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![[Post New]](/s/i/i.gif) 2009/10/03 22:49:51
Subject: Tips on arming Wolf Guard?
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Sneaky Kommando
Alberta, Canada
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Hi guys -
I picked up a box of the Wolf Guard terminators, and at 60 bucks Canadian I dont want to screw them up
Right now I'm aiming for about 1000 points, and have 2 units of Grey Hunters and Njal. I have about 350-400 points left to spend, so I have a fair bit of room.
How would you arm them, if it was up to you? I read somewhere "5 storm shields and frost weapons" but near as I can tell, I cant do that for WYSIWYG because you only get 1 frost axe in the box. Any other recommendations? Even just for a "generalist/support" squad?
Best Regards
J
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![[Post New]](/s/i/i.gif) 2009/10/03 23:27:41
Subject: Tips on arming Wolf Guard?
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Longtime Dakkanaut
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For an all-purpose squad suitable for hand-to-hand or shooting, I'd go for:
2 x wolf claw and storm bolter
1 x power fist and storm bolter
1 x chain fist and storm bolter
1 x assault cannon and power weapon
But if you're dead keen on your frost axe idea, I don't think it would be difficult to convert the thunder hammers to have axe heads
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![[Post New]](/s/i/i.gif) 2009/10/04 00:39:40
Subject: Tips on arming Wolf Guard?
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Mekboy Hammerin' Somethin'
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The power weapons can also be used as frost blades, since ruleswise there's no distinction between frost axe and frost blade.
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![[Post New]](/s/i/i.gif) 2009/10/04 01:43:27
Subject: Tips on arming Wolf Guard?
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Scuttling Genestealer
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I'm one for tyring to not mix squads i hear you only have 4 sets of wolf claws which make sme cry. I think 4 wolf claws and 1 TH/SS take 3+ invuls on the storm shield and you can mow down infantry with wolf claws if you have them with a rune priest re-roll hits and wounds
against the type of unit you choose.
My favorite is 2500pts Logan/Ragnar (abit Off topic here) Drop pod Logan and have Ragnar assault with 5 terminators with wolf claws and a rune priest. reroll hits and wounds I5 2 attacks base 1 for logan living legend 1 for double wolf claws 1 for charging. 25 attacks, but wait if you roll a 3-4 for Ragnar's charge thats 30 attacks 5-6 35 attacks. not including Ragnar or the rune priest either it's epic. But it usually cost 1500pts of a 2.5k list if you take 2 Raiders
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Tyranids: We are not good, we aren't bad. We are just hungry
1700pts Hive Fleet Leviathan
Point levels/wins/draws/losses
500--/2/0/0
1000-/2/2/1
1500-/0/0/0
2000-/0/0/0 |
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![[Post New]](/s/i/i.gif) 2009/10/04 08:19:23
Subject: Tips on arming Wolf Guard?
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Ladies Love the Vibro-Cannon Operator
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I'd equip them all differently.
If they stay together in one pack, this will eventually decrease the number of faced casualties,
thanks to the new wound distribution rule.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2009/10/04 18:12:11
Subject: Tips on arming Wolf Guard?
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Paramount Plague Censer Bearer
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wuestenfux wrote:I'd equip them all differently.
If they stay together in one pack, this will eventually decrease the number of faced casualties,
thanks to the new wound distribution rule. 
Can someone explain how this works? I've read the book but I'm still having trouble understanding this..
How do you use this mechanic?
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![[Post New]](/s/i/i.gif) 2009/10/04 18:44:18
Subject: Tips on arming Wolf Guard?
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Twisted Trueborn with Blaster
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My SW buddy runs 6 termies, One with AC and chainfist, one power fist and SB and the rest with PW SB... for such a cheap point cost for the PW and the SB you can hardly go wrong. He runs them with Ragnar tho... furious charge and +D3 A on charge  ... so yeah.
