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Hello fellow Wolves!

 

Let's get some life back in here!

 

What are your bare bones Troops choices?

 

How do you lay out your infantry base?

 

Until Primaris adjust in my mind to +1 W & A over base Marines, they're not quite right and would clearly cost more!

 

So, GH's are still good and solid, just they lack range and often options unless expensive specials are taken!

 

SM's need a rule to get 10 mans back on the field more!

 

Do you take BC's for Assualt, Intercessors (IC's) for your main press force, GH's for your back field and mobile objective grabbers!

 

Don't forget to Grey Mage! AT LEAST 1 Troops choice of TEN models per 500 points! If not, 8 at least! And yes, with the new Wounds I think a fair reset to at least an 8 man pack, or two 5 mans is a best bet, as for SM's, 2 W's is base now!

 

My plan for 2K is one BC pack in LRC, maybe some SkyClaws for extra press, some Bladeguard Vet's for HQ Protection/Retinue duty, and then plenty of IC's and GH's to hold my back and midfield objectives! BC's are a nice addon Assault Troops choice! That's Five in my list then!

 

So, LIFE! LIVE! Let's get some life back in here!

 

Mjod! <Rolls out some kegs of Fenrisian Black Ale, and starts setting out mugs!>

I have quite a range of Troops units, I almost don't know where to start.

 

Grey Hunters have always performed well for me and with 2 wounds, they look set to continue. I normally run 2 small squads in AC Razorbacks. Each has a meltagun and combi-melta/PF WGPL. These are backed up by a 10-man squad with maximum plasma. This formed the backbone of almost every every Battalion I ran in 8th. However I have been painting a lot of Primaris lately so I may send my Hunters for some feasting at the Fang and let the younger pups have a try.

 

Blood Claws. I have a full unit of 15 tooled up and ready to go but I have not them for a couple of editions. Getting them into contact with the enemy requires either an LRC or a Stormwolf. Both are a lot of points and could transport things that are deadlier than Blood Claws. It is not that BCs are bad, I just haven't found an efficient way to use them that works for me yet.

 

Intercessors. I have 2 squads with Rifles and CS Leader and 2 with ABRs, AGs and TH. 9th seems to be about the midfield and I want to see how these guys compare to Hunters. Their shooting is less potent without the specials but they lay down more of it. The TH on the Pack Leaders also hits decently hard.

 

Infiltrators. A 5-man unit with Helix adept to sit on an Objective with their aura of denting Reserves looks interesting. They are not hugely powerful but between Smoke and the Helix adept, they should be just slightly more awkward for my opponent to shift from cover than they should be. The redeploy stratagem is also useful late-game to snag remote Objectives. If they survive!

 

Heavy Intercessors. OK, I am admit I was taken with these guys as soon as I saw the pics. Like Infiltrators, they are just a bit more awkward to remove than their points would suggest and I like the look of them on a home Objective.

 

Assault Intercessors look cool but suffer from the same issue as Blood Claws.

 

Incursors are interesting but don't hit hard enough for me and lack some of the tricks of Infiltrators.

Right now I'm running two squads of Intercessors with abr and a thunder hammer, plus an assault Intercessor squad also with a hammer. Occasionally I'll run a second assault intercessor squad without upgrades. In smaller games I run two units of assualt Intercessors and one unit of Intercessors.

 

I experimented with incursors but I had a tendency to be too aggressive with them. I never really messed with infiltrators they seem more defensive and I don't really run anything I need to screen that badly.

Infiltrators. A 5-man unit with Helix adept to sit on an Objective with their aura of denting Reserves looks interesting. They are not hugely powerful but between Smoke and the Helix adept, they should be just slightly more awkward for my opponent to shift from cover than they should be. The redeploy stratagem is also useful late-game to snag remote Objectives. If they survive!

 

 

Are you talking about "Guerrilla Tactics"?

I really need that Marine codex... >_>

My barebones troops are 3 units of 5xBCs

 

I am riding or dying with them for the remainder of 9th unless they get nerfed

 

I have recently started putting all 3 in reserve using strategic reserve (18 PL total only costs 2 CP)

As  a bonus I can arrive directly in combat if someone pushes too deep into my DZ

 

They have been heroes in many of my recent games because they can arrive basically anywhere.

 

I beat sisters of battle for the first time yesterday thanks to the BCs

 

Turn 2 they counter attacked a unit of repentia that had obliterated my LFs out of a DP.  I had no other units in the area BUT I was able to deploy BCs 5 inches away b/c he was too close to my DZ.  The BCs ripped him apart and took a nearby objective back under my control.

 

Turn 3 I turbo boosted my primaris chaplain deep into enemy lines and brought a BC on the board edge with canticle of hate to make a 7" charge and steal a lightly defended objective (thanks OBSEC!)

