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Made in be
Speedy Swiftclaw Biker



Somewhere around fenris

My local meta has a sudden boom in tau players so i keep getting outgunned and my bike wing gets shot to bits before i get in the soft bits so we i'm going for a turn 2 ccb overload.
So here we go

wolves primaris
hq:
runepriest 165 (goes whit swiftclaw bikers)
bike
runic armour
wolf tooth necklace
divination

elite:
wolfguard 3x 164
powerfist bike combimelta (goes whit swiftclaw bikers)
2x -> powerfist combimelta (goes whit greyhunters)

troops:
greyhunters 9x 200
meltagun
wolf standard
power sword
droppod

greyhunters 9x 200
meltagun
wolf standard
power sword
droppod

fast attack:
swiftclaw biker pack 10x 305
powersword
attackbike
multimelta

blood angels secondus
hq:
reclusiarch 145 (goes whit death company)
powerfist

elite:
furioso dread 170
fragcannon
heavy flamer
droppod

troops:
death company 9x 240
powerfist
droppod

death company dreadnaught 160
blood talons
droppod

For a total of 1749 points

So the basic idea is only things that deploy are the swiftclaws bikes. Turn 1 the bloodangels drop in (in hope he ignore my bikes). Turn 2 the wolfs probably will drop in and then the fun starts

I have never used bloodangels before so i could use some advise

This message was edited 2 times. Last update was at 2013/04/28 19:28:46


 
   
Made in au
Perturbed Blood Angel Tactical Marine




Australia - Gold Coast

blood angels death co will tear through squads in combat just make sure you don't multi charge other wise furious charge and the + 2 attacks from rage go out the window! don't send a dread into farsight you will lose that fight before you even get to swing. in my opinion the key to breaking tau and allowing you to get in CC is to hit the flanks and assault your way towards the middle and it helps to have some good shooting to back you up. (you'll need it)

When in doubt get Mephiston out!
My rhinos go ZOOOOM!!! 
   
Made in be
Speedy Swiftclaw Biker



Somewhere around fenris

The list i ran before ( and failed miserably) was 2 swiftclaw bike squads whit wg and runepriest and supported whit 3x longfangs 5x missles. The problem was ap3 large blast (whitch ignored cover through markerlights) so i had 2 turns of misles whitch did nothing.

Thats why im going balls first and drop in

   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

odin wrote:

hq:
runepriest 165 (goes whit swiftclaw bikers)
bike
runic armour
wolf tooth necklace
divination


I don't even know where to begin. A rune priest DOES NOT belong on a bike. I could see a wolf priest on a bike, but NOT a rune priest. Then the next thing is this; if he's on the bike, why are you taking divinination? You should be taking Jaws and LL. Finally, the wolf tooth necklace is the biggest waste of points in the entire codex. Any character who is allowed to spend 10 points on a WTN already has a WS 5 (at least) and so probably hits just about everybody on a 3+ in CC anyway. Not to mention that a rune priest should not be in close combat - or anywhere near close combat really. He sucks in close combat and if he's in close combat, he can't do what he's good at which is cast spells.

You need to completely re-think this HQ choice.


elite:
wolfguard 3x 164
powerfist bike combimelta (goes whit swiftclaw bikers)
2x -> powerfist combimelta (goes whit greyhunters)

troops:
greyhunters 9x 200
meltagun
wolf standard
power sword
droppod

greyhunters 9x 200
meltagun
wolf standard
power sword
droppod

fast attack:
swiftclaw biker pack 10x 305
powersword
attackbike
multimelta


Power swords are inferior to Mark of the Wulfen and cost the same for grey hunters. I like the idea of the bikes, but since you're trying to fight Tau I think this might not be a great choice. I'll admit that I'm not familiar with the new Tau codex yet, but I worry that the bikes are pulse rifle fodder. Especially since the bikes will be the only thing on the board the first turn. You can pretty much forget about him ignoring them. If you don't go first, then on your turn you won't have any bikes left.

