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		<title><![CDATA[Latest posts for the thread "Wolf Guard Biker tactics"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Wolf Guard Biker tactics"]]></description>
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				<title>Wolf Guard Biker tactics</title>
				<description><![CDATA[ I've been looking at the reboxed Chaos Knights and Skullcrushers of Khorne from the <span class="glossaryitem" onmouseover='gp(694);'>AoS</span> range and wanted to make them into a <span class="glossaryitem" onmouseover='gp(3);'>40k</span> army. To do this the best way is to field them with the Company of the Great Wolf detachment, with the Wolf Guard on Bikes acting as the Chaos Knights and <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> as the Skullcrushers (and possibly Wrathmongers as the new Wulfen, but I'll get on that later)<br /> <br /> I originally wanted to use a White Scars detachment, but that would mean I need to convert up a second character as well as 2 Iron Priests to fulfill the bare minimum requirements, while using a pure <span class="glossaryitem" onmouseover='gp(124);'>SW</span> armylist means my "Knights" will get WS5 as well (due to the CotGW's command benefit). The problem now is how to effectively equip the Wolf Guards. I wanted to give them a Power Lance and Storm Shield (to better represent the weapons on the Chaos Knights) each...until I realized this would mean I'm paying 55 freaking points per wolf guard (and I don't think the lance is a usable weapon). This is about 20 points less than the Thunder Wolves with Storm Shield and Thunder Hammers, which makes the Wolf Guards seem criminally expensive and unwieldy. So is there an alternate way of fielding them? I'd prefer to keep the shield but if there's a good loadout that I haven't heard about I can reconsider.   ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/678731/8425391.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/678731/8425391.page</link>
				<pubDate><![CDATA[Wed, 3 Feb 2016 15:01:44]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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			<item>
				<title>Wolf Guard Biker tactics</title>
				<description><![CDATA[ Honestly, the easiest way to do this would be to run a <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> army, with the knights acting as bikers, and the skullcrushers acting as juggers. <br /> <br /> There is no good way to run <span class="glossaryitem" onmouseover='gp(124);'>SW</span> on bikes, they just don't do it well. <span class="glossaryitem" onmouseover='gp(504);'>TWC</span> outshine bikes in every way, shape, and form. ]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/678731/8425415.page</link>
				<pubDate><![CDATA[Wed, 3 Feb 2016 15:12:21]]> GMT</pubDate>
				<author><![CDATA[ gwarsh41]]></author>
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				<title>Wolf Guard Biker tactics</title>
				<description><![CDATA[ Thing with running <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> is that it'd run into the same power issue as the above, except now it's the big juggers that suck instead of the knights. Not to mention that none of them can take a shield, which dulls the theme a bit. <br /> <br /> If I did want to all-out cheese, I'd just go with the old White Scars route and arm them with grav guns. But thematically that didn't fit. Still though, I don't want the Wolf Guards to be completely useless. ]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2016 15:17:26]]> GMT</pubDate>
				<author><![CDATA[ MechaEmperor7000]]></author>
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