 

 

21 attacks hitting on 2 and exploding 6 with AP2 in assault doctrine is a steal for 90 points

My BCs have cut through all types of enemies from paper armor repentia to super armored custodes

 

Love em

2 X 6 Blood Claws for me

Both powerfists on pack leader, terminator wolf guard with storm shield and chainfist/powerfist

 

Staying power and nice and fighty on objectives. At least onebuddies up with Lukas

 

Then a 5 man Assault Inter squad with power fist

I'm looking at running some barebones blood claws right now as the main troops, maybe adding some Grey Hunters as well. I'll be trying them out against CWE this weekend.

I'm looking at running some barebones blood claws right now as the main troops, maybe adding some Grey Hunters as well. I'll be trying them out against CWE this weekend.

GH's can be solid if used right.

 

Basically, you're looking at what is arguably to some, not to others, the best Loyalist SM Troops unit in the game.

2 W's.

2 Base Atk's, with Chainswords, 3 on the charge, and -1 To Hit, and bonuses from the Assault Doctrine. Are Chainswords -1 AP Base now? Cannot recall...

And 2 Special Ranged Weapons

With 2 Special Melee Weapons possible, 1 or 2 on the WGPL, 1 on the GHPL, same as the BC's.

 

Where GH's can be the most ranged and flexible, for their extra points, GH's bring full combat versatility to the table. Not as Chargy as BC's, still, when you need a basic gun line, IC's are more expensive however until they're 3 W's base, I think they're proving to be a bit overcosted compared to GH's. The issue is the added range of their Bolt Rifles is often a huge plus.

 

BC's charge, GH's and IC's park it, however IC's shine best with ABR's at times as well. Given the option, I plan to do 1 or 2 Packs of IC's with ABR's, 2 more with BR's, and then 2, 3, or 4 GH's with BG's, Cswd's and BP's, with Melee to taste. Then toss in 1 or 2 BC packs. I plan to have a large Troops list at about 4k.

 

So, at 2K, I should end up at:

1 IC, ABR's, TH

1 IC/ BR's, TH

2 GH's, TH/SS WGPL, 2 PG's, PSwd GHPL, and Chainswords all around.

 

Then I add 1 BC pack in an LRC.

 

That's a pretty solid set of points, and if it needs to be said, 2 x 5 rather than 1 x 10 as above, this edition isn't kind to SM's.

 

The rest of my points is for the rest of the stuff.

I'm looking at 10 bcs, a LRC, 2 x 5 GH, a rhino, 5 skyclaws, Krom Dragongaze and a Lieutenant for ~1k points. It's not a crazy list, but it's what I'm doing.

 

Going full in on the classic stuff for SW right now. I love the Primaris stuff, but that just isn't what my SW force is right now, so it'll remain and be expanded as a classic force as of now.

I am really torn on troops.

 

I have:

10x bloodclaws

7x grey hunters

10x infiltrators

10x assault int

10x int

 

I feel like outflanking the assault int is solid, but primaris transport options are kind of expensive IMO. I don’t really know what to use as my troop core.

 

I have a drop pod, rhino and land raider as transports. I have used 10 bloodclaws in a pod to great effect but I don’t know about GH in a rhino as was the staple in 5th edition.

 

I don’t really know what to take as troops and would like to have 4 choices to fill out. Any advice would be apreciated

How's the theoretical long fang mega assault cannon work out for anyone?

Not tried yet as I usually like my Fangs in a Pod which means no TDA. :sad.:

 

To work you need a way to protect the Fangs from the inevitable alpha-strike. You could put them in a LR but that is really expensive. Or you could Outflank them but that costs a CP and means they won't be able to engage until T1. This means they miss out on a turn's firing and also the crucial round of shooting in the Devastator Doctrine.

I feel like outflanking the assault int is solid, but primaris transport options are kind of expensive IMO. I don’t really know what to use as my troop core.

 

I have a drop pod, rhino and land raider as transports. I have used 10 bloodclaws in a pod to great effect but I don’t know about GH in a rhino as was the staple in 5th edition.

I have found MSU Grey Hunters in Razorbacks do good work for me. Assault Cannon Razorbacks are pretty cheap but pack a decent punch for their points. They are not especially durable but are decent for their points as they are cheap enough to run in multiple. They also have a chance of lasting a little while if you have more threatening armour like Dreadnoughts to draw attention.

 

Grey Hunters can be kitted out with a few toys fairly cheaply meaning they can threaten a variety of targets. If they get killed or just end up babysitting an Objective, they are not so expensive that this will upend your plans. They hit harder than Primaris in melee and giving them plasma or melta means the difference between bolters and bolt rifles is negated.

