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![[Post New]](/s/i/i.gif) 2013/02/28 13:17:03
Subject: Wolf Guard usage
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Regular Dakkanaut
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I have a pack of Space Wolf terminators that I've only used a couple of times, but most of the time I leave them in the case since fully kitted out they seem a little over costed. I would really like to bring some of them to the table, so I've been toying with the idea of making a mixed armor unit of Wolf Guard. But I am curious as to what people think is the best use for them. Are the Wolf Guard viable, or just expensive? And if they are usable what are they best at?
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![[Post New]](/s/i/i.gif) 2013/02/28 14:34:06
Subject: Wolf Guard usage
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Troubled By Non-Compliant Worlds
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I'm playing around with how best to use wolf guard termies as well; I'm no expert but here's some of my thoughts.
It's worth remembering that a basic wolf guard terminator is actually pretty cheap at only 33 points each. I've found in squads of 5 that it's seldom worth putting fists on all of them. Power axes are a cheap alternative if you need AP2, with maybe one or two fists included to take out bigger threats. I tend to drop pod or deep strike my termies so I find combi plasma and melta a huge bonus for doing more damage as they arrive. My current set up for coming out a drop pod is 5 in terminator armour, 1 chain fist, 4 power swords/mauls and 5 combi weapons, which costs 205 points, so about the same as a squad of vanilla marines terminators. It's a bit less punchy in close combat (although still does well against a wide range of targets, and is arguably better against in some circumstances given 4 can potentially attack at init 4 rather than 1) and also has the bonus of a good initial round of shooting if they deep stike or DP close to a target; 5 rapid fire plasma gives most things a bad day.
I can't imagine I'd ever run Th/SS termies with the SW codex; they're far too expensive, although I am occasionally tempted by Arjac.
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![[Post New]](/s/i/i.gif) 2013/02/28 14:46:08
Subject: Wolf Guard usage
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Been Around the Block
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Dundas wrote:I'm playing around with how best to use wolf guard termies as well; I'm no expert but here's some of my thoughts.
It's worth remembering that a basic wolf guard terminator is actually pretty cheap at only 33 points each. I've found in squads of 5 that it's seldom worth putting fists on all of them. Power axes are a cheap alternative if you need AP2, with maybe one or two fists included to take out bigger threats. I tend to drop pod or deep strike my termies so I find combi plasma and melta a huge bonus for doing more damage as they arrive. My current set up for coming out a drop pod is 5 in terminator armour, 1 chain fist, 4 power swords/mauls and 5 combi weapons, which costs 205 points, so about the same as a squad of vanilla marines terminators. It's a bit less punchy in close combat (although still does well against a wide range of targets, and is arguably better against in some circumstances given 4 can potentially attack at init 4 rather than 1) and also has the bonus of a good initial round of shooting if they deep stike or DP close to a target; 5 rapid fire plasma gives most things a bad day.
I can't imagine I'd ever run Th/ SS termies with the SW codex; they're far too expensive, although I am occasionally tempted by Arjac.
Unfortunately Space Wolves cannot deep strike.
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![[Post New]](/s/i/i.gif) 2013/02/28 14:49:32
Subject: Wolf Guard usage
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Troubled By Non-Compliant Worlds
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Ah, quite right. A always forget because I just run a DP list.
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![[Post New]](/s/i/i.gif) 2013/02/28 14:53:15
Subject: Wolf Guard usage
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Been Around the Block
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 Dundas wrote:
Ah, quite right. A always forget because I just run a DP list.
I've switched over to all DP and really like it, it would be nice to be able to straight up deep strike though
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![[Post New]](/s/i/i.gif) 2013/02/28 15:56:29
Subject: Wolf Guard usage
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Dour Wolf Priest with Iron Wolf Amulet
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I like doing mixed-Wolf Guard Terminators with the equipment generally being chosen from the following builds (note, this isn't the squad composition, these are just how I might equip 1-3 Wolf Guard Terminators):
-Power Fist/Storm Shield
-Chainfist Fist/Storm Shield
-Power Weapon/Storm Shield
-Power Fist/Wolf Claw
-Power Weapon/Combi-weapon
-Power Weapon/Storm Bolter
I'd also consider throwing a Terminator Heavy Weapon on one of those if I have the points to spare.
