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Gamerely wrote: So I played against my good buddy Gwarsh's Daemons yesterday and I'd like to get some tips on taking down a Great Unclean One reliably, that won't take many wounds in return... I figured out that scouts are not reliable in doing so.
NOTHING WILL SAVE YOU FROM THE LINGERING POWER OF NURGLE!!!!!
On a side note, I am planning on playing around with some SM allies. I have a Thunderfire, a spare bike, and some scouts lying around. So I thought about bringing the smashfether, 5 scout and a thunderfire as allies. SW side will be some TWC, dreadnoughts, flyer and probably some GH for alpha strike goodness.
@Thorgrim Bloodcrow
Wolf claws shine above and beyond most other options for TWC. They are worth the extra points over standard power weapons, and are better in every way aside from armor, than power mauls. I was really excited about making a TWC power maul beatdown squad. Everyone with power maul, lord or WGBL with wulfen stone for some S8 charges. After doing some math though, on all fleshy targets, the wolf claws still come out ahead.
I run my TWC with 2 claws, 2 shields and a fist in a unit of 4. Leader has a claw and shield, then its a claw, a shield, and a fist dude.
This message was edited 1 time. Last update was at 2014/12/29 16:57:45
Got my first game in with Space Wolves in over a decade and it was a pretty solid tabling against Tyranid. My big thunderwolf cavalry unit proved to be a champ despite a hive tyrant and 3 dakkafexxes unloading into them. I had a single Long Fangs missile launcher unit in a bunker with a quad gun in a distant corner too and I loved using split fire for the quad gun. They took down a couple monstrous creatures and decimated a flood of gaunts.
Still liking the long fangs as back field objective holders. Does anyone run a couple units of lascannons/plasma cannons but put a single flak missile launcher in each unit to split fire on aircrafts with? My next game with them I'm going to test a term leader out front with a storm shield to see how survivable they are and to see how having the split firing missiles works too.
Yeah I don't expect the damage to be anything noticeable, but I am hoping a couple skyfire shots could force one or two flyers to jink or act as a deterrent. I hate the cost of the flak upgrade as well and would never put it on any other heavy weapon team, but I do like thinking of ways to take advantage of our split fire.
oz of the north wrote: Regarding fliers, I would say the best method would just be attach them to a quad gun.
That is how I do it.
I am going back to my 1x HB, 2x LC, 2x ML. With the change to split fire I can have the Ancient or attached Priest fire the Quad Gun.
I've been tossing around the idea of a Wolf Guard jump pack unit.
I know most people are going to say it's hopelessly uncompetitive, and it's horrifically expensive, and I probably wouldn't ever try to use it in a tournament..... BUT!
total = 385
possibly lead by either a Rune Priest or Wolf Priest with jump pack
tactics would be to put 1-2 basic models out front so that Storm Shield models weren't falling to simple volume of fire, but otherwise using them to shield the bulk of the unit from AP2.
Weapon load-out is intended to be versatile, to take all comers - mix of AP2/AP3, melta, protection, and chaff
This unit could be used in conjunction with both aggressive armies and gunline formations - providing a strong back field counter-assault element to either.
They would initially take shelter in LOS blocking terrain in my own deployment zone, waiting to counter attack and assault anything that threatened my back line
Thoughts?
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
With TWC being what they are, I compare just about every fancy assault idea to TWC. In this case you could get 6 TWC with 145pt left over for special weapons, which should net you more wounds and more special weapon attacks, as well as more durability. You lose on ignoring terrain and deepstrike though, but you gain fleet and HoW.
My favorite use of wolf guard is squads with some combi weapons and a few special CC weapons in a pod.
gwarsh41 wrote: With TWC being what they are, I compare just about every fancy assault idea to TWC. In this case you could get 6 TWC with 145pt left over for special weapons, which should net you more wounds and more special weapon attacks, as well as more durability. You lose on ignoring terrain and deepstrike though, but you gain fleet and HoW.