I would make sure that you have a few PF/Chainfist/Thinderhammer in there... maybe one SS or two... Remember that you can buy 10 of them and have the 5 termies ( and the other in PA) so that you can give the termies 2 heavy weapons.
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![[Post New]](/s/i/i.gif) 2009/10/04 19:01:57
Subject: Tips on arming Wolf Guard?
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Longtime Dakkanaut
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I would probably not upgrade most of the Wolf Guard Terminators in a squad. The basic Wolf Guard Terminator with Power Weapon is fine. I would however take 1 Cyclone Missile Launcher for every 5 Wolf Guard Terminators in the unit. That way their ranged damage receives an big boost (against vehicles as well as against infantry). Perhaps a Chainfist (or two) would be a good addition to the unit as well, to give them some anti-heavy vehicle as well as anti-monstrous creatures.
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![[Post New]](/s/i/i.gif) 2009/10/04 19:03:43
Subject: Tips on arming Wolf Guard?
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Plastictrees
UK
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Have you seen the new Wolf Guard Assault cannon, it looks amazing.
1)PW and SB
2)CF and SB
3)PF and ST
4)PW and Combi-melta
5)PW and Combi-melta, Meltabombs.
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WARBOSS TZOO wrote:Grab your club, hit her over the head, and drag her back to your cave. The classics are classic for a reason. |
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![[Post New]](/s/i/i.gif) 2009/10/07 00:49:05
Subject: Tips on arming Wolf Guard?
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Longtime Dakkanaut
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Orangecoke wrote:Hi guys -
I picked up a box of the Wolf Guard terminators, and at 60 bucks Canadian I dont want to screw them up
Right now I'm aiming for about 1000 points, and have 2 units of Grey Hunters and Njal. I have about 350-400 points left to spend, so I have a fair bit of room.
How would you arm them, if it was up to you? I read somewhere "5 storm shields and frost weapons" but near as I can tell, I cant do that for WYSIWYG because you only get 1 frost axe in the box. Any other recommendations? Even just for a "generalist/support" squad?
Best Regards
J
Well, if you are going to make them a single wolf guard unit, I would make them choppy and I would maximize their equipment combinations.
Twin wolf claws are an excellent close combat set up.... how many pairs come in the box?
One terminator gets a heavy weapon. I know there are 2 choices in that box. Both are good choices. Since using the heavy weapon stops the terminator from being choppy, I like to add-two handed CC upgrades to them. My favorite is the chainfist.
If you like picking fights with monstrous creatures, having a terminator with storm shield and thunder hammer is excellent. He is all about surviving their armor ignoring attacks and knocking their initiative down to 1.
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![[Post New]](/s/i/i.gif) 2009/10/07 00:58:37
Subject: Tips on arming Wolf Guard?
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Longtime Dakkanaut
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Actually you can have a choppy heavy weapon dude - there are no restrictions on what other weapons a Cyclone Missile Launcher termy has, so you could also give him claws or a thunder hammer etc. (The same is not true for an ass cannon or flamer, which must replace a storm bolter.) Not a totally stupid idea for a squad which wants to take a few pot shots before reaching close combat...
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![[Post New]](/s/i/i.gif) 2009/10/07 01:02:50
Subject: Tips on arming Wolf Guard?
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Incorporating Wet-Blending
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I would magnetize the arms. I have done this for my termies and it is great. For the customization of WG it should save alot of money!
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-James
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![[Post New]](/s/i/i.gif) 2009/10/07 01:09:13
Subject: Tips on arming Wolf Guard?
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Longtime Dakkanaut
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Clang wrote:Actually you can have a choppy heavy weapon dude - there are no restrictions on what other weapons a Cyclone Missile Launcher termy has, so you could also give him claws or a thunder hammer etc. (The same is not true for an ass cannon or flamer, which must replace a storm bolter.) Not a totally stupid idea for a squad which wants to take a few pot shots before reaching close combat...
Ahh good point. The box he just bought doesn't come with a cyclone so I forgot about that option.
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