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2012/03/14 17:30:23
Subject: Are thunder wolves worth it in space wolf tournament lists?
Kirika wrote:
Blood Angel furioso dreads and furious charge fnp marines hurt.
Eldar have enough speed to keep away from Thunder wolves.
Dark Eldar have all those Venoms to torrent them down.
Deathwing's assault terminators are cheaper per unit then a wolf star and there are more of them so you hit one unit and then get multi assaulted.
Grey Knights have all those psy cannons, storm bolters and force weapons not to mention the dca unit with rad grenades.+ win grenades.
Necrons have Wraiths and Scarabs farm that take away armor along with mindshackle scarabs.
TWC are Cavalry. That means they can potentially move 24" into close combat. This means you should almost never get hit by Furious Charge, Eldar can't outrun you, and you have at most one turn of shooting to survive from Grey Knights.
whoadirty wrote:How do the TWC fare in a list that doesn't run any Rhinos, like Loganwing (and it's variations)?
Excellent. In fact, for footslogger lists they're almost mandatory. You generally need something that can move quickly, and TWC are it.
Teln wrote:As long as you don't do anything stupid like charging them into GKs with Nemesis halberds, you'll do just fine with Thunderwolves.
This. With the caveat that sometimes you'll still have to to win the game, but the point I think Teln was trying to make was that don't be stupid with them. High volume of Init 5+ attacks is bad for TWC. If you end up in a situation where they will have to deal with it anyways, be sure to make it part of a multi-charge with Grey Hunters or something so you mitigate your losses.
My two cents:
Thunderwolf Cavalry provide a very important role for Space Wolves. Like most Space Wolf units, they are relatively flexible with their wargear options and the number of models you can bring. They move quick (19-24" effective charge range) and hit hard (6 S5 Rending attacks base on the charge). Their only real weakness is that they are small units model/wound wise and don't have high Initiative.
Really the only thing you need to worry about is an excessive number of Power Weapon attacks and a high volume of Init 5+ attacks (read: Grey Knights). Most of the time I see people bringing 3 TWC with 1 Power Fist/Storm Shield, 1 Storm Shield, and 1 normal. For 235 points, they can weather quite a lot of damage and will decimate pretty much any unit they get into combat with. Particularly if the unit is Init 3 or less.
Toughness 5 with a 3++ save is hard to kill with shooting. Even better, they are quick enough that the enemy will be punished for not putting some firepower on them. Bringing them increases the overall toughness of your army.
Frankly, they were worth it before GW had official models. Myself, I tend to run a WGBL and two TWC, spending roughly 300-350 points total at 1750 and above. Most of the time it does what I need it to. The only times it doesn't, well I wish I had spent another 65 points on them to grab the Fist and Shields.
It takes some practice to use them properly. They can be just thrown at basic units, but that isn't always the best way to deal with them. The only things besides GK that I get nervous about are large units of Terminators with Storm Shields and Thunder Hammers (recent tournament had an interesting Vanilla list with a 10 man unit of mixed TH/SS and LC/LC and Shrike. Gross). Anything Init 5 becomes a debate in necessity, but is doable. Unless the enemy is high strength, they won't land many wounds.
pretre
Thanks for the list will have to try something similar out. Is bear really necessary? Is there really that much strength 10? Seems that other then Daemon hammer with hammerhand power active from Grey Knights other sources like Manticores/Medusa/Demolisher from Imperial Guard. Vindicators from Space Marines, Rail guns from Tau all aren't that common other then IG and IG seems to be on the decline. I'm getting a bit tired of IG myself after playing them for a few years.
jcd386
Dunno if the I like the single 105 point wolves. How do they perform for you? Ava had a good point about them being not all that survivable.
apple1988218
How are you running your 4 Thunderwolves do they include a character or is it just a unit of 4 with Fist, Shield, Melta bombs, no upgrades?
Roadkill Zombie
Nova format tournaments and most tourneys I attend do not have multi floor ruins but your point is noted.
