Switch Theme:

For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Clousseau





East Bay, Ca, US

Northern85Star wrote:
TWC are infantry killers, yes, but giving the packleader a thunderhammer means they are not vulnerable to monsters and vehicles. It is plain stupid going all out on anti-infantry on such an expensive unit, making them easily counterable.


Jack of all trades, master of none.

You have units that fulfill specific roles and do that very well. There is no need to make one of your guys anti-tank when it's already an anti-infantry squad. In a 2000 points list you can build such that you have other things to deal with armor.

Mix and matching war gear works when you have access to defensive stuff (like stormshields) and that fundamentally changes the kit.

For example, Claws, Claws, Shield + Chainsword. Get the 3++ should you need it but don't overpay, and get better infantry clearing melee.

Going: Hammer, Claws, Claws, makes no sense. You've diminished your effectiveness versus infantry and you won't ever use that squad to reliably attack any armor at all.

It is plain stupid mixing wargear to attack everything on the table. Specializing IS smart.


TWC on their own are not an efficient unit. But they are decent wounds, toughness, and invulnerable save that move fast enough and have enough attacks to help protect your characters like Bjorn. That is their purpose. You won't be tarpitting Bjorn, or easily attacking the rune priest / aggressors if on the table. They're a body guard unit. And you primarily protect against infantry.

I was testing out fists on mine for a couple reasons. Although, i don't believe this to be the most efficient weapon at the moment.

This message was edited 1 time. Last update was at 2018/11/19 19:30:56


 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in dk
Regular Dakkanaut




Putting a TH in the unit barely diminishes their lethality against infantry, but it makes a HUGE difference if you get countercharged by vehicles or monsters. It is such a good trade that you absolutely must make it. It also means that your TWC arent degraded to MSU against IK.

And if you field wulfen and/or Arjac, then that single TH is going to be with 4-5 attacks.

I started kitting TWC anti-infantry, but im never going back to that setup. (“Never” meaning: as long as rules are the way they are xD )



Automatically Appended Next Post:
My setup priority is this:

1: th/ss (leader)
2: chainsword/ss
3: chainsword/ss
4: dual wolf claws
5: dual wolf claws

Meaning that i only field claws on them if i go over 3 models. Even then, going chainsword/ss on #4 and 5 isnt a bad idea. They still absolutely wreck infantry... but also daemon princes and such.

This message was edited 1 time. Last update was at 2018/11/20 10:06:58


 
   
Made in it
Waaagh! Ork Warboss




Italy

Against monsters and vehicles we already have wulfen, dreads and characters though, which are usually enough as melee anti tank. Even SW termies with 2-3 TH/SS can do good since they're quite cheap compared to TWC. Against infantries however we have very little units that are really good in melee. Just a huge blob of blood claws, wolf guards with storm bolters and chainswords, and those TWC actually. Lots of S5 AP-1 attacks, hitting on 2s, re-rolling wounds caused by claws are killy against armored stuff, those TWC can absolutely go against daemon princes and such if you really need that, there's no need of a hammer.

 
   
Made in us
Clousseau





East Bay, Ca, US

Northern85Star wrote:
Putting a TH in the unit barely diminishes their lethality against infantry, but it makes a HUGE difference if you get countercharged by vehicles or monsters. It is such a good trade that you absolutely must make it. It also means that your TWC arent degraded to MSU against IK.


This is just terrible advice. Maybe things are different in Europe, but, I would never pay the exorbitant price to field a thunder hammer on what is primarily anti-infantry.

TWC have no business fighting a knight. You can get far better rate of return elsewhere. Why overpay for the wolves they ride on, when those are totally useless against true armor? (high T and good save).

If someone is counter-charging your TWC with vehicles you've got silly problems, manifested by bad positioning, and weird opponents.

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in nl
Crazed Spirit of the Defiler




 Marmatag wrote:
Northern85Star wrote:
Putting a TH in the unit barely diminishes their lethality against infantry, but it makes a HUGE difference if you get countercharged by vehicles or monsters. It is such a good trade that you absolutely must make it. It also means that your TWC arent degraded to MSU against IK.


This is just terrible advice. Maybe things are different in Europe, but, I would never pay the exorbitant price to field a thunder hammer on what is primarily anti-infantry.

