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Made in us
Neophyte undergoing Ritual of Detestation




Hemet, California

My daughter recently started the hobby and has decided to go with Space Wolves. She is planning on building a mostly TWC force focusing on mobility and CC type units. She also wants to have some ranged assets. My brother got her a set of Wolf Guard Terminators for Christmas and we aren't sure what weapons and gear to give them. Any suggestions?

2000 Militarum Tempestus

 Elbows wrote:
I think it's pretty telling that almost no one on this board has ever stated or encountered people actually trying to pull off nonsense like this. So it really boils down to epeenery.
 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Without the codex its not guaranteed of course but sure.

Assault cannons beat heavy flamers because you can use them when deep striking.

Give the sergeant wolf claws he'll rip people apart.

With the CA rules storm bolters can pack a punch, pair them with wolf claws its cheaper you'll still inflict loads of wounds.

The set does not include cyclone launchers and so codex will probably not have them, they are good for antitank but expensive with it.

Welcome your little shield maiden into the rout.
   
Made in us
Neophyte undergoing Ritual of Detestation




Hemet, California

Thanks for the feed back. We devised a plan and started building them. Of course the Codex may change things but I think the suggestions you made will result in a pretty well-rounded squad.

2000 Militarum Tempestus

 Elbows wrote:
I think it's pretty telling that almost no one on this board has ever stated or encountered people actually trying to pull off nonsense like this. So it really boils down to epeenery.
 
   
Made in cn
Steadfast Ultramarine Sergeant




I missed the good old time when WG Terminators can take combi-plasma / combi-melta in their right hand and Storm Shield in left, and being 3 man-sized squad. That was truly the good shooting alpha strike unit.

As in 8th, if you want quality shooting attacks, combi-plasma is good on those WG Terminators, if you want quantity and being cheap, Stormbolters is fine. I am a little unsure about the Assautl Cannon, since it reduce your BS when you move or Deepstrike, but on the other hand it has a decent number of shots. So maybe build a 5 men squad, one with Assault Cannon and Powerfist, 3 with combi-plasma on right hand and whatever melee weapon on the left, the last one take a TH/SS.
   
Made in it
Waaagh! Ork Warboss




Italy

I usually bring 3 guys with Thunder hammers and storm shields and two with sword and stormbolter. If I have some points spared I replace a stormbolter for an assault cannon.

I prefer them to be very punchy rather than shooty. Especially if they can be buffed by arjac or a wolf priest.

 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Sadly th/ss is vulnerable to mortal wounds and we've got no fnp so it's not worth taking more than a couple in one squad.

And even with wulfen you've got a decent chance to fail your charge CA really gave us very little help getting into combat.

You can't run full melee and expect to do well you need that shooting to whittle down the enemy enough that they can't shoot you off the board before your first unit enters cc.
   
Made in fi
Locked in the Tower of Amareo





Howabout magnets? Then you can switch weapons easily

2024 painted/bought: 109/109 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

Nah i lose loose weapons in my beard.
   
Made in us
Regular Dakkanaut






Welcome to the rout!

Couple notes on what people have already said. As of Imperium 1 FAQ you CAN take storm shields and ranged weapons. In-fact, I recommend you give every heavy weapon guy a shield. It's a 1 point upgrade from the basic sword and makes the heavy weapon guy quite hard to kill.

https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_index_imperium_1_en.pdf

Cyclone missile launchers are great (for PL play) and thanks to the designers commentary we don't have to worry about war gear getting dropped. As long as a unit has an option from any source it can be used in any list, even if the data sheet has been updated (!)

https://whc-cdn.games-workshop.com/wp-content/uploads/2017/11/warhammer_40000_designers_commentary_en-1.pdf

Whatever you do, take combi weapons, and lots of them. Save points by taking power/frost swords and bring lots of plasma or melta firepower. Thanks to chapter approved, WGT's are now a mere 26 points a model, so for a comparable cost to your codex brother's terminator you can have hellblaster level firepower on a deepstriking 2+/3++ frame.

As to flamers I would suggest you only use them for defense. There are a lot of alpha strike armies out there, and one of the best uses for WG terminators is to give everyone a heavy flame or combi flame and storm shields and deepstrike them onto an objective. 42 points a model with potentially 40 s4/5 hits on over watch (with 19.2 being the average). Get them in cover or out of long range LOS and they are exceedingly hard to shift. Don't worry about movement though, the enemy WILL come to you.

As with all terminators in this edition, they are weak to 2D shooting and mortal wounds, so positioning is key. (although storm shields help) They can be devastating is used carefully though.

One last thing if you give them the minimum wargear (S.Bolter + sword or shield) It's only 32/33 points a model, making them the cheapest terminators in the game. Not screen levels of cheep but surprisingly cheep for a 2+3++ 2 wound, deep striking model with 2/3 attacks.

Hope this helps.

This message was edited 2 times. Last update was at 2017/12/27 15:29:05


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