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![[Post New]](/s/i/i.gif) 2010/08/11 18:09:59
Subject: What's the point of taking bloodclaws?
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Fresh-Faced New User
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At equal points cost to grey hunters but with lower BS and WS, I don't see the worth of them, they seem to have only one pseudo-advantage and one actual advantage, which is you can take larger squads of them and an extra attack than the GHs if they charge. On top of the BS and WS bonuses, GHs have better access to special weapons proportional to the number of men in the squad, as well, they can take a mark of the wulfen and/or wolf standard for cheap and so get what look like some serious CC bonuses. I've heard a wolf priest with blood claws gives them some serious hitting power, but then surely it has the same advantage with a squad of GHs, more so with the GHs higher WS allowing the preferred enemy to really shine. Basically, GHs seem much more versatile and either comparable or debatably better in CC thanks to the Mark of the Wulfen and Wolf standard. So why take blood claws at all?
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![[Post New]](/s/i/i.gif) 2010/08/11 18:30:56
Subject: What's the point of taking bloodclaws?
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Sword-Bearing Inquisitorial Crusader
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There isn't short of charging with a wolfpriest. Generally speaking, people like their mech marines, and grey hunters just generally do it better.
That being said, if you want to do foot marines, blood claws can have 15 models in a unit.
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"There is no limit to the human spirit, but sometimes I wish there was."
Customers ask me what army I play in 40k. Wrong Question. The only army I've never played is orks.
The Connoisseur of Crap.
Knowing is half the battle. But it is only half. Execution...application...performance...now that is the other half.
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![[Post New]](/s/i/i.gif) 2010/08/11 20:03:05
Subject: Re:What's the point of taking bloodclaws?
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Arch Magos w/ 4 Meg of RAM
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Yeah, Blood Claws are meant to be a horde. Infact, a horde of maybe 60 of them charging up the field wouldn't be half bad if you have a generous spread of Wolf Priests (hello 4 HQ choices) and some cheap infantry mounted long ranged anti-tank (hello Long Fangs). I think they were put in the codex for an alternate style of play that's gone entirely unexplored in this Mech friendly world of 5th.
Wolf Priest, Meltabombs, Combi-Melta, 115
3 Wolfguard, 3 Powerfists, 3 Combi-Meltas, 129
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
5 Long Fangs, 4 Missile Launchers, 115
5 Long Fangs, 4 Missile Launchers, 115
1500
It'd work better the higher you get as you can add more Wolf Priests and Guard, but you need atleast that block of 60 to make this work and 1500 is the earliest you can do that. My Battlecannons salavate at the thought of that though... I think there is a lot more that can be done with this play style though, especially with the Rune Priest's Storm Caller in combination with the Wolf Priest's Saga of the Hunter. 5+ Cover save + Stealth to all units within 6"? Yeah, I'll take that. So we'll try something like this...
Rune Priest, Master of the Runes, Storm Caller, Living Lightning, 150
Wolf Priest, Saga of the Hunter, 115
3 Wolfguard, 2 Powerfists, 3 Combi-Meltas, 109
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
15 Blood Claws, Powerfist, Meltagun, 255
5 Long Fangs, 4 Missile Launchers, 115
5 Long Fangs, 4 Missile Launchers, 115
5 Long Fangs, 4 Missile Launchers, 115
1739
So the Rune Priest and the Wolf Priest lead the front pack, and thanks to the Wolf Priest's Stealth the whole squad gets +1 to its cover save. This squad will give cover to to the squads behind it, making that a 65 model mass of 3+, 4++. It has a fair amount of long ranged anti-tank and anti-horde, and I doubt any army can beat this in a fist fight.
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![[Post New]](/s/i/i.gif) 2010/08/11 20:11:46
Subject: What's the point of taking bloodclaws?
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Grim Rune Priest in the Eye of the Storm
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1] Blood Claws can still Hit most other Marines on a 4+ in CC, they are just easier to be hit.
2] In Packs of 15, lead by a Wolf Priest they can be a tough nut to crack.
3] It is hard to find a Unit that can take an impact from a Charge and not come out of it “Unbroken” with out some odd rolling.
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![[Post New]](/s/i/i.gif) 2010/08/11 20:35:21
Subject: Re:What's the point of taking bloodclaws?
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The Conquerer
Waiting for my shill money from Spiral Arm Studios
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HOLY
they're orks with 3+ saves
SW blood claw horde.
I just found my next MEQ army
@ Darkhound: is there really any point on putting Melta guns on BC units? they have the rule that they can't shoot enemies within 6" right so that makes the Meltagun ineffective against vehicles. wouldn't a plasma gun make more sense as you can't shoot it and charge so when you can shoot you won't be killing your charge.
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Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
MURICA!!! IN SPESS!!! |
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![[Post New]](/s/i/i.gif) 2010/08/11 20:55:24
Subject: Re:What's the point of taking bloodclaws?
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Arch Magos w/ 4 Meg of RAM
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The Headstrong rule only applies if they aren't joined by an IC or Wolfguard. As every squad is, they are free to shoot as they see fit. The Meltaguns are there because, like Orks, this army needs anti-tank everywhere it can get it. Speaking of which, I totally forgot they could take a second one at 15 members. After moving some numbers around, I think the 4+ save is better than an extra 15 bodies, so my 1500 list is as follows: Rune Priest, Master of the Runes, Storm Caller, Living Lightning, 150 Wolf Priest, Saga of the Hunter, 115 3 Wolfguard, 3 Powerfists, 3 Combi-Meltas, 129 15 Blood Claws, Powerfist, 2 Meltaguns, 260 15 Blood Claws, Powerfist, 2 Meltaguns, 260 15 Blood Claws, Powerfist, 2 Meltaguns, 260 6 Long Fangs, 3 Missile Launchers, 2 Plasma cannons, 160 6 Long Fangs, 3 Missile Launchers, 2 Plasma cannons, 160 1494 Gained a lot of long ranged firepower, gained a bunch of close range anti-tank, lost a little hitting power in CC, but over-all I think the list is more durable.
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This message was edited 1 time. Last update was at 2010/08/11 20:58:58
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![[Post New]](/s/i/i.gif) 2010/08/11 22:14:24
Subject: Re:What's the point of taking bloodclaws?
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Steadfast Grey Hunter
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Honestly, I never really liked them with all of the limitations put on them these days... Without a WG or Priest, they simply cannot shoot, and never any better than normal IG... The jump option is craptastic at best, bikes are OK I guess... Just all comes down to WS 3 vs. 4, and if they can get the charge off. I've had much better luck with my Hunters in razorbacks as the default troop type... 'course, just my opinions as always, ymmv...
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![[Post New]](/s/i/i.gif) 2010/08/14 17:50:35
Subject: Re:What's the point of taking bloodclaws?
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Grim Rune Priest in the Eye of the Storm
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Grey Templar wrote:HOLY
they're orks with 3+ saves
SW blood claw horde.
I just found my next MEQ army
@ Darkhound: is there really any point on putting Melta guns on BC units? they have the rule that they can't shoot enemies within 6" right so that makes the Meltagun ineffective against vehicles. wouldn't a plasma gun make more sense as you can't shoot it and charge so when you can shoot you won't be killing your charge.
I have found that like Guard, Flamers are the Best. Blood Claws are not Tank Hunters, they were in the old days when you could pull off 3 PF, but now adays just ignore the the armor and go for the Squishies.
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