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ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
Also true. I just wanted to point out that the effectively 7 wound Logan on a Chariot (4 wounds + 3 Hull Points) can't bump it to 9 (I wish he could take a couple on foot at least though). At least with EW he can help tank shots. Plus the chariot can't explode (since all pens are glances).
Actually it is 6 wounds at taking Logan or Storm Rider to 0Woulds/Hull Points take him out, witch should take at least 12 time to achieve.
Also Remember you can take your 4 Free Attacks, a S7 Attack on I5 and then on I1 if you are free move 3" if you need to, to inflict some S8 goodness.
I get what you're saying on the wounds/HP thing, just took a second for it to click.
And yeah, he seems like a right proper monster on that thing.
ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
Also true. I just wanted to point out that the effectively 7 wound Logan on a Chariot (4 wounds + 3 Hull Points) can't bump it to 9 (I wish he could take a couple on foot at least though). At least with EW he can help tank shots. Plus the chariot can't explode (since all pens are glances).
Actually it is 6 wounds at taking Logan or Storm Rider to 0Woulds/Hull Points take him out, witch should take at least 12 time to achieve.
Also Remember you can take your 4 Free Attacks, a S7 Attack on I5 and then on I1 if you are free move 3" if you need to, to inflict some S8 goodness.
I get what you're saying on the wounds/HP thing, just took a second for it to click.
And yeah, he seems like a right proper monster on that thing.
I think so, I am just going have to wait a few months before I can find out for sure.
Yep, I read the champions and realized that you cant actually take a regular detachment from that book so I switched to scars primary, Champions secondary.
Why is that Leth ? I do like it as now I can work in a Librarian on bike. I also want the Wolf Priest on a bike to go with the command squad - I think that was your idea too.
I found that while the chaplain was nice, I really needed that eternal warrior chapter master. to tank wounds and help keep the unit alive.
At that point it is a matter of points. I think it works quite well with a chaplain as well, however I find that the boost to WS 5 helps to mitigate that in addition to the chance to get prefered enemy.
There are a lot of different buiilds that could work just fine but for the purposes of my list this works way better.
People who stopped buying GW but wont stop bitching about it are the vegans of warhammer
So I have made a few lists but still havent had a chance to play with my wolves. If memory serves, I have about 60 power armor marines. I am 90% sure I wont ever use all of them, and I am considering selling a bunch.
Of the lists I have made, only a few have 30 power armor models that are not riding wolves. Has anyone played a GH spam list, and is it worth having this many bodies? With the flier, dreadnoughts and TWC, I just don't have enough points.
gwarsh41 wrote: So I have made a few lists but still havent had a chance to play with my wolves. If memory serves, I have about 60 power armor marines. I am 90% sure I wont ever use all of them, and I am considering selling a bunch.
Of the lists I have made, only a few have 30 power armor models that are not riding wolves. Has anyone played a GH spam list, and is it worth having this many bodies? With the flier, dreadnoughts and TWC, I just don't have enough points.
To Quote Team America: Yes!
I do it all of the time [2x Plasma Hunter, 2x Melta Hunters, 2x Flamer Hunters]. The level of Accurate Fire can impress Tau.
The ability to Counter Assault can cause Ork and Nids to think twice.
Then Supported by some Long Fangs and a couple of Rune Priest actual make a decent TAC Foot List.
I hadn't considered a foot force that didn't have pods or rhinos. Ill see what I can write up. Might just be fun enough to keep all those bodies for!
So just for giggles and because I can.
2x 10GH +2 plasma
2x 10GH +2 melta with 10CC weps
2x 10GH +2 flamer with 10CC weps
Leaves me with 50pt left over. I could give both plasma units CC weapons and have 10, which doesn't seem like a bad idea. 60GH on the table with 4 lone wolves popping up in the back field, hopefully sooner rather than later. I just worry about stuff like demolisher cannons. I guess I could also go full on TDA leading the GH packs too. That gets pricy pretty quick though.
This message was edited 3 times. Last update was at 2014/09/08 16:53:50
ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
Also true. I just wanted to point out that the effectively 7 wound Logan on a Chariot (4 wounds + 3 Hull Points) can't bump it to 9 (I wish he could take a couple on foot at least though). At least with EW he can help tank shots. Plus the chariot can't explode (since all pens are glances).
Actually it is 6 wounds at taking Logan or Storm Rider to 0Woulds/Hull Points take him out, witch should take at least 12 time to achieve.
Also Remember you can take your 4 Free Attacks, a S7 Attack on I5 and then on I1 if you are free move 3" if you need to, to inflict some S8 goodness.
