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Made in au
Stealthy Space Wolves Scout





Sydney

How are people building their Grey Hunter squads as 6th ed matures?
I haven't had much chance to play test since 6th came out, so I'm hoping to glean something from the experiences of others.
Still including a Wolf Guard Pack Leader?
Still using melee weapons, and if so - what combinations?

I'm inclined to still use WGs with a Power sword/fist + combi-weapon, and a GH with Powerfist/sword/axe (i.e the way we always did)

What I'm concerned about is giving my champions a powerfist and having them killed in challenges before they can make attacks.
I'm also wondering how people rate melee in general now.
Grey Hunter packs seem at first glance to have benefitted from the new rules (with Counter Attack and Overwatch) but maybe people are just avoiding it more now, and so points spent gearing for melee would be wasted?

Can't seem to find many current Space Wolf lists that are using this sort of thing

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Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

Even without melee, grey hunters are still just as effective at shooting their bolters as normal tacticals, for the same cost. So they're still well worth it. Also don't forget that rapid fire got a boost

As for WG they're almost a must-include now...without them the unit has NO characters. That means any incoming breadsticks characters get to pick on the entire unit unimpeded. The extra turn challenging will grant could be enough to get a counter charge in.

...damn phone. BEATsticks, not breadsticks!!

This message was edited 1 time. Last update was at 2012/10/31 12:29:16


"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Super Ready wrote:
Even without melee, grey hunters are still just as effective at shooting their bolters as normal tacticals, for the same cost. So they're still well worth it. Also don't forget that rapid fire got a boost

As for WG they're almost a must-include now...without them the unit has NO characters. That means any incoming breadsticks characters get to pick on the entire unit unimpeded. The extra turn challenging will grant could be enough to get a counter charge in.

...damn phone. BEATsticks, not breadsticks!!


yes they are tacticals that can take 2 special weapons instead of 1 can have a sergeant or not.

I would say if you are running them in a razorback, no wolfguard, but if you do, keep him cheap with a power sword or mace.
If you are running them in a rhino, no wolfguard as you want 2 specials
if you are running them on foot I would run them with a wolfguard in terminator armor with a power axe/sword. possibly a fist.

Fists arent that important imho as you can use Krak grenades on walkers and you arent going to see as many walkers anyway.
Anyway the only guy I would ever run in power armor with a fist is bikes or plague marines. with their T5(or6) they will likely get around to init1 to strike.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Executing Exarch





The Twilight Zone

If you think there is even a remote chance your hunters will see CC, a Wolf Standard is awesome. Re roll ALL rolls of a 1(except LD dice per faq, but why would you want to?) During one assault phase....that is just stupid for 10 points.
Good for drop pod wolves, agressive rhinos, the like.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Screamin' Stormboy





My standard load out for grey hunters is 8 grey hunters , meltagun, wolf standard, wolfguard with combi melta and power sword. In a rhino. I add in mark of the wolfin and or power axe if there are extra points.

I also use a 5 man grey hunter with flamer or meltagun, in a twin link lascannon razorback.

I switched the wolfguard to swords from fists when 6th hit. And they really did not change to much.

"Us orkses was made ta fight an win!" 
   
Made in ca
Speedy Swiftclaw Biker




PEI, Canada

i take 10 GH with either 2 melta or 2 plasma, MOTW and a standard for rhino or drop pod squads. With a 5man squad in razorback I only take 1 melta or plasma. It doesn't seem worth the points for the standard or wolfen in a squad that small.

If they are on foot I take 10 and personally I like to go all out on my WG. either fist or power axe with SS in terminator armor.

The SS was added because my opponents got sick of the 2+ save up from with the 4+ LOS so they aim the big guns and each foot squad to blow the termie into oblivion then return to business as usual. SS gave then a huge survivability boost and 9/10 now they make it into CC.

The reason I still like to take a fist over just a regular power weapon isn't so much for vehicles (my gaming group all seem to prefer infantry lists so i dont even see many vehicles) but more for that sweet sweet instant death on T4 commanders.

As I said the SS adds the survivability that usually sees my WG weathering the storm of special weapons fire long enough to get into CC but I still havent decided if its worth the points that could go somewhere else. Thoughts?
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

nanaki658 wrote:
i take 10 GH with either 2 melta or 2 plasma, MOTW and a standard for rhino or drop pod squads. With a 5man squad in razorback I only take 1 melta or plasma. It doesn't seem worth the points for the standard or wolfen in a squad that small.

If they are on foot I take 10 and personally I like to go all out on my WG. either fist or power axe with SS in terminator armor.

The SS was added because my opponents got sick of the 2+ save up from with the 4+ LOS so they aim the big guns and each foot squad to blow the termie into oblivion then return to business as usual. SS gave then a huge survivability boost and 9/10 now they make it into CC.

The reason I still like to take a fist over just a regular power weapon isn't so much for vehicles (my gaming group all seem to prefer infantry lists so i dont even see many vehicles) but more for that sweet sweet instant death on T4 commanders.

As I said the SS adds the survivability that usually sees my WG weathering the storm of special weapons fire long enough to get into CC but I still havent decided if its worth the points that could go somewhere else. Thoughts?


The problem with adding in the SS is then the leader is very expensive. Your opponent can then just spew bolters at him. Either he passes the wounds off on a 4+ to his squad who only have the 3+ or he takes them himself and then if he dies you lose an expensive model.

I like mine cheap, I 4+ off the ap2 wounds to regular troopers and take the ap3+ saves on the WG. When he dies he has done his job.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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