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Let's get Claws competitive!


Claws and Effect

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Yep. Only problem is the new Astartes doctrines - the usual AP-3 turns to AP-4, which offsets this again.

 

Still worked well enough on a LandRaider I took as distraction carnifex on an ad-hoc game - getting that 5++ against AP-4 worked long enough.

My shopping list so far:

 

- 1 box of Eliminators

- 1 box of Infiltrators/Incursors

- 2 Warsuits

- 1 more box of Aggressors

 

Oh, and I do have a smash Captain with a combi-melta and hammer. Usually put Ravens Fury on him so he can advance, fire the melta, and charge.

That could work. A jump Lieutenant with MC Bolter, and a chainsword upgraded to Teeth of Terra is cheap and effective. Imagine him with that Jump Librarian, Might of Heroes on the Lieutenant, and Spectral Blade on the Librarian.

Hey Claws, I'd look real hard at your VV Claws... though fluffy as all get out and VERY cool looking, I worry they wont be very competitive.  I've tried them a few times in the ITC format and they just don't do much beyond kill infantry real good, which is a job other elements of your list do very well.  I swapped mine out completely for TH/SS VV's, they are squishy but they flat WRECK armor and with our clever tactics and some movement shenanigans you can really get close.  Also not a bad unit to pair with Shrike for those sweet sweet rerollable charges.  Bonus if you can multicharge more than one tank or knight.... since they fly right over chaff screens.

Hey Claws, I'd look real hard at your VV Claws... though fluffy as all get out and VERY cool looking, I worry they wont be very competitive. I've tried them a few times in the ITC format and they just don't do much beyond kill infantry real good, which is a job other elements of your list do very well. I swapped mine out completely for TH/SS VV's, they are squishy but they flat WRECK armor and with our clever tactics and some movement shenanigans you can really get close. Also not a bad unit to pair with Shrike for those sweet sweet rerollable charges. Bonus if you can multicharge more than one tank or knight.... since they fly right over chaff screens.

More of a points consideration than anything else.

 

I usually use the claw Vets as sort of a moving screen for Shrike and typically send them in with him on the same targets.

 

I'm not adverse to the idea of TH/SS Vets, but the claw guys do have a reason for being there.

 

If I do decide to run hammer Vets, I'll likely run them alongside the Libby with Spectral Blade. Might give him HotC for Swift and Deadly.

I've also been kicking around the idea of making the auto bolt rifle Intercessors Veterans and master-crafting the Sgts hammer.

 

Worth it to make a sneaky unit that can put some damage on a vehicle or Knight?

Is there a strat that would let them advance and charge? I feel like they would need that in order to really maximize their effectiveness.

Not sure what unit you are referring to but Raven Guard jump infantry can advance+charge with a 1cp stratagem called Strike from the Skies.  Also, Raven Guard have a warlord trait called Swift and Deadly which is a 6" bubble granting advance+charge.  I like to have that trait on a chaplain with the +2 charge distance prayer.  This combo has been working wonders for me.

 

 

Is there a strat that would let them advance and charge? I feel like they would need that in order to really maximize their effectiveness.

Not sure what unit you are referring to but Raven Guard jump infantry can advance+charge with a 1cp stratagem called Strike from the Skies. Also, Raven Guard have a warlord trait called Swift and Deadly which is a 6" bubble granting advance+charge. I like to have that trait on a chaplain with the +2 charge distance prayer. This combo has been working wonders for me.
He's talking about my Veteran Intercessor squad with auto bolt rifles and a hammer on the sarge.

 

I might stick them in an Impulsor if I decide to get one.

I think this runs a risk of overspending if trying to make an ad-hoc knighthammer.

 

16p hammer is absolutely okay, for a unit running around the midfield anyway.

1-2CP to veteranize the unit. Maybe worth it.

1CP to MC the hammer.

Maybe a WL trait nearby to advance and still charge.

 

It's starting to add up. For a basic troops unit without special deployment, without invul, without CC upgrades for all but one model. And if it attacks a knight, it will get stomped in return. Also, with that amount of upgrades, it won't go unnoticed. It would work when also adding MoA and going first, unless there's a screen in the way, but VV could do the same better.

 

Intercessors are the one unit we discussed about in the Axioms of Victory thread, that is best used flying under the radar, taking objectives and killing other objective campers.

And I think the quite bare unit would be well worth its points. Autobolt rifles are now the best choice when going midfield - 3 shots will offset the better AP of others, they can move or advance (-> objective) and still fire. A single thunder hammer might not have the output of the fully geared up unit, but it's not costing several CP. We're not smurfs, our supplies are limited.

Just to comment on this:

 

Don Hooson's Imperial Fists Bridage list runs 6x Intercessors with Stalker Bolt Rifles and Thunder Hammers on the Sergeants.

 

At 102 points a squad, its an impressive deterrent to enemy assault. Id say in most scenarios those units dont get moved out and made vulnerable to get the hammers into to CC to be effective, but it definitely turns every troops choice into a mini smash captain that the enemy has to be aware of when moving around and contesting objectives/cover.

 

Im thinking of running the same in RG but running regular bolt rifles. As the Major mentioned, I don't think id spend the CP to upgrade them to Veterans, typically. Against certain opponents though, they could definitely be worth it.

 

I think the Advance and Charge WL trait is a sleeper trait anyway, and on a jump captain can easily be used to leverage Advance/Charge when needed.

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