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Made in pl
Fresh-Faced New User



Poland

Im new player to space wolves and I'm thinking of use wolf guards... but I dunno what equipment i should give them.

Firstly want to build up tank destroyers with c-meltas and p-fists... but terminators are cheaper with this eq, much better due to sv and can deep strike near enemy without drop pod.

Now im thinkg of assault squad of 10 WG with p-/frost axes in storm wolf or land raider combined with maybe lone wolf and some other characters. But is it worth to put so much points in 1 squad?

Is there any sense to use wolf guards on battlefield?
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

I'm running mine 5man strong on bikes with a Frost Sword on the Serg. 145 points and it's fast and can kill MSU. It's mainly to hunt down Warp Spiders. A single 5man squad can kill a Warp Spider to the man on averages. They just jink every turn and move 24" until they get in charge ranges.

I also used them 2x5 to fill my mandatory elite slots for my CotGW detachment. The servitors are nice if you want to fill the tax, I just to get some use out of my Elite slots and with WS5 they can do some decent damage against Tacticals/Assault/Devs (Gladius) as well (with the use of Frost Sword or better).
   
Made in us
Implacable Skitarii





Dread Pawlo wrote:

Is there any sense to use wolf guards on battlefield?


Sadly, power-armoured wolf guard aren't in a very good place right now. Blood Claws are better for spammable melee units, wolf cavalry are worlds better as fast assaulters than wolf guard bikers for only 15pts more per guy, and the fact that guards can't take special weapons means that the bikers can't be used like other chapters' shooty bikes. And then if you're going to invest in special close combat weapons for the wolf guard you might as well just take Wolf Guard Terminators, since they're not too much much expensive than kitted out power armoured guards, anyways.

They *might* work as a jump pack squad (I'm still not sure whether or not I think Skyclaws or jump guard are better) with one or two hidden power fists, but I don't think it's worth it to run them all with fancy weapons.

For a less-competitive setting (or if you're using that one detachment that has 2 mandatory elites, rather than 2 troops) a 10-man bare bones squad with just a single hidden powerfist in a land raider might work well. Or you could use bare bones 5 man squads to spam Land Raiders for the lulz.

All in all, though, you're probably better off with Grey Hunters, Terminators, and cavalry for your various needs. Wolf Guard are just too expensive for a MEQ assault unit armed with just the usual pistol/chainsword loadout, and they become even more expensive if you try to give them nicer gear.

Just to help put things in perspective, a normal Wolf Guard with a Power Fist is 43pts with a 3+ save. A Wolf Guard Terminator with a Power Fist and Storm Bolter is also 43pts, but has a 2+/5++ save and the ability to deep strike, at the cost of being Bulky and not being able to Sweeping Advance. Power Armoured wolf guard just pay too much for extra wargear.

This message was edited 1 time. Last update was at 2016/03/08 07:15:10


609th Kharkovian 2000pts
Deathwatch 2000pts
Sick Marines 1500pts
Spikey Marines 2000pts
 
   
Made in us
Regular Dakkanaut






Back in 5th and 6th edition I like to run 4-5 combi-weapon wolfguards in drop-pods for alpha strike, as far as I can tell the only difference now is that each combi costs 5 points more, while I can understand that can be a pretty big blow to their cost effectiveness, can they still be used well that way?
   
Made in us
Implacable Skitarii





 Continuity wrote:
Back in 5th and 6th edition I like to run 4-5 combi-weapon wolfguards in drop-pods for alpha strike, as far as I can tell the only difference now is that each combi costs 5 points more, while I can understand that can be a pretty big blow to their cost effectiveness, can they still be used well that way?


If you're going to use Wolf Guard then this is probably one of the better ways. Unfortunately, Wolf Guard Terminators still seem to be the better option. You have to take at least 5 guards in the new book, so you can't cut costs with just a 3/4-man suicide squad, and Wolf Guard terminators can do the same job, but better, with less of a points investment. A combi-melta Wolf Guard is 28 points, whereas a combi-melta Wolf Guard Terminator is 38 points--only 10 more--for that 2+/5++ save, power weapon, and a built-in deep strike (so no need for pods, but they can take one from the FA slot if you really need the guidance system and/or them to arrive on Turn 1).

So a 3-man terminator melta squad (with built in deep strike!) costs only 114pts and *might* just live to assault something next turn (arm them with power mauls and they can bonk most vehicles to death). A similar 3-melta Wolf Guard squad consists of 5 3+ save guys in a drop pod for a total of 155pts. And the squad doesn't have any scary power weapons or other tricks to pull once its used its meltas.

The unit still does what it's always done--blown up scary vehicles--but the problem here is that Wolf Guard Terminators can now do this more efficiently and can conceivably keep causing havoc in the enemy lines with a little luck.

This message was edited 2 times. Last update was at 2016/03/08 11:37:45


609th Kharkovian 2000pts
Deathwatch 2000pts
Sick Marines 1500pts
Spikey Marines 2000pts
 
   
Made in us
Ultramarine Land Raider Pilot on Cruise Control




Southampton, New Jersey

If you are doing comparisons I like to look at them compared to another bike squad (as this is how I mentioned I used them).

21 pts for Codex:SM bike (FA, or troop if using an HQ on a bike). You get the same rules as a Wolf Guard except you get Chapter Tactics. For WS (most common), this means HnR and Skilled Rider. For any other CT it doesn't really matter.

25 pts for SW bike (Elite, to fill my mandatory slot to unlock IPs).
Same rules as a standard bike but you get Counter Attack (not the best but it's definitely nice to have). You also get WS5 since I'm referring to the CotGW detachment. That's what swings them a little in my favor. With a single Frost weapon, you are more likely to hit, more likely to wound, and are going through any MSU's armor. Hit and Run is unavoidable but at least you are trimming up the units.

I don't think Jump Packs are worth it because they add points to the model, don't get the Toughness bump, and don't get to jink (IMO, that's most important).

They can get expensive by adding more Frost Claws, but I'd lean towards keeping them cheap, fast, MSU-scary, and scoring.

What Likan said all makes sense, but it also matters why you are taking them.

I need to fill my 2 elite slots. (Filling it with Servitors is a debatable topic)
I get a free WS buff.
I want fast scoring models (not 5 expensive tacticals on foot)
I need to be able to kill Warp Spiders at my local meta.

This message was edited 1 time. Last update was at 2016/03/08 16:48:17


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

I still like the idea of small 5 man with combi. Its still viable. When it comes to termi's they just die too fast, sure they absorb some shots, but players know how to deal with them too easily. Plus a drop pod deep strike is way more likely to end well than a termi deep strike. I would avoid ccw on them, like said above its better placed elsewhere.

 
   
Made in us
Dakka Veteran




If you really like WG possibly look at the thunderstrike brotherhood. Always has served me quite well.
   
 
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