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![[Post New]](/s/i/i.gif) 2012/10/12 17:06:18
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Contrary to popular belief, 6th ed made our sole advantage (multi purpouse Hunters) basically irrelevant. So how do you guys work around this?.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:10:26
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Liche Priest Hierophant
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Are you trolling?
If you are serius I sugest you put them in drop pods. (Happy painting!) Allie with IG if you are conserned about flyers, or get another suplement to deal with flyers. (Rune priest with re-rolls and long fangs, dakka dread, aegis defenseline, something from forge world. The list goes on.)
Happy hunting (pun intended.)
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![[Post New]](/s/i/i.gif) 2012/10/12 17:13:46
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Longtime Dakkanaut
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xxvaderxx wrote: 6th ed made our sole advantage (multi purpouse Hunters) basically irrelevant.
Not sure if serious.
How did 6th make Grey Hunters irrelevant, and how were they our sole advantage? This tells me that you haven't used Long Fangs/Rune Priests/Allies, etc much.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:18:41
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Regular Dakkanaut
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If anything they got slightly stronger. Grey Hunters can now move to objective, wait for charging unit, wolf standard, overwatch, counter attack, and win.
Thier CC units are fast and tough enough to withstand overwatch fire themselves.
Their still really damn good.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:22:22
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Problem is, why would anyone charge them, the meta has shifted to gunfights, what good is a knife there?.
I do agree with the poster that mentioned long fangs and pods, but podding hunters is the best we can do, 5 termies with combi in pods cost us more than simply DSing hammernators from nilla marines.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:24:20
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Sure Space Wolves Land Raider Pilot
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Freaking Thunderwolves and fenrisian wolves are now even more awsome
Besides ragnar and bjorn everything stays the same or become better
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![[Post New]](/s/i/i.gif) 2012/10/12 17:25:49
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Longtime Dakkanaut
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xxvaderxx wrote:Problem is, why would anyone charge them, the meta has shifted to gunfights, what good is a knife there?.
True, but they're still 15pt marines, and there may be situations where the only way to knock you off an objective as a last ditch attempt or going into to contest it means that your opponent has no choice but to charge them, and your Grey Hunters can handle themselves better than regular marines and for cheaper.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:27:53
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Stone Bonkers Fabricator General
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still the most point efficient meq in the game with a ton of bonus special rules for free. SW are still one of the top 5 armies out there.
Look at Chaos, they just got a new codex and they have failed in every aspect to get up there.
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Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++ |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:30:59
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Longtime Dakkanaut
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Exergy wrote:Look at Chaos, they just got a new codex and they have failed in every aspect to get up there.
I wouldn't say that just yet, they haven't even been out a week.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:35:39
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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SlyasR wrote:Freaking Thunderwolves and fenrisian wolves are now even more awsome
Besides ragnar and bjorn everything stays the same or become better
Thunderwolves (the unit not the lord) sucked in 5th and sucks more now in 6th, you can no longer wound allocate shenanigans and they are overly expensive for what they do. At 50 points a pop, you get 6 attacks (assuming charge) of which will hit half (down to 3), thus you have 50% chance to get one rending and 22% chance to cause a real wound (after saves) to marines with the other 2, not that impressive if you ask me. They move slower than either vehicles or bikes, and they are marginally harder to kill than a regular marine.
Exergy wrote:still the most point efficient meq in the game with a ton of bonus special rules for free. SW are still one of the top 5 armies out there.
Look at Chaos, they just got a new codex and they have failed in every aspect to get up there.
I would not go that far, Combat tactics + ATSKNF + Free Missile launcher is quite a good contender for 1 point less, extra weapon and counter attack, specially in the world of gunfights.
