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Best transport for wulfen and Spartan question


Jackalwolf

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Hey there guys, with the stupid beta limitation I can't run my hammer and anviil combo of teleporting wolf guard and Wulfen in a Stormwolf.

 

So which are the best ground transports to carry the wulfen?

 

Also, can the Spartan carry two 5 man terminator squads inside since it's a super heavy in 40k?

 

Thanks!

what limitation? the beta turn 1 only in your dz?

 

the best transport for wulfen is to use the outflank stratagem

 

it is fastest and safest way to reach the opposite side of the map and cost 1CP and 0 points from your army cap

 

rerolling charge is somewhat reliable as well

Transports don’t have a squad limitation anymore so that’s nice. So if the Spartan has the capacity you’re golden.

 

Which limitation is hindering you though, the turn 2 wait for the teleport? I still think the stormwolf is our best wulfen delivery system.

Sure you can get two termies there. The only problem with the Spartan is that moving 10" is not really much. I agree with Pete that the Stormwolf (2 so it isn't focused) is the best deilvery system. Outflank is ok but since it fails over half of the time it isn't that great.

Sure you can get two termies there. The only problem with the Spartan is that moving 10" is not really much. I agree with Pete that the Stormwolf (2 so it isn't focused) is the best deilvery system. Outflank is ok but since it fails over half of the time it isn't that great.

wulfen can reroll charge or you can use CP to reroll a single die

 

odds make it 52.5% according to mathhammer done by others

I thought you need at least 50% of your army on the table so I can't deep strike the termis and Stormwolf the wulfen because they're line 75% of my army.

 

But then maybe I can take a page out of your outflanking advice and I'll put the two 5 man cataphractii squads, Arjac and Njal in the Spartan and then I'll have the wulfen outflanking!

You need 50% of power level on the table

 

that is very easy to manipulate (add a man to a minimum sized unit and PL jumps for example)

 

units inside a transport count as being on the table i believe (i refuse to buy transportation that is why i always talk about outflanking)

 

Sure you can get two termies there. The only problem with the Spartan is that moving 10" is not really much. I agree with Pete that the Stormwolf (2 so it isn't focused) is the best deilvery system. Outflank is ok but since it fails over half of the time it isn't that great.

wulfen can reroll charge or you can use CP to reroll a single die

 

odds make it 52.5% according to mathhammer done by others

the Odds with rerolligncharges to get a 9" charge on 2 dixe is 47.8%. The calculation is fairly simple. It is the inverse of failing twicw. 26 out of 36 poasible results end in failure. You take the square of that. Then form one substract the result. So th odd of success is 1-(26/36)^2.

 

And yea units embarked are considered in the table. Will look up the FAQ

 

 

Sure you can get two termies there. The only problem with the Spartan is that moving 10" is not really much. I agree with Pete that the Stormwolf (2 so it isn't focused) is the best deilvery system. Outflank is ok but since it fails over half of the time it isn't that great.

wulfen can reroll charge or you can use CP to reroll a single die

 

odds make it 52.5% according to mathhammer done by others

the Odds with rerolligncharges to get a 9" charge on 2 dixe is 47.8%. The calculation is fairly simple. It is the inverse of failing twicw. 26 out of 36 poasible results end in failure. You take the square of that. Then form one substract the result. So th odd of success is 1-(26/36)^2.

 

And yea units embarked are considered in the table. Will look up the FAQ

 

 

Yes but you also have the option to reroll a single die if you get 1 good roll and 1 bad roll. 

 

When you add that in it kicks the overall odds up over 50% (and will cost you a CP)

 

We are debating a few percentage points with this last reroll option so it isn't game changing

 

Your overall odds aren't "great" but it is over 50% if that sort of thing matters to you

 

 

 

 

Sure you can get two termies there. The only problem with the Spartan is that moving 10" is not really much. I agree with Pete that the Stormwolf (2 so it isn't focused) is the best deilvery system. Outflank is ok but since it fails over half of the time it isn't that great.

wulfen can reroll charge or you can use CP to reroll a single die

 

odds make it 52.5% according to mathhammer done by others

the Odds with rerolligncharges to get a 9" charge on 2 dixe is 47.8%. The calculation is fairly simple. It is the inverse of failing twicw. 26 out of 36 poasible results end in failure. You take the square of that. Then form one substract the result. So th odd of success is 1-(26/36)^2.

 

And yea units embarked are considered in the table. Will look up the FAQ

Yes but you also have the option to reroll a single die if you get 1 good roll and 1 bad roll.

 

When you add that in it kicks the overall odds up over 50% (and will cost you a CP)

 

We are debating a few percentage points with this last reroll option so it isn't game changing

 

Your overall odds aren't "great" but it is over 50% if that sort of thing matters to you

I see. You could do the math with the full reroll but since it is adding tactical considerations it is hard to really quantify it. For example I would ask if the math that way was done with all possible permutation of the 1 CP reroll or only in "good" options, like a 5 or 6, because most people wouldn't risk the CP to get a 6, but it would change the overall odds. And I do not use it for my consideration because I usually DS the Wulfen and some support, so the calculations are easier if no CP are considered. But I see the point you are making though, and a 6% difference is not game changing. In the end DS Wulfen are a coin toss. I like it and it is fun (and I do not have a Stormwolf yet) but I think the best delivery system is the transport (more so if you have something else to get shot on turn 1, like another transport or a Knight or Dreads...)

the math i saw only rerolled the bad roll if the "good" dice roll was a 4+

it makes sense since it increases the probability of making the charge from a 27.8% to a 33.3% of making it. But personally I wouldn't spend a CP to imcrease my chance by 5.5 ppts, more so when I might still roll snake eyes in another chnagre and need on a 2 to get in or have stratagems to use. That is why I prefer the normal math and include only tactical decissions if they are obvious (like an opponent bringing Guilliman up). Some people prefer to just go for the better odds. I'd personally wouldn't that so for me the times were I'd use a CP would be a 5 or 6, depending on the situation. That is qhy I prefer to think the charge as a straight thing as the reroll is far more situational.
I don't have any flyers for my SWs currently and my modelling budget (both time and money) is pretty much blown for the year so that rules out a Stormwolf in the near future.

 

Has anyone tried a Land Raider Crusader? It is pretty tough and brings plenty of firepower. I know that not being able to FLY is a bit of a handicap for an assault transport in 8th but I am hoping that people will be too worried about the Wulfen tearing through their lines to bother trying to tarpit the tank.

 

Currently thinking along the lines of 5 wulfen, Wolf Priest with Saga of the Wolf Kin (or maybe Beastslayer) and a WGBL with TH and Armour of Russ. They should make short work of anything short of a LoW.

I have been taking my crusader to carry my Wulfen, but I find myself outflanking them every time. Just makes the most sense. The crusader does a good job of chaff clearance, but it's an expencive unit and never makes its points back. That said though, it takes a hell of a beating especially when it's at -1 to hit and in cover.
The main problem I had with the land raider was: if someone gets into contact with it, it's shut down for a turn. So you have to screen it with something. Then the area is pretty crowded, and it's hard in practice to get the guys out and navigate them through the mess to wherever they're trying to go. Probably if you practiced, you'd be better at it than I am. But it's not as easy as you'd think. Why can't the damn thing just run those orks over and keep shooting?

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