The Storm Bringer formation, from the new Angels of Death book, with White Scars
CT's for H&R (plus I'm modeling them as Samurai, just the Katana and Wakisashi yeah!) offer quite the advantage (ObSec too!):
The Scouts can disembark after having moved within the Speeder Storm 12", so then that is an additional 6" (to disembark), then by placing 4 of the Scouts as far as I can, I can place the 5th Scout back at the 14" distance from initial movement to be within range to maintain coherency with any
IC's that I wish to join the Scouts (The
WGBL's, Iron Priests, and Rune Priest potentially).
Then, they will be able to charge
2d6" from there.
12" + 6" +
2d6" - 20" through 30" charge turn 1.
Krakendoom wrote:I see the Wulfen getting shot to pieces. Better swap the ratio of hammers and axes.
The Long Fangs are sadly a waste. Why not go with Melta/Combimelta.
You could drop the
WGBL in the CotGW Detachment, for Hammer Wulfen, Melta Fangs and more Cyberwolves.
I put the Wulfen into cover, potentially Ruins. A chance that they'll have night fight working for them (3+ cover save) or potentially the Biker Rune Priest getting Shroud from the Tempastus tree (so 2+ Jinks, with 2+
LoS as an option too), the Biker(s) having Turbo-Boosted to get in front of the Wulfen, wherever the shooting is too lethal for them to withstand it without some aid. Whether to throw which
IC's into the Scouts or the Wulfen is based on the type of firepower I am forced to withstand (ignore cover being a key factor).
I have only once had them get shot up, as there's so many priorities I throw in peoples faces hehe
1) Bjorn in Lucius Pod
2) 1st turn
CC which entangles the line in front of or near the Wulfens turn 1 hiding spot.
3) Both razorbacks loaded with men, either staying within the Razorback and having moved 24" through Iron Wolves (the rune priests within them having already unleashed their
3d6 shots by then)
The time they got shot up was with Interceptor by the Speeder Formation from
DA, which was a (learning) mistake, as I could have moved the
IC's in the movement phase - if not hiding in cover or out of
LoS by the end of the movement phase.
with a 4+ cover save (potentially 3+ or 2+), and
FnP(5+), and dual wounds each, I haven't had any real issues.
In addition, if I go first (more potential chances, they do add up the odds) the "Retro Burners" from Bjorn's Lucius Pod allows any unit being shot at - having been shot at THROUGH the Pod's
LoS - to gain Shroud (but only I going first, which Bjorn helps out in, as it states in the
RB rule: "Til end of Game Turn").
Yes - I can slim down an
IC and go the way of more
SS/
TH, but from my experience (perhaps it's a Gaming Group meta thing) I've found the 2nd shield to be unnecessary. I use it in critical situations like lethal overwatch, or taking on a Kinniggit (which they excel at! The Shield being handy to absorb the lethal doses when the Kinniggit blows up). I reallllly like playing Wulfen like a grenade, i5 and hard hitting, with the chance that upon dying in
CC unleashing yet another load of attacks. Really nothing lives, not even DeathWing Terminators. Not even Kinniggits, if I whittle them down a couple
HP's through the Living Lightning and all that Iron Wolves dakka.
After having rocked the initial assault, they may find themselves all alone... and out in the open. Hopefully I can dive into cover, but that's not always the case... if they get shot up (with SERIOUS priority) at that point, I just have so much left to work with, and the opponent has a serious hole/breach in their lines.
Additionally, going more Cyberwolves (4 Cybers and a Fenrisian Wolf) honestly doesn't seem necessary unless I intend to survive many turns of unassisted overwatch. Were they to become whittled down, leaving the
IC's vulnerable and exposed, I throw them into other squads (like the
BC's or the Wulfen).
The Long Fangs, if given more points, need additional models (more than the 2) to really last any kind of firepower (laser pointers could wipe them, if I don't roll saves like I want to). I don't enjoy spending points where they will just feed the enemies plans.
Putting heavy weapons on them, having dropped them, gives me only snapshots for a turn (landing, perhaps overwatch). I've found them to be immensely useful as just two dudes who hide out of Line of Sight, and the Pod + Unit equals two of the three units needed to score Line Breaker/Hold the Lines, or the
Tac Card for having 3 units in the opponents table edge. They've always seemed to find an objective or something to score on. Adding some weapons for mere 10 or 15 points does have merit, and VERY MUCH MERIT for the cool concept of Flamer Ancient (thank you for that, adding it to my arsenal of thought).
In doing so, they become much more of a threat, ergo need higher prioritization from the opponent to be wiped (and unless adding many models to the unit, will easily get wiped if not simply hidden away - weapons needing
LoS to fire with providing them such visibility).
It is a shame to not load them up... but when considering them, so vulnerable, compared to an Iron Priest (one of the coolest pts-per-model
CC models I can think of, perhaps not only in the
SW's arsenal), I choose
CC.
