Vasarto wrote:One Naked
One with x2 wolf claws
One with claw and Shield
One with First and Shield
One with Hammer and Shield
One with Some Kinda neat one handed Gun and Shield.
You only get one special close combat weapon per squad.
Yuber wrote:Im sorry if I am being snarky because I hate people (not necessarily you) who force their opinion on a unit they dont understand anything about at all. Im sorry, I just dont believe you have used TWC properly.
To stay on topic:
We ask the question: "What is the use TWC anyway?"
Seems to me that the reason why your TWC aint catching that much heat, or didn't even considering putting a Lord in, (which I would like to repeat, not only you do for LD 10 but for horrendous killing power)
So I'm paying for a Lord to give my unit two things it doesn't need instead of one.
I've never had any problems with the
TWC's ability to win combats. Granted, that might be because I'm not the sort of person who wants them to be
TH/
SS Terminators; I use them to beat down basic and medium-grade infantry, which is what they were designed for, and in that respect they've never let me down. The general rule is, if something has less models than my Thunder Hammer has attacks it's going to die, if it has more it will get Swept and if it's Fearless it'll take No Retreat! wounds.
Basically, if you're charging at the right things, the
TWC will win ninety nine times out of a hundred. In this regard, you're paying for a Lord to make a certainty more certain.
No thanks.
All that said, even using
TWC in the role they were designed to fulfil (killing infantry) isn't completely problem-free. Big fat horde infantry squads with more than 20 models in them tend to tar-pit you for an inordinate length of time. Maybe two whole assault phases, depending on just how badly your to-hit rolls fail.
Would the Lord help here? Of course he would. How? He lets the
TWC unit inflict more wounds on their opponent than they would otherwise have done, thus getting them out of combat quicker.
So would putting an extra
TWC model in the squad. This extra model comes at one-third the price of your most basic Cavalry Lord (dude on a Wolf with NO wargear), and can't be targetted seperately thus won't find himself chewing on 40-odd attacks while his squad watches and laughs at him. You could also run some Grey Hunters into the side of the combat and inflict more wounds that way. I have lots of Grey Hunters because they're my Troops.
So, do I put a Lord in the unit in case I hit a green wall? Again, no thanks.
Ld10. Charge the right things, stay in combat or in cover, keep a Runic Weapon nearby, and you'll rarely have problems with Ld8.
is because you are running them as counter charge units: A Grave mistake I might say.
I run them as Thunderwolf Cavalry; they do what I need them to during a game. It may be that I need them to counter-charge something. It may be that I need them to wheel into the backfield and pick off something that's threatening my Long Fangs. It may be I need them to grab some Kroot in terrain, or get the hell forward and multi-charge a gunline, or eat a unit that my guns have shot out of it's transport, or, if I get particularly desperate, get into midfield to surround a Rhino and Thunder Hammer it to death.
All of this they can do, because they're Space Marines riding giant mutant wolves.
There are tad things way better for countercharging something other than TWC. I can reverse your argument and say:
"Hell im not gonna use a 200+ unit for countercharge, when I can get 2 Dreads for it, or even 3 Lone wolves, or even my humble greyhunter can countercharge well."
I'm not going to disagree with you. If all you want is a counter-charge unit there are cheaper options, and Wolves by and large don't particularly need them.
Thing is, with
TWC counter-charging, it's not so much 'counter-charging' in the traditional, "I'm a gunline with Ogryns standing behind me" sense of the word; it's more a big 20" zone of 'Go Away' that infantry don't want to enter in case they get destroyed by big men on big wolves.
"Why is the Wolf Lord necessary?"
-Because the TWC are only Ld 8. They tend to get screwed over when hit by ordnance barrage weapon (LD7) which will, 40% of time send you packing home.
I'm trying to remember the last time I saw an Ordnance Barrage weapon - not just in the army lists of people I play against, but in, like... any army list ever. I'm sure there are some, and I'm sure a lot of them would be able to cause unsaved and/ or unsaveable wounds on a
TWC unit, but they're so rare you can more or less count on it not happening.
And, once again, your unit should either be in cover or in combat at all times, so they should either have a cover save against whatever wounds such a weapon may cause (and remember, if it ain't S10 it's a single wound off a single model) or they should be untargettable.
Ld8 is also trash when you start losing assaults, because you didnt have the WS6 Ld10 wolf lord that rerolls to hit (You will lose assaults against units of the same costs, I can name a ton of them if you want)
I'm sure you could name lots of units that
TWC will lose assaults against. There are lots. Not including special characters there are at least 3 examples I can think of in the Space Wolves Codex alone.
What's the answer? Is it 'spend 145-plus points on a Wolf Lord'? Or is it 'don't charge things that will kill your
TWC'?
"AHA! But what if THEY charge ME?!" Cavalry movement, sir; nothing should EVER be charging you, unless you have failed or been tar-pitted. Moral of the story; don't get tar-pitted. Or fail.
And how does the Wolf Lord get rerolls to hit? Did you give him the Saga Of The Beast Slayer and charge the unit at something it shouldn't be anywhere near? That's not good, is it?
-Because Sv3+ and WS 4 is weak, a single power weapon is not enough and storm shields are expensive on a model with only 3+ armor save.
