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Made in us
Krazed Killa Kan






Columbus, Oh

I am planning on running a 15 strong Blood Claw unit, loaded into a LRC.

2x Melta gun, 1x Power Fist, 1x Plasma Pistol.. 11x CCW/BP

would I be better served in an "all comers" list, to swap 1 melta for a flamer?

I was planning on using a Wolf Guard afflicted by the Mark of the Wulfen as the leader of the squad.. sounded good to me, but if that is a bonehead move, I would love to hear why, and hear options instead.

-Porkuslime

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in gb
Plastictrees



UK

Im thinking of this as a competitive list.

Wolf Lord: [185]: Belt of Russ, Frost Axe, Saga of the Warrior Born

10x GH: [205]: 2x meltagun, MotW, Rhino
10x GH: [205]: 2x meltagun, MotW, Rhino
15x Bloodclaws: [250]: PowerFist

LandRaider Crusader: [260]: Multi-melta
Long Fangs: [155]: 3x ML, Lascannon, Heavy bolter
Long Fangs: [155]: 3x ML, Lascannon, Heavy bolter

Total: [1415]

If your running 1500pts you got 85pts left, if your running 1750pts, then add three dreads.


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.
 
   
Made in gb
Proud Phantom Titan







You must use a wolf guard or you'll never be able to fire those melta under half range (same goes for the flamer since its only 8" long)

Mark of wulfen is IMHO a waste for WG .far better to take a power weapon or a frost blade (edit or a fist even)

As for swaping the melta don't. Take any pair of guns and enjoy. If you don't take a WG or IC don't bother with any.

This message was edited 1 time. Last update was at 2009/10/22 18:33:53


 
   
Made in nz
Sure Space Wolves Land Raider Pilot





I personally don't bother giving my BC's any ranged weapons above what they come with, as if they are in 6" of an enemy they would normally be better off charging, well IMHO. They are assault troops, and I think you're better off assaulting with them.

Also I don't have much faith in their BS3 as well, so flamers would be a pretty good choice.

I like the sound of a Wulfen WG leading them, you can't go wrong woth the chance of loads of rending attacks, but I usually put another power fist in instead, especially now that you can only take 1 per pack.


Edit: Tri makes some good points.

This message was edited 1 time. Last update was at 2009/10/22 18:35:04


 
   
Made in us
Krazed Killa Kan






Columbus, Oh

well.. if I am taking any Wolf Guard with a Mark of Wulfen on him, he is either gonna be leading the BC or a until of Bikers..

also, I am reading the codex now, a WG with MotW can still fire a pistol, right? Maybe take the plasma pistol off the squad and onto the WG.. or run 2 PP?

Another "bright" idea was taking some of the WG in Termie armor, and sticking a termie WG with Cyclone with the Long Fangs.. not totally sure if that is a smart idea or not..

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in gb
Proud Phantom Titan







porkuslime wrote:well.. if I am taking any Wolf Guard with a Mark of Wulfen on him, he is either gonna be leading the BC or a until of Bikers..
Again BC need a Fist or Power weapon ...

also, I am reading the codex now, a WG with MotW can still fire a pistol, right? Maybe take the plasma pistol off the squad and onto the WG.. or run 2 PP?
Yes you can.

Another "bright" idea was taking some of the WG in Termie armor, and sticking a termie WG with Cyclone with the Long Fangs.. not totally sure if that is a smart idea or not..
No point shoving him with the long fangs. Since he can move and shoot far better shoving him with a moving unit like GH or BC. If you're going to add any one to the long fangs add a guy with nothing ... He's an extra wound.
   
Made in us
Krazed Killa Kan






Columbus, Oh

In my first post, the BC already have a fist.. the WG with MotW is more for a CCW buzzsaw rending possibilities.. same with the bikers.. they are allowed to have a fist already, so I don't need to add one with the WG.

Tri.. would you run the 2 plasma pistols.. or just 1.. and who would have it?

Also.. since Terminators cannot Run.. (I think) .. sticking a Cyclone WGT with BC would be bad.. I am agreeing that adding a vanilla WG to long fangs would be a better option (2 bonus wounds)

2+2=5 for sufficiently large values of 2.

Order of St Ursula (Sisters of Battle): W-2, L-1, T-1
Get of Freki (Space Wolves): W-3, L-1, T-1
Hive Fleet Portentosa (Nids/Stealers): W-6, L-4, T-0
Omega Marines (vanilla Space Marine): W-1, L-6, T-2
Waagh Magshak (Orks): W-4, L-0, T-1
A.V.P.D.W.: W-0, L-2, T-0

www.40korigins.com
bringing 40k Events to Origins Game Fair in Columbus, Oh. Ask me for more info! 
   
Made in gb
Proud Phantom Titan







porkuslime wrote:In my first post, the BC already have a fist.. the WG with MotW is more for a CCW buzzsaw rending possibilities.. same with the bikers.. they are allowed to have a fist already, so I don't need to add one with the WG.

Tri.. would you run the 2 plasma pistols.. or just 1.. and who would have it?

Also.. since Terminators cannot Run.. (I think) .. sticking a Cyclone WGT with BC would be bad.. I am agreeing that adding a vanilla WG to long fangs would be a better option (2 bonus wounds)


Terminators are only limmited by being not able to sweeping advance ... A wolf guard in terminator armour automatic gets a storm bolter and powerweapon so he's a good choice up front.

Reason for taking the Power fist on the WG is they have an extra attack and they WS4 but thats up to you.