TWC have no business fighting a knight. You can get far better rate of return elsewhere. Why overpay for the wolves they ride on, when those are totally useless against true armor? (high T and good save).

If someone is counter-charging your TWC with vehicles you've got silly problems, manifested by bad positioning, and weird opponents.


TH is more effective than Wolf Claw or any other weapon against anything that isn't 1W. Now I'm not suggesting trying to kill a Knight with TWC but they are quite efficient and tough vs most heavy infantry (2-3W, T4-5). Especially if you bring a Thunderlord with Wulfenstone along. AFAIK it's only 6 points over a Wolf Claw so... I get why you are saying they are anti-infantry but they are completely wasted against GEQ. They basically require a storm shield to get where you want them (CC) or be effective as a meatshield so at their cheapest you're looking at a 150 point unit if you take chainswords for 18 anti-GEQ attacks... not worth it. And if you're going for frost weapons or wolf claws for anti-MEQ you might as well shell out the few extra required teef to get those shiny Thunderhammers.

Hell, you could even charge them in against many Knight configurations anyway because T5 3W 3++ is hard to overwatch efficiently for them (just don't be stupid and send them in against a Castellan or Valiant.) so that your special snowflakes (Bjorn, Thunderlord with Wulfenstone and Seeking a Saga strat) can safely krump them.

Now that I think about it... maybe the best way to view these guys is as Assault Terminators that don't require a Land Raider to get anywhere. Still not the best thing ever, but hey.

This message was edited 3 times. Last update was at 2018/11/20 22:05:05


 
   
Made in dk
Regular Dakkanaut




No one can guarantee that their TWC isnt going to get charged by more mobile vehicles or monsters, hence the TH. This makes them a huge threat to infantry, and a slight threat to big models.. instead of only a threat to infantry, which your opponen will capitalize on by getting them tied up with a rhino or whatever (if not a knight, or vertus praetors.. even nurglings!)

Dont leave home without a hammer!
   
Made in us
Regular Dakkanaut




I want to confirm that because a Wulfen Pack Leader is not a Wulfen, it can't swap its frost claws for a Thunder Hammer/Storm Shield?
   
Made in us
Longtime Dakkanaut




Correct. The leader has to stay with the claws.

As for thunderwolves i have found mine in cc a few times with knights. They soaked up the overwatch so my wolf lord and wolf guard battle leader could get in free and clear and between the 3 groups put some serious hurt onto the knight. If even 1 of those hammer hits from the pack get through that could mean the difference between top and middle or middle and bottom level of the knights bracket. For the little cost its worth it.

You cant always dictate how a game will go. Sometimes an opponent will outplay you or get lucky and have units survive well beyond their expected level due to good save rolls. That doesnt mean you should gear a unit up for all situations obviously, but for the little cost to get that hammer.... well you bring that damn hammer lol.

I mean what are you going to do if the thunderwolves get charged by an empty rhino? Without the hammer you wont hurt it. But it will keep that squad locked down for a long time. With the hammer you could potentially kill it in 1 round of combat.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

I'd say bring Hammers anywhere you can fit them. TWC leader is a good bet since he has 3 base attacks. If you bring only chainswords or even wolf claws a single Dreadnought (or equivalent) can seriously tarpit them if they don't have a hammer to do some work.

And FWIW I have tried WG bikers (SB/SS) a few times and they just outright suck outside of being a bullet sponge of mediocre survivability. The dakka is impressive on paper against maybe guardsmen or gretchin but against anything else they're just dead weight imo. MAYBE if you can keep them out of LOS for T1 and T2 and capitalize on their speed later on they might have a niche. But don't count on them getting more than one salvo off before getting killed or chargelocked.

7000+
3500
2000 
   
Made in it
Waaagh! Ork Warboss




Italy

 Weazel wrote:
I'd say bring Hammers anywhere you can fit them. TWC leader is a good bet since he has 3 base attacks. If you bring only chainswords or even wolf claws a single Dreadnought (or equivalent) can seriously tarpit them if they don't have a hammer to do some work.

And FWIW I have tried WG bikers (SB/SS) a few times and they just outright suck outside of being a bullet sponge of mediocre survivability. The dakka is impressive on paper against maybe guardsmen or gretchin but against anything else they're just dead weight imo. MAYBE if you can keep them out of LOS for T1 and T2 and capitalize on their speed later on they might have a niche. But don't count on them getting more than one salvo off before getting killed or chargelocked.