*However* I am sooo open to constructive criticism on this.
WulfenClaw wrote:
Garrlor wrote:Rumour has it that the Wyrdstorm brotherhood on bikes is an absolutely lethal way to deal with... well anything.
Drive out of cover, shoot living lightning at something, turboboost back into cover in the shooting phase.
Care to elaborate on this? I've been pondering using the Wyrdstorm Formation. Would you just roll on Tempestas table or try to go for Endurance in Biomancy to buff some
TWC or Wulfen?
The Wyrdstorm Brotherhood offers an amazing advantage:
- ML2 grants two psyker powers used per turn
- the Formation grants any psyker in it (only once per formation per turn tho) the Living Lightning perk, with bonus dice for more Psykers on the field from this formation, as an -additional- *unique* psyker power.
- The psyker powers used from the Tempastus tree gain 3+ successes instead of 4+.
So, unleash the (for me
4d6) formation Living Lightning (i've found 5 dice is a good number to roll with if they're available), plus casting the normal Living Lighting as well (2 dice works wonders), adds up to be 7d6 shots.
Since any 6's to hit add two successes to the dice pool (when not snapshotting), and using the Helm of Durfast to reroll misses, I find myself pretty much scoring the same (if not a bit more) hits as the dice I've rolled to hit with.
"average" would be 24x S7 shots to Pen/Wound with, which definitely takes down if not OUT a squadron, or per the math scores 2
HP's (if not 4 if hitting side
AV) off an Imperial Knight. *Potentially* putting it down. Note: IGNORES COVER. No Cover Saves. No Jinking.
the other two rune priests don't have to go Tempastus (therefore Living Lightning) but if they do, and there's Warp Dice available, that's potentially double the
HP's scored (per the math).
Cool thing about the bike, one can then Turbo-Boost the guy into cover and hide him away, or simply have them in a unit (and be able to target units that are separate targets than the unit they are in, as it's the Pysker phase and doesn't "lock in" who they're targeting as a Unit).
Going the new Psyker powers can be potent. Also, yes going Biomancy is good too.
I tried that for a while, but never scored
FnP like I wanted to, when I needed it, so found myself game after game just not having anything more than a powerful
CC psyker, which they are already good enough as they are (FORCE SO
OP versus
MC's!).
Dakka Wolf wrote:Really cool to see a Bjorn list. I'm guessing you have no real need for the Wulfen buffs?
Wulfen buffs are GREAT. I don't think it's worth it to go TWO units of them, just as one would find room for -A- terminator squad but two just seems too many points (like a third of a list in points!) so avoid the Formation.
The buffs can boost the
IC's that join them, and can boost the
BC's even 12" away, they add up for sure!
I don't count on the Table to bring me over the top in stats/odds, but the extra little perks do add up.
Bjorn is a tricky one. He does good work when he's able to.
I've found he either dies quickly (taking opponents priority) or lasts all game (if prioritized, leaves other units like Wulfen without lethal firepower taking them out). Pitting him against things that are not -too- much to chew, as tho caring for the elderly, finds me having him last all game. Funny, 90% when he *does* die, it's through glances to death.
The Lucius pod is Hilarious! Often I find people thinking, "not worth to shoot - too many things more important right now" and think "Ima charge it and pop it in
CC".
I say, "OK Thanks!" haha cuz if they don't manage to take out the Pod (which is benefiting from Shrouded cover, 2+ saves, or worst case go second - 4+ saves (night fight 3+)) in the shooting phase, He's SAFE and will reach
CC next turn Just Fine (given that he doesn't get multimelta'd in Overwatch (which has happened by a lone attack bike once!
lol!)
They Charge the Pod, then pop it, he runs out 6" without any fear or concerns, then moves 6" in the movement phase of my next turn, then the
2d6" charge. Basically - they added 6" to my move! haha. Note: one must declare ALL charging units, prior to rolling out the remaining of the
CC phase. Once Pod has been declared as a target, they have to immediately target him inside, which they can't.
Since I pay the 20pts for the Legacy of Glory found in the Imperial Armour 2: 2nd Edition, it allows me to place him wherever I like without rolling to scatter (pinpoint accuracy, especially useful against anti-deepstrike shenanigans like Speeder Storms). I have no problems maximizing the Heavy Flamer, wiping out whole Scout Squads and the likes. If I do go first, or if i'm facing NO cover on the table for the Wulfen to hide within, I can place him after the Wulfen drop, then have the pod position between them and any Interceptor units that'll try to make the Wulfen go *poof*
I appreciate the feedback, I am trying to develop a mean list that's competitive, but not all SuperFriends and tourney-meta cheese (and going multiple codex's with min-max awefulness).
I wanted something that provides a variety of models, and shows off the
SW awesomeness through models and through POW-in-your-face-
CC that seems so underrated here in 7th (prob cuz people find it difficult to reach
CC, which this list is engineered to do with ease).
Thank you!