My favorite use of wolf guard is squads with some combi weapons and a few special CC weapons in a pod.
I think if you stack most units against t-wolves they'll lose out in terms of cc stuff. Jet packs would be a cool way to spice things up a bit. Them AND a unit of T-wolves? Could be a pretty good threat to both flanks.
gwarsh41 wrote: With TWC being what they are, I compare just about every fancy assault idea to TWC. In this case you could get 6 TWC with 145pt left over for special weapons, which should net you more wounds and more special weapon attacks, as well as more durability. You lose on ignoring terrain and deepstrike though, but you gain fleet and HoW.
My favorite use of wolf guard is squads with some combi weapons and a few special CC weapons in a pod.
I think if you stack most units against t-wolves they'll lose out in terms of cc stuff. Jet packs would be a cool way to spice things up a bit. Them AND a unit of T-wolves? Could be a pretty good threat to both flanks.
Yeah that's kinda what I was thinking - I hate armies that just spam the best 2-3 units ad-nauseam.
I do have a unit of 6 Thunder Wolves plus Wolf Lord
I also have every other option in Fast Attack covered, and I like to switch things up a bit sometimes for interest's sake (although technically this unit counts towards Elites...)
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
Played my first couple games with Champions of Fenris. First game, my two thunderwolf units wiped out a full necron court with a couple mindshackle scarabs in the unit. Second game, one unit lost to a dreadknight and imperial knight while simultaneously my second unit lost to a different pair of dreadknights. I did kill the imperial knight from one combat and one of the dreadknights in the second combat. I think the fights actually would have gone better if I'd been regular Space Wolves and not had to accept the challenges with my wolf lords in each unit. I also downgraded the thunder hammers to power fists and ended up regretting that. Anyone else have much experience facing triple dreadknights or imperial knights and have tactics to offer?
Why would you accept the challenge with your Wolf Lord when you have a TWC pack leader?
That said, ouch, facing a knight and and a dreadknight sounds brutal. I think adding an Iron priest on a TWC with a full complement of Cyberwolves could help here. The Cyberwolves are characters so can also take challenges if needed.
I was looking through a friends dex the other day and was trying to see if I could come up with a good drop pod list useing wolfs. This is a purely theoretical list so I have no idea if it would work at all or if I am wasting points on things I shouldn't.
Anyways the list should be droping 6 pods 1st turn, 43-58 bodies, I would be putting 2 Blood Claws units and one Wolf Guard unit in the other 3 FA pods so the 2 empty OS pods can drop in on objectives in later turns.
I did accept the challenges with the pack leaders first, but that didn't even last through one round of combat. The wounds spilled over too unfortunately. I actually did pretty well in the combat with the imperial knight, but then when he exploded he took out a couple more with him.
I'm curious how well they did, personally. Grey Hunters are virtually identical with their upgrade to carry close combat weapons; I'm curious as to how this unit was any different.
Genuinely curious, actually, as I am going to be doing something similar, but that was by design via the Champions of Fenris supplement.
Fenris Frost wrote: I'm curious how well they did, personally. Grey Hunters are virtually identical with their upgrade to carry close combat weapons; I'm curious as to how this unit was any different.
Genuinely curious, actually, as I am going to be doing something similar, but that was by design via the Champions of Fenris supplement.
Well this is what I based it on, mostly replacing the Razorbacks with Drop Pods and adding one more pack.
