just2fierce wrote:Can the super Wolfstar now make a comeback and stand up strong in 7th?
T-Wolf Lord,
SS,
TH, Runic armor, Saga of Majesty, 2 Fenrisian wolves 270
T-Wolf Lord,
SS,
TH, Runic armor, Saga of the Beastslayer, 2 Fenrisian wolves 255
T-Wolf Lord,
SS,
TH, Runic armor, Wolftooth necklace, 2 Fenrisian wolves 250
T-Wolf Lord,
SS,
TH, Runic armor, Saga of the Bear, 2 Fenrisian wolves 280
Fast Attack:
15 Fenrisian Wolves
120 points
That's a lot of wounds to soak up before the big dogs split off and destroy and army.... Each Lord had 5
str 10 attacks on the charge. Thoughts?
If you're already spending 1000 Points, why not just spend another 2-300 more and replace the wolves with
TWC? That way, you get majority toughness 5 against shooting, more attacks, and 5 more S10 hits on the charge. (Also, I do believe the Lords get 6 attacks on the charge. 4, +1 for Charging, +1 for the Wolf.) A few less wounds, sure, but they're much tougher to kill.
Either way, though, for a 1200 point Deathstar, it's not going to cut the mustard. If you get charged before you can split off, you're tarpitted all game. You have nothing to kill great big hordes, so swaths of Ork Boys or Gants will just keep you pinned eternally. Flyers will wreck you since you can't hurt them, and it's too easy to shoot you to death.
With Fenrisian wolves, it's super easy to just hit you with Boltgun shot equivalents until they all die, then hit you with AP2 weapons. You can only pass so many 2+ or 3++ saves before you lose all 12 wounds on your Wolf Lords.
Also, and this is the unfortunate truth: A Chapter Master is better in combat than any Wolf Lord, for 20-30 less points. He doesn't get S10, but he gets another wound,
IWND, 6+
FNP, gets a free Orbital Bombardment, and can strike at Initiative with S7.
Mass firepower will bring this down without too much difficulty, all in all. Just for reference, two squads of 30 Ork Boys with shootas (And one Nob with a
PK) will cause this much damage to you: (That's 450 points of models or so.)
(Assuming they get one turn of shooting from one unit before you get the charge one of them, which is pretty much ideal circumstances
30 Ork Boys fire, get 20 Hits, kill 10 Fenrisian Wolves. (7 With Cover.)
You charge, lose 5 more Fenrisian Wolves. The remaining Fenrisian Wolves (All 8) Get about 5 Dead Ork Boys, 25 Ork Boys kill the remaining wolves and cause one wound on a Wolf Lord, the Nob will cause slightly less than 1 Wound, and then enough of them will die that they are no longer fearless, they try to flee, they either die or get away.
30 Remaining Ork Boys fire, get a bit more than 1 Wound on a Wolf Lord. Then they charge, get 2.5 Wounds on the Wolf Lords, and then the Nob gets a bit more than 1 wound. (With approximate rounding, 6-7 Wounds have been caused now. Assuming you
LOS well and have a good wound spread, everyone will have 1-2 wounds on them, but nobody will be dead. Then you'll cause about 12 Wounds in return. Next round of combat, they'll cause about 2 Wounds, including the Nob. Under ideal circumstances, that means you have 1 wound left on everyone before you get about 14 wounds. (Thanks to the Saga of the Warrior Born, your wounds caused go up slightly each turn.) They'll flee, and you'll technically win... Against 450 points of models, though.
And, against ideal circumstances for the Orks:
60 Ork Boys fire. 40 Hits, ALL of the Fenrisian Wolves die before the Orks charge. Orks Charge, and with 174 Attacks get 87 Hits, 29 Wounds, and that's 6 failed saves. Then, the Nobs cause another 1.7 failed saves, or so. We'll round down for now, then round up next time we have to. That puts us at 7 Wounds so far, and then you hit back, and kill about 10 Ork Boys.
The remaining Ork Boys hit back now, and with about 100 Attacks and 6 Nob attacks, about 3.5 wounds will be caused... Rounding up to 4, since we rounded down last time. By now, we're at 11 wounds: Even in the best of cases, you've only got one Wolf Lord left now, though you had two left to hit back with. We'll say that the Wolf Lord with Saga of the Warrior Born survived, and you get 6 more Dead Ork Boys before they cause that one last wound.
If this is a case of
TL
R, Wolf Lords just fail miserably against hordes who are in any way good in Close Combat. Termagants with Poison will also cause vast amounts of damage. Devilgants will shoot you to pieces before you can get to assault. Heck, any S10 AP2 will Insta-Gib most of the guys in your squad.