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Although I’m building a unit of the new Primaris bikes, I want to include a unit of 3 thunderwolves in my army as I left the game before their introduction and want some in my army. I plan on having the pack leader have a hammer/shield, but was curious as to the recommendations for the other two. Do you see more chainswords and shields, or loading up all three with hammers?

 

Also, given the stat lines for the outriders, where do you see the future use of the thunderwolves?

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Guest Triszin

Although I’m building a unit of the new Primaris bikes, I want to include a unit of 3 thunderwolves in my army as I left the game before their introduction and want some in my army. I plan on having the pack leader have a hammer/shield, but was curious as to the recommendations for the other two. Do you see more chainswords and shields, or loading up all three with hammers?

 

Also, given the stat lines for the outriders, where do you see the future use of the thunderwolves?

Give the other two shield and chainsword

Unless the unit gets a significant change in 9e, I don’t see much of a use for Thunderwolf Cavalry.

9th edition has the option to put thunderwolves in to strategic reserve, that can then be deployed from table flanks in turn 2, and from the enemies board edge from turn 3 onward. It means that you can bring them on after you've knocked out some of the enemies big threats.

 

In addition, terrain will actually block los, and the vertical engagement range is 5", so you can attack units on the second floor of buildings.

 

These things combined will make thunderwolves, and assault units in general, far more viable.

Charging out of deepstrike/reserves is hard to pull off. Its roughly 50% with a reroll

 

Depends on weapon points in 9th which we find out Saturday week.

Hammer is good value for pack leader.

Powerfists best gen troop weapon for TWC IMO

One chainsword to tank wounds is good

 

Stormshields for all

TWC need more/better rules currently. At the very least is charge rerolls (like wulfen and our beasts get). I would like to see some form of counter-charge option after a enemy unit falls back to help maintain engagement range. Being wolf guard, why can't they get all of the ranged options our other WG units get? I'd probably run a few with storm bolters instead of chain swords just to get a little shooty in there.

 

Assuming all storm shields will get the new rules (a fairly safe assumption), they will die even more readily to plasma shots. Unless you are running a full 6-model squad, you really aren't likely to want to use the trans-human strat on them to boost their survivability.

TWC with 8th ed rules and points are not as points efficient as other options. I think they definitely deserve an extra wound and also feel they should have a LD debuff aura. A scout move or inflict damage on charges also seem a good way to make the base 40pts a decent choice.

 

The new bikers definitely make these a lot less desirable. But they are the best choice for wolf lords and battle leaders. When they get updated for the new shield rules they will be really tanky.

6 to 7 t5 wounds each. With 2+/4+ saves

10in move, 4 to 5 hammer attacks plus 3 dog attacks at 131-145pts

Plus they have lots of options for warlord straits and relics.

A battleleader with armor of russ, hammer and

Storm Bolter/combi weapon is excellent for using heroic intervention when supporting transports.

What happends to T-Wolves will be a good test to see if Games Workshop really do want to keep the old style marines viable versus Primaris. If they bring out a shiny new unit that is just better in every way than Thunderwolves I'll be a bit miffed, but it's exactly what i'm expecting.

 

I wouldn't mind if they wanted to cash in (being a business and all) and brought out Primaris Thunder Wolves but we'll have to wait a while for that. Until then, just make the old units nearly as good as their Primaris equivalents please!

Best loadout in theory I've found is for either:

 

Cheap:

- Frost Axe

- Storm Shield

 

Expensive:

- TH

- SS

 

Now if the model itself as a TWC was worth it, that's a very different discussion.

TWC cost too many points most of the time. If they get both rebalanced as well as increased as everything else will, then it's a worthy discussion!

 

Edit:

 

And with 9e, that's 2+ / 4++ SS's, and ignore AP-1 weapons.

Edited by Karack Blackstone

I've always run mine with Wolf claws personally...pack leader and 2 with 2x wolf claw and 2 with 1 claw and shield.

 

They shred all infantry, light vehicles and with the number of attacks and their wolf guard keyword they can dish out a lot of mortal wounds for those hardier targets (though not recommended)

 

I've had fair success with them even in 8th

I recommend Fists and Shields. It's cheaper than going all out with Hammers, and gives you a lot of versatility. Fists are reasonable enough against heavy targets and you can always use the D2 dog attack strategem to help pick up the slack from not having Hammers. The other loadout I would say is frost swords and Shields to dish out a ton of infantry shredding S5 swings

Fists are a solid choice.

 

Frost Axes are a little bit cheaper, however it's also a different profile, just for WG and TWC the cost is basically the same as an HQ, so points when unable to be as sparing as one might like could be a further issue.

I usually run mine in units of four or five.

I give the leader a Thunder Hammer and Storm Shield, and the rest get Chainswords and Storm Shields - always except one guy with two Chainswords. He's the apprentice and takes whatever hits come from low-AP weapons. There's always a stray volley of Bolters, Pulse Carbines or the like thrown at them, and I'd rather take those on a cheap model.

 

That unit can threaten anything from Boyz to Demon Princes.

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