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				<title>The Blackmanes: Worth it and How do you Field It?</title>
				<description><![CDATA[ Pretty simple question for you guys in regards to the Space Wolf Formation, The Blackmanes. I like the initial look of this formation just for all the Drop Pods that could come down Turn 1, and I am liking the thought of running this with a Skyhammer Formation (With either IF or another Chapter Tactic) for larger point games to make a completely brutal Drop Pod Army. With that being said, I haven't had much success finding examples of it or how it is run personally, which is where you all come in. Looking for the following help with this formation:<br /> <br /> * Ragnar Blackmane: Granted he isn't the greatest character, he is still very fluffy and he has the potential to do a lot of damage. Only thing I dislike about him really is his lack of a 2+ save, but other than that I'm good with him. Unless you think a Wolf Guard Battle Leader would be a more cost-effective option.<br /> <br /> * Thunderwolf Cavalry, Wolf Guard, Wolf Guard Terminators: Currently leaning towards Wolf Guard in a Drop Pod, however can Space Wolf Terminators take one or would I have to use a <span class="glossaryitem" onmouseover='gp(683);'>CAD</span> detachment in order to give them one to ride in? Considered sticking Ragnar with the Terminators to give him some extra survivability, but would sticking them in a <span class="glossaryitem" onmouseover='gp(87);'>LR</span> variant be worth it with a Drop Pod list?<br /> <br /> * Grey Hunters or Landspeeders: Already plan to go with Grey Hunters here, so no real need to dive into this other than how you all equip them. Currently planning on <span class="glossaryitem" onmouseover='gp(392);'>WGBL</span> w/Comb-Melta, 2x Meltaguns, 7x Bolters per Drop Pod. Not sure if the <span class="glossaryitem" onmouseover='gp(19);'>CC</span> weapon upgrade is worth it, then again it has been so long since I have even looked at the Space Wolves I am not sure what the best load-out is for them.<br /> <br /> * Blood Claws, Skyclaws, Swiftclaes: This is the hard part of the list for me as I am not sure what route to go here. Blood Claws on Bikes is a solid option for the T5, but the advantage of having as many Drop Pod units as possible is also very tempting. Feedback Needed Here Definitely!<br /> <br /> * Long Fangs and Wolf Scouts: For these two units, I plan to go cheap as much as possible. For the Wolf Scouts, I planned to just use them as objective holders and keep them cheap, with at most giving them Camo-Cloaks for the extra protection. For the Long Fangs, I am considering 4x Missile Launchers just for the flexibility, but I have heard the other options as well so if anyone has had success with a particular load-out please let me know.<br /> <br /> That’s how things stand at the moment mates. Plan to run a Luna Wolves Drop Pod Army, as this way I can utilize different Army Rules and Chapter Tactics from the <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, <span class="glossaryitem" onmouseover='gp(10);'>BA</span>, <span class="glossaryitem" onmouseover='gp(25);'>DA</span>, and the Vanilla Chapters. This is what I am considering from the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> Codex, so if anyone has any advice I would greatly appreciate it.<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 27 May 2016 23:37:31]]> GMT</pubDate>
				<author><![CDATA[ Ironwolf45]]></author>
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				<title>The Blackmanes: Worth it and How do you Field It?</title>
				<description><![CDATA[ I'd go for the Swiftclaws. They can move around and grab objectives and if you have too many drop pods you end up having issues placing them all depending on the board.]]></description>
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				<pubDate><![CDATA[Sat, 28 May 2016 00:25:42]]> GMT</pubDate>
				<author><![CDATA[ pm713]]></author>
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				<title>The Blackmanes: Worth it and How do you Field It?</title>
				<description><![CDATA[ Hi<br /> <br /> I am putting the final touches to my own Blackmane list.  It's for a tournament with a LOT of cheesy lists. If it was for friendly I'd probably choose slightly differently.<br /> <br /> I run a CoF formation alongside it with Wulfen Auxillary.<br /> <br /> Personally I'm leaving Ragnar himself out.  As much as I love his fluff and have a nice model for him, he just isn't worth his points.  A wolf guard battle leader with equip saves over 100 points to be used elsewhere<br /> <br /> Eleites - I've chosen wolf guard with combi plasmas and a single melta to pod down.  We lack a decent punch in shooting so these guys can really help with that.  Bye bye anything AP2 turn 1 hopefully... <span class="glossaryitem" onmouseover='gp(392);'>WGBL</span> joins these guys for <span class="glossaryitem" onmouseover='gp(19);'>cc</span> punch after they've shot their load<br /> <br /> I have 2 full squads of <span class="glossaryitem" onmouseover='gp(390);'>GH</span> with 2 meltas in each.  So far they have managed to pop tanks, sentinels and such like.  They have <span class="glossaryitem" onmouseover='gp(19);'>cc</span> weapons too.  One with a wolf standard.  I've not needed them in combat yet but in the past they don't do badly<br /> <br /> To fulfil the other slots I have a landspeeder with <span class="glossaryitem" onmouseover='gp(330);'>mm</span> and one with a flamer.  These are great annoyance units but haven't done a lot<br /> <br /> I have 3 5 man blood claws with flamers.  These so far have just sat on objectives as my current opposition are very infantry light.  I am toying with changing one to a biker squad for extra mobility.  This has yet to be an issue as I've always outnumbered my opponents so far<br /> <br /> I have 2 long fangs with <span class="glossaryitem" onmouseover='gp(330);'>mm</span> and the sergeant is bare with bolt pistol just for <span class="glossaryitem" onmouseover='gp(19);'>cc</span> fun as I drop them down very aggressively.  These guys are great for stripping super heavies of hull points and popping lighter tanks.<br /> <br /> Wolf scout are with snipers and camo cloaks.  They have been great for stripping hull points from light vehicles and also flyers.  They are a great annoyance unit<br /> <br /> Wulfen muderpacks =  2 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>, 2 great axe and 1 claws.  These guys are simply stunning...  I put them in pods from the CoF formation. They kill anything I point them at, normally in the same turn.  9 hull point super heavy = dead.  Lucky scatter on the explosion meant they also survived...<br /> <br /> Champions of Fenris formation =<br /> <br /> I bare wolf guard battle leader.  He joins a blood claw unit<br /> <br /> 2 servitors to fulfil the elite slots.  These sit on objectives in the back<br /> <br /> 2 drop pods<br /> <br /> 4 Thunderwolves, 3 with <span class="glossaryitem" onmouseover='gp(221);'>SS</span>, 1 bare and leader with a power axe.  So far these have done very little as the Wulfen don't leave much left by the time they get anywhere!  I want to find the points to fit in powerfists or thunderhammers but I don't know where to get them<br /> <br /> My weaknesses are obviously flyers and psychic shenanigans.<br /> <br /> I've faced a 3 flyer list and won twice.  I've been lucky to go first so by turn 2 most of his ground forces were dead so when they came on I could just blaze away at his rear armour and get enough glances from bolters to take down 2 in the first game and one in the second.  They couldn't do enough to change the game for him.<br /> <br /> Not yet faced any psychic stuff...<br /> <br /> It's a really fun list if a little unsubtle...<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 7 Jun 2016 05:36:26]]> GMT</pubDate>
				<author><![CDATA[ LeeAsh]]></author>
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