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Chainfist/Stormshield Lone Wolves are a thing again. yay!

 

L

 

Ooof id missed this!!!  Yaaas so happy! used to run two in 5th edition. will deffo br bringing these back to teleport in alongside more wolfguard

Except a TDA Lone Wolf with chainfist/SS is 152 points. 7 points more than a Axe/SS Venerable Dreadnought and 4 more than a twin autocannon/helfrost venerable dread. Basically a Lone Wolf is just as much as a venerable dread.

 

 

Chainfist/Stormshield Lone Wolves are a thing again. yay!

L

 

Ooof id missed this!!!  Yaaas so happy! used to run two in 5th edition. will deffo br bringing these back to teleport in alongside more wolfguard

Except a TDA Lone Wolf with chainfist/SS is 152 points. 7 points more than a Axe/SS Venerable Dreadnought and 4 more than a twin autocannon/helfrost venerable dread. Basically a Lone Wolf is just as much as a venerable dread.

 

True.. but a TDA Wolf can teleport, has a better armor save, same invuln, and has a pretty sweet rule that makes him possibly really hard to kill.. A dreadnought is going to draw a lot more fire running across the table. Those 8 wounds will disappear pretty quick. 

 

That said.. I see what you're getting at. 

 

 

 

Im a little bit grumpy that we cant sprinkle power weapons into Grey Hunter packs anymore, aside from that I'm pretty happy. Chainfist/Stormshield Lone Wolves are a thing again. yay!

But you can "sprinkle them" into Packs still.. they just go on the Pack Leader and WG... 

 

We could do both before. Not a big problem, other than I now have a bunch of Grey Hunters with power weapons and sort of struggling with what to do with them aside from strip them and repaint which is... annoying but not the end of the world.

 

 

Wait, i'm confused here.  Grey Hunters could only ever take a single special close combat weapon per pack, not counting from the WGPL, if you decided to add one.  And now, we can still take a single special close combat weapon per pack, not counting from the WGPL.  The only difference in 8e is the one Grey Hunter with the special close combat weapon is considered to be a Grey Hunter Pack Leader, so he's getting an extra Attack for free - better on all accounts.

 

Unless your book says something different from mine... which is possible, we have seen problems with the digital editions before. The Grey Hunter pages I am looking at do not allow for special close combat weapons on the regular guys. The GH Pack Leader can and the WG Pack leader can if you add one. Otherwise the regular guys only get access to the  SPACE WOLF SPECIAL WEAPONS list, which is plasma/melta/flamer. Not the special melee weapons list.

Also tgere is literally 0 reason to repaint them as they are still grey hunters.....

 

Incorrect. Grey Hunters with power weapons no longer exist according to the book Im looking at. So they aren't a legal unit any more and thus I need to figure out how to repurpose them, which means repainting pack markings etc at the very least.

 

 

 

 

Im a little bit grumpy that we cant sprinkle power weapons into Grey Hunter packs anymore, aside from that I'm pretty happy. Chainfist/Stormshield Lone Wolves are a thing again. yay!

But you can "sprinkle them" into Packs still.. they just go on the Pack Leader and WG... 

 

We could do both before. Not a big problem, other than I now have a bunch of Grey Hunters with power weapons and sort of struggling with what to do with them aside from strip them and repaint which is... annoying but not the end of the world.

 

 

Wait, i'm confused here.  Grey Hunters could only ever take a single special close combat weapon per pack, not counting from the WGPL, if you decided to add one.  And now, we can still take a single special close combat weapon per pack, not counting from the WGPL.  The only difference in 8e is the one Grey Hunter with the special close combat weapon is considered to be a Grey Hunter Pack Leader, so he's getting an extra Attack for free - better on all accounts.

 

Unless your book says something different from mine... which is possible, we have seen problems with the digital editions before. The Grey Hunter pages I am looking at do not allow for special close combat weapons on the regular guys. The GH Pack Leader can and the WG Pack leader can if you add one. Otherwise the regular guys only get access to the  SPACE WOLF SPECIAL WEAPONS list, which is plasma/melta/flamer. Not the special melee weapons list.

