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With the release of our rules update it seems we've had a craving and cause for some new discussions relating to our units. Every week we'll feature a new unit available to the 6th with the purpose of discussing the tactics, use, and synergies around them. The Space Wolves are also about legends, sagas and great deeds as well so each week will also kick off or feature a showcase for you bloodclaws and longfangs alike to show off your units and inspire your battle brothers. These discussions will be archived to allow for reference by the new and old as well!

Note, this isn't to lament any nerfs, etc, from previous editions; the rules are as they are so try to unlock its potential for those who wish to use them all the same. Similarly, this thread is only for using the option being discussed; it matters not if you feel something is a better choice as such comments aren't constructive to the topic and shall be removed.

- Week 7 -

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- Blood Claws -

How do Space Wolves best use Blood Claws?

  • Wargear?
  • Which strategems are worth throwing out?
  • Any solid unit combos?

What say you fearless Warriors of the Rout? And please post your finished packs here!

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https://bolterandchainsword.com/topic/363996-unit-of-the-week-blood-claws/
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I call it Blood claw Surprise

 

It has lots of moving parts but is hilarious when it works

 

Stalker detachment

 

Full sized unit of BCs including WGPL

 

JP WP canticle of hate aura or Ragnar to assist them

 

The minimum combo is outflank a horde of BCs then tsunami sweep through a poor chaff unit and consolidate all over the back lines

 

Kick it up a notch by dropping a JP wolf lord with morkai bolts with them

 

Fire your rerollable BS2 morkai bolts at their target then activate blood scent stalker stratagem (+1 to wound)

 

15 BCs have 60 attacks hitting on 2s when they charge. Wolf lord granting rerolls means you dont even need power weapons to drown a unit in dice.

 

You can boost even more with a wulfen stone

 

You can make the charge safer adding a source of rerolls (Ragnar instead of a WP works)

 

You can use a stalker stratagem for an extra d6 on the charge if you set it up properly

 

15 power armor marines tearing through your backline and touching things thatneed to fire is a massive problem basically

 

Invest in PF for pack leader and TH for the WGPL for more guaranteed pain on your enemy

 

This is an expensive unit but it comes directly from the troop slot making CP generation and objective secured part of their perks

I like running bloodclaw "parachutes" for my wulfen. Stick them all in a stormwolf and if the wolf goes down I take any casualties from the claws, but if they get where they're going the claws along with the wulfen buff do so much work. Most times they'll split off to threaten obj in the enemy deployment zone though which are held my cheaper troops most often and for that they excel.

 

Earlier in the edition i ran a fully loaded squad for fun and it was just kinda ok. the 15 bodies were certainly harder to deal with and the attacks did pretty well. The blod just wasnt really my preferred playstyle.

 

Earlier in the edition i ran a fully loaded squad for fun and it was just kinda ok. the 15 bodies were certainly harder to deal with and the attacks did pretty well. The blod just wasnt really my preferred playstyle.

 

Was this after pre- or post-Codex? I haven't touched my Blood Claws for a long while, but TiguriusX's idea of outflanking them whilst dropping buffing characters nearby has piqued my interest, especially with Shock Assault and Savage Fury.

 

 

Earlier in the edition i ran a fully loaded squad for fun and it was just kinda ok. the 15 bodies were certainly harder to deal with and the attacks did pretty well. The blod just wasnt really my preferred playstyle.

 

Was this after pre- or post-Codex? I haven't touched my Blood Claws for a long while, but TiguriusX's idea of outflanking them whilst dropping buffing characters nearby has piqued my interest, especially with Shock Assault and Savage Fury.

 

 

It was post, my opponents generally are pretty good even if im not in competition play and I rarely would be afforded a place to outflank a unit of that footprint.

Guest Triszin

I like running bloodclaw "parachutes" for my wulfen. Stick them all in a stormwolf and if the wolf goes down I take any casualties from the claws, but if they get where they're going the claws along with the wulfen buff do so much work. Most times they'll split off to threaten obj in the enemy deployment zone though which are held my cheaper troops most often and for that they excel.

 

Earlier in the edition i ran a fully loaded squad for fun and it was just kinda ok. the 15 bodies were certainly harder to deal with and the attacks did pretty well. The blod just wasnt really my preferred playstyle.

Do you also toss a wolf priest in with them.

