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![[Post New]](/s/i/i.gif) 2018/09/18 15:43:58
Subject: Spacewolf Vehicle Woes
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Regular Dakkanaut
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I'm trying to build a decent wolf list focusing mostly on vehicles and hard hitting wolf guard (Rockfist + Librarian + wulf stone + wulfin warlord trait nets 5 thunder hammer attacks each).
One of the problems I'm running into is that Iron priests are AWFUL. just terrible. You're locked into tempest hammer, frost pistol and servo arm turning your <50pt character to a 100pt character.
Is there anything else that can be used to repair space wolf vehicles? I'm not familiar with admech but do they have anything that restore hull-points to allies? Psychic abilities? Guard stratagems? Is there any way to keep a few tanks and a leviathan alive OTHER than the iron priest?
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![[Post New]](/s/i/i.gif) 2018/09/18 15:50:14
Subject: Re:Spacewolf Vehicle Woes
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Deadshot Weapon Moderati
MI
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IIRC, Cawl is the only method that AdMech have that would be able to fix non AdMech units.
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![[Post New]](/s/i/i.gif) 2018/09/18 16:45:52
Subject: Spacewolf Vehicle Woes
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Powerful Phoenix Lord
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Even with Techmarines/Iron Priests, Space Marine vehicles still die pretty quick. You'd be better off looking at spells to give them negatives to hit, etc. (and I'm not familiar with all of the Space Wolf spells, I think they're mostly mortal wound generators).
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![[Post New]](/s/i/i.gif) 2018/09/18 16:47:39
Subject: Spacewolf Vehicle Woes
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Lord of the Fleet
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Repair units in general aren't really worth much these days, especially as the repair roll is quite random (usually D3). If it was a solid 3 wounds back perhaps they'd be worth it, but you'd be better off focussing your resources on negative hit modifiers and the like.
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![[Post New]](/s/i/i.gif) 2018/09/18 17:41:41
Subject: Spacewolf Vehicle Woes
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Regular Dakkanaut
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Unfortunately there's only 1 general -1 modifier and it costs 3 cp.
The wolf power list had a limited power than can make one unit have a -1 modifier but it's hard to get off.
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![[Post New]](/s/i/i.gif) 2018/09/18 18:19:53
Subject: Spacewolf Vehicle Woes
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Sure Space Wolves Land Raider Pilot
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Alternatively you can forgo any ability to make repairs for more vehicles. Strip paying for points on war gear on said vehicles for more vehicles.
It would be tough and costly to bring some Iron Priests with Servitors pals. Bringing such units you need more use out of them.
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![[Post New]](/s/i/i.gif) 2018/09/19 07:55:43
Subject: Spacewolf Vehicle Woes
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Insect-Infested Nurgle Chaos Lord
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You're not locked into those options- per the flowchart whatever options the IP had in the Index he has in the codex, you just the codex points costs for the items.
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Games Workshop Delenda Est.
Users on ignore- 53.
If you break apart my or anyone else's posts line by line I will not read them. |
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![[Post New]](/s/i/i.gif) 2018/09/19 10:42:56
Subject: Spacewolf Vehicle Woes
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Locked in the Tower of Amareo
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Grimtuff wrote:You're not locked into those options- per the flowchart whatever options the IP had in the Index he has in the codex, you just the codex points costs for the items.
This.
And as it is I have faced various vehicle heavy armies. None have been particularly defined by ability to heal them. Maybe because 8th ed is game of awesome firepower so odds of having vehicle damaged and not destroyed right away is slim. Especially non super heavy ones.
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2024 painted/bought: 109/109 |
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![[Post New]](/s/i/i.gif) 2018/09/19 11:25:23
Subject: Spacewolf Vehicle Woes
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The Dread Evil Lord Varlak
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MattKing wrote:
I'm trying to build a decent wolf list focusing mostly on vehicles and hard hitting wolf guard (Rockfist + Librarian + wulf stone + wulfin warlord trait nets 5 thunder hammer attacks each).
One of the problems I'm running into is that Iron priests are AWFUL. just terrible. You're locked into tempest hammer, frost pistol and servo arm turning your <50pt character to a 100pt character.
Is there anything else that can be used to repair space wolf vehicles? I'm not familiar with admech but do they have anything that restore hull-points to allies? Psychic abilities? Guard stratagems? Is there any way to keep a few tanks and a leviathan alive OTHER than the iron priest?
Same with warpsmiths, albeit they do get more dakka but a flamer is really not worth it.
As pointed out, repair hq's aren't particulary good.
Do they need a buff, probably altough dangerous since healing abilities are difficult to balance.
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https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH. |
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![[Post New]](/s/i/i.gif) 2018/09/19 14:43:19
Subject: Spacewolf Vehicle Woes
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Speedy Swiftclaw Biker
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An iron priest on thunderwolf is actually a pretty good HQ choice if you give him the armor of Russ. 2+/4++ is not bad.
This has nothing to do with his ability to repair, however. I agree with the other comments that repairing is very meh this edition.
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