 

No, but they do on the pack leader, who isn't replaced if you add a WGPL. Previously you could give a fancy ccw to the WG, and a regular dude, now you give them to the WG and Pack Leader, which generates more attacks than if we hadn't had the Pack Leader added. So the same number of guys in a squad (2) can take special ccws as they could in 7th.

Captain Stabby,

 

It's the exact same as it was before, except your Grey Hunter with the Power Axe (for example) is now called the Pack Leader, and he gets an extra Attack. He's still a Grey Hunter and doesn't need any changes to his markings.

 

 

 

Chainfist/Stormshield Lone Wolves are a thing again. yay!

L

 

Ooof id missed this!!!  Yaaas so happy! used to run two in 5th edition. will deffo br bringing these back to teleport in alongside more wolfguard

Except a TDA Lone Wolf with chainfist/SS is 152 points. 7 points more than a Axe/SS Venerable Dreadnought and 4 more than a twin autocannon/helfrost venerable dread. Basically a Lone Wolf is just as much as a venerable dread.

 

True.. but a TDA Wolf can teleport, has a better armor save, same invuln, and has a pretty sweet rule that makes him possibly really hard to kill.. A dreadnought is going to draw a lot more fire running across the table. Those 8 wounds will disappear pretty quick. 

 

That said.. I see what you're getting at. 

 

 

Yeah i hadnt actually checked out the points value, i was just happy that i could reuse my old models. 

 

Does seem rather steep i must admit.....but...... rule of cool :)

 

 

Also tgere is literally 0 reason to repaint them as they are still grey hunters.....

Incorrect. Grey Hunters with power weapons no longer exist according to the book Im looking at. So they aren't a legal unit any more and thus I need to figure out how to repurpose them, which means repainting pack markings etc at the very least.

You seem to be assuming somehow that a grey hunter pack leader (which is not a wolf guard pack leader and can coexist with a wolf guard pack leader) is not a grey hunter despite it being a GREY HUNTER pack leader. How am I the incorrect one?

Clarification question that I figure goes here as well as it would anywhere else. I'm using the Ebook version of the Index, so this might be an issue...

 

Under the Blood Claws entry, in the "Special Rules" section, it lists a rule for a Wolf Standard, which indicates it gives the unit the ability to re-roll charge distance. But none of the equipment information indicates who can carry it.

 

Does this mean that the pack automatically has a standard as part of its load out (ohpleaseohpleaseohplease), or did they add the rule in error and it shouldn't be there at all?

Also Can pack leader and wg pack leader both take a combi flamer?

 

Depends on the unit. Look at the unit in question, go to equipment options and search for X pack leader. If it list under that option it can take a combi flamer, then you can.

So for example Grey Hunters. There is only 1 bulletpoint with options for the Grey Hunter Pack Leader, and it only allows him a chainsword, power fist, power sword or power axe. No combi's, plasma pistol, wolf standard or plasma gun.

 

Clarification question that I figure goes here as well as it would anywhere else. I'm using the Ebook version of the Index, so this might be an issue...

 

Under the Blood Claws entry, in the "Special Rules" section, it lists a rule for a Wolf Standard, which indicates it gives the unit the ability to re-roll charge distance. But none of the equipment information indicates who can carry it.

 

Does this mean that the pack automatically has a standard as part of its load out (ohpleaseohpleaseohplease), or did they add the rule in error and it shouldn't be there at all?

 

The Index has no Wolf Standard rule for Blood Claws, only grey hunters. So error in the ebook.

Clarification question that I figure goes here as well as it would anywhere else. I'm using the Ebook version of the Index, so this might be an issue...

 

Under the Blood Claws entry, in the "Special Rules" section, it lists a rule for a Wolf Standard, which indicates it gives the unit the ability to re-roll charge distance. But none of the equipment information indicates who can carry it.

 

Does this mean that the pack automatically has a standard as part of its load out (ohpleaseohpleaseohplease), or did they add the rule in error and it shouldn't be there at all?

 

My ebook version of the Index doesn't have a Wolf Standard in the Blood Claws entry.  