They also have T5 and 2 wounds. If you are a Dark Eldar without poisoned attacks you need a 6+ to wound my
TWC. If you are a Terminator with Lightning Claws you need a 5+. If you are a Spess Mehren with a Powerfist you need a 2+ to inflict a single wound on a single model. Assuming you haven't already been pulverised before I1.
This is, of course, AFTER you've beaten my WS4.
If all of your models are hitting my Cavalry on a 3+ and wounding on a 2+, hitting at S10, and/ or ignoring armour saves... why the hell am I in close combat with you? Here, have some Missiles and Plasma, and a Lascannon or two as well. Stay away from my doggies you nasty monsters.
What do you usually give TWC anyway?
3 guys, one Hammer.
Powerfists?
I do it big-dog style; Thunder Hammer all the way. 5 points ain't
sh*t.
4 WS4 power fist attacks is very underwhelming especially when your squad starts losing 4 attacks when a model dies.
TWC don't die unless you charge them at something that can actually kill them. NB:
MEQs don't count. Hit on 4, wound on 5, 3+ save, I'm still alive! Oh wait I rolled a 2... never mind, I have another wound. Have a Thunder Hammer in the face. Five times.
The Wolf lord is there so you can actually win assaults against a competent player using competent units (Khorne Berserkers) to fight your TWC.
Berzerkers are not a threat to
TWC. No base-S4 model is, Furious Charge or no. If you'd said
BA AssSquads with a Priest, that'd be fair enough; it's still not a threat to
TWC and will still die once we get to I1 and they have failed to kill off my models, but they move 18" per turn and thus it's perfectly possible that they might be able to charge your Cavalry unit even if you don't fail and aren't tar-pitted.
Moreover, a competent player isn't necessarily fighting my
TWC. He's fighting my entire army. I don't even want to tell you what I can fit around 3
TWC models at 1500pts. It would scare you.
Everyone tends to pour on attacks on the Wolf lord, leaving your precious 4-attack models unharmed.
... but leaving your poor Wolf Lord eating lots of attacks. That's not necessarily a huge problem, he can handle it, after all he is T5 and has multiple wounds.
So do
TWC models.
And, on the rare occasion that a
TWC model ends up wilting under the deluge, you lose one model. Not one Kill Point.
-Because when a salvo of 5 missiles hit you, you will be thanking that you allocated 1 on a Wolf lord with 2+ save and another 1 on a TWC with an SS
Why would a salvo of 5 missiles hit my
TWC? Are people actually stupid enough to waste their anti-tank on my Cavalry that is capable of killing a single unit per turn?
Really? When I have 6 vehicles and 3 units of Long Fangs at 1500pts? And another full unit of
TWC plus whatever the hell else I can get in at 2000?
You're fighting the
TWC in a vacuum. In a vacuum the Lord looks like a necessity. In practical terms, he isn't.
-Because when you get hit by weaken resolve, your Wolf lord has that Wolf tail talisman that can save your entire unit from running away.
5+ saves are the reason nobody runs Assault Terminators with Lightning Claws. See, AssTermies with Claws will hack and slash their way through an awful lot more models every turn than the same unit would with Thunder Hammers. The problem is, when
TH/
SS Termies eat plasma and lascannons, they raise their Shield and get a 3++ save. When
LC Termies get hit by that stuff you pick them up and put them back in the case.
That's what a Wolf Tail Talisman does for you. It fails. Get a Rune Priest instead.
-Because You dont wanna get hit by JOTWW and risk losing your only model with a power weapon which makes the TWC unit competent.
Not strictly true; and you're talking about one power in a sea of powers, which makes this almost entirely situational. IF the opponent is playing Wolves AND he has a Rune Priest AND that Rune Priest has
JotWW AND he is in a position to snipe you with it...
The wolf lord has initiative of 5 and psy defense and will have better chances of surviving.
He has a 5+ save which sucks. There is also nothing stopping the opponent targetting the Thunder Hammer bod once this save is failed, thus negating the supposed 'benefit' of the Wolf Lord's I5.
You can afford to have half, or even the entire squad wiped out (except the WL), and the Wolf Lord would still wipe the floor.
... which, as I've said before, makes the
TWC unit almost completely pointless.
There's a tipping point with geared-up Lords, which you tend to hit around the 200pt mark; before this point the Lord serves no purpose other than providing a few more attacks at a higher Initiative (thus making a good squad slightly better), providing Ld10, and being an
IC.
At the tipping point the Lord becomes so monstrously destructive against infantry that he will usually wipe out any squad with less wounds than he has attacks at I5, leaving your
TWC to mop up whatever's left and Consolidate. Which is pointless, because he could've just Swept the lot and done that himself.
Push the Lord past this tipping point and he becomes a match for most any other
CC model in the game, and can take on pretty much anything with a reasonable chance of success. The
TWC are now utterly pointless and a waste of time; a unit of Wolves to get him into combat unmolested would be a more sensible choice.
I'm not saying Lords in
TWC squads are a bad thing. Let's face it, they're both pretty awesome.
I'm not even saying that Lords and
TWC units CAN'T co-exist in the same army due to points-munching.
I'm saying, if you want to run
TWC without a Lord, it's entirely feasible and perfectly safe; the downsides are almost entirely situational and easily negated by correct usage of the
TWC, and of course the rest of your army.