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![[Post New]](/s/i/i.gif) 2013/02/28 16:17:34
Subject: Wolf Guard usage
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Regular Dakkanaut
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How do you all feel about putting wolf guard termies in with grey hunters for a drop pod heavy list?
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![[Post New]](/s/i/i.gif) 2013/02/28 16:44:42
Subject: Wolf Guard usage
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Junior Officer with Laspistol
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jetstumpy wrote:How do you all feel about putting wolf guard termies in with grey hunters for a drop pod heavy list?
I'm not a fan. Losing the extra special weapon hurts; a combi-weapon just doesn't cut it for how I use GHs in DPs.
They're great foot slogging though. Considering it takes 2(ish) turns to get mid table, the terminator is a great little bonus in challenges or for tanking small arms fire. They're also good for any outflanking GHs with a WP and SotH. Kit them with a Paxe and they can handle challenges, letting your WP go to town on the squad.
A DP mini-strike force of Combi-weapon and a mix of power weapons is a great way to use them. They often distract shooting from GHs in a DP, which in a game based around scoring is pretty awesome.
I honestly prefer DPs, yes is ever so slightly more expensive, but it means you can shoot the turn you arrive rather than running if there are lots of blast markers.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2013/03/01 00:18:43
Subject: Re:Wolf Guard usage
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Boom! Leman Russ Commander
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The only problem Ive run into with wolf guard termies is that when they drop down and hop outta the pod they are kinda sitting ducks for your opponent to shoot at. So with that said you want to make a big enough impact when they come down to at least get some points outta them if they all die right away.
I generally run them with combi weapons-plasma or melta is about your best bet, I have 2 squads of grey hunters with melta guns so I kit my termies with combi plasma.
Also for the termies that are sitting ducks if ap2 stuff gets close to really hurt them then your really in for a bad day, I generally run at least one of my guys with a storm shield and either a fist or an axe the 2+/3++ really can save the squad from being gunned down the turn they drop in from ap 1 and 2 weapons. Arjac is really nice for soaking up wounds too and even though he seems like hes very pricey he can make a really big impact on a game.
As for close combat weapons since I generally will give my squads one guy with a SS and either a fist or axe, and the rest have combi weapons the price of the squad starts to go up pretty fast. With thats said I will generally keep my guys cheap with fists or axes as the ap3 and 2 helps and doesnt cost anything extra. I also have one guy in there with a cyclone missile launcher for the added ap3 shots, s8 too is nice!
A squad I run consists of:
SS and axe (Ive swapped this guy out recently for arjac)
combi plasma/sword
combi plasma/sword
combi plasma/axe
Cyclone missile launcher/axe
Drop pod
260pts
Combi plasma and cyclone give good killing power to kill some big targets the turn they drop down. Axes give s5 ap2 attacks. swords give some ap3 shots at base initiative and the SS is there to soak up ap 1 and 2 shots too better increase livability.
If you want more melee oriented go with a claw/fist termie as thats 2 special weapons so it grants an extra attack, but this sacrifices any shooting power that the unit would have.
As Ive found the termies from pods should be a bit more "shooty" but if you have a land raider those close combat ones will be really nasty
Ive thought about staying at base points for termies and keeping their storm bolters and just upgrading their sword to a fist to give more melee power.
For a pod and five termies equipped with five power fists its 250pts. I would personally drop one fist to give a guy a SS/sword so that theres a 3++ in their which will make it 255pts. Theres quite a bit of shooting their and theirs a lot of powerfist attacks as well to really tear something up.
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![[Post New]](/s/i/i.gif) 2013/03/01 00:30:30
Subject: Wolf Guard usage
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Stone Bonkers Fabricator General
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I tend to run addition PA guys with combi plas. They soak wounds, give you additional plasma shots and if ignored more attacks to help with weight of numbers attacks.
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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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![[Post New]](/s/i/i.gif) 2013/03/01 05:09:17
Subject: Wolf Guard usage
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Longtime Dakkanaut
St. George, UT
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I run mine out of a LRC. When list building I wanted to run a LR in this army, so I found something to put in it.