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This message was edited 1 time. Last update was at 2012/10/12 17:40:15
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![[Post New]](/s/i/i.gif) 2012/10/12 17:38:59
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Longtime Dakkanaut
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xxvaderxx wrote:SlyasR wrote:Freaking Thunderwolves and fenrisian wolves are now even more awsome
Besides ragnar and bjorn everything stays the same or become better
Thunderwolves (the unit not the lord) sucked in 5th and sucks more now in 6th,
 Ok. I'm leaving this thread now, I can't take that notion seriously either. I don't use them because I got bored of hammer units after running a Nob list for 3 years but they definately don't suck.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:41:25
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Rampage wrote:xxvaderxx wrote:SlyasR wrote:Freaking Thunderwolves and fenrisian wolves are now even more awsome
Besides ragnar and bjorn everything stays the same or become better
Thunderwolves (the unit not the lord) sucked in 5th and sucks more now in 6th,
 Ok. I'm leaving this thread now, I can't take that notion seriously either. I don't use them because I got bored of hammer units after running a Nob list for 3 years but they definately don't suck.
Nobs are not Thunderwolves nor cost the same, i stand by what i said, prove me wrong.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:44:27
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Regular Dakkanaut
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True they are slower than bikes but they will still charge on turn two in most cases. 12" move, d6 run reroll. Turn 2 12 " move, charge reroll.
They are expensive so spamming is not an option but putting a Wolf Lord or a WGBL in there can add survivability and punch to the unit.
T5 with 2 wounds is pretty tough.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:47:18
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Glocknall wrote:True they are slower than bikes but they will still charge on turn two in most cases. 12" move, d6 run reroll. Turn 2 12 " move, charge reroll.
They are expensive so spamming is not an option but putting a Wolf Lord or a WGBL in there can add survivability and punch to the unit.
T5 with 2 wounds is pretty tough.
I get your point, but to simply add ablative wounds i think regular wolves are cheaper and more effective. 15 wolves will cost cheaper than 3 thunder wolves.
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![[Post New]](/s/i/i.gif) 2012/10/12 17:48:33
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Longtime Dakkanaut
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xxvaderxx wrote: Rampage wrote:xxvaderxx wrote:SlyasR wrote:Freaking Thunderwolves and fenrisian wolves are now even more awsome
Besides ragnar and bjorn everything stays the same or become better
Thunderwolves (the unit not the lord) sucked in 5th and sucks more now in 6th,
 Ok. I'm leaving this thread now, I can't take that notion seriously either. I don't use them because I got bored of hammer units after running a Nob list for 3 years but they definately don't suck.
Nobs are not Thunderwolves nor cost the same, i stand by what i said, prove me wrong.
Nobz are a hammer unit, Thunderwolves are a hammer unit. I chose not to take Thunderwolves because after 3 years of playing my Nobz list I was bored of using hammer units, not because Thunderwolves suck, because they don't. There you go. I'll leave this to people who actually use Thunderwolves.
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-Tom Leighton
- Ireland ETC - Eldar - 2016
-Former 17 year old intro welcomer for dank post count. Pls forgive me <3 |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:50:02
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Maddening Mutant Boss of Chaos
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xxvaderxx wrote:
They move slower than either vehicles or bikes, and they are marginally harder to kill than a regular marine.
You are either trolling around, or you are uneducated about the topic you have brought forth. Calvary move almost exactly like Bikes do and have the same survivability as Bikers with an extra Wound and the Fleet special rule for better running or charging. Saying they are marginally harder to kill than a Marine can also be said about Bikers. The cost in points translates to better stats, equipment and Rending. By adding a Lord on mount to the front of your unit, you offer them even more protection without have to buy a Storm Shield for each model.
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Renegade Guardsmen |
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![[Post New]](/s/i/i.gif) 2012/10/12 17:59:53
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Ladies Love the Vibro-Cannon Operator
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xxvaderxx wrote:Contrary to popular belief, 6th ed made our sole advantage (multi purpouse Hunters) basically irrelevant. So how do you guys work around this?.
That's trolling.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2012/10/12 18:05:46
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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xxvaderxx wrote:Problem is, why would anyone charge them, the meta has shifted to gunfights, what good is a knife there?.
At what disadvantage are they in a gunfight?
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2012/10/12 18:08:58
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Badass "Sister Sin"
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Yeah, either you fundamentally don't understand 6th edition and space wolves, or you are trolling.
