ceramite armour, TL Las Cannon, TL Helfrost Cannon an 2 TL Multi Meltas with Power of the Machine Spirit. Plus 16 transport capacity assault vehicle.

 

In a recent game I flew on turn 2, blew up a hellhound, turn 3 hovered and disembarked Bloodclaws near a Baneblade. Blasted the Baneblade took it down to 1 hull point and charged with my claws and boom.

 

I also run Murderfang but from the safety of a Lucius drop pod. He's very scary and your opponent will try to destroy him quickly, he's too easy to kill if he's in the open which is why I leave him in the pod. On the charge he will kill anything and even with a Lucius he's decent value at 185 points

Mostly I don't find Scouts that useful. When they had OBEL Sniper Rifles weren't that useful, now that you can't easily use them as rear lines anti-tank and skirmishers Sniper Rifles are much more viable than they used to be IMO. It depends how you build your list however, in my army they aren't a huge boon, but if your looking for some advance objective takers or anti-monstrous creature fire then Snipers are probably going to work fine.

 

As for the gunship, as others have mentioned, the Stormwolf is generally much better than the Stormfang. Cheaper, more reliable firepower, much larger transport capacity, and the assault vehicle rule.

 

As for Murderfang, he can absolutely eat-face, however he is quite vulnerable until he gets close to the enemy and thus really needs support. Either covering or distracting tanks, Drop Pod deployment, or other Dreadnoughts to draw fire.

I agree that the Stormwolf is better all around than the Stormfang, but the fang is still a viable option. When I run the fang, I like her with all missiles; the wolf excels with the TL Multi meltas, making it more points after that upgrade. I don't tend to use either to get lage squads across the board (as it makes them even bigger target priorities and kills hurt even more), as such, the transport difference is mout. Running them this way gives the fang better anti-air and anti-troop abilities, but limitations of the fixed gun do make her less forgiving. If you are bringing multiple flyers, or have anti-armour covered, the fang is still worth considering.

I don't really think the fang makes for better anti-air. What use is lance against most fliers? The only other difference is the ability to take two stormstrike missiles but i'd take the lascannons anyway.

 

Good points and I agree. I will say that the Fang is not terrible, it's just not a solidly better option than the Stormwolf in most cases.

I don't really think the fang makes for better anti-air. What use is lance against most fliers? The only other difference is the ability to take two stormstrike missiles but i'd take the lascannons anyway.

Everything is debatable, but between my two common set ups the fang is cheaper with much longer range. Lance isn't an advantage over most flyers for the same reasons melta and lascannons aren't as well, you shouldn't often need what they bring. Range is great for setting up shots and keeping your fast moving target in your sights should your dice fail you. Is there a huge disparity, no, but one I thought I'd voice since many people seem to write off the fang, that is all.

Can not under play the ability of the twin linked frost cannon either. as the other weapons platforms are fixed. if your opponent has all his armour together of its near the end of the game and there are not a lot of models on the table then it really shines.

 

Unless you hover the 90 degree pivot and min 18 inch move means that If you main guns do not have a target at least you can still get a full twin linked shot off and have a chance to do something. Before you return for full shots the following turn.

 

Sure you can take the risk and hover to keep shooting. but that comes with its own risks.

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