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![[Post New]](/s/i/i.gif) 2010/09/01 02:55:08
Subject: Thunderwolf Calvs and other units
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Mutilatin' Mad Dok
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A few units I got questions on and their uses. First of all I heard a few good things about thunderwolves but do not know why they are so good in games. How usefull are they and what tactics do people use with them?
Also I wanna know opinions on these units for space wolves
Iron Priests
Wolf Priest - I used it before but it seems weird using it as my only HQ option. Suggestions on how to use it better?
Fenrisian Wolves
Those upgrade characters like the one with the hammer I can never remember the name for.
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![[Post New]](/s/i/i.gif) 2010/09/01 03:13:13
Subject: Thunderwolf Calvs and other units
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Eternally-Stimulated Slaanesh Dreadnought
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theyre good for alot of reasons. basically its a combination of excellent close combat ability, mobility, durability, and cost effeciency. The only thing they dont have going for them is scoring. Theyre consistently in combat by turn 2 (at least if you arent playing dawn of war anyway), theyre really hard to kill if you equip them differently (toughness 5 = no instant death + the wound allocation game + 2 woudns a piece + power armor + storm shield) and they just smash stuff in close combat. Pretty much a bucket of awesome.
Iron Priest. A tech marine with a funny name. dont take him hes silly.
Wolf Priest. A chaplain with a funny name. Good but not amazing. Dont have my codex on me cant get into specifics.
Fenrisian wolves. Theyre good depending on how you use them. Theyre cheap, mobile, and have alot of attacks, potentially at init 5 if you have the wolf saga guy. however they die by the bushel to flame throwers and other stuff like that and theyre pretty low leadership. All around Id say yes take them, theyre underrated, just dont be sad when they die because they will.
Lukas. good but overpriced. not recommended.
Arjac. seems like he has potential.
cant remember the other upgrade characters if there are any.
AF
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This message was edited 1 time. Last update was at 2010/09/01 03:14:11
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![[Post New]](/s/i/i.gif) 2010/09/01 04:29:38
Subject: Thunderwolf Calvs and other units
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Longtime Dakkanaut
St. George, UT
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The Iron Priest is a really interesting unit. He takes up an elite choice so he competes with the more popular scouts, wolf guard, dreadnaughts and lone wolves.
However, he brings a few things to the table the others don't. You can give him a Thunderwolf mount and since he comes with a thunderhammer your getting 3 S9 attacks. This is an awesome complementary unit for those all thunderwolf armies.
But I think he is more interesting on foot. For 140 points you can take him, three thrawls, 4 cyberwolves. That gives you on the charge 16 WS4 S4 attacks at I4 (can be I5 if you have another character with saga of wolfkin). 6 WS3 S3 attacks at I3 and then 6 S8 p-fist/thunderhammer attacks at I1. Thats a lot of hurt. Especially if you focus him on tank hunting.
But walking is kinda bad so we need to give him a ride. He can borrow a rhino but then he would have to drop a few thrawls or cyberwolves to fit. Or, and here is where it gets interesting you can put him in a Landraider redeemer or crusader. Now I'd never consider taking a LR just to transport this unit. But if you were going to take a landraider anyway and were looking for something to fill it with. A tricked out Iron Priest especially with Saga that gives you an extra D3" of movement probably wouldn't be that bad of a choice. This is also attractive as he will remobilize the LR or fix a busted weapon on a 2+. That will go a long way in keeping those flame storm cannons or hurricane bolters firing.
The Iron Priest is definantly a "in the mood" unit. You probably wouldn't take him in a WAAC list, but I can see him being a lot of fun in a 1500 - 1800 point friendly play list.
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See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:

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![[Post New]](/s/i/i.gif) 2010/09/01 04:58:01
Subject: Thunderwolf Calvs and other units
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Grim Rune Priest in the Eye of the Storm
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Iron Priest: I use one on a Thunderwolf with 4 Cyberwolves and a Bolt Pistol and Wolf Tooth Necklace [for only 165 points]. He is great for taking down smaller units like Command Squads, Combat Squads and even large GEQ units. With the S10 Thunder Hammer he can pop Transports easy and take on tanks.
Wolf Priest: For 100 points you get a IC with a Power Weapon and an Invulnerable Save. He makes units Fearless and with the Oath of War he Makes Bloodclaws Sick in Close Combat.
Fenrisian Wolves: They are a great cheep [in points] unit that work well as a screening force, mobile Shield or tying up units in Close Combat. If you take Canis they are quicker than MEQs. You can also take Canis his to Wolves and a Wolf Pack and give Canis an extra 17 wounds for only 333 points.
Arjac: He is Thor, ih can pop Monoliths with his Range: 6 S10 AP-1 Assault 1 Attack. In Close Combat if you can mix him with Logan or Ragnar he will get 6-8 Attacks during the first turn of a Assault. What he is best at is killing ICs and Monters.
I hope this helps
Arjac: He is Thor, ih can pop Monoliths with his Range: 6 S10 AP-1 Assault 1 Attack. In Close Combat if you can mix him with Logan or Ragnar he will get 6-8 Attacks during the first turn of a Assault. What he is best at is killing ICs and Monters.
I hope this helps
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![[Post New]](/s/i/i.gif) 2010/09/01 07:59:13
Subject: Thunderwolf Calvs and other units
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Lord Commander in a Plush Chair
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I'll through in my 2 cents as well.