Either way, I am running something like this as my base list in 6th ed:
Rune Priest
Wolf Priest
a couple Lone Wolves
2 10 man GH Squads with 2 Specials and Standard/Mark
3 LF with 5 ML
Fortification (Aegis with Icarus mostly)
Then depending on points level you can add more GH, TWC, some vehicles, allies, bigger forts, etc.
SW are still very solid.
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![[Post New]](/s/i/i.gif) 2012/10/12 19:08:28
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Smashotron wrote:xxvaderxx wrote:
They move slower than either vehicles or bikes, and they are marginally harder to kill than a regular marine.
You are either trolling around, or you are uneducated about the topic you have brought forth. Calvary move almost exactly like Bikes do and have the same survivability as Bikers with an extra Wound and the Fleet special rule for better running or charging. Saying they are marginally harder to kill than a Marine can also be said about Bikers. The cost in points translates to better stats, equipment and Rending. By adding a Lord on mount to the front of your unit, you offer them even more protection without have to buy a Storm Shield for each model.
Where is 24 the same as 12+ 2d6?, also im missing the page where it is written that cav get jink.
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![[Post New]](/s/i/i.gif) 2012/10/12 19:25:44
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Junior Officer with Laspistol
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xxvaderxx wrote: Where is 24 the same as 12+ 2d6?, also im missing the page where it is written that cav get jink. It's not. They're different to bikes. Different role, same FO slot. Nevertheless, it doesn't stop SW from being incredibly competitive just because one unit isn't cheese. SW have the strongest troop selection out of all the space marines. Out of most codices in fact. The psychic powers are great and the RPs are cheap psychic protection. Long Fangs are still incredible. They can't kill fliers? Neither can most heavy support options without drastic specialisation. My GHs are incredible at sitting on forward objectives. They can't be shot off very easily, they can't be assaulted off. They can move around to get into cover or use WG to protect them. As to "a knife is useless in a gun fight" 3+ saves, bolters and 2 special weapons for 15pts per model are certainly not useless in a gun fight. Especially as they don't need to sit still to fire them. Allies can fix the anti-flier problem.
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This message was edited 1 time. Last update was at 2012/10/12 19:26:41
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
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![[Post New]](/s/i/i.gif) 2012/10/12 19:31:56
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Dakka Veteran
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Griddlelol wrote:xxvaderxx wrote:
Where is 24 the same as 12+ 2d6?, also im missing the page where it is written that cav get jink.
It's not. They're different to bikes. Different role, same FO slot.
Nevertheless, it doesn't stop SW from being incredibly competitive just because one unit isn't cheese. SW have the strongest troop selection out of all the space marines. Out of most codices in fact. The psychic powers are great and the RPs are cheap psychic protection. Long Fangs are still incredible. They can't kill fliers? Neither can most heavy support options without drastic specialisation.
My GHs are incredible at sitting on forward objectives. They can't be shot off very easily, they can't be assaulted off. They can move around to get into cover or use WG to protect them.
As to "a knife is useless in a gun fight" 3+ saves, bolters and 2 special weapons for 15pts per model are certainly not useless in a gun fight. Especially as they don't need to sit still to fire them.
Allies can fix the anti-flier problem.
I dont consider GH better than tacticals, i would consider them pretty much on even ground, having the option to have 1 or 2 scoring units for the same points on the fly combined with the new ATSKNF and free Sargent is pretty significant to me. Specially when most games involve objectives.
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![[Post New]](/s/i/i.gif) 2012/10/12 19:44:19
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Junior Officer with Laspistol
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xxvaderxx wrote:
I don't consider GH better than tactical squads, I would consider them pretty much on even ground, having the option to have 1 or 2 scoring units for the same points on the fly combined with the new ATSKNF and free Sargent is pretty significant to me. Especially when most games involve objectives.
GHs have ATSKNF. Lack of a sergeant is a good thing. Special weapons can't be challenged out of the group. If you want a sergeant there's wolf-guard, with way more options than your generic sergeant.
Combat squads aren't all that. GHs can do MSU if you want, I don't see how planning ahead is a hard thing.
I also find it amusing that vanilla marines are jealous of GHs, and now a wolf player is jealous of tactical marines.