I dont' really know too much about blood angels, so I can' t give you specifics. I will say that the furioso dreadnought inspires fear in me, but I don't know if the tau will be scared or not. That said, my gut thinks that you should just pick either space wolves or blood angels and make your whole army from that.

This message was edited 1 time. Last update was at 2013/04/29 18:11:57


2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in be
Speedy Swiftclaw Biker



Somewhere around fenris

Ok Grugknuckel the reason why i have a runepriest on a bike is becouse he will be in ccb whit the swiftclaws 4+ to hist whit a rerole (yes precience is also for ccb and can be casted in ccb)
and the wtn is just incase i meet my good old friend the demon prince comes around 3+ to hit 2+ to wound always useful.

usualy i take a pw over motw becouse its less random and becouse its easyer to rember lol
   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

what I'm saying is that IF you plan on putting your character with the bike in close combat, then you're much better off using a wolf priest instead. The reason is that the wolf priest automatically confers preferred enemy to the entire swiftclaw squad allowing them re-rolls toHit AND toWound in close combat AND shooting. That's already better than divination and he doesn't have to risk perils of the warp to do it.


Automatically Appended Next Post:
And if you really want to kill the demon prince, you're best off with a Wolf Lord on a Thunderwolf mount.

This message was edited 1 time. Last update was at 2013/04/29 19:36:56


2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
Made in be
Speedy Swiftclaw Biker



Somewhere around fenris

Grugknuckel you may rerole 1's on to hit and to wound of one unit type. rerole to hit is generaly better
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

Rune Priests suck in close combat. They don't belong there. They are only Initiative 4 and have no Invulnerable Save, so any Daemon Prince (or most any other Character) is going to almost automatically win any Challenge, or minimally kill your Rune Priest. In a Challenge, they die. In combat, they can't use their many nasty shooting Psychic Powers which are terribly destructive. In short, the Rune Priest has no business being with the Swift Claws.

A Wolf Priest is slightly better in close combat, but brings many other things which are helpful for the Swift Claws. Namely, Fearless and Preferred Enemy. His 4++ save means he is more likely to actually survive a Challenge, and his Power Maul means that if he survives the first round he is more likely to survive the Challenge (its Concussive so it makes the enemy Initiative 1 if they fail a save). But really, you take him so your squad will hold together until it gets to where you need and so that in the Assault Phase you get more hits, which gives you more wounds.

Priests (Rune or Wolf) are force multipliers. You take them for the enhancements they bring to a unit. If you want a combat character, take a Wolf Lord of WGBL.

Prescience is only good for Long Fangs so you have a hope of bringing down a flyer. The Space Wolf powers are far too good to swap out for BRB random powers most of the time.

So, I'm with Grugknuckle on this. You need to rethink your HQ, very very badly.


For your Grey Hunters, either take MotW or take both MotW and a PW. MotW may be random, but at minimum you are getting the same number of attacks and they are Rending (which is better than a straight up Power Sword). But most of the time you'll get more attacks, and even better is when you roll high and get 6-7 Rending attacks from one guy. This is especially powerful with Wolf Standards, since if you roll a 1 on that dice for number of attacks you get to re-roll that as well!

Where are your Long Fangs? Or any of your anti-vehicle? Anti-flyer? And no, two Meltaguns and a handful of Combi-Meltas do not count. You need to be able to put some shots at range, even with Drop Pods.

Maybe consider dropping the Furiso and Drop Pods and take a Storm Raven to haul the Death Company and their Dreadnought brother around.

   
Made in us
Veteran Wolf Guard Squad Leader





Massachusetts

odin wrote:
Grugknuckel you may rerole 1's on to hit and to wound of one unit type. rerole to hit is generaly better


This is incorrect. Re-rolling 1's toHit and toWound increases your chance of hitting by 16% AND your chance of wounding by 16% AND it happens BOTH in close combat AND in shooting. By comparison, re-rolling to hit - which you have to risk perils to get - only increase your chance to hit by about 25% (for swift claws) for shooting and CC.

2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
 
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