Sounds like your metas are full of tanks, monsters and multiwounds models in general. I've never taken a TH in my TWC in this edition and while they are always part of my lists, and not in a single game I missed the hammer. Many times instead I wished I had more anti infantry tools. The Wolf guard bikers are good against hordes, which are IMHO the real hard counter for SW since we can deal with knights and vehicles with a lot of stuff but against hordes we don't have many efficient answers. Even shooty units are basically focussed as anti tank. Seriously, with 2 killy characters, wulfen and another choppy unit that is usually WG termies or a dread plus plasma guns and lascannons I never wished I had more anti tank. Units like wulfen or our heroes, who have amazing profiles, can be tarpitted with no effort by an horde and easily killed by it. Even the full 6 man squad of TWC with 3 claws and shield and 3 dual claws buffed by Arjac and wulfen/wulfen stone is not able to completely clear a 30 man squad with average rolls.

Wolf guard bikers durability isn't an issue, of course you must have a list with targets that compete to soak the same kind of damage. Shots against bikers is damage avoided for long fangs, wulfen or TWC if mid-low strength and damage avoided for razorbacks and the gunship (but also TWC) if anti tank. A five man squad with all storm bolters and 3 shields is 195 points, like 4 TWC with two shields and 1-2 melee weapons which aren't really more durable or more killy.

Guardsmen and gretchins are also among the most competitive units in this moment It's very likely to face a lot of them, and without the tools for killing tons of them SW don't stand a chance against AM and the new orks.

 
   
Made in dk
Regular Dakkanaut




We cant deal with a knight valiant unless we go the beastslayer chap dread route. That 18” 3d6 s8 ap-2 dmg 2 flamer is just ridiculous (why did the meta need this model GW?! To sell more reavers to negate overwatch? Not like assault armies needed a harder meta, with the nerfs to alpha strike...)
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 Blackie wrote:
 Weazel wrote:
I'd say bring Hammers anywhere you can fit them. TWC leader is a good bet since he has 3 base attacks. If you bring only chainswords or even wolf claws a single Dreadnought (or equivalent) can seriously tarpit them if they don't have a hammer to do some work.

And FWIW I have tried WG bikers (SB/SS) a few times and they just outright suck outside of being a bullet sponge of mediocre survivability. The dakka is impressive on paper against maybe guardsmen or gretchin but against anything else they're just dead weight imo. MAYBE if you can keep them out of LOS for T1 and T2 and capitalize on their speed later on they might have a niche. But don't count on them getting more than one salvo off before getting killed or chargelocked.


Sounds like your metas are full of tanks, monsters and multiwounds models in general. I've never taken a TH in my TWC in this edition and while they are always part of my lists, and not in a single game I missed the hammer. Many times instead I wished I had more anti infantry tools. The Wolf guard bikers are good against hordes, which are IMHO the real hard counter for SW since we can deal with knights and vehicles with a lot of stuff but against hordes we don't have many efficient answers. Even shooty units are basically focussed as anti tank. Seriously, with 2 killy characters, wulfen and another choppy unit that is usually WG termies or a dread plus plasma guns and lascannons I never wished I had more anti tank. Units like wulfen or our heroes, who have amazing profiles, can be tarpitted with no effort by an horde and easily killed by it. Even the full 6 man squad of TWC with 3 claws and shield and 3 dual claws buffed by Arjac and wulfen/wulfen stone is not able to completely clear a 30 man squad with average rolls.

Wolf guard bikers durability isn't an issue, of course you must have a list with targets that compete to soak the same kind of damage. Shots against bikers is damage avoided for long fangs, wulfen or TWC if mid-low strength and damage avoided for razorbacks and the gunship (but also TWC) if anti tank. A five man squad with all storm bolters and 3 shields is 195 points, like 4 TWC with two shields and 1-2 melee weapons which aren't really more durable or more killy.

Guardsmen and gretchins are also among the most competitive units in this moment It's very likely to face a lot of them, and without the tools for killing tons of them SW don't stand a chance against AM and the new orks.