I get what you're saying on the wounds/HP thing, just took a second for it to click.
And yeah, he seems like a right proper monster on that thing.
I think so, I am just going have to wait a few months before I can find out for sure.
For hilarity's sake, get a rune priest to cast endurance on Stormrider. Then he can regen his wounds (as can Stormrider) as well and get FNP (just for Logan, I believe). muhahahaha
ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
Also true. I just wanted to point out that the effectively 7 wound Logan on a Chariot (4 wounds + 3 Hull Points) can't bump it to 9 (I wish he could take a couple on foot at least though). At least with EW he can help tank shots. Plus the chariot can't explode (since all pens are glances).
Actually it is 6 wounds at taking Logan or Storm Rider to 0Woulds/Hull Points take him out, witch should take at least 12 time to achieve.
Also Remember you can take your 4 Free Attacks, a S7 Attack on I5 and then on I1 if you are free move 3" if you need to, to inflict some S8 goodness.
I get what you're saying on the wounds/HP thing, just took a second for it to click.
And yeah, he seems like a right proper monster on that thing.
I think so, I am just going have to wait a few months before I can find out for sure.
For hilarity's sake, get a rune priest to cast endurance on Stormrider. Then he can regen his wounds (as can Stormrider) as well and get FNP (just for Logan, I believe). muhahahaha
Oh that is deliciously evil. I may need to get a bottle to collect all the gamer tears for doing that.
ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
If by "Mobile Meat Shield" you men a separate pack of Fenrisian Wolves.... that's useless
Due to the f#$%ing $#!+ targetting/armour/cover rules in current editions, and because Logan and the chariot already have invulnerable saves, and because the chariot model is much taller than some wolves ......
There is NO WAY AT ALL that a separate unit could possibly have any effect what-so-ever on Logan's durability
-Your enemy is perfectly free to ignore a closer unit
-True-Line-Of-Sight™ means he will be able to see
-The wolves would provide a 5+ cover save which is useless because Logan's own save is better and you can only use one form of save ("cover" is 95% meaningless to a Space Marine army)
-There are no penalties for firing at an obscured target
ClockworkZion wrote: Has anyone tried out the Space Sled at all yet? I've been curious how it stacks up in a game.
I've never used chariots ever. People tell me when it is wrecked the rider dies. If that is the case the sled is terrible!
It wouldn't die as quickly if you toss a couple of shooting fodder Fenrisina wolves with Logan's chariot.. . Not to mention a pack of 15 running just in front of him towards the target >
Logan can't buy any Wolves.
True, but nothing stops the mobile Meat Shield.
If by "Mobile Meat Shield" you men a separate pack of Fenrisian Wolves.... that's useless
Due to the f#$%ing $#!+ targetting/armour/cover rules in current editions, and because Logan and the chariot already have invulnerable saves, and because the chariot model is much taller than some wolves ......
There is NO WAY AT ALL that a separate unit could possibly have any effect what-so-ever on Logan's durability
-Your enemy is perfectly free to ignore a closer unit
-True-Line-Of-Sight™ means he will be able to see
-The wolves would provide a 5+ cover save which is useless because Logan's own save is better and you can only use one form of save ("cover" is 95% meaningless to a Space Marine army)
-There are no penalties for firing at an obscured target
True he will not get a "Cover Save", but you opponent has a choice of Logan on the Pack of Wolves.
Half the shot that hit Logan will be useless, but every Shot fired at Logan is one not fired at the Wolves. 45 attacks is nothing the laugh at
The will also keep him from being Tar-Pitted easy.
It's actually a good idea to let him pick his assaults.
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Anpu42 wrote: 45 attacks is nothing the laugh at
They will also keep him from being Tar-Pitted easy.
Yes that's true, and there's certainly merit to making a supported attack.
I was just having a bit of a rage about the moronic over-simplicity of certain 40K rules.
To that effect, you can't really call the wolves a "meat shield".... at best they're a "targeting dilemma"
Automatically Appended Next Post: But even then, it's usually a simple case of matching the weapon you're firing to the optimal target.
Fenrisian Wolves and the Logan Sleigh are VERY different targets in terms of weapon effect.
Firing 2 lascannons at the wolves would be pointless
However if you had a flamer, frag missile, rapid firing lasguns etc you're going to get more effect by targettng the wolves
This message was edited 1 time. Last update was at 2014/09/09 02:25:44
10 wolf guard
5 plasma pistols
3 storm shields
Drop pod + locator beacon
Shoot the crap out of whoever is capable of destroying your drop pod before your turn 2, point the storm shields in the direction of the ap2/3. Next turn and assault with what's left, to tie up whatever can kill your terminators. While the terminators arrive.