Spoiler:
Company of the Great Wolf Detachment (1000 pts) Wolf Lord in Power Armor, 140 pts (Bolt Pistol; Krakenbone Sword; Warlord)
Rune Priest in Power Armor, 105 pts (Bolt Pistol; Runic Sword; Melta Bombs; Fellclaw's Teeth; Psyker {Mastery Level 2})
Wolf Guard #1, 175 pts
>Wolf Guard Pack Leader (Bolt Pistol, Combi-Plasma)
>4 Wolf Guard (Bolt Pistol; Chainsword or Bolt Gun)
>Razorback (Twin-Linked Heavy Bolter; Dozer Blade; Pintle-mounted Storm Bolter; Extra Armor)
Wolf Guard #2, 195 pts
>Wolf Guard Pack Leader (Bolt Pistol; Combi-Plasma)
>4 Wolf Guard (Bolt Pistol; Chainsword or Bolt Gun)
>Razorback (Twin-Linked Assault Cannon; Dozer Blade; Pintle-mounted Storm Bolter; Extra Armour)
Wolf Guard #3, 190 pts
>Wolf Guard Pack Leader (Bolt Pistol; Combi-Plasma)
>4 Wolf Guard (Bolt Pistol; Chainsword or Bolt Gun)
>Razorback (Twin-Linked Las-Cannon; Dozer Blade; Extra Armor)
Wolf Guard #4, 195 pts
>Wolf Guard Pack Leader (Bolt Pistol; Combi-Plasma)
>4 Wolf Guard (Bolt Pistol; Chainsword or Bolt Gun)
>Razorback (Las-Cannon and TL Plasma Gun; Dozer Blade; Pintle-mounted Storm Bolter; Extra Armor)
And how it went
Anpu42 wrote: Well the game happen last night with mixed results. I ended up using variant that add one more Wolf Guard Pack and Traded out the 4 Razorbacks for 5 Drop Pods. I did go with Bolt Gun/Bolt Pistol Combo.
Well I would have done much better, but I could not inflict Penetrating Shots, I inflicted more Hull Points from Massed Bolter Fire than with my Plasma Shots. For the first two turns I could not Make a Save, which was countered with the Dark Eldar bad rolling, during the whole game hit twice with his Dark Lances.
Now that we got done with the Nights Sucky Dice Rolling.
It was a Maelstrom Mission. The Power Armored Wolf Guard Performed Well with every thing, Shooting, Overwatch, Being Assaulted, and Assaulting. Heaving 3 Attacks During the Assault Phase made a real difference with using a Small Pack. Once turn 3 Happened and my Dice decided I was aloud to make my saves they were very durable. The only time I had a problem was when his dedicated Assault Unit showed up and hit I7 AP3 Instant Death Warlord started to issue Challenges.
Over All it think it is going to work, next time I think I will go with Larger Packs, probably in Drop Pod or at least one in a Stormwolf.
I ran a naked wolf guard unit in my stormwolf and attached an iron priest to the unit. They disembarked and wiped out a unit of purifiers but then got wrecked by a dreadknight the next turn (the first game they actually died in a fiery explosion from my stormwolf being shot down). I was happy with them because they had a good number of attacks hitting on 3's for wiping out basic infantry while the single iron priest gave a threat to vehicles and monstrous creatures.
If one was to give a wolf guard found in a grey hunters squad a storm shield, would one be crazy? If you give him a combi and melta bombs, the fancy 40 something point model could be taken out by a random lasgun sure, but with placement it could be nice against some ap2 and such. It could also be a cool model to make with that whole nordic shield brother thing going on. You could always upgrade the wolf guard with terminator armor but if you are using a drop pod that upgrade takes away a grey hunter, a special weapon, and comes out to being the same points. What do you all think? I haven't had very much experience playing to be honest.
giggles333 wrote: If one was to give a wolf guard found in a grey hunters squad a storm shield, would one be crazy? If you give him a combi and melta bombs, the fancy 40 something point model could be taken out by a random lasgun sure, but with placement it could be nice against some ap2 and such. It could also be a cool model to make with that whole nordic shield brother thing going on. You could always upgrade the wolf guard with terminator armor but if you are using a drop pod that upgrade takes away a grey hunter, a special weapon, and comes out to being the same points. What do you all think? I haven't had very much experience playing to be honest.
If you are planing getting into Melee it is a good choice, especial;y if you are taking on things with an I5+.
I am not a real fan of the Terminator Armor, mostly becouse it makes your enimes imune to Sweeping Advances. It is not such a big deal with Grey Hunters as much as Blood Claws. Terminator Armor might be good for Podding MSUs though.