5 Long Fangs with frag missiles and reroll wounds stratagem is just a terrific unit at taking out hordes of Orks or Gaunts or anything with a weak save. I'd take them over a pack of WG bikers every day of the week really. Krak missiles are no lascannons but you'll still have a reasonable chance at wounding armor too. And let's be honest, who plays mono wolves anyway? It's the Era of the Soup. Take Punishers and Wyverns to really rack up those horde kills.

Space Wolves' problem is that they are marines and they just pay a little bit too much for everything which keeps them out of the really competitive scene. We'll see if the CA makes a difference.

7000+
3500
2000 
   
Made in it
Waaagh! Ork Warboss




Italy

The majority of players doesn't soup actually, only tournaments obsessed ones do, and maybe someone who owns two armies that he wanted anyway.

5 krak missiles are 209 points, 6W in total, CPs dependant, that can fire on average 5*D6 shots=17-18 shots which are 14 hits, so only 7 wounds against T4 and 16-17 against T3, with no stratagem. 5 bikers are cheaper, almost twice the wounds, no penalty for moving, T5, 3+ invuln and they fire 40 bolters shots in rapid fire range, which are 26-27 hits on average, so 13-14 wounds against T4 bodies and 17-18 against T3 ones. Plus 17 attacks with the chainswords on 2s which may cause another 7-8 wounds on T4 dudes and 10 on T3 ones with a successful charge. I'm not even mentioning Arjac and wulfen/wulfen stone that grants up to +2 more attacks or the presence of a character that adds some re-roll.

Even with the strategem those WG bikers end up way more deadly against infantries than long fangs. And speed may also help to score some point.

Missiles at 25ppm are utterly overcosted, they need to be 20 at most to be viable.

This message was edited 1 time. Last update was at 2018/11/21 12:10:29


 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

For me, Long Fangs always deliver. However WG Bikes have failed to do so, time and again. Like I said, they look great on paper but the fact of the matter is that they still get out one salvo max (if you go first) before getting killed dead or melee locked. Charging into melee with them is just utterly dumb, their output lies in their ranged attack which incidentally requires them to go too close to the enemy. You'll just get charged by a Rhino or whatever.

They may require a certain type of list/support/playstyle that I lack, but I am not impressed by them.

If you can make them work in your lists, great!

7000+
3500
2000 
   
Made in it
Waaagh! Ork Warboss




Italy

Well I always bring 4 melee units, and 1-2 buffing characters so they do work. It's usually 5 wulfen, 5 TWC and two units of WG af all kind: termies, jump packs, bikes or footslogging dudes delivered by one of the the flyers.

Long fangs instead get a lot of attraction. I've started fielding units of 6 dudes with just 3 heavy weapons, usually lascannons, to let them do something if I go second. Sometimes 5 dudes with 3 heavy weapons if I stuggle with points.

 
   
Made in nl
Crazed Spirit of the Defiler




 Blackie wrote:
 Weazel wrote:
I'd say bring Hammers anywhere you can fit them. TWC leader is a good bet since he has 3 base attacks. If you bring only chainswords or even wolf claws a single Dreadnought (or equivalent) can seriously tarpit them if they don't have a hammer to do some work.

And FWIW I have tried WG bikers (SB/SS) a few times and they just outright suck outside of being a bullet sponge of mediocre survivability. The dakka is impressive on paper against maybe guardsmen or gretchin but against anything else they're just dead weight imo. MAYBE if you can keep them out of LOS for T1 and T2 and capitalize on their speed later on they might have a niche. But don't count on them getting more than one salvo off before getting killed or chargelocked.


Sounds like your metas are full of tanks, monsters and multiwounds models in general. I've never taken a TH in my TWC in this edition and while they are always part of my lists, and not in a single game I missed the hammer. Many times instead I wished I had more anti infantry tools. The Wolf guard bikers are good against hordes, which are IMHO the real hard counter for SW since we can deal with knights and vehicles with a lot of stuff but against hordes we don't have many efficient answers. Even shooty units are basically focussed as anti tank. Seriously, with 2 killy characters, wulfen and another choppy unit that is usually WG termies or a dread plus plasma guns and lascannons I never wished I had more anti tank. Units like wulfen or our heroes, who have amazing profiles, can be tarpitted with no effort by an horde and easily killed by it. Even the full 6 man squad of TWC with 3 claws and shield and 3 dual claws buffed by Arjac and wulfen/wulfen stone is not able to completely clear a 30 man squad with average rolls.