Still expensive, but facilitates termi tactics.
Automatically Appended Next Post: Actually I'm liking that suggestion earlier
10 wolf guard
5 combi-plasmas
Drop pod+locator beacon.
Combis in front as meat shield the rest can assault.
275pts. I'm looking to field wolf guard thunderstrike formation as part of a champions of fenris army.
This message was edited 1 time. Last update was at 2014/09/09 03:47:06
Yeah I've been giving that formation some thought.
Considering none of them can assault the turn they pod, and considering the get twin-linked on the turn they pod, it really lends itself to shooty formations - both for the PA guys and the TDA guys.
I'd consider sticking with the pistols though, so they can be of some use after turn 1. An expended combi-weapon is not much other than a burden
Automatically Appended Next Post: Depends on your meta though.
I suppose there's always a use for a bunch of rapid firing bolters in your opponent's end zone.... what you have to ask yourself is how these guys make up the points increase over basic Grey Hunters doing the same thing
This message was edited 1 time. Last update was at 2014/09/09 07:59:32
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
I'm trying to see the merit in the Thunderstrike and I just can't. Every loadout I come up with is either alpha strike overkill wasted points, or a liability in suicidal points expenditure.
The only thing I can think of is having a Grey Hunter squad with the Wolf Banner landing amidst the Thunderstrike units. This would turn a naked PAWG squad into a pretty mean unit with 5 attacks each on the charge. But to really do it safely you would send the Thunderstrike down on turn 2 and then need to hold back the Grey Hunters for turn 3 so they could land on a turn when assault was viable.
The weapon costs on PAWG just ruin them as an option, really.
This message was edited 1 time. Last update was at 2014/09/09 12:27:07
Something I just noticed while working on my Synergy Thread [I try to keep a few pages ahead] with The Wolves Unleashed Detachment and Great Company Formation.
You can choose one unit each turn [after the 1st] to Come in out of Reserves. This Grantees Turn-2 Stomwolf Entry.
Fenris Frost wrote: I'm trying to see the merit in the Thunderstrike and I just can't. Every loadout I come up with is either alpha strike overkill wasted points, or a liability in suicidal points expenditure.
The only thing I can think of is having a Grey Hunter squad with the Wolf Banner landing amidst the Thunderstrike units. This would turn a naked PAWG squad into a pretty mean unit with 5 attacks each on the charge. But to really do it safely you would send the Thunderstrike down on turn 2 and then need to hold back the Grey Hunters for turn 3 so they could land on a turn when assault was viable.
The weapon costs on PAWG just ruin them as an option, really.
This is pretty much where I come down on it all too.
There's a couple of differentiating points over Grey Hunters or Blood Claw variants
1) WG have +1 A
2) WG have access to better melee weapons
3) In a "Champions" detachment they have +1 WS over Grey Hunters and +2 WS over Blood Claw variants
4) In terms of shooting, WG can only take combi-weapons.... one-shot only < the proper special weapons of GH or BC 5) WG only ever have 2 weapons (as opposed to Grey Hunters having access to a 3rd weapon)
Bearing that in mind:
1) WG are worse at shooting than Grey Hunters. There's just no situation where 10 WGPA are a more points-efficient shooting option than GH
10 Wolf Guard - 3xCombi Plasma - 210
10 Grey Hunters - WGPL with Combi-plasma, 2xPlasma Gun - 190
Turn 1: GH do the same shooting as WG for 20pts less (or 30pts less for Melta and 40pts less for Flamer)
Turn 2: WG are spent - no special shots left. GH still have 2 special weapons each turn for the rest of the game (or until killed) for 20/30/40 pts less)
2) They have a 16% better chance to hit over Blood Claws, but only get 1 shot per game..... net draw
Therefore the only possible benefit to WGPA is in melee
1) Basic WG is slightly better in melee than a Grey Hunter, but not enough to justify the points - especially when their shooting is worse.
2) Compared to Blood Claws, they have a 16% better chance to hit low-end troops on the charge or an equal chance to hit WS4 - difference is very minor. If combat continues for a 2nd round their odds get a bit better over Blood Claws.... but I'm still not sure it justifies the points differential.
Either way - they can't charge after a deep strike, and take just as long to get up field in other ways, which means much more expensive cannon fodder
So cheap and cheerful Wolf Guard are simply not economical in any way what-so-ever
Therefore, the only possibility left for their effective use is tooling them up to some degree, and this is where it become very tricky.