Arjac
x2) TDA with P-fist and Wolf claws
x1) TDA with chainfist and Heavy Flamer
x1) TDA stock with power sword
x1) PAWG stock
x1) PAWG with combi-flamer
The idea is to get out and flame the target to thin it down. Arjac usually ends up in challenges so the others need to be able to hold the line. The P-fist/Wolf claws are the ultimate multi-tool and the chain fist makes most walkers take pause.
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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) 2013/03/01 05:16:57
Subject: Wolf Guard usage
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Boom! Leman Russ Commander
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Jayden63 wrote:I run mine out of a LRC. When list building I wanted to run a LR in this army, so I found something to put in it.
Arjac
x2) TDA with P-fist and Wolf claws
x1) TDA with chainfist and Heavy Flamer
x1) TDA stock with power sword
x1) PAWG stock
x1) PAWG with combi-flamer
The idea is to get out and flame the target to thin it down. Arjac usually ends up in challenges so the others need to be able to hold the line. The P-fist/Wolf claws are the ultimate multi-tool and the chain fist makes most walkers take pause.
I would try to get that last termie to have fist/claw as well to maximize that attacks, but that unit is pretty nasty.
Right now Ive got Grimnar, x2 5 man termie squads, arjac, 2 grey hunter squads, and 3 pods. So far Ive got just a little detachment but I plan on making that my main force and having my imperial guard as a detachment for once.
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![[Post New]](/s/i/i.gif) 2013/03/01 05:38:05
Subject: Wolf Guard usage
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Longtime Dakkanaut
St. George, UT
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That last termi is kind of awesome as stock and works very well with the two PAWG guys. In HTH (since arjac is usually dueling) if the allocated wounds come of AP4 or worse weaponry, I give the damage to the PA guys until they die out and then start with the stock termi guy. If the wounds are AP3 then I start with the stock termi to soak up with the 2+ save, then move to the PA guys. No reason to risk the higher priced, more output guys. Also since the PA and stock TDA guy all fight at initiative they usually have used up their usefulness for the round. Lets keep those AP2 I1 guys around so they can swing.
But yeah, this unit is very nasty and a whole lot of fun to play too.
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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) 2013/03/01 14:49:31
Subject: Wolf Guard usage
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Stone Bonkers Fabricator General
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On foot you can include a lot of combis like chaos. My personal fav is combi plas and lightning claw. Also noticed you dont have many axes.
I would never take a power sword when you can have the lightning claw. For AP2, fists and axes mixed
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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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![[Post New]](/s/i/i.gif) 2013/03/01 15:06:03
Subject: Wolf Guard usage
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Regular Dakkanaut
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I LOVE the combi plasma & wolf claws + Arjac. A minideathstar unit.
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![[Post New]](/s/i/i.gif) 2013/03/03 21:57:51
Subject: Wolf Guard usage
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Stone Bonkers Fabricator General
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I feel the combi plas + wolfclaw is the cheap but very effective choice.
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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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![[Post New]](/s/i/i.gif) 2013/03/04 00:38:37
Subject: Re:Wolf Guard usage
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Veteran Wolf Guard Squad Leader
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I like 4 SS/combi plas with termi armour rune priest.
DP them in keeping RP in the middle then throw down JotWW at their warlord. Then use bullet sponging to waste a turn or two for the enemy (amazing distraction) if opponent doesnt charge em then lay another wave of jaws down on the enemy plus some bolter fire. it works great, definatly worth a try
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![[Post New]](/s/i/i.gif) 2013/03/04 00:52:51
Subject: Wolf Guard usage
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Ghastly Grave Guard
Uk
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The unfortunate facts are that wolf guard just don't really need the terminator armour. I usually find mine coming up against armour ignoring things anyway so I just use them with power amour. They work really well but I wish they were a bit better as terminators as they are REALLY cool
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![[Post New]](/s/i/i.gif) 2013/03/04 15:21:37
Subject: Wolf Guard usage
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Boom! Leman Russ Commander
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BaconUprising wrote:The unfortunate facts are that wolf guard just don't really need the terminator armour. I usually find mine coming up against armour ignoring things anyway so I just use them with power amour. They work really well but I wish they were a bit better as terminators as they are REALLY cool
^^^exactly. I usually find my termies coming up against units that ignore armor as well so I usually try to have at least 1 SS in the squad to hopefully soak up those wounds.
