Little lord Fauntleroy wrote:Well, I'm no Space Wolf, but I suppose I'll get the ball rolling...
From the looks of things, Skyclaws seem to take the usual place of Assault Marines in the army. But Skyclaws seem to be completely undesirable as an assault choice, with a lower WS and that role filled up by other fast atack choices such as the Thunder wolves. So, is there ever a reason for taking Skyclaws? Ever?
Aha! Thank you Lord of the Little, as useful as ever!
Sky Claws are a bit of a mixed bag and as you said, they're not as good as Assault Marines and have to compete with the likes of Thunder Wolf Cavalry. They do however have their uses.
For a 4-attack Jump-Pack Space Marine, 18pts is quite cheap and their mobility can massively increase their chances of getting the all-important charge. Much of the Space Wolf codex doesn't 'naturally' do Close Combat, so having specialist close combat units such as Wolf Guard, Blood Claws, Thunderwolf Cavalry and Skyclaws is a bonus of limited choice. However, compared to the other options, Sky Claws are significantly cheaper (although slightly worse). Thunderwolf Cavalry cost 50pts each and Wolf Guard and Blood Claws usually need something such as a Land Raider to get them into combat, costing more than the Skyclaws by itself.
Also, 4
TWC at 200pts can amass 24+ attacks on the charge ( I think). 10 Skyclaws at 180pts can amass 40 attacks on the charge which although at not the same strength or weapon skill, is still very deadly.
My recommended build for Skyclaws is:
10x Skyclaw, 1x Powerfist, 1x MotW - 220pts
To which you may also wish to add flamers or melta's and/or a Wolf Priest to further increase their effectiveness.
This unit outlined above had mobility, costs relatively little (for an
Meq army), is deadly in close combat and is versatile, the Powerfist and even
Motw helping against any big uglies in close combat. Dont expect the world from such a unit but they can work wonders and when combined with a mass of angry hairy dudes driving towards you (Grey Hunters etc.) and a few smaller hairy dudes (scouts) appearing behind you then they're a very useful addition.
Also, they can be extremely effective for getting to the more annoying and hard to reach enemies such as Loota's and Noise Marines.
As I said and as you can see for yourself, they're a mix bag and tricky to write a tactica on

. They have their pro's and their cons and they have limited use, but they can still be very effective, useful and surprising. Focus using them to isolate enemy units and attack those that are a serious threat and/or hard to reach. Ultimately, they're not the best, but they're still good and can destroy the squishy and not-so-squishy alike.
They don't have the best weapon skill and they are tricky to control, but they can amass A LOT of attacks for relatively little and are the natural bane of and fragile infantry. However, there's always Thunderwolves to use instead!
Over all though, I wouldn't recommend Skyclaws.
YMMV with this unit, but they are commonly out-classed and out of place in a Space Wolf army.
Note: Some people use a Squad of Sky Claws, Wolf Priest (Jump Pack) and Wolf Lord (Jump Pack and goodies) as a hammer unit, which although costing in excess of 450+pts, is still very deadly. It's worth noting however at that price you could get 9 Thunderwolves and even more attacks, which also rend.