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![[Post New]](/s/i/i.gif) 2014/09/10 01:49:09
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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Triple Void Claw/CotGW - 2000pts
Void Claw Formations
5x WG terminators w/wolf claws (240pts)
5x WG terminators w/wolf claws (240pts)
5x WG terminators w/wolf claws (240pts)
Company of the a Great Wolf
~HQ~
Harold Deathwolf (190pts)
~Elites~
Arjac Rockfist (115pts)
Murderfang (135pts)
Dedicated Drop Pod (35pts)
Ven Dread w/ axe & shield (155pts)
Dedicated Drop Pod (35pts)
~Fast Attack~
Drop Pod (35pts)
5x TWC - 1x claw/shield, 2x shield, 2x claw/fist (355pts)
~Heavy Support~
Stormfang w/ TL Las, skyhammer (235pts)
I'll be using this list this weekend against chaos and scions. The main force comes down the first turn and the reserve reroll will hopefully guarantee the outflanking TWC and stormfang hit the board on turn 2. I figure arjac will probably come down turn 1 with a void claw squad. Any thoughts? I feel like it's relatively solid but I'd appreciate some different perspectives.
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![[Post New]](/s/i/i.gif) 2014/09/10 02:28:59
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Grim Rune Priest in the Eye of the Storm
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Looks like fun and Arjac should add some resilience.
As far as Void Claws formation I have not got the book yet so I can not comment on it.
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![[Post New]](/s/i/i.gif) 2014/09/10 02:32:40
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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Basically, they all have WS5, they can deep strike turn 1, reroll scatter, and as long as one model from the formation is alive I can reroll all reserve rolls
It's definitely a very assaulty army but I still feel like I have all my bases covered. Do I need more shooting or is that just me not being used to this play style?
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![[Post New]](/s/i/i.gif) 2014/09/10 02:46:07
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Grim Rune Priest in the Eye of the Storm
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Looks a little light in the gun department.
I am not sure were to get it without dropping something.
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![[Post New]](/s/i/i.gif) 2014/09/10 05:24:18
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Devastating Dark Reaper
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Well its a very elite force, I do think it needs more numbers and guns, but you shouldn't drop anything. I guess its how you play that will change the list.
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![[Post New]](/s/i/i.gif) 2014/09/10 15:54:37
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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I feel like the need for more shooting might be more parnoia than anything else. Strengthwise, I can take down anything from a land raider to a guardsman multiple ways. If I were to try to bring in more shooting then I would have to get rid of something. The options would probably be to either drop one of the VC units, one of the dreads, or to decrease the size of the TWC. any unit I might add to help with shooting would have to probably either travel in the extra pod or come on in reserve. The only thing I cn think of is maybe an aggressive squad of long fangs with some heavy bolters and maybe plasma cannons or las cannons. It would mean dropping something from the initial deployment though. I think I may see how it plays as is and make some adjustments once I see how they do. Some things that im interested to see are how well all those wolfclaws do as well as the dreadnaughts. Ive never used the sword and board one and Im a bit worrisome since it only has three attacks but we shall see. Any thoughts on other ways to sub in more shooting? Automatically Appended Next Post: I could also cut arjac...
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This message was edited 1 time. Last update was at 2014/09/10 15:55:15
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![[Post New]](/s/i/i.gif) 2014/09/11 12:55:10
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Stealthy Space Wolves Scout
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Please let us know how it works in practice.
My impression of this formation is that it's a recipe for mass suicide and probably the worst one in the book, but that's completely un-battle-tested
The glaring holes I see are:
1: Deepstrike can't assault
2: 15 guys with double claws have nothing to shoot
3: None has an invulnerable save worth talking about
So... they teleport in on turn one and just stand there looking awkward for a turn while they're shot to pieces.
Turn 2, anyone left can try and salvage something, if they're still in range to assault
I may have missed a rule, but how are these units outflanking? Automatically Appended Next Post: Teleporting units can't move AT ALL after teleporting, so your guys will be bunched up so tight that even a small blast will every single one.
