I have been seeing a lot of advice that basically says:
“Don’t Take Blood Claws!”
Personally I think is should be:
“Don’t Take Blood Claws Unless You Know What You Are Doing With Them!”
I will open up by stating that I have never Claimed that they are a “Competitive Unit”! I think they are a Fun and Fluffy unit to play. Once you relies their Strengths and Weaknesses you could really like to have fun with them and give your opponents fits.
What you get with the Blood Claws-5-15 Blood Claws
-0-1 Lukas the Trickster [Unique]
1st lets look a Lukas
War Gear
-Power Armor: 3+ Save
>Wolf Tooth Necklace: 3+ hit in Close Combat
>Wolf Tail Talisman: 5+ Psychic Save.
>Plasma Pistol: Not bad, this can give you 2 in the Pack
>Wolf Claw: Cool, but wait

only 1. He looses the extra attack for a second weapon.
>Pelt of the Doppegangrel: Makes Successful to hit Rolls Aimed at him must be Re-Rolled. This could make him an exhalent Dueler.
Special Rules
>ATSKNF: Always good
>Acute Senses: Cool Night Vision
>Counter Attack: “Bring it On!”
>Rebellious: Max Leadership 8 for the Pack and that it. OK?
>
The Last Laugh: “Kill Me at your own risk”
>Nothing Else, No Berserk Charge, no Headstrong, he does not even count as an IC for Head Strong.
I am still trying to wrap my head around him. As keep looking he is only a upgrade for Blood Claws, but I can find nothing that says anything that lets him challenge or accept challenges except for one line in the
FAQ asking about the Pelt of the Doppegangrel. I have not been able to bring myself to use him. I think he would have been better as a
HQ choice so he could also be use with Blood Claws, Skyclaws and Swiftclaws like in his fluff. If anybody could prove me wrong about him tell me why.
The Blood Claws
War Gear
>Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
>One Blood Claw may replace his Bolt Pistol with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 15 Blood Claws strong add a second for FREE!
>One Blood Claw can replace his Bolt Pistol for a Plasma Pistol.
>One Blood Claw may replace his Close Combat Weapon with a Power Weapon or Power Fist.
>Transports: Rhino, Razorback, or Drop Pod.
Special Rules
>And They Shall Know No Fear: Auto Regroup.
>Acute Senses: Bring on the Night
>Counter-Attack: Bring it ON!
>Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
>Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by a Independent Character or a Wolf Guard Battle Leader.
What you can do with them. They have many different ways of using them.
The 15 Man Pack Options
>Quick and Dirty and cheep: 15 Blood Claws with 2 Flamers.
[b]>Quick and Dirty not so cheep: 15 Blood Claws, 1 Power Weapon/Power Fist, Plasma Pistol, and 2 Flamers.
>You want Anti-Tank: Take a Pair of Melta-Guns and a Power Fist.
>You wand Anti-MEQ: Take a Pair of Plasma-Guns and a Power Weapon.
>Another Reason to run a 15 Model Pack: With Overwatch this will give you the ability to absorb some of the wounds.
The 5-14 Man Pack: [Gibbs Slap] Why? I would not bother; all you end up with is 4-13 Meatshields for your 1 Flamer and 1 Power Weapon. This is one those units you want at full strength or not at all. In number of 10 or less just take Grey Hunters, they are just as cheep and better.
How do you use [abuse] them?
>I would not use them as you only Troop Choice most of the time, use a 1-2 Grey Hunter to 1 Blood Claw Pack. Though a 90 crazed Get of Fenris charging at the Tau army would be worth the expression. Just give them the Two Flamers, you will never regret it.
>Just use them at full 15 Blood Claws Packs. They are a Horde Unit; they will either scare you opponent to throw a lot of fire power at your 3+ save unit. If your opponent spends 3-4 turns hitting them with artillery it is not hitting you elites. If he ignores them soon he will have deal with a massive assault.
>Give as many of your Blood Claws Packs
HQ’s or WGPLs as possible.
>You should build your list around them, if try to tack them on they will never feel right, at least for me it seems that way.
>Decide that there job is and use them for that job only. There jobs are Anti-Infantry, Anti-Armor/
MC, Tar Pit and Objective Holders.
>Anti-Infantry: This is what they do best. Find units in there size category and go after them. As
MEQs you can even do ok vs. Nids having that 3+ save.
>Anti-Armor/MC: With the change on how Grenades work you can do this job well now. A pair of Melta-Guns or Plasma-Guns will help, I would go with the Melta-Guns though as they have the same range profile as your Bolt Pistols and you can Assault with them. It would suggest also taking a Power Fist or Power Maul [I will get into this later].
>Tar-Pit: This is another perfect job for Blood Claws. You should be at 16 models with your Wolf Priest or WGPL. Just find a unit to Assault and you should be able to hold them up for turns, this even works vs. Terminators.
>Objective Holders: Blood Claws are Troops this means Scoring Units. Just get yourself of an objective and stay there. It should take a lot to push you off of it.
Who should you take with them?
>Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack.
>Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack.
>Ragnar: Can be good, you can use his Waaaag! [And Fluffy To], but when you use his Insane Bravado you have only a 1in 3 chance of getting extra attack.
>Ulric: Another waste, yes you make them fearless and a great Monster Hunters, but this will just get your Blood Claws Killed and there are better things to this than them. Though 58 Attacks vs. those Carnifex with Re-Rolls on Hits and Damage could be good. You also want him if you have Lukas to get past Rebellious.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him just with up with Paired Wolf Claws.
>Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless.
>Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for
MEQs vs. there chosen foe. This does make them Fearless. You also want him if you have Lukas to get past Rebellious.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these young pups?” You can also take Saga of the Hunter and Outflank with them.
>Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. If take a Combi-Weapon, take the same type as the squad or a Combi-Melta. A Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your charge. Also they can tie up one unit while you take out a second.
>The Land Raiders: This may seem like an odd choice for a Troop Choice, but, a Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your
LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields.
A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws especially with the Addition of Power Axes and Power Mauls being added. The use of these weapons should depend on your opponent.
>Power Axe [S5 AP2, Unwieldy]: This is a good choice for Monster Hunting and Tar-Pitting. You get your 2 attacks and can punch 2+ Armor. On the Assault this could give you 4 wounds that would force Terminators to make there invulnerable save. I could see this as a go to option for Blood Claws.
>Power Fist [S8 AP2, Specialist Weapon, Unwieldy]: Just like the Power Axe but you can add Anti-Armor to the list of targets.
>Power Lance/Spear [S4/5 AP4/3]: I have gotten too really like this weapon. If you can pull off the Assault it gives you 4 S5 AP3 Attacks, this can really do a number
MEQs [Ignore Armor would on a 3+] and Orks [Wound on a 3+]. With a Wolf Priest this give you a good chance kill off 3-4 Models Quickly.
>Power Maul [S6 AP4, Concussive]: This is a great choice for Monster Hunting and Anti-Vehicle Work. I have used it well vs. Dreadnaughts and Transports. I could see this as the other go to option for Blood Claws. It has proven to be great vs.
MEQs even [Wounds on a 2+] and inflicts
ID vs. T3.
>Power Sword [S4 AP3]: This is always a good choice.