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dealing with lots of str 6/7 -1/-2 D2 weapons


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what i need to deal with

 

knight with endless fury. usually gets around 8-9 

2 armigers

two ven dreds with twin auto cannons - one with astral aim, the other with teleport.

+ thunderfire, and a few other shots coming in from various stuff to mop up things

2 dev squads with a las and a few plasma with cap/luitenant giving re rolls,

grey knight smite spam and character countercharge when i get close.

 

 

Goal: create a mostly CC army, 100% space wolves.

 

Problem. Str7-1 D2 weaponry, Str 6 -2 D2 weaponry, i basically have to survive something like 32 of these shots. + additional firepower. my screen gets eaten.

 

If i invest too heavily in a screen like chainsword thundercav, bikes, marines, etc, i dont have enough heavy hitters with board control, and my opponant will move away from me while whittling me down, or i will end up too far to charge, but close enough for their next turn to be counter punched hard or smite spammed by grey knight characters.

 

Looking for unit choice thoughts.

 

I am doing fine now with an ADMECH detachment, but im loookin for pure fluffy SW options

The best defense against LOS ignoring thunderfire cannons and astral aim twin autocannons is a strong offense

 

His army is designed to bypass defense and LOS

 

Alpha strike or die...stormfangs can do the job and you want eliminators to kill his astral aim caster

 

You can also outflank your heavy hitters and nail him turn 2 while your AM hold the board 1 turn

 

The alternative is go 100% defense and hope your 3++ storm shields roll well but SW are expensive

The best defense against LOS ignoring thunderfire cannons and astral aim twin autocannons is a strong offense

 

His army is designed to bypass defense and LOS

 

Alpha strike or die...stormfangs can do the job and you want eliminators to kill his astral aim caster

 

You can also outflank your heavy hitters and nail him turn 2 while your AM hold the board 1 turn

 

The alternative is go 100% defense and hope your 3++ storm shields roll well but SW are expensive

thank you for your feedback

 

wolves dont seem very good at alpha striking. outflanking is great, i like to outflank a couple of units to force my opponant to deploy accordingly, and punish a hole in his defence. however usually, my wulfen, plasma longfangs, or somesuch that i outflank get pushed out from his big units by scouts/servitors/tactical marines. and then either fail the charge or get in combat with those units, slay them, (unless i can pull of combat shinanigans) then next turn they get pummelled,

 

Im thinking of having two squads of long fangs with two heavy bolters each, or one missile one heavy bolter each, so i can spend the first/second turn shooting at the screen with them, but i would need to commit a fair amount to clear it up by turn two.

 

the real challenge is creating target priority for his units. with the range, teleport and mobility of his army he can usually shoot whatever he wants (terrain sometimes goes in my favor). so its about creating hard choices.

 

The termite drill is great, probably the best transport i have discovered so far. load it with two 5man squads of bloodclaws, each with a powerfist, then a couple of characters. big footprint though. defeating the screen is a must for that to reliably work

How about running 2 storm fangs each loaded with 6 blood claws (one WGPL) have 2 power fists in each unit. Then run a rune priest on bike, Wolf lord on bike and WGBL on Bike. minimum move the fangs, advance the characters. As long as you get off one psychic power, you can play cloaked by storm, which will make you more survivable as long as your placement is all within 6" of the rune priest. It's expensive but should take away focus from any other hard hitters

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