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I'm not that familiar with most of the other SM chapters (BA and GK I know decently), but I get the impression that SW are unique in that our "elite" infantry are unique in the breadth of weapon selections, as well as the options for going on foot, jump pack, bike, and this isn't counting cavalry or TDAWG.

 

For example, can any other chapter equip storm bolters on their bikers, or have any number pick up a storm shield as they see fit? The only thing I can think of that we "lose" is access to special and heavy weapons on our elites (but we still have combis, so...).

I find it lends itself well to the hero and saga trope prevalent among our ranks. The Wolf Guard are hero's in their own right, seasoned warriors who have seen and fought many enemies. They are the 'veterans'. Whereas other chapters have "sternguard", "vanguard", etc etc who focus on a more honed and focused goal, we simply have Wolf Guard. Their access to a variety of weapons and armor load outs simply means they've earned it, and keeps them flexible. Want to send those biggun's off early? Stack them up with some combi weapons and a transport. Want to have them accompany Arjac or Logan, etc? Pop them in some TDA. Want to go fast? Want to be choppy? The variety of Wolf Guard and their duties is flavorful (to me) and I quite like it when compared to other chapters. 

I'm not that familiar with most of the other SM chapters (BA and GK I know decently), but I get the impression that SW are unique in that our "elite" infantry are unique in the breadth of weapon selections, as well as the options for going on foot, jump pack, bike, and this isn't counting cavalry or TDAWG.

 

For example, can any other chapter equip storm bolters on their bikers, or have any number pick up a storm shield as they see fit? The only thing I can think of that we "lose" is access to special and heavy weapons on our elites (but we still have combis, so...).

 

 To answer your question will depend on the chapter in question but generally most chapters don't allow stormbolters for general units such as bike squadrons because stormbolters are considered "sacred" reserved for only elites where as in the greyknight brotherhoods everyone and their gene brother got a stormbolter strapped to their wrists.  Stormshields are even more strictly used due to the complex tech that empowers the force field which is why you only seem them on TDA units. (with the exception of BA due to the Sanguinary guard, and honor guard for the likes of Ultramarines.) 

 

So in our case the reasoning behind the wolf guard's flexibility is two fold: Kassil mentions that our WGs are heroes from hundreds of battles who were hand picked by their wolf lord for showing the best traits of Leman's own bravado. They have the skills and know how to perform a variety of battlefield roles while still having enough self control to stick to strategy during the heat of battle. Its often why they are split up to lead the lower rankings of the great company to both inspire as well as contain the ferocity within all wolves. 

 

Another reason I can think as to why WG doesn't carry heavy or special weapons is based on Age/ranking system. Like the Zulu tribe during shaka-zulu's day, ranks are assigned to specific age ranges and there for different training levels. Bloodclaws are the fresh out of basic troops, large in numbers and eager to kill. After some time spent in the meat grinder, the wiser/cooler heads would seek to kill a fenrisan wolf to earn themselves a bolter to be called a gray hunter. The word "Gray" or old school Grey implies maturity and some age on these experienced warriors. Long fangs are among the oldest in the great companies excluding WG and find it easier to sit back and shoot things with big guns. It helps they have over a century of drilled practice. This frees up the WG to be flexible.

 

Now it hasn't been mentioned, but I think it should be noted about the Wolf scouts and the Lone wolf. Wolf scouts are those rare breed that keep to themselves and wouldn't trust to turn your back on. But they are really good at infiltrating, character assassination, and surgically striking at the throat of the enemy with just a knife and a bolt pistol. Or snipe from tall buildings with some added firepower like a heavy bolter or missile launcher.  Lone wolves, on the other hand, are sullen and resentful that they are the last survivors of their packs. Often they go to great lengths to challenge the biggest meanest creatures they can find. As such they often go TDA with some cackling wolf claws or just trek in with a stormshield and frost axe. 

 

So in conclusion, WG are unique because we are a unique chapter out there. No other chapter gonna put their aspirants in power armor nor hand some of the chapter's relics to a guy bent on a deathwish. No other chapter is steeped in superstition and personal honor like us. We are, the sons of Russ.

Edited by Brotherblur

Cool note though, If a Lone Wolf fulfills his oath and is fantastically triumphant in bringing honor to his fallen back, he's a lock to be elevated to Wolf Guard because of it. So if you're modeling some pieces one or two being former Lone Wolves would be something very interesting to keep in mind. 

I remember our 3rd ed codex (which we had until 5th) where 1 in 3 WG could take a heavy weapon and I think RAW they could even be bikers and have them. Relentless plasma cannons? Yes please!

 

However my copy of the book has been in storage for many years.

  • 2 weeks later...

As mentioned in another post, I am strongly leaning toward an all wolf guard list. They are inexpensive, supremely flexible and have work really well with the commander auras. No other army has such a variety of loadout while maintaining one keyword. You can have wolf guard as inexpensive ranged and melee power armor infantry, ranged and melee terminators, melee cavalry horde killers and extremely durable bikers. You can quite literally build an entire army with Wolf Guard as a keyword. Not even Deathwing can do that.

I do like the idea of a WG-heavy army. In previous editions, this could be done by including Old Man Logan but now we have the Vanguard Detachment, we do not even need special characters. It is worth considering that this approach does leave us a little short on CPs and it may be more of a restriction after Christmas when all Troop units will gain ObjSec.

I feel like the Wolf Guard are kind lost now that they can't take melee+range+shield. Before they were a unique menace that was difficult to attend to because they were capable of range, melee, and had a 3+ invuln, they were point heavy and had no heavy weapons. Now you can't take a melee weapon+shield, and if you are going ranged weapon+shield you might as well go with the more disposable and cheaper grey hunters. If you want a melee Wolf Guard you go in with a point heavy unit and only a 3+.  

 

Then there are better units for the points example:

 

I look at Wolf Guard + Jump Pack and for only 1 pt more the Sanguinary Guard get +1 wound, a 2+, and 2 special rules. 

 

What makes WG special, is it used to be a self-sufficient rmodel of being well rounded without outside (character) support. Now they don't have any special rules for outside support, and no sense of being well rounded either they seem like slightly more diverse Grey Hunter that are also more expensive. 

 

 

Maybe I'm missing something, I just feel like WG don't have that bite to them anymore. 

WG on bike can have melee+shield+ranged, although I like going SB+shield on the non-PL (and WC/SB on the PL) to effectively be dual-wielding SBs (a twin bolter is essentially a SB). IMO, WG on bike is our overall best unit, period. A T5/W2/3++ non-infantry model that can move 14-20" and that can focus on range or melee (but sadly not both and keep the 3++) is still amazing, even without special rules. WG with jump packs are a close second, since they keep infantry and have fly. They can go anywhere the bikers can't, but are a lot less durable (that T5 has made a huge difference most games).

 

I can't even consider TWC presently because of this, and I loved them in 7E. The larger base profile of TWC can be a real hindrance on some maps, and the utter lack of ranged weapon options for TWC means they are ineffective until they get into melee. They need something like built-in outflank (and re-roll charges) to make them a more viable option for their points. TWC are WG too, so I would love to see them usable in a WG-only list :)

The issue i have with WG bikers is that its not very SWish. Then again i am kind of lost as to what a fluffy SW list would be that is stil decent.

 

We do have great bikers though, it kind of reminds me of CSM players discussing DG bikers last edition. Like the DG though its not fluffy. We have already seen some WS players saying they are using SW rules onstead of their own.

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