I just don't see them as a viable "take all comers" option.
You'd have to know your opponent and plan their load-out as a specific counter to what you know your opponent will probably take.
This means...
WGPA in any form are basically a "Beer and Pretzels" unit.
They're great fluff, but only useful in specific situations.
Luckily!.... that's all I really play
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
I feel like if you combine say two thunderstrike formations with two voidclaw formations with an extra pod thrown in to get the turn 1 landings that it could be a pretty mean force with a lot of target variety. There would be 4 units of termies plus two pods full of WG. That's a lot to shoot at in one turn. Most will make it through to assault. I feel like it could be viable. The nice thing about thunderstrike plus void claws is that they can all come in on turn one. That's at least my understanding of it.
you would have two close combat units with probably arjac in their somewhere and maybe another character in the other and then two slightly more shooty termi units with two full unit of WG kitted out who would all be twin linked first turn. I think it atleast sounds like fun to try.
Thunderstrike Formation just doesn't work that way unfortunately.
There's a thread in YMDC and to sum up the Thunderstrike special rule only comes into effect if you bring the pod in T2 onwards.
Now, Voidclaws on the other hand give you some great options.
For 240 you have a unit that threatens a lot of targets and you can always attach a TDA or Jump Pack toting HQ to the unit to buff them and increase their threat.
They help you saturate T1 deep strike in conjunction with drop pods, since you get 1 more unit on the table than if you were to use come in with half your pods rounded-up.
Arjac is my top pick for this so far, since he gives them 3++ and the option to try and crack a transport when he lands.
In a higher point game you could also throw in a RP or WP with TDA or jump pack to give them a further boost.
There's a school of thought (that unfortunately I can't see a reason to argue with) that the Void Claws formation doesn't work if you attach a character. If it does, hallelujah, those guys would be in every list I make.
Fenris Frost wrote: There's a school of thought (that unfortunately I can't see a reason to argue with) that the Void Claws formation doesn't work if you attach a character. If it does, hallelujah, those guys would be in every list I make.
Void claws is a unit of 5 with the special ability to alpha strike. ICs don't have the ability to alpha strike. Rules don't state the rule will carry to an IC, so it doesn't. Formations are pretty cut and dry, you bring what the formation says you can and you get a special rule.
This formation is for a unit of at least 5 TDA wolf guard and all have to have one pair of wolf claws. There is no room for any IC in there.
You could always alpha pod your IC in and disembark into the unit. Then when you run you could re-position.
gwarsh41 wrote: Void claws is a unit of 5 with the special ability to alpha strike. ICs don't have the ability to alpha strike. Rules don't state the rule will carry to an IC, so it doesn't. Formations are pretty cut and dry, you bring what the formation says you can and you get a special rule.
This formation is for a unit of at least 5 TDA wolf guard and all have to have one pair of wolf claws. There is no room for any IC in there.
You could always alpha pod your IC in and disembark into the unit. Then when you run you could re-position.
Yeah this is my take on formations as well.
You can add options which are part of the required unit, but you can't add extra units.
e.g. Brethren of the Fell Handed says you must take Bjorn and 2 Ven Dreads. The options are up to you though, so you can give them drop pods (unit upgrade), but not Murderfang.... or another Dreadnought... or an Iron Priest.... or anything else
For what it's worth... here's my take on the formations in Champions of Fenris
Kingsguard Stormforce Flexibility on number and armament of the WGT Flexibility on the LR variant
Good special rules that you can actually make use of
Verdict - Good formation that is tactically flexible
Brethren of the Fell Handed Bjorn is a lot more points effective in this codex
Free to choose armament of other ven dreads, and there are some pretty good options in this codex.
All retain option for drop pods if you want to go aggressive
OK special rules.
Verdict - Good choice if you want to run 3 dreadnoughts
Wolf Guard Void Claws No ranged weapons
No AP2+
No high strength
Can't Assault when they land, and have nothing to shoot
No decent invulnerable save
1 good rule (re-roll future reserves)
1 average rule (re-roll scatter.... but still very vulnerable to mishaps)
1 bad rule (MUST deploy turn 1 - before beacons and maybe before support)
Verdict - Worst formation in the book. Expensive suicide chaff
Grimnar's War Council Not much to be said.
They're all usable characters in this codex.