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![[Post New]](/s/i/i.gif) 2013/03/04 17:14:33
Subject: Wolf Guard usage
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Bloodthirsty Chaos Knight
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I commonly use five Wolf Guard in a Drop Pod with four Combi-Plasmas (the fifth either has an Assault Cannon or a Heavy Flamer depending on what weekly list I want to use) and they have done some nice things. The first time I used them, they wiped a three man squad of Tau Broadsides on the first turn (which the Tau player didn't really appreciate since it was the first game he was using them at the time as well). The Plasma guys have one power axe and three wolf claws. I think its not a bad investment for around 260 points. When I get another pack, I'm going to get a few meltaguns together and try them next.
On occasion, I'll also run a death squad of three power fists, a Heavy Weapon (usually the one that isn't in the Drop Pod, often the Flamer with a Chainfist), and another Chainfist. Overkill for the most part with 10 or 15 (charge/counter attack bonus) S8 AP2 with 4 or 6 Armorbane attacks, but I still enjoy playing it. If I'm feeling extra horny, I run Arjac and a Terminator Rune Priest with them as well. They will be appearing in a 3000 point Apocalypse game at the end of the month.
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Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000
My avatar |
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![[Post New]](/s/i/i.gif) 2013/03/05 15:24:05
Subject: Wolf Guard usage
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Boom! Leman Russ Commander
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Wilytank wrote:I commonly use five Wolf Guard in a Drop Pod with four Combi-Plasmas (the fifth either has an Assault Cannon or a Heavy Flamer depending on what weekly list I want to use) and they have done some nice things. The first time I used them, they wiped a three man squad of Tau Broadsides on the first turn (which the Tau player didn't really appreciate since it was the first game he was using them at the time as well). The Plasma guys have one power axe and three wolf claws. I think its not a bad investment for around 260 points. When I get another pack, I'm going to get a few meltaguns together and try them next.
On occasion, I'll also run a death squad of three power fists, a Heavy Weapon (usually the one that isn't in the Drop Pod, often the Flamer with a Chainfist), and another Chainfist. Overkill for the most part with 10 or 15 (charge/counter attack bonus) S8 AP2 with 4 or 6 Armorbane attacks, but I still enjoy playing it. If I'm feeling extra horny, I run Arjac and a Terminator Rune Priest with them as well. They will be appearing in a 3000 point Apocalypse game at the end of the month.
or instead of the flamer or assault cannon you could go cyclone missile launcher and another combi plasma for more death.
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![[Post New]](/s/i/i.gif) 2013/03/06 14:27:49
Subject: Wolf Guard usage
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Veteran Wolf Guard Squad Leader
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whplayer65 wrote:  Dundas wrote:
Ah, quite right. A always forget because I just run a DP list.
I've switched over to all DP and really like it, it would be nice to be able to straight up deep strike though 
I can't even fathom this, DP can auto correct for terrain and enemy models as well as disembarking out from it so you can spread out and not be in small blast formation like when you Deep Strike. Even if SW could DS i would do DP anyway.
Also, my favorite way to alpha strike with them is to do 4 with combi plas and power axes and 1 termi armoured rune priest. I always deep strike down and JoWW their warlord and as many models as I can hit. 24 inches of init tests is pretty brutal not to mention shooting everything up with double tap plasma.
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![[Post New]](/s/i/i.gif) 2013/03/06 19:13:01
Subject: Wolf Guard usage
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Speedy Swiftclaw Biker
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I run a 5 man squad of termies in my lists.
Arjac
Combimelta and wolf claw
Combimelta and power axe
combiplasma and wolf claw
wolf claw and CML
I put the CML with my outflanking GH, as this makes him a character and also adds some serious punch to that squad!
Meanwhile, Arjac and the other 3 DP in and hit either a tank or a MC. The foehammer and 2 melta shots are awesome, and the combi plasma is there for elite infantry. Arjac takes and gives challenges, while the wolf claws have rerolls at initiative, and a power axe to clean up with. Don't be fooled, wolf claws are awesome with their ability to reroll to hit or to wound. Against super high WS or low T enemies, reroll to hit. Against High T and low WS enemies, reroll to wound. All around, the rerolls are nice if the dice gods are not in your favor!
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