Thunderwolf Cavalry(Cav for short; Calvary is a biblical hill, also known as Golgotha) are fantastic if played right; but with no Models we have no idea what base size they should have, and some of their rules do not actually function(Rending, I am looking at you) We also do not know if they are supposed to follow all of the rules of a Thunderwolf mount(i.e. if that Rending rule they have is supposed to mean their close combat attacks gain the rending rule, and if that is the case if the lose that rending rule when equipped with Special Close combat weapons). They are an awesome unit even if you go by the most conservative reading of the rules; just never take the Mark of the Wulfen with them(the random number of attacks will on average give you the same number of attacks, less on the charge; and about 50% of the time will actually give you LESS attacks).
Iron priests: Only really a good choice for a heavily mechanized SW force, and even then you cannot ever join another unit as they are not ICs. The only viable way to play them is via Close combat where their thunder hammers will almost always get to swing and you need a full complement of Cyber-wolves and Servitors(no heavy weapons though) but then that is rather expensive.
Wolf Priest: Not the best choice for a sole HQ(remember though you get 4 HQ as a Wolf player); they are best put in Close combat squads(especially Blood claw variants). Wargear should complement the units they are with(jump pack for Skyclaws, Naked or with the "effectiveness gear" for Blood Claws proper, Termi armor for Wolf guard termi units).
Fenrisian Wolves are hit and miss; they are only really effective with a Wolf Lord, Wolf Priest, or Wolf Guard Battle Leader with Saga of the wolfkin(for the Ld and I boost). They are extra Bad with Canis Wolfborn(even though he has saga of the wolfkin) because they are troops(no Choice), and can never be scoring units. they are about on par with Ork Boyz with a Saga'd leader but lose out on some good Ork Rules and cost 2 pts more per model.
Lukas would be awesome; if half his rules didn't require his squad to be dead, and the remainder requiring his own death. He should allow his squad to ignore the headstrong rule. All that makes him FAR, FAR to expensive to even consider.
Arjac Rockfist is all around excellent. A Str 10 , throwable thunder hammer and a Storm Shield that adds an extra attack in the first round of any combat(and rerolls to hit vs IC/MCs); along with Stubborn and Eternal Warrior; yes Please.
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![[Post New]](/s/i/i.gif) 2010/09/01 12:57:36
Subject: Re:Thunderwolf Calvs and other units
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Regular Dakkanaut
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i dont use a wolf preist or an iron preist so cant comment on those, but i do use a 5 man thunderwolf cavalry (one of which is a wolf lord), and have to say they are great.
in every game i have played them in they have taken out multiple units with little damage to themselves. I tend to keep them in reserve to see how the table is looking before bringing them in then once things are getting going you march them onto the table assult a unit most likely take it out on that turn and chances are after wards there is another unit within 12 so on your next turn you bounce to that one and take it out and so on. So yeah marvelous, they have turned the table plenty of times for me.
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This message was edited 2 times. Last update was at 2010/09/01 13:04:22
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![[Post New]](/s/i/i.gif) 2010/09/01 15:44:17
Subject: Thunderwolf Calvs and other units
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Stealthy Space Wolves Scout
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Thunderwolves have a "sweet" spot to become optimal for their price range. (less than 350 points)
Regarding wargear: War gear variation is relative to how many TWC you plan to run. Ofcourse, variation is needed for wound allocation. I don't give any of mine power weapons, I stuck to their rending attacks. Finally 2 SS should be enough.
Regarding their numbers: IMHO, it is almost absolute that one should run them at fives. This is because of the wound allocation magic. A 4 model TWC can only have 4 wounds b4 someone starts dying. 5 TWC however gets an extra wound.
I personally run:
1 x SS + BP
1 x SS + CCW
1 x BP + CCW
1 x BP + CCW + Melta
1 x Bolter + BP
All at 315 points.
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![[Post New]](/s/i/i.gif) 2010/09/02 04:15:47
Subject: Re:Thunderwolf Calvs and other units
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Mutilatin' Mad Dok
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should I take Bjorn for high point games like lets say an ard boys?
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![[Post New]](/s/i/i.gif) 2010/09/02 04:33:36
Subject: Thunderwolf Calvs and other units
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Eternally-Stimulated Slaanesh Dreadnought
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no. bjorn is a liability not an asset for your army. The whole "his dead body becomes an objective" rule is potentially fatal in a competitive situation. His ancient tactician rule and slightly improved stat line do not even come close to making up for this. Besides that hes mega expensive.
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![[Post New]](/s/i/i.gif) 2010/09/02 23:47:27
Subject: Re:Thunderwolf Calvs and other units
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Widowmaker
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Wolf Calvary are quite good when used correctly, however they are expensive to procure or time consuming to convert. And i have found that they work best when in mass, meaning that you are using multiple units of them but that is just my opinion.
I think everyone else has given you alot of advice on the iron priest and wolf priest and i would agree whole heartedly.
As far as Bjorn goes, There is definitely a gamble element to it. A lot of people will tell you to never run him. However i personally really think that there is some potential to him, so if you want to run him you could, but yeah you probably won't see him in very many competitive lists.
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Khador - 25pts
Tau Empire - 500pts |
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![[Post New]](/s/i/i.gif) 2010/09/02 23:55:06
Subject: Thunderwolf Calvs and other units
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Stealthy Space Wolves Scout
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Wolf Priest + 15 Blood Claws = awesome. Add a Wolf Guard with a Chainfist and it'll crush on a charge.
60 basic attacks, 3 chainfist attacks and 4 power weapon attacks, all with Preferred Enemy (With Oath of war). =D
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