If you're going to be taking all these characters anyway, and don't need them as mandatory HQ slots it's a no-brainer
I'd field them separately to use as needed, and simply take the +2 the Seize the Initiative
Arjac's Shield Brothers Arjac is a great character
WGT with T.Hammers are a solid choice
LR Crusader is my personal favourite varient
Massive points reduction for this type of unit from the previous codex, now with an amazingly good special rule
Verdict: Possibly the best formation in the book at what they do
Note: It's a shame you couldn't swap the delivery mechanism on this unit for the Void Claws formation. This unit could actually survive the Deep Strike insertion, while giving the protection of a Land Raider to the softer claw guys
Wolf Guard Thunderstrike A bit mis-leading at first glance as most people think to combine the "arrive together" with "drop pod assault" and imagine them all arriving automatically on turn 1
Actual options are:
1) Deploy other Drop Pods turn 1 and then deploy this formation together from reserves
2) Deploy the Drop Pod in the formation on turn 1, preferably with a beacon to assist the Terminator unit deploy accurately on a later turn
Either way, this is still a quite usable formation. Considering the assault limitations of Deep Striking, and the fact the formation's units get Twin Linked on the turn they arrive, I'd go for a more shooty setup.
Combi-weapons and a nice Assault Cannon or Heavy Flamer would work well
Verdict: Not as good as first impressions, but still a good option if used right
The Champions of Fenris Clocking in at around 3000pts this is an expensive formation, probably only intended for Apoc games
There are some nice special rules, but as mentioned above, some liabilities to be carried
I can't see myself using it (even though I have the models to do so) as it is simply too constrained
Best used as part of a much larger force.
If you like playing 5000pt+ battles, give it a crack
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
I feel like the problem with that analysis though is that your thinking of the units on their own. In my mind formations are meant to be supported in most cases. They just provide an elite force that does something special or is suited to a specific task. VOid claws for instance are not going to be very good if you deep strik them by themselves with nothing else to support them or draw fire. However, as an addition to an alpha strike or a turn 1 pod army they have a lot of potential if you put them against the right kind of targets. especially if you have a large amount of stuff coming in turn 1 where they may not even be first priority. Plus, if you take the formaton multiple times you can have a lot of them coming down turn 1 and against an mostly MEQ or weaker force they are probably going to be pretty devastating. Its easy to shoot up one squad. Not as easy when its three squads you have to clear along with 2 squads of GH in pods or worse, Murderfang and/or a sword and board dread. That's gonna give you 5 targets to choose from, all of which are relatively survivable and threatn a lot of hurt in that next assault phase. Most armies don't have that much ap2 shooting and even the ones that do have to deal with limited shots, range, target selection. You may not be able to just throw them down on the table and claim victory but as a piece of a thought out force I think that they can be one of the best units in the game.
The thing that sucks about the shield brothers is that you have to a) take the land raider which while not being bad doesn't work if you are using a podded and DS army and b) if you do DS them you cant do it until turn two which means no combat until turn 3 at the earliest. meaning that their overall usefulless would be pretty wasted. They are great for an army moving across the board, but they don't really seems to fit any of the more alphastrike/in from reserve playstyles
This message was edited 1 time. Last update was at 2014/09/11 17:00:35
^Yes this
I am planning on doing a Double [if not triple] Wolves Unleashed Pod List with three Pods each. Adding in Void Claws could put a lot of targets in your opponents backfield with 2 Grey Hunter Packs, a Venerable Dread (with Axe and Shield) and Murderfang along with a bunch of Void Claws could easily overwhelm your enemy.
Random question for you guys. In a drop pod list, would you always chose to take Murderfang over let's say, 4 terminators in a pod, which cost about the same?
Super Newb wrote: Random question for you guys. In a drop pod list, would you always chose to take Murderfang over let's say, 4 terminators in a pod, which cost about the same?
I would choose a 5 man Terminator Pack just for the flexibility and Heavy Weapon.
Id agree, the pack has much more versatility. That said, if you already have some termies and are looking for something special murderfang is a great choice. Sure there is always the chance he can get blown up with a lucky shot but he can wreak some massive havoc in CC. Plus, when he does make it to combat (which in my experience has been more often than I thought he would), He is a lot of fun to play.
This message was edited 1 time. Last update was at 2014/09/11 18:38:50
Dramagod2 wrote: Id agree, the pack has much more versatility. That said, if you already have some termies and are looking for something special murderfang is a great choice. Sure there is always the chance he can get blown up with a lucky shot but he can wreak some massive havoc in CC. Plus, when he does make it to combat (which in my experience has been more often than I thought he would), He is a lot of fun to play.
True
With Murderfang he does work best with Pod Saturation. I would at least drop him with 2 other Pods.
For me that would be Murderfang, 1-2 Packs of Grey Hunters, 1-2 Dreads and/or 1-2 Packs of Wolf Guard.