groovey515 wrote:
Long fangs... Either go 5x ML with a squad leader. Or do 5x Multi-melta w/ 1 Melta (on squad leader). All other forms of long fangs are worthless.
I couldn't disagree more with this. 5 missile launchers are the least of all evils but there are other loadouts that work, depending on what you want the squad to do. 3 heavy bolters and 2 plasma cannons offer some great anti-troop capabilities and allow for heavy infantry and have a shot at light armour too. A full squad of heavy bolters can put a serious dent in squads even space marines due to sheer weight of numbers.
5 mulitmeltas and a meltagun on a squad leader is a waste inho, you have to mount it in a drop pod to get the use of it's anti armour capabilities and those really only exist at 12". Mulitmetlas have the worst range and are only marginally better then missile launchers at 12-24" and are useless outside that, you need range in your long fangs. If you drop pod them in the centre of the board to create a no go zone for armour not only will you have to wait a turn to fire but you are also likely to have every tank move out of range and to have them blown apart with enemy fire.
If that squad survives you realistically need anything over av12 to be within "melta" effect range to be able to take it out effectively. While it can take out enemy armour it isn't going to be doing it with a decent opponent.
As for putting a melta gun on the squad leader I think that you're best to leave him bare as his role is to be the first man dead since he doesn't have a heavy weapon.
Automatically Appended Next Post: blackclaw1 wrote:Wolf lord-Frost axe TOTAL-290
-storm shield
-runic armour
-Thunderwolf mount
-wolf tail talisman
Saga of the bear
Your price is off and a frost axe is not as good as a wolf claw, a wolf claw allows for a re-roll to hit or towound which if you take a wolf tooth necklace will mean you can hit and wound incredibly reliably . Otherwise it's a solid character.
I would drop the wolf priest and terminators for another squad of
gh and maybe 3
tda wolf guard to lead the
gh squads with
pf and combi weapons. You have all the
cc that you need what you need are scoring troops and heavy fire power. You don't have much to deal with armour at range and I'd use the saved points to buff out your long fangs. At 1750 you really need 3 troops to cover your ass for objectives and the like.
I am shocked to see a tournament with forgeworld allowed, I haven't read the contemptor rules but I am not all that impressed with the points costs. I would drop it and take two squads of 3
twc with the following load out and spend the rest of the points on twin linked lazcannon razorback for the long fangs and if you have any points left over beef them up.
TWC: 240
1#
th/
ss
2#
ss
3# naked
Having 1 monster squad of
twc means you have one massive target with only 1
th, with two you can engage twice as many squads and if you have something big to kill both squads and the wolf lord can help out.