@grahamut

 

I think 2 x 5 man squads of infiltrators, the blood claws in a pod, and a squad of assault Intercessors outflanking would be a solid core for a list. The infiltrators provide screening, and forward deploy, you've had success with the claws in a pod so don't mess with it lol, and the outflanking assault Intercessors are solid like you said (you might want to test the grey hunters in that role as well maybe with a termie pack leader).

 

 

 

 

 

All of the marines troops are in a great spot right now so I don't feel like you have to commit to just one choice.

All of the marines troops are in a great spot right now so I don't feel like you have to commit to just one choice.

+1 for this!

 

The diversity of opinion on the subject helps to show that there is no optimal choice. Most of the options look viable and it is more about how you want to play.

I feel like outflanking the assault int is solid, but primaris transport options are kind of expensive IMO. I don’t really know what to use as my troop core.

 

Id mathhammer this/look at where you want valuable CP to go

 

Reserves is 1CP/Cunning of the Wolf Strat which is better

9'charge has a 27% chance of being successful

Reroll that charge for 48% chance of being successful

 

So 2 CP spent for a 50/50 chance to get one troops unit into combat...and thats if youre opponent doesnt screen well

 

Wolf Priest can give them +2 to charge which is huge...but again thats a lot of configuring your army to get one (5 man?) Troops unit with one special/cc weapon into action

A Wolf Priest with +2" charge and Wulfen Stone is great for getting units into combat from Reserves. But it is expensive and I would rather use it for something heavier hitting like Wolf Guard Terminators.

 

Blood Claws in a Pod with a Chapter Champion is another interesting combo which removes the need for the Wulfen Stone.

The primaris chaplain on a bike with +2" charge and wulfen stone is a core part of my list.

 

I love bringing my 3 BC units on and getting 6 rolls to make charges if someone leaves a flank under protected

 

But it doesn't need to be limited to reserve moves...it helps EVERY other charge on the board

 

Plenty of games I have turbo boosted my chaplain to backup my jump WG or my BGV or even my smash wolf lord on a bike

 

Now that I use murderfang I even give him +2 bonuses from the chaplain (character woot woot)

 

If you have an army that wants to get into melee the primaris chaplain on a bike with wulfen stone is well worth the investment. 

 

The big bike base means a bigger aura bubble and a guaranteed 20" move to get where you need to go

 

I feel like outflanking the assault int is solid, but primaris transport options are kind of expensive IMO. I don’t really know what to use as my troop core.

 

Id mathhammer this/look at where you want valuable CP to go

 

Reserves is 1CP/Cunning of the Wolf Strat which is better

9'charge has a 27% chance of being successful

Reroll that charge for 48% chance of being successful

 

So 2 CP spent for a 50/50 chance to get one troops unit into combat...and thats if youre opponent doesnt screen well

 

Wolf Priest can give them +2 to charge which is huge...but again thats a lot of configuring your army to get one (5 man?) Troops unit with one special/cc weapon into action

I can't speak for grahamulot but typically when I outflank assault Intercessors my goal is to position them where they can get too an objective by turn 3. Charges out of reserves are powerful but its not the only reason to outflank.

Am with you bigtime on the bike base, personally thats why I go with Armour of Russ to protect him as he has to be warlord to get 2 traits, wise orator and saga of majesty for that bigger aura, pretty much gives a twenty inch diameter aura of reroll charges, extra pile in/consolidate, AND reroll hits

 

Anyone not running a Priest let alone biker priest is missing out bigtime

 

Chapter Champion is a low key/darkhorse/sneakily good unit

 

@Jorin thats 2 whole turns theyre not involved for me. And all the stats are that turn 2 is the decisive one

Edited by Dark Shepherd

I would think the Vox Espiritum relic (+3" radius on auras) on the primaris wolf priest would be better than the wulfen stone, so you can affect more units with the +2" charge move. The Aura of Majesty trait no longer boosts aura range, so I think this is the only way, right?

I would think the Vox Espiritum relic (+3" radius on auras) on the primaris wolf priest would be better than the wulfen stone, so you can affect more units with the +2" charge move. The Aura of Majesty trait no longer boosts aura range, so I think this is the only way, right?

I experimented and decided anyone charging with chaplain buffs needs full charge rerolls as well.

 

My list has no CP to spare on failed charges...and I do a ton of charging in a game

I would think the Vox Espiritum relic (+3" radius on auras) on the primaris wolf priest would be better than the wulfen stone, so you can affect more units with the +2" charge move. The Aura of Majesty trait no longer boosts aura range, so I think this is the only way, right?

Good news is Majesty specifically says it does affect litanies

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