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Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2012/10/12 19:57:11
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Sergeant isn't free on Tac's, his cost is built into the base unit price, and if you take a WG leader for the unit he actually works out to be significantly cheaper with cheaper upgrade costs as well. The only shooting advantage tac's have is that they can take a heavy weapon, but nobody would take those on GH's anyway given their more assault oriented nature, just like they almost never take them for basic Chaos Marines either, and most marine players would trade the Heavy for a 2nd special in a heartbeat. .
Combat Squads is about the only truly useful thing Tac's get over GH's, who are still significantly better in combat under every possible circumstance and cheaper to boot.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2012/10/12 21:06:25
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Speedy Swiftclaw Biker
NJ
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This has to be a troll. I'm an average player who has been fairly average at 40k during my short play of it so far but ever since 6th has been released I've been unleashing all sorts of hell with my Grey Hunters.
Anyone tried combining the divination power that lets you ignore cover with Long Fangs? Holy moly.
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![[Post New]](/s/i/i.gif) 2012/10/14 13:36:29
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Steadfast Grey Hunter
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xxvaderxx
have you ever played a game of 40k with thunder wolf cavalry????
i think not 5th edition i used five of them, they rocked, toughness 5 two wounds kicks ass
if you like tacticle marines so much then play them, no brainer!
grey hunters rock you clearly have no play experience
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![[Post New]](/s/i/i.gif) 2012/10/14 13:49:27
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Devestating Grey Knight Dreadknight
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xxvaderxx wrote:I dont consider GH better than tacticals, i would consider them pretty much on even ground, having the option to have 1 or 2 scoring units for the same points on the fly combined with the new ATSKNF and free Sargent is pretty significant to me. Specially when most games involve objectives.
And you just lost the thread.
Well done.
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![[Post New]](/s/i/i.gif) 2012/10/14 15:46:13
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Fixture of Dakka
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Wow....saying grey hunters are irrelevant is like saying necrons wraiths are irrelevant (some people actually say this!), that hive guards are dinosaurs and that hamminators are obsolete. I don't know many units....especially scoring units....that are as efficient as grey hunters. Oh wait, I do....they're called trolls!
But seriously, grey hunters are still one of the best troops around. Believe it or not, even with the lack of a heavy weapon and combat squads, they are quite versatile. They fight like or even better then chaos space marines and still have the bolter capability of the tactical marines. They can play aggressively on offense or they can sit on an objective is an above-average counter-assault shooty unit. They have mobility in drop pods and can be made better with wolf guard sergeants, who when equipped with a Power Fist are actually cheaper than a comparable tactical sergeant with PF. Then you can play them as full 10-man units or the very competitive MSU razorback 5-man units. Seriously, most armies will benefit from a unit such as the grey hunter.
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![[Post New]](/s/i/i.gif) 2012/10/14 16:02:24
Subject: Re:6th edition hit SW, HARD, how do you make them work now?
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Hellacious Havoc
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If you're not trolling (Which I really, really hope you are), I think you'd benefit from putting down your 40k models and playing some COD for a while... Am I the only one getting the vibe this guys been tabled a few times and is just a little bit upset?
I've only been mucking around with the SW codex for about a week now and I'd be strained to find a situation where I'd rather normal marines over GHs.
For less points, I get the same stats, more options, better options (imo) and some fun little unique tricks to play around with.
I don't think I'll be crying over not being able to take a heavy weapon in my squad any time soon, since I can bring Long Fang squads full of them for less than I could bring Dev Squads.
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Monster Rain wrote:McDonald's Manager: How can you be trusted to run the fry station when you can't even make a legal 40k list? Good day to you, sir.
- 2000+
- 1500pts |
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![[Post New]](/s/i/i.gif) 2012/10/14 16:07:42
Subject: 6th edition hit SW, HARD, how do you make them work now?
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Tzeentch Aspiring Sorcerer Riding a Disc
Battle Barge Impossible Fortress
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Not taking enough Long Fangs from Codex: Long Fangs?
GHs are just fine. I have not done well in a game against SW in months.
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