Avariel
Thank you for the detailed explaination. Will have to take a look at trying both variants. Dunno about the small unit with no stormshields seems risky vs GKs with no stormshields at all as apple1988218 said that the one stormshield makes a big difference. Whats your latest 2000 Nova list post Necrons and what would you run at 1500 book missions?\\
Cowmonaut
You can still get hit by furious charge jump pack marines as a counter assault. My concern with the twc unit without a character is the leadership 8. Playing Mech Vet IG I fail enough leadership 8 checks that getting tankshocked with leadership 8 and losing my unit of thunderwolves that way is not good
2012/03/14 18:25:40
Subject: Are thunder wolves worth it in space wolf tournament lists?
There isn't a ton of S10, but plenty of GKs with NFW out there. Nothing pisses off a GK like EW.
I started running it after playing my buddy who plays Tau and he popped my lord with BS first turn. Then GK got rereleased and I decided to keep it. It is worth every point. Krakenbeard is a freakin' beast to try to kill.
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2012/03/14 19:46:11
Subject: Are thunder wolves worth it in space wolf tournament lists?
Kirika wrote:Cowmonaut
You can still get hit by furious charge jump pack marines as a counter assault. My concern with the twc unit without a character is the leadership 8. Playing Mech Vet IG I fail enough leadership 8 checks that getting tankshocked with leadership 8 and losing my unit of thunderwolves that way is not good
There are quite a few DoA armies around the FLGS and one of my most regular opponent is a hardcore Blood Angels player. Getting counter-assaulted with Furious Charge really just doesn't happen that much from my experience. Too easy to multi-charge into several units and bog them down. Usually the TWC is acting to support other units anyways.
Tank shock however, is a massively big deal. Its why I generally have a WGBL or Wolf Lord for the Leadership bump, and Saga of the Majesty can help with that as well. Of course, I normally reserve my TWC against IG. Its amusing when the Officer of the Fleet actually helps me by forcing my TWC in later...
Don't fall into the common trap (which is shown here at certain times):
TWC in a vacuum vs. GKs make Wolf players afraid of NFW. I too fell for the same pitfall until my first game.
The only thing you have to worry about with GKs is paladins, and you should not be going 1v1 against paladins. Use your speed to decimate the rest of his army. Paladins in theory kill wolves. Paladins on actual table top kill a few rhinos and maybe long fangs and just wander around chasing everything because they are too slow.
For all other GK models: yes they have force weapons, but they need to choose either (a) +1 strength and need 4+/4+ to try and get a wound on you, or (b) go for the force weapon and need 4+/5+ to try and wound you. THEN you SHOULD have a rune priest within 24" to give them below a 50% chance to have their full plan go through regardless. GK is not a big deal, they need a lot more to go their way to be able to beat your TWC, while you just need averages.
Theoryhammer may scare you, but get a few games in and you really won't be worrying too much.
AVG Purifier squad seen (puri-spam) is 5 man: 2 halbers, 2 psycannons, 1 MC-Hammer. This equates to: 4 Str4 I6 attacks, 4 Str4 I4 (basic) attacks, and 2 S8 attacks.
~Option (a) gets them 1 NFW wound at I6 (which you have a 66.67% chance of saving and it won't instakill you), 1 regular wound at I4 (which you get reg. save for), and 1 NFW wound at I1 (which will instakill you if you miss save, unless it's on an EW character).
~Option (b) gets them .67 wounds at I6 that will insta kill you if you miss save, .67 wounds at I4 that you get regular save for, and 1 wound at I1 that will insta kill you if you miss save.
And this all says your Rune Priest does not block the psychic power.
Up to 3 squads of 5x man purifiers at one time can be handled, past that is starts getting dicey.
Usually if you have one claw lord, you wipe the squad before the hammer ever attacks.
This message was edited 3 times. Last update was at 2012/03/17 20:22:55
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