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Three Year Break and Trying to Come Back Need Advice


bob10182

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Well I took a three year break so my last experience was with 5th edition and our Wolves dominated then. My Grey Hunters would secure the midfield and surprise every opponent with their ability to be able to combat any threat. Thunder Wolves were still new and I do not even think there were models for them yet so I have some Mr. Dandy wolves that I used. My Long Fangs could lay down a ton of missile launcher shots and then my Rune Priests were just a bunch of beasts tearing it up with Jaws of the World Wolf.

 

So I started watching some reviews on the new codex and 7th edition in general. I am not here to  beat up the new codex because I want to get back into the game. So far it seems like Thunder Wolf Cavalry (TWC) got better. I am going to try and run two squads of four or five with Harald Deathwolf since I was basing my army off of this awesome Wolf Lord and his company anyway.

 

I am not a fan of the allied thing and I will be sticking with pure wolves. I am also planning a Skyclaw Jump unit with a Wolf Priest leading them. I used to run one of these and they would always surprise people that I played.

 

So this is where I need help from people who have been playing.

 

1. I understand that our Grey Hunters have changed so are most people running just two squads? I used to run three in Rhinos and now I am considering just running two in Rhinos with two meltas and CCW.

 

2. Rune Priests look like they lost some offensive power so are they still a must have for HQ options?

 

3. How are we dealing with flyers, so far looking at the codex the only options I saw were other flyers or flakk missiles for 20 points each, is that right?

 

4. How is Harald Deathwolf on the table top? I plan on running him but I just wanted to see if there was some experience out there so I can learn ahead of time.

 

I am not asking for any list building and I just want to thank anyone who reads this and lends some help to someone who is trying to get back into the game. It is actually quite hard considering the pricing on getting a new rulebook and codex. Plus if I want more TWC, but for now I just want to see if what I have is still viable and I will go from there. Thanks again.

 

 

1) It depends.  3+ armor isn't what it used to be.  There is a lot of high volume high strength shooting now.  They can still be useful.  I either go all in with infantry or go bare minimum and try to stack my points in other areas.

2)Not a must have.  Depends on what you want to do.   Ulrik is the best buffer HQ now.

3) Fliers are tough to deal with but not super prevalent in my area.  Unless you are playing vs Necrons but that may change.

4) He is good for his points.

GH are just as mediocre as your everyday tactical Marines, and both have their advantages, and both are easily shot away by Tau, Eldar and Necrons.

Your strength now lies in the ability to battle brother up with the entire Imperium, having access to plenty of Forge World units and in power units like TWC, Centurions and the likes. Your spammable units lack the bite to compete with spammable units of the enemy.

1. I don't run infantry too much. For escalation i did and it worked (running 2 units of 7 with plasmas one with ccw and one bare min). They work out for what you want, which is objective holding units that your enemy doesn't want to attack. The things about wolves is that they are just as scary to attack as they are to be attacked.


 


2. I like rune priests- but they are not as good as they used to be. Personally i like rune priests because it provides 2 aspects; i. they are a support HQ providing buffs for your units, ii. They provide warp charges to aid in denying enemy psychers. Don't get me wrong, its frustrating when you only get 2 charges to roll on- as opposed to other armies who can get more. Its even annoying to just roll… but i digress.


 


3. I love my flyer, but they aren't used that often because for the unit itself you pay the flyer tax. Flyer tax is the extra points you pay to have a fast moving item with jink. Another tax is the inability to use the unit until it comes in from reserve… whenever that may be.


 


4. If you use a block of TWC then he is the best warlord with the trait he comes with. S6 TWC on the charge? With that being rending? watch enemy units just disappear. 

I just came back a few months ago from the 5th edition days myself. And, yes, after buying a new codex, new supplement, and new rule book, I didn't have enough cash left to buy 3 units of thunderwolf calvary. Cheap GH's and Rhinos are still good in the new missions (but you certainly don't need as many as we once used), RP's are no must have (but are good if you need multiple HQ's), I like our flyer- it deals well (I did not at first, but picked one up on the cheap and its grown on me since playing it), and Harold seems well respected but lots in here favor do-it-yourself wolf lords with relics from either the codex or the supplement (and if you are going to be running TWC, be sure to get the supplement).