It sounds pointless to me at first glance, but when you do the maths, they're probably more economical than Sternguard or Vanguard.
They don't do either job as well, but they do both jobs at once for a reasonable price.
The only question left is... is cheap flexibility better than slightly more expensive specialisation?
Well they're better than Vanguard Vets - hands down.
Sternguard vets get role appropriate chapter tactics, and special issue ammo.... I'd probably rather pay the extra for proper Sternguard, except that they take up elite slots, while Wolf Guard squads in a CoF detachment are pretty abundant
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating
karlosovic wrote: It sounds pointless to me at first glance, but when you do the maths, they're probably more economical than Sternguard or Vanguard.
They don't do either job as well, but they do both jobs at once for a reasonable price.
The only question left is... is cheap flexibility better than slightly more expensive specialisation?
Well they're better than Vanguard Vets - hands down.
Sternguard vets get role appropriate chapter tactics, and special issue ammo.... I'd probably rather pay the extra for proper Sternguard, except that they take up elite slots, while Wolf Guard squads in a CoF detachment are pretty abundant
Well that is part of why it is an Experiment for me.
I normally run small "Elite, Very Specialized" Armies. I an normal 2k game I normally have about half the Model Count.
It's probably going to be situational.
E.g. against Tyranids, the lack of special ammo will hurt you more than i would aginst, say, traitor guard
Probably, my plan is to try it vs Guard, Orks and Marines at least once if not 2-3 times each.
What I do know is the one time I tried it one 1 Wolf Guard Pack lead by Ragnar once I got into my opponents face it...well wracked face big time.
When I took on the Dark Eldar I did well once I started to make saves.
Like a fool, I forgot about this thread when asking for some Space Wolf help (which went over, rightly, like a wet fart), so hopefully someone here can help?
To keep it brief...
1. Bloodclaws vs. Grey Hunters. What are the merits and uses of each? Is one definitively better in general? Does adding Lukas to one, or Wolf Standard to the other change things up meaningfully?
2. SW Dreadnaught tips? Are characters Dreads like Bjorn, Murderfang, or Blizz-Shield Dreads viable, compared to the normally mediocre classic SM Dread?
NewTruthNeomaxim wrote: Like a fool, I forgot about this thread when asking for some Space Wolf help (which went over, rightly, like a wet fart), so hopefully someone here can help?
To keep it brief...
1. Bloodclaws vs. Grey Hunters. What are the merits and uses of each? Is one definitively better in general? Does adding Lukas to one, or Wolf Standard to the other change things up meaningfully?
2. SW Dreadnaught tips? Are characters Dreads like Bjorn, Murderfang, or Blizz-Shield Dreads viable, compared to the normally mediocre classic SM Dread?
Replied again on your other thread, might wanna check it out.
I ran a 9 dreadnought list 2 days ago, crushed some tyranids, though there was some luck involved. Murderfang is great, but he will be target #1 when he arrives. No one likes 8-10 S10 mastercrafted shredding attacks on the charge at I4.
I think a few pages back on this thread I did the math on BC vs WG. GH win vs BC just for all around usefulness. In CC you should compare them to WG.
Tried out two units of WG in PA last night, had a handful of combis thrown in each of them. Besides some awful rolling, I was actually pretty happy with their performance.
A couple of problems though, the board we were on was homemade with terrain like rivers and trenches built in so I was forced to put my Predator close to the front of my deployment zone. My opponent had three ironclads stomping around and once I lost my Pred, I didn't have much in the way of really strong anti-tank so my squads fell victim to giant robots they couldn't beat and my awful rolling meant I couldn't escape them.
Besides that, the WG held their ground pretty ably, I was able to capture and hold a couple of objectives for a little while. I definitely will be using them again but I want to ask, would it be worth the points to give every model in the squad a combi weapon? I'm thinking half combi-melta and half combi-plasma in case I run into armour again and if not, I can just rapid fire the plasmas against troops?