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Made in us
Dakka Veteran




I have an upcoming tournament and I am not sure how to run TWC, currently I throw a wolf lord and an iron priest with 6 TWC all with SS. I might throw in some I then use the thunderstrike formation to thow defenses into disarray with twin linking to try and screen the wolves. I am not sure whether it is useful to give the TWC a wolf priest on a bike, since if I roll the warlord trait for PE, then he kinda becomes useless, since 6+ FnP has littler effect and the unit would already have PE. Or possibly give them a rune priest on a bike, but if I am facing nids, GK or daemons, the warp charges will get drowned out and will not be able to do much for him, other than offering psychic defense that will slow down the unit.

My biggest issue are against Nids that will just throw MCs that will either tarpit or just outright crush this unit, or grav which wounding on 3+ rerolling is very hard to deal with. I have people mention the wolfstar, but have no idea what this unit includes.
   
Made in us
Fresh-Faced New User




I helped a buddy of mine make a TWC list that should be solid. I main Nids and my current army would have a difficult time beating it.

The core is two squads of
6x TWC
-3 SS + Chainswords
-3 Thunderhammers
Two Iron Priest with 4 cyberwolves each

Personally I don't know how your Nid buddy is killing you with MCs. Unless he's running 3 screamer killer fexes you should clear up a fex or more a turn with little problem. If he is running screamer fexes in large broods, take a drop pod full of wolf guard with combi meltas and call it a day.

   
Made in us
Dakka Veteran




The biggest issue with nids I have is flyrants in air and carnifexes on the ground.
   
Made in us
Fresh-Faced New User




oz of the north wrote:
The biggest issue with nids I have is flyrants in air and carnifexes on the ground.


Having mass Flyrant is going to beat a straight TWC list. It is the only aspect that they are weak against. That being said, you have enough high toughness squads to run around with, you can play out the mission and do well.

A couple of Flyrants aren't too bad. He'll have a larger ground presence at that point. Charge big things and stay in CC. Then he's wasting 450+ points.

CC Carnifexes are trash vs TWC. 4s to hit 2s to wound and SS still gives you a 3+ save no matter what, AND you have two wounds that they can't double out without crushing claws. Dakka fexes are like flyrants, except you charge them and they disappear.

The solution to the mass Flyrants isn't going to be perfect with a true TWC army. Too many points are sunk into the ground game, and I haven't seen any reliable space marine counter to 5 flyrants. Wolfguard in a pod will help (turn one you can kill a tyrant outright if you get first turn). Better would be sternguard in droppods because they have the poison bolters after the combi melta is used that will cause issues for the flyrant.
   
Made in us
Longtime Dakkanaut




I normally run a shooty bike unit alongside my thunder wolves. With the wolf guard firing combi weapons, or swift claws (I know, right!?!) Shooting out with multimelta and plasma guns, my opponents don't really know where to point their guns. (I normally have a squad leader wielding a wolf claw, and a hidden power fist in there also.)

It is counter to what people think is comming, and if they do drop the wolves, the bikes are able to still get some work done in range and melee.

   
 
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