None of your units can assault turn 1
As far as shooting.... you will have 2 pods with a Stom Bolter each, and Murderfang with a Stormbolter and Heavy Flamer (possibly not in range)
If you keep Arjac, you'll also have a 6" thrown hammer.... but remember that teleporting means you scatter and can't move.
OK, you can re-roll.... but they're not a drop pod either, so if you scatter within 1" of an enemy or terrain you will mishap
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This message was edited 1 time. Last update was at 2014/09/11 13:04:38
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/11 18:21:24
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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Im trying it out o Saturday so we'll see how it goes. The thing abou this list that I keep thinking is that its easy to look at it and see the what its missing, but how many armies have are throwing around three S10 AP2 blasts in one turn? not many. and the ones that are have limited range on those guns. I don't know how it has been in your experience, but in mine, killing 15 terminators in one turn is not something that happens very often.... if ever. Sure you may lose an unlucky few models or even one whole squad. But the odds of mitigating enough of the force to make it as weak as your saying is not all that high.
As for shooting, its simply not a shooty army. Its a tough ad fluffy close combat army. Since when did it become that if it doesnt have a 3++ that its not worth taking?
The TWC outflank, the Stormfang does not. Automatically Appended Next Post: they are both just relatively guaranteed to come in turn 2 due to the Void claw reroll for reserves Automatically Appended Next Post: karlosovic wrote:
Teleporting units can't move AT ALL after teleporting, so your guys will be bunched up so tight that even a small blast will every single one.
They may not be able to move during the movement phase but there is nothing stopping them from running during the shooting phase, which, given the size of their bases, should be enough to get them fairly well spaced on anything more than a 1 or 2.
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This message was edited 2 times. Last update was at 2014/09/11 23:58:24
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![[Post New]](/s/i/i.gif) 2014/09/12 09:05:12
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Stealthy Space Wolves Scout
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Dramagod2 wrote:how many armies have are throwing around three S10 AP2 blasts in one turn?
not sure why it has to be S10...... but Plasma Cannons are S7 AP2 Blast and still kill TDA on a 2+
Dramagod2 wrote:They may not be able to move during the movement phase but there is nothing stopping them from running during the shooting phase, which, given the size of their bases, should be enough to get them fairly well spaced on anything more than a 1 or 2.
Ah of course, I totally forgot about running.
That should help keep you safer from blasts
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/12 12:42:03
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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karlosovic wrote:Dramagod2 wrote:how many armies have are throwing around three S10 AP2 blasts in one turn?
not sure why it has to be S10...... but Plasma Cannons are S7 AP2 Blast and still kill TDA on a 2+
True. I don't know why I said S10. I think I just had it on the brain. Plasma saturation could be a problem but most armies don't tend to have that much of it. I sometimes run a long fang pack full of plasma cannons but even then they can only target one unit at a time (two if the halve their firepower) and once the TDA get into combat they cant be targeted. In my area I dont tend to see a lot of plasma so I don't usually think about it much. If anything I probably use it more than anyone else. lol
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This message was edited 1 time. Last update was at 2014/09/12 12:58:34
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![[Post New]](/s/i/i.gif) 2014/09/12 12:58:26
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Grim Rune Priest in the Eye of the Storm
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Dramagod2 wrote: karlosovic wrote:Dramagod2 wrote:how many armies have are throwing around three S10 AP2 blasts in one turn?
not sure why it has to be S10...... but Plasma Cannons are S7 AP2 Blast and still kill TDA on a 2+
True. I don't know why I said S10. I think I just had it on the brain. Plasma saturation could be a problem but most armies don't tend to have that much of it. I sometimes run a long fang pack full of plasma cannons but even then they can only target one unit at a time and once the TDA get into combat they cant be targeted. In my area I dont tend to see a lot of plasma so I don't usually think about it much. If anything I probably use it more than anyone else. lol
It depends on the list. I have a Marine Plasma SPAM list with 33+ Plasma Weapons
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![[Post New]](/s/i/i.gif) 2014/09/12 15:59:47
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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That sounds nasty. I try to only ever take them if I have something to mitigate the gets hot. Otherwise I feel like I usually to more damage to myself than anyone else. I have horrible luck rolling armor saves against gets hot. Sometimes I think my guys don't know which end is the shooty part.