WS5 TWC is perhaps the best thing since sliced bread. Against other marines it means you're hitting on 3's. Math hammer- lets take my load out; TWC with CCW and Stormshield. 4 base attacks+1 on the charge=5. 2/3 hitting; roughly 3-4 hitting. lets take the lower amount; (3). Then take 3 TWC doing the same thing (i run more but I'm just taking the box number). so (3)x(3)= 9. If harold is there then S(6) on the charge. Needing two's to wound. The math comes out to about 7.5 or (8) wounds. 

Math comes out to 8 wounds, 1-2 being rending. This is if you are rolling average (a little below), for 3 TWC with CCW/SS and harold in the unit (not including harold).

GH's--depends on your area I guess. I still follow the old guide line of 1 GH pack for every 500 pts or so & I find it works well. We play a lot of Maelstrom missions here so being able to grab VP's is what usually wins me the game. But I also have the SW objective deck & play with WGPL's to make the most of it.

 

RP's--not a must have but useful if you're looking to buff units. Put him on a bike & he can keep up with your TWC. Depending on your powers, it can be nasty.

 

Flyers--I've found that ignoring them when possible works ok. I have yet to take one myself but I'm really lucky against them. I've fielded GH's in RB's with TL assault cannons to support my TWC advance & taken flyers out. If you play with FW, a landspeeder tempest is a possibility 'cause it comes w/flakk missiles.

 

Harold --I have never run him. I use a WGBL on TW with relics like some of the others.

 

My 2 cents. Good luck & welcome back.

Once again thank you for all the quick responses and it is good to be back on a forum where people actually respond. So the supplements have different force org. charts and buffs for taking said charts? Is the supplement digital only?

 

I do like my GH in rhinos and they will still have ccw because that is how they are modeled and they are just going to have to stay that way. I do not think that I will put power fist in the squad though with a pack leader and another fist. I am going to try and use them more as objective gatherers. Most of the batreps I have seen on youtube have had lots of objectives needing to be captured, I think it was Malestrom.

 

Anyway, I will still use the rule of one pack of GH to every 500 points, I have stuck with that as well.

 

Rune Priests; well I will just have to try them out and see how they do. I think the days of running two or three are over but I will still try them out and see how they do.

 

Flyers; if I start running into them then my Long Fangs might see some more action with flakk missiles and their Razorback.

 

Thanks again for all the quick responses.

Yeah I like that option too, having the initiative with the strike. I always like building my own Wolf Lords but I used to always say it was Harold Deathwolf, now there is an actual character for it, lol. Well, I guess I just need to get some games in and figure out what works.

Yeah I noticed the point changes and I did notice the WGPL inside the squad allows me to have the two special weapons now. I am going to try out running three squads of GH with CCW and two meltas in rhinos as a base for my army at 1850 points.

 

I also saw something new that I wasn't sure if I needed. There are decks of cards that some armies have and I wasn't sure if SW have one or if they are just reference cards for psychic powers. Can anyone fill me in on what those are?

When you go with meltas, i would suggest drop pods. Half come down automatically turn 1 and you have less problems with melta range, if The rhinos get wrecked

 

The data cards are for The New maelstrom missions and The SW psychic discipline. If you are going to run mainly maelstrom missions they are quite Handy.

There are cards for both the psychic powers as well as the maelstrom missions. If you plan on using either any amount they can be handy. I haven't played a lot of RP's yet  but where they're so few powers, making your deck of cards for the powers wouldn't be real hard & you could just make the disciplines you plan on using & save yourself some money. The maelstrom on the other hand, I was just lazy & bought the deck. Doing 50+ cards in one go really did not appeal to me. Real life intrudes way to much for that right now. LOL!!!!!

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