Plasma pistols ? If you want one, take it but its a single shot (per turn) so don't bother with any one who isn't at least BS4.
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

I never take D6 attack upgrades unless every roll is a benefit. On a '1' a wolf guard gained nothing by taking MotW.

MotW is perfect for grey hunters. wolf guard should take power fist/combi-weapons or pistol/power weapon.

try this...

15x blood claws, 1x power fist, 2x meltaguns, wolf guard with power fist and combi-melta.

When you debark in front of a transport, you can hope for one of your meltas popping it, allowing your blood claws to charge the people inside. other than that move, I wouldn't plan to use the meltas for anything.

I don't personally think you can unlock the blood claws as a viable unit without leading them with a wolf priest. And as HQ slots are not hard to come by for wolves, I think you should consider a wolf priest instead of a wolf guard, or perhaps in addition to him. You can drop a meltagun and a blood claw to add him, and get that one-time melta shot back by adding a combi-melta to the priest.

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Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in gb
Proud Phantom Titan







Shep wrote:I don't personally think you can unlock the blood claws as a viable unit without leading them with a wolf priest. And as HQ slots are not hard to come by for wolves, I think you should consider a wolf priest instead of a wolf guard, or perhaps in addition to him. You can drop a meltagun and a blood claw to add him, and get that one-time melta shot back by adding a combi-melta to the priest.
Whys the priest need a combi-melta? Dude has Living lightning ok no melta and only str7 but that sucker averages 3.5 shots. well thats just my view on him to each his own. (personally i find having an assault weapon with unlimited range slightly OTT)
   
Made in us
Speedy Swiftclaw Biker




Phoenix, AZ

Wolf priest, not Rune priest.

Wolf Priest would be giving the 13-14 blood claws pref enemy, thus re-rolling their pile o' attacks.

   
Made in gb
Proud Phantom Titan







Mundar wrote:Wolf priest, not Rune priest.

Wolf Priest would be giving the 13-14 blood claws pref enemy, thus re-rolling their pile o' attacks.
Ah of course he'd make sense preferred enemy so the low WS doesn't matter... sorry i keep discounting the Wolf priest (and reading him as Rune priest) as i'm not a massive fan of fearless in close combat.
   
Made in us
Fixture of Dakka






on board Terminus Est

I agree with Shep. I would join a Wolf Priest to the BC. BC are one of the ultimate shock troops with a large unit charging out of a Crusader. A redeemer might also be a good choice, you will have fewer BC but the storm cannons are just plain nasty! The main problem with a redeemer though is you might clear out the unit you intended to charge and leave the BC stranded.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in au
Killer Klaivex






Forever alone

I am going to run my Blood Claws in 11-man packs with Drop Pods (my entire list is in DPs) and Wolf Guard attached. I won't be taking any special weapons, primarily because I just don't see the point of them when I'm dropping so close. Flamers might be a good option for Orks/Nids though.

The WG leading the squads will either have two Wolf Claws or a PP/PW. Both are suitable options for an assaulting WG, and I feel the PP is viable against MEQs in particular; one dead Marine is still worth it.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in au
Mekboy Hammerin' Somethin'





Fedan Mhor

Cheese Elemental wrote:I am going to run my Blood Claws in 11-man packs with Drop Pods (my entire list is in DPs) and Wolf Guard attached. I won't be taking any special weapons, primarily because I just don't see the point of them when I'm dropping so close. Flamers might be a good option for Orks/Nids though.


Cool, except SW Drop pods only have a capacity for 10 models, as well as the Rhino and standard Land Raider.

1500 
   
Made in au
Killer Klaivex






Forever alone

D'oh.

People are like dice, a certain Frenchman said that. You throw yourself in the direction of your own choosing. People are free because they can do that. Everyone's circumstances are different, but no matter how small the choice, at the very least, you can throw yourself. It's not chance or fate. It's the choice you made. 
   
Made in au
Ferocious Blood Claw





Cheese Elemental wrote:D'oh.

I'm running 9BC and a WGBL in a drop pod and it hasn't survived a whole game yet. Talk about an ageing society.. The space wolves economy is going to go down the drain! What will happen when all the grey hunters want to retire?
   
Made in au
Mekboy Hammerin' Somethin'





Fedan Mhor

Grey Huntres dont retire. They become the Long Fangs, and arm themselves to the teeth!

I am annoyed about the reduced transport capacity, as it means a trade-off between that WGBL and the extra body/weapons, or that transport. That being said, Im gonna have a full squad of BCs footslog it across the field. It'll be good for their education =D

This message was edited 1 time. Last update was at 2009/10/23 06:23:18


1500 
   
Made in us
Tunneling Trygon





There was a thread a while back comparing BCs to GHs...

My conclusion is that if your BCs don't charge almost every game, you should have taken GHs.

Even then, the only way to get good value out of BCs is synergy, and large squads. At this point, the combination of BCs, Land Raider Crusader, Wolf Priest and a Wolf Guard seems the only way to go.

I think giving them shooting upgrades is ok as long as they're cheap, but I wouldn't ever bother with Melta shots on a vehicle with the hope of charging the occupants. If they're in a Crusader, they need to be making a successful assault out of the Crusader, not taking risks on rolling well for Meltas.

Even if you put a lot of Melta shots on a vehicle, the odds of missing a bunch, rolling lots of 1s and 2s on damage result, etc... It's just too high to stake the utility of 300 points of models on.



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Made in us
Fixture of Dakka






on board Terminus Est

They need a crusader to get the full effect out of them.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
 
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