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![[Post New]](/s/i/i.gif) 2014/09/12 16:48:43
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Grim Rune Priest in the Eye of the Storm
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Dramagod2 wrote:That sounds nasty. I try to only ever take them if I have something to mitigate the gets hot. Otherwise I feel like I usually to more damage to myself than anyone else. I have horrible luck rolling armor saves against gets hot. Sometimes I think my guys don't know which end is the shooty part.
I have seen a lot of people with that problem.
I usually lose 3-5 a game, but the damage they inflict...
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![[Post New]](/s/i/i.gif) 2014/09/12 23:57:30
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Stealthy Space Wolves Scout
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Dramagod2 wrote:That sounds nasty. I try to only ever take them if I have something to mitigate the gets hot. Otherwise I feel like I usually to more damage to myself than anyone else. I have horrible luck rolling armor saves against gets hot. Sometimes I think my guys don't know which end is the shooty part.
Yeah I usually loose a couple to Gets Hot, but overall I think they're worth while
Dramagod2 wrote: karlosovic wrote:Dramagod2 wrote:how many armies have are throwing around three S10 AP2 blasts in one turn?
not sure why it has to be S10...... but Plasma Cannons are S7 AP2 Blast and still kill TDA on a 2+
True. I don't know why I said S10. I think I just had it on the brain. Plasma saturation could be a problem but most armies don't tend to have that much of it. I sometimes run a long fang pack full of plasma cannons but even then they can only target one unit at a time (two if the halve their firepower) and once the TDA get into combat they cant be targeted. In my area I dont tend to see a lot of plasma so I don't usually think about it much. If anything I probably use it more than anyone else. lol
AP2 with decent range definitely seems more of an imperial thing, although some of the big Tau and Eldar guns can cause you a lot of trouble.
I think Imperial Guard would be one of the main shooting threats to a unit like that.
First there's simple weight of fire. The old Guard motto: We win because we roll the most dice!
Secondly they can bring a lot of plasma weapons to bear. Of particular interest to me are the Leman Russ Executioner and Punisher. I think now that LRBTs have been nerfed by losing their ordnance weapon exemption, you might start to see these variants more. The Executioner gets a triple Plasma Cannon shot and can take 2 more in the sponsons (although I've just noticed they nerfed that too, because it's now susceptible to Gets Hot.... damn it, another nerf)
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/13 12:14:30
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Enginseer with a Wrench
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Haha, so funny you should mention the lrbt. I just built an allied guard force with my main tank commander unit comprised of punisher/executioners (magnetized). They are both made even better with Pask as they gain preferred enemy which helps a lot with the punishers and pretty much let's you ignore gets hot on the tanks since you can reroll it. Both can definitely be an issue.
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![[Post New]](/s/i/i.gif) 2014/09/13 13:03:34
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Speedy Swiftclaw Biker
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um this isnt terrible of a plan.. you can always run your squads after you deepstrike? endless i missed somthing from 6th to 7th edition.. termys can still run in the shooting phase..
so you deep strike in with your little squad, then run to spread the hell out and live to fight another turn. i prefer pods, because i can drop in, move 6in and still fire flamers/meltas and mess some things up.
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![[Post New]](/s/i/i.gif) 2014/09/14 13:48:41
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Stealthy Space Wolves Scout
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The running thing was an oversight on my part, but it's since been mentioned.
That formation MUST teleport and can't use pods
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/14 14:35:53
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Speedy Swiftclaw Biker
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indeed you are correct, and if someone was arguing that they can use pods then your post would make more sense
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![[Post New]](/s/i/i.gif) 2014/09/14 15:06:18
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Stealthy Space Wolves Scout
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/15 11:15:30
Subject: [2000] - Space Wolves - Triple Void Claw/CotGW
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Speedy Swiftclaw Biker
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didnt know a quote was an actual post? but obviously you miss understood it. I prefer pod to deepstrike, since void claws can only DS I dont use them. i never said put void claws in a pod, just that i prefer pods over them, thus the whole use flamers/metla and messing things up part.. didnt know voidclaws had those things?
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This message was edited 1 time. Last update was at 2014/09/15 11:16:26
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