 

Stormwolf

X5 wulfen

X5 claws

X1 wolf priest

 

 

I've also never heard the term blood claws parachutes. It's dark lol

I like running bloodclaw "parachutes" for my wulfen. Stick them all in a stormwolf and if the wolf goes down I take any casualties from the claws, but if they get where they're going the claws along with the wulfen buff do so much work..

Are you talking about the Blood Claws getting the “Kill” buff from the Wulfen, for the extra attack? That’s pretty hard to manage, when they’re arriving from the same transport.

 

I like running bloodclaw "parachutes" for my wulfen. Stick them all in a stormwolf and if the wolf goes down I take any casualties from the claws, but if they get where they're going the claws along with the wulfen buff do so much work..

Are you talking about the Blood Claws getting the “Kill” buff from the Wulfen, for the extra attack? That’s pretty hard to manage, when they’re arriving from the same transport.

 

 

 

If they live a single fight phase, its not hard at all, esp since most people will try to kill the wulfen.

They have to be Minimum 12” away from each other at the beginning of the charge phase, but within 12” in the Fight phase. That’s hard to pull off when they arrive in the same transport. They’d almost have to disembark and Move in completely opposite directions in order to get the minimum distance away, prior to trying to charge.

I don't know how I feel if a ~180 point unit requires a minimum of 275 pts to support it. That's with no wargear on anything, the support units skyrocket past blood claws when equipped properly. It seems like a waste to spend all those points and a 1 trick pony of a unit. So is it worth trying up a ~450 pts to use a single unit effectively?

 

I like the idea of blood claws being used as a screen to protect wulfen. Using a cheap unit to guard a much more valuable and destructive unit. I am actually really liking it, and considering using blood claws+rhino o(r Intercessors+impulsor) to move up the sides, then using cunning of the wolf with wulfen to bring them up with a screen. It seems like a good use of a cheap unit.

I don't know how I feel if a ~180 point unit requires a minimum of 275 pts to support it. That's with no wargear on anything, the support units skyrocket past blood claws when equipped properly. It seems like a waste to spend all those points and a 1 trick pony of a unit. So is it worth trying up a ~450 pts to use a single unit effectively?

 

Very true. Mostly for the cool factor, but I wondered if it could be made less seemingly horrid.

 

Maybe they could make nice use out of Counter Charge. Going with Wulfen seems a pretty good idea too. 

I like my Blood Claws cheap and small. I bring one or two units to fill out my second battalion. The sergeant often gets a Power Fist, but not always.

 

I keep them in ruins and patiently move them towards the right enemy; tarpits like Plague Bearers or large units like Ork Boys or just Guardsmen.

They are the most efficient unit at dealing with chaff in melee, but they're slow and fragile.

I like my Blood Claws cheap and small. I bring one or two units to fill out my second battalion. The sergeant often gets a Power Fist, but not always.

 

I keep them in ruins and patiently move them towards the right enemy; tarpits like Plague Bearers or large units like Ork Boys or just Guardsmen.

They are the most efficient unit at dealing with chaff in melee, but they're slow and fragile.

 

Yea i think they are the perfect cheap, annoying unit for anti cheap and annoying units. I like tossing in a WGPL with a shield and and hammer as well for some big unit teeth.

Edited by PeteySödes

With the preview of the upcoming release for Assault Intercessors (AIs), Blood Claws will be in an even tougher spot than they currently are. AIs are going to do what Blood Claws are designed to do, but will do it better (more efficiently and effectively).

 

One of Blood Claws saving graces in 8e was to serve as a Command Point battery for filling out cheaper Troop slots in a double-Battalion, but we now know that is no longer going to be an issue in 9e, with the restructuring of CP generation and army composition, and we've already been told spamming Troops will no longer be as vital. That means folks will now be able to just take what they want, instead of what they feel they have to. And, if they feel that their army needs units to maximize close combat and melee opportunities, they're more likely to take the units that do this exceptionally well. I predict more SW players will gravitate toward Wulfen, Bladguard Vets, and Assault Intercessors to meet these needs (and perhaps also Thunderwolf Cavalry, again, if 9e impacts those units in a positive way), while Blood Claws will be left behind.

I’d put money on them being a Troops choice; they aren’t going to produce a starter set for the new edition that doesn’t include a Troops choice for one of the factions.

 

However, everything we know about 9e indicates that spamming Troops units will be much less important.

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