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So let's discuss tactics and loadout for our characters with the new supplement.

 

Characters on their own are now easy targets so you should always have a squad to work with them. This squad has a big impact on the loadout of the character. So we should do this discussion with this in mind.

 

Wolf Lord + TWC

You need a fast lord, so there are 3 options: wolf, bike and jump pack.

I think the huge base rules out the wolf. You can't place your lord easily between 2 TWC as that would break their coherency. So he has to be placed either behind the squad or on a flank. This makes it extremely difficult if not near impossile to do HI.

IMHO the bike is the correct choice. INFANTRY and FLY are still very potent keywords but +1T, +1W and 20" Advance are too good to miss.

 

For Warlord traits I would go for Rites of Battle for Obsec and Hunter for Advance/Fall back and charge. As you are then much faster than the TWC, you can easily make the charge and then use Pack Tactics to help the TWC with their charge and improve their attacks. And next turn the Aura is active so your TWC could fall back and still charge.

 

For Relics, I would go for the Armor of Russ. This is a frontline fighter and probably more often in close combat than my other chars. This means I can't have a relic weapon and I want multi-damage, so only fist and hammer are real options. I probably take the hammer simply because it looks cooler ;)

The last decission ist between a storm shiled for a nifty 1+ save or a combi-melter that still hits on 3+ after advancing. I prefer the melter.

I’d like to build a wgbl on thunderwolf with hammer and shield.

Sagas: warrior born to fight first and resolve of the bear for a 6+++ and no rerolls against you.

This together with the pelt of the beawolf (-1 to hit and wound) makes it an extreme annoying enemy to shift.

 

But im also excited to test soon how good the HI will work with a group of twc.

 

Another option would be the armor of russ together with resolve of the bear and the hunter and give hime or two frost claws or a combi melta

I am rather tempted to try an all-out tanky Thunderwolf Lord.

 

Chapter Master with Angel's Artifice

Storm Shield

Iron Resolve WLT

Thunder Hammer

 

That gives you 9 wounds at T6 and a 1+/4++/6+++ save but can still be screened by other units. This guy is going to be harder to shift than curry stains on a white t-shirt! :D

I am rather tempted to try an all-out tanky Thunderwolf Lord.

 

Chapter Master with Angel's Artifice

Storm Shield

Iron Resolve WLT

Thunder Hammer

 

That gives you 9 wounds at T6 and a 1+/4++/6+++ save but can still be screened by other units. This guy is going to be harder to shift than curry stains on a white t-shirt! :biggrin.:

Hmm rather than the Angel Artiface, would the "Pelt of the Balewolf" be better? -1 to hit and wound could be better than an extra wound and armour save.

What's really interesting to me is that you can do 3 tanky Thunderwolves HQs with the right Warlord traits and relics. You should be able to give all of them a FNP type save, as well as a Storm shield and 1 other defensive buff.

 

I'll let the Thunderhammers do the killing, you can't purchase survivability through points in most cases.

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