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![[Post New]](/s/i/i.gif) 2020/10/28 11:20:44
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Liche Priest Hierophant
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I am trying to figure out how to arm my Wolf Lord on thunderwolf. My brain is stuck in a flowchart that goes back to start. Any help would be apreciated,
Wolf Lord on Thunderwolf
M10" WS2+ BS2+ S4 T5 W7 A4 Ld9 S3+
He also has a 4+ invonerable save.
Crushing teeth and claws:
To hit +1 AP-2 D1 Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.
(Note, all of the above is from the SW Index that is free to download so public information as far as copyright if I am posting to much.)
Stratagems of note is the 2CP that lets a character fight if he has not fought yet. Wyrd Touched that gives him an ekstra attack on a natural roll of 4+. Aslo note that there is a Thunderwolf Cavlery Stratagem for more damage on Crushing teeth and claws that do not work for him.
Arming him with a stormshield and powerfirst is 130 points. While a stormshield and thunderhammer is 140 points. The fist is Sx2 AP3 D2. A hammer is Sx2 AP2 D3. Is a fist better then a hammer on him? As far as I can tell he is really not equipped to take out really nasty things with his thunderhammer. My opponent regularly runs a morkanaught and it will not be killed by the 4 base attack powerhammer, even if I roll high on the Wyrd Touvh stratagem. And the hammer is worse vs 2 wound power armour. The only thing I can think of is the hammer is better vs charaters.
The fists is better vs powerarmour. And he is dangerush enough to 'bat touch' most things. With the 4 base attacks and 3 from the wolf he is ideal to take on most things except a morkanaught/knight etc. Ideally such things should be shot from afar or be killed with a dedicated close combat group.
When it comes to relic I think I should be giving him the armour that becomes a 2+ armour. Then he will be 2+ with +1 on the save roll, and 4+. T5 makes he will be very hard for undedicated melee units to attack in melee.
What do you people think? Or am I just plain wrong to have him be a wolf lord? A wolf guard battleleader is 15 points cheaper for 1 less attack and 1 less wound. And the thunderwolves group of 3, 1x hammer, 2x lightning claws, 3x shield is just 175 points and a whole lot more attacks and 12 wounds.
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This message was edited 1 time. Last update was at 2020/10/28 11:21:02
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![[Post New]](/s/i/i.gif) 2020/10/28 13:31:44
Subject: Re:Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Steadfast Ultramarine Sergeant
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Someone had done mathhammer, showing that Powerfist is the now well balanced weapons in terms of AP damage and costs, while TH is not, However, if you are facing Vehicles, Monsters, Characters packing more than 5W, especially those having decent invulnerable saves (I.e. 5++ or better), the TH is better choice.
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![[Post New]](/s/i/i.gif) 2020/10/28 15:14:24
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Stealthy Space Wolves Scout
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How about Frost lightning claws? S5, AP-2, D2, re-roll all wounds and +1 (or +2 for a pair) attacks
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![[Post New]](/s/i/i.gif) 2020/10/28 16:45:45
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Longtime Dakkanaut
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Personally, if we are only talking about the 2 options you offered, I would go with the fist and make it Master-crafted. Gets you the 3d flat when you want it to be but doesn't cost the extra points.
Having said that the frost lightning claws is the better answer. Gives you 7 attacks when you charge (4 base, 2 for the claws, 1 for charging) which also gives you extra chances to pop the 4+ to hit, and rerolling wounds is no joke. Makes him deadly vs marines or tanks since wounding on 5's thanks to the +1 str.
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![[Post New]](/s/i/i.gif) 2020/10/28 17:22:52
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Liche Priest Hierophant
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All good sugestions. I was planing on using 'Armour of indominus' as the relic. A more defensive option. But one more wound. I have a 2+ with+1 to the roll on the save, negating AP1. By the time I get hit by something really nasty I have 4++. I do not know that many weapons that are AP 2 or 3. On the later I can get the 3++ for one turn.
I already have 4 attacks, 3 from the wolf. The ekstra attack from the lone frost claw sounds veyr nice indeed. I am using an old Canis as the model, so giving him double frost claws seems insensere. :-p
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![[Post New]](/s/i/i.gif) 2020/10/28 17:24:37
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Longtime Dakkanaut
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If your doing the armor Indominus then I say go with the powerfist.
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![[Post New]](/s/i/i.gif) 2020/10/30 00:44:21
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Dakka Veteran
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Forget armour Indomitus and take the relic claws. He's already t5 2+/4++ 7w. That's plenty. I just faced wolves yesterday with a twc lord. Hammers are surprisingly meh now. Fists are ok but the claw lord with ss out performs any current build I think. For now.
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![[Post New]](/s/i/i.gif) 2020/10/31 15:04:45
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Waaagh! Ork Warboss
Italy
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I'd go with the hammer. Most of the stuff that lord is going to fight will likely have a 5++ or 4++ so that -1AP that fists have over hammers don't really matter. Not to mention that thanks to doctrines from turn 3 till the end of the game also the hammer is AP-3. But fists have basically the same potential, plus they are 5 points cheaper.
I'd avoid anti infantry options. IMHO a good anti infantry unit should wipe 20-30 boyz and the lone wolf lord can't kill even half of those. I prefer to give those weapons like claws to a squad of 4-5 TWC.
I like the power axe though since it can be upgraded into Wyrmsplitter and it's 10 pts cheaper than a hammer.
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![[Post New]](/s/i/i.gif) 2020/11/06 09:21:18
Subject: Loadout Wolf lord on Thunderwolf? Fist or hammer?
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Stealthy Space Wolves Scout
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Blackie wrote:I'd go with the hammer. Most of the stuff that lord is going to fight will likely have a 5++ or 4++ so that -1AP that fists have over hammers don't really matter. Not to mention that thanks to doctrines from turn 3 till the end of the game also the hammer is AP-3. But fists have basically the same potential, plus they are 5 points cheaper.
I'd avoid anti infantry options. IMHO a good anti infantry unit should wipe 20-30 boyz and the lone wolf lord can't kill even half of those. I prefer to give those weapons like claws to a squad of 4-5 TWC.
I like the power axe though since it can be upgraded into Wyrmsplitter and it's 10 pts cheaper than a hammer.
We don't have Wyrmsplitter any more, Black Death is the only named melee weapon still available.
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