Wolf guard bikers durability isn't an issue, of course you must have a list with targets that compete to soak the same kind of damage. Shots against bikers is damage avoided for long fangs, wulfen or TWC if mid-low strength and damage avoided for razorbacks and the gunship (but also TWC) if anti tank. A five man squad with all storm bolters and 3 shields is 195 points, like 4 TWC with two shields and 1-2 melee weapons which aren't really more durable or more killy.

Guardsmen and gretchins are also among the most competitive units in this moment It's very likely to face a lot of them, and without the tools for killing tons of them SW don't stand a chance against AM and the new orks.


Well, Wolf Guard bikers with Storm Bolters are indeed awesome vs. GEQ hordes, but they are also index-only, and therefore I kinda want to avoid them because the expected life expectancy of index units could be anywhere between 3 months and 5 years (no models yet and I don't want to tool up models with stuff that might be illegal soon).

Hmm, maybe I could use Assault Bolter Inceptors against hordes... but 45 points a pop is kinda expensive for something that doesn't come with a Storm Shield.
   
Made in dk
Regular Dakkanaut




Im facing a knight valiant, 9 vertus praetors + captain and a battalion of IG with mortars.

Apart from the beastslayer chaplain dread list (which i am already building), what would your solution be to this? Mind you that it has to work against other factions still. 1750 pts.
   
Made in us
Longtime Dakkanaut




I would take a whirlwind to deal with those annoying mortars personally. I always take one and it always does work. Heavy weapon teams melt to them.
   
Made in fi
Stalwart Veteran Guard Sergeant




Finland

Does anyone kit their troop choices with wolf guard terminator pack leader? I find it extremely hard to consider due to 5" movement, and lack of transport options.
   
Made in hk
Steadfast Ultramarine Sergeant




Ilgoth wrote:
Does anyone kit their troop choices with wolf guard terminator pack leader? I find it extremely hard to consider due to 5" movement, and lack of transport options.


If you do that, the better way to get them upfield is pay a CP to outflank them or load them in a Stormwolf..

Of course, if that is a long fang pack, no worry about it, and better equip him with CML and rain down hell.

This message was edited 1 time. Last update was at 2018/11/23 11:29:59


 
   
Made in dk
Regular Dakkanaut




Ilgoth wrote:
Does anyone kit their troop choices with wolf guard terminator pack leader? I find it extremely hard to consider due to 5" movement, and lack of transport options.


With the “Wolfs eye” stratagem, you get most bang for your CP by maximizing firepower in one squad of long fangs. I used to use 2 x 5 long fangs (340 pts for 8 missiles), now i instead run 1x7 long fangs, including wgpl TDA w/cml, sb and ss (292 pts for 7 missiles). The latter option has the benefit of better utilizing CPs for both “wolfs eye” and “lone wolf” stratagems, at a reduced cost.. but comes at the price of one less missile, fewer priority targets in your list, and less bodies.

Regarding the loadout for the wgpl tda, the faq says that when taking a cml, you can still swap his stormbolter out for another weapon. What are eligible swaps? Only combi weapons?
   
Made in gb
Longtime Dakkanaut





UK

Ilgoth wrote:
Does anyone kit their troop choices with wolf guard terminator pack leader? I find it extremely hard to consider due to 5" movement, and lack of transport options.

I have a dual plasma GH pack who have a WGPL with combi-plas. I mainly run it because it is a really old model. It was my first serious conversion back in the days when that meant cutting metal with a dremel!

He is not particularly effective but I generally keep running him out of sentimentality.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Been Around the Block





Long time player, but new to the faction.

Are either of the Christmas battleforce boxes any good for a new Space Wolves player?

I'm leaning on no, since Primaris marines don't seem to see much action, but the value's so high on those boxes...

Of the two, which one fits SW's better?
   
Made in fi
Hoary Long Fang with Lascannon




Finland

 ajax_xaja wrote:
Long time player, but new to the faction.

Are either of the Christmas battleforce boxes any good for a new Space Wolves player?

I'm leaning on no, since Primaris marines don't seem to see much action, but the value's so high on those boxes...

Of the two, which one fits SW's better?


Imperial Fists bundle has the Redemptor Dread which is pretty useless, but it has Hellblasters which are great and you might get some mileage out of outflanking Aggressors.

