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I am trying to work out if this would be viable. A unit of Wulfen in a Land Raider backed up by as many TDA Lone Wolves as I can manage. The Land Raider does not even need to move, it is there to protect the Wulfen from fire if I do not get the first turn and to add a 3" disembark to their move.

 

Turn 1, the Wulfen disembark 3", move 7" and then advance another D6". That gives them a move of between 11-16". I could potentially spend a CP on rerolling the advance move if I roll very low. Then I Teleport in the Lone Wolves. They have to be 9" away from the enemy but that means they will easily be in range 6" of the Wulfen meaning that they can CotW(Hunt) to reroll charges. With rerolls, a unit has a 48% chance of making a 9" charge so at least a couple of the Lone Wolves should manage to reach a target and tie it up (ideally something that will either die or at the very least lose a turn's shooting if it withdraws). There is even an outside chance the Wulfen themselves making a charge thanks to their Bounding Lope rule.

 

With the enemy pinned down and distracted, the rest of the army can advance.

 

The question is whether this is too many points for a couple of T1 charges. Hopefully the Lone Wolves will be tough enough to last a while and do some damage but it is quite expensive for a fairly flaky alpha strike.

 

Thoughts?

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Sound funny. And expensive. :happy.:

Just one Question: You choose several Lone Wolves (over Wolf Guard in Terminator Armour) in order to have more Chances to throw Charge Dices, right?

Yup, a TDA WG squad would be cheaper but is all-or-nothing on the charge dice. Even with a reroll, the odds are not in their favour.

 

To be honest, I don't think this looks good, even on paper. If you want multiple T1 charges with rerolls, I think Blood Angels do it better with Lemartes and multiple MSU Death Company.

WG with jump packs and storm shields could do the job, could even get a multi charge to tie up more units an d you could deploy in a T formation meaning extending the range for where the enemy has back lined. Had the thought myself, though don't feel the points are work the trick

Sky claws would also have the increased range of 12 inch from wulfen for the reroll and even cheeper, though less survivable

faced a rather nasty thing past couple of weeks regarding wulfen.

 

Guy takes a stormwolve (whichever one has 16 carry), stuffs 6 wulfen in it followed by arjac and a wolf lord and the wulfen all have great axes. You ether kill the stormwolf turn 1 (which with how low it hangs on it's FLYER base is criminal so hiding isn't hard) or without question the wulfen are within charge 100% of the time. So first off they need to turn 1 and then somehow get enough guns on it to kill it within that turn 1 or have wulfen on them no questions. Has been impossible for me to deal with and everytime I think about it, the only option is shooting them as their death frenzy means they get value if you charge them.

 

Oh and remember to put Twin Multi-meltas on the stormwolf so that if you do get turn 1, you can pick any tank/big unit and blow it up almost 100% as well to make the wulfen's life easier.

Wait a minute? Can you deploy fliers on the table turn 1 now?

 

And isn't there a restriction anymore for charging the turn you deepstrike?

There isnt even an option to leave them off the table, nor can they leave the table during play.

 

And yes everyone can charge after deepstrike. Deepstrike doesnt scatter anymore and you just place the unit outside of 9" of the enemy.

faced a rather nasty thing past couple of weeks regarding wulfen.

 

Guy takes a stormwolve (whichever one has 16 carry), stuffs 6 wulfen in it followed by arjac and a wolf lord and the wulfen all have great axes. You ether kill the stormwolf turn 1 (which with how low it hangs on it's FLYER base is criminal so hiding isn't hard) or without question the wulfen are within charge 100% of the time. So first off they need to turn 1 and then somehow get enough guns on it to kill it within that turn 1 or have wulfen on them no questions. Has been impossible for me to deal with and everytime I think about it, the only option is shooting them as their death frenzy means they get value if you charge them.

 

Oh and remember to put Twin Multi-meltas on the stormwolf so that if you do get turn 1, you can pick any tank/big unit and blow it up almost 100% as well to make the wulfen's life easier.

How do they get first turn charge? My understanding was that we now disembark at the start of the movement phase before the transport moves meaning T2 charge at the earliest using a transport.

 

Am I wrong about disembarkation rules or have I missed something else?

 

faced a rather nasty thing past couple of weeks regarding wulfen.

 

Guy takes a stormwolve (whichever one has 16 carry), stuffs 6 wulfen in it followed by arjac and a wolf lord and the wulfen all have great axes. You ether kill the stormwolf turn 1 (which with how low it hangs on it's FLYER base is criminal so hiding isn't hard) or without question the wulfen are within charge 100% of the time. So first off they need to turn 1 and then somehow get enough guns on it to kill it within that turn 1 or have wulfen on them no questions. Has been impossible for me to deal with and everytime I think about it, the only option is shooting them as their death frenzy means they get value if you charge them.

 

Oh and remember to put Twin Multi-meltas on the stormwolf so that if you do get turn 1, you can pick any tank/big unit and blow it up almost 100% as well to make the wulfen's life easier.

How do they get first turn charge? My understanding was that we now disembark at the start of the movement phase before the transport moves meaning T2 charge at the earliest using a transport.

 

Am I wrong about disembarkation rules or have I missed something else?

You are correct. If the deployment map is the one where your zones are 18" apart and you and your enemy deploy right on the edge, first turn charge is very likely as the Walden deploy 3, move 6, advance then charge you can get in. If it's any of the 24" deployments, or your opponent stays deeper in their zone, then it's very unlikely or impossible.

 

faced a rather nasty thing past couple of weeks regarding wulfen.

 

Guy takes a stormwolve (whichever one has 16 carry), stuffs 6 wulfen in it followed by arjac and a wolf lord and the wulfen all have great axes. You ether kill the stormwolf turn 1 (which with how low it hangs on it's FLYER base is criminal so hiding isn't hard) or without question the wulfen are within charge 100% of the time. So first off they need to turn 1 and then somehow get enough guns on it to kill it within that turn 1 or have wulfen on them no questions. Has been impossible for me to deal with and everytime I think about it, the only option is shooting them as their death frenzy means they get value if you charge them.

 

Oh and remember to put Twin Multi-meltas on the stormwolf so that if you do get turn 1, you can pick any tank/big unit and blow it up almost 100% as well to make the wulfen's life easier.

How do they get first turn charge? My understanding was that we now disembark at the start of the movement phase before the transport moves meaning T2 charge at the earliest using a transport.

 

Am I wrong about disembarkation rules or have I missed something else?

 

 

I refer to the fact they are on you turn 1 and charge turn 2 with very little chance of getting dealt with. Oh and remember you can consolidate into combat btw somehow so if anyone wants to note against that do say (note, the 1" rule only applies in the movement phase as far as I know)

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