He's also a Character that can't be targeted unless he's closest.

 

Ooh had also missed that LW count as characters (really need to lay off the cider/mjod whilst looking at this new book haha.

 

This makes quite a big difference for me, especially when you can teleport him in amongst other WGTDA/Jump Pack units etc. It makes it very doubtful they'll get a charge off when they arrive (as they;ll be at least 10" if theyre not the closest model)

 

I really like the idea of sending in WGTDA with arjac, and then arjac having a couple of lone wolf 'bodyguards' too. Probably not the most effective use of points..but very cool :D

Technically no I don't think so as the TDA wolf guard entry is worded differently. The irony is that the picture for the lobe wolf is in fact a 2 wolfclaw TDA guy. So it's clearly an over sight.

 

2 plasma pistols has also gone away across the board. Sadly. As I have a 2 plasma lobe wolf that I love to run.

Are Wolf Guard Terminators the shootiest TDA units for any Space Marine army? I really like Terminators and would like to make them a part of my (soon to be) Marine army, and it looks to me that TDA Wolf Guards taking all combi-weapons (maybe one with Assault Cannon) and dropping in with Logan in TDA could potentially drop nearly any unit in the game in a brutal alpha strike, then also be really powerful melee combatants with their Power Fists. 

 

Are there any other TDA units in the game that can provide that level of surprise firepower and not die immediately afterwards? Or even Jump Pack units (not really a fan of Drop Pods, interested in units that can appear on their own)?

Are Wolf Guard Terminators the shootiest TDA units for any Space Marine army? I really like Terminators and would like to make them a part of my (soon to be) Marine army, and it looks to me that TDA Wolf Guards taking all combi-weapons (maybe one with Assault Cannon) and dropping in with Logan in TDA could potentially drop nearly any unit in the game in a brutal alpha strike, then also be really powerful melee combatants with their Power Fists. 

 

Are there any other TDA units in the game that can provide that level of surprise firepower and not die immediately afterwards? Or even Jump Pack units (not really a fan of Drop Pods, interested in units that can appear on their own)?

 

Deathwatch Terminators are shootier.

 

Are Wolf Guard Terminators the shootiest TDA units for any Space Marine army? I really like Terminators and would like to make them a part of my (soon to be) Marine army, and it looks to me that TDA Wolf Guards taking all combi-weapons (maybe one with Assault Cannon) and dropping in with Logan in TDA could potentially drop nearly any unit in the game in a brutal alpha strike, then also be really powerful melee combatants with their Power Fists. 

 

Are there any other TDA units in the game that can provide that level of surprise firepower and not die immediately afterwards? Or even Jump Pack units (not really a fan of Drop Pods, interested in units that can appear on their own)?

 

Deathwatch Terminators are shootier.

 

I haven't looked at Deathwatch much (mostly because I don't want to just paint black). What makes them good?

 

 

Are Wolf Guard Terminators the shootiest TDA units for any Space Marine army? I really like Terminators and would like to make them a part of my (soon to be) Marine army, and it looks to me that TDA Wolf Guards taking all combi-weapons (maybe one with Assault Cannon) and dropping in with Logan in TDA could potentially drop nearly any unit in the game in a brutal alpha strike, then also be really powerful melee combatants with their Power Fists. 

 

Are there any other TDA units in the game that can provide that level of surprise firepower and not die immediately afterwards? Or even Jump Pack units (not really a fan of Drop Pods, interested in units that can appear on their own)?

 

Deathwatch Terminators are shootier.

 

I haven't looked at Deathwatch much (mostly because I don't want to just paint black). What makes them good?

 

Being able to take up to 3 heavy weapons per squad, regardless of squad size. However, they still don't get special ammo on their Storm Bolters, and they didn't used to capped to 3 heavies, so they're actually somewhat nerfed.

I'm hoping our TDA can take SS/combis when we get our codex. I have some SS/Combi-plasma guys that would make a terrifying alpha strike or great anchor to a mid table gun line. Just imagining the elite of the company standing fast and rallying their brethren around them.

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