Ultramarines bundle has the Repulsor which is more useful than the Dread but you get Reivers which are pretty useless.

If you must pick either one I'd probably go with the Imperial Fists bundle. That said neither bundle is very hot for Space Wolves. Unless Chapter Approved buffs (=discounts) Primaris Marines significantly.

7000+
3500
2000 
   
Made in it
Waaagh! Ork Warboss




Italy

SW ar far better without primaris, I'd completely avoid the new bundles if you're interested in SW.

 
   
Made in gb
Longtime Dakkanaut





UK

Intercessors and Hellblasters are decent for Space Wolves, as they are for all Chapters but overall I would say Wolves need Primaris support the less than other Chapters.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in hk
Steadfast Ultramarine Sergeant




 Blackie wrote:
SW ar far better without primaris, I'd completely avoid the new bundles if you're interested in SW.


I think Riviers are pretty good addition for Space Wolves, maybe not an auto take like Long Fang or Wulfen, but still a strong deterant unit, neutralizing enemy overwatch of your opponent could be huge for your packs to charge in.

The only problem is, they have no real way to alpha strike with the grenade. Foot slogging means death to any T4 Sv3+ units tbh. Deep Strike would means they are out at 9" away so no grenade tossed, next turn they are basically footslogging.
   
Made in gr
Regular Dakkanaut





 ajax_xaja wrote:
Long time player, but new to the faction.

Are either of the Christmas battleforce boxes any good for a new Space Wolves player?

I'm leaning on no, since Primaris marines don't seem to see much action, but the value's so high on those boxes...

Of the two, which one fits SW's better?



Wait for CA 2018 and vigilus defiant reviews this weekend to see if primaris have improved with the new point costs and the new special detachments (wolves also get one)

 
   
Made in nl
Crazed Spirit of the Defiler




Soo... anyone has any clue about what that Stalker Pack formation from Vigilus Defiant is going to entail? Judging from the name might be more Outflanking shenanigans to play with.

 lonewolf81 wrote:
 ajax_xaja wrote:
Long time player, but new to the faction.

Are either of the Christmas battleforce boxes any good for a new Space Wolves player?

I'm leaning on no, since Primaris marines don't seem to see much action, but the value's so high on those boxes...

Of the two, which one fits SW's better?



Wait for CA 2018 and vigilus defiant reviews this weekend to see if primaris have improved with the new point costs and the new special detachments (wolves also get one)


This. A lot of things might change. But yes, as has been said, as things are at this very moment Primaris are of limited use to SW.


Automatically Appended Next Post:
 Karhedron wrote:
Intercessors and Hellblasters are decent for Space Wolves, as they are for all Chapters but overall I would say Wolves need Primaris support the less than other Chapters.


Hellblasters are nice for SW but have far greater synergy with shooty chapters like DA and Ultrasmurfs. Also, Long Fangs just seem better to me with their inherent reroll 1s and their special stratagem. I could see Intercessors being quite nice for SW as an all-purpose midfield unit if they had a good transport option (Probably going to arrive sometime next year with the 2nd wave of Primaris models. And by Russ and the Allfather GIVE THEM ALL THE OPTION TO TAKE A CHAINSWORD!!). Plasma Grey Hunters are far superior to spend (a) CP(s) on for outflanking, so that's out too.

This message was edited 4 times. Last update was at 2018/12/05 10:47:02


 
   
Made in us
Fresh-Faced New User




Hey everyone so I have a question what is your favorite combo to use in 8th

I’ve posted full list with this combo on another thread but just curious if anyone has found a harder hit combo

1 wolf priest with jump pack buffing
A pack of wulfen who buff everything around them and a pack of 15 blood claws

the blood claws have 46 attacks thanks to the wulfen and berserker charge and chain swords


Automatically Appended Next Post:
Blood claw has a base attack if 1
+1 for chain sword
+1 berserker charge

And the pack leader has base 2 attacks
And with the priest to heal the wulfen and give everyone reroll to hits makes the hit rate almost 100%
And I know you can kill a whole mob of 20 boys in one around or 30 storm boys

This message was edited 2 times. Last update was at 2018/12/07 16:01:49


 
   
 
Forum Index » 40K General Discussion
Go to: