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Popular Threads
Doesn't the Wolf Guard with claws added to the Grey Hunters make them too large to ride in the Pod and Rhinos?
I thought he was an add on from the elite choices not an upgrade, and you'd have to sacrifice a GH and the second special to get him in the transport.
Cheers,
Jim
But that illustrates the value of Drop Pods in Space Wolves armies -- that extra Wolf Guard is awesome for his crazy versatility and can add some awesome close combat ability or ranged damage output to a Grey Hunters squad in a Drop Pod.
@Seth: Not sure if the dex has made it to the stores yet. I know that it's in the GW Black Box so they should be getting it any time. And I agree about the value of that 18pt extra wound in the Long Fangs squad.
So we're looking at:
1. Drop Pod = 10 SW / 12 SM
2. Landraider = 10 SW / 12 SM
3. While Rhinos, Razorbacks, Crusaders and Redeemers all match the SM codex?
That's really strange. When I saw the LR issue, I thought "that's a crappy typo that's going to haunt SW players". But Landraider AND Drop Pod? That's going to be really painful.
I'm finding the limitation frustrating; which is exactly the opposite of how you want to feel when you build an army list.
As Jim noted, your GH squads are too big for their transports. Also, you might want to add a plain Wolf Guard to each of your long fang squads for the extra ablative wound.
-GK
EDIT: I wonder what can be done with an all Wolf Guard army. They can be Troops now right?
If I was going to build an "all veteran" army, that's a good way to do it.
What a crappy dilemma.
I do like that we have more options and tough choices to make with outfitting the Grey Hunters.
And I would always try and take a LRC if I am packing BC's as I like smashing my opponent with that particular sledgehammer of a unit (most of my Ork opponents cry when that thing gets set up as they know what pain is coming).
— Transport: Drop Pod[/i]
That squad totals 11 d00ds. You can't fit them in the brand new 10 man only SW drop pods and if you take a WG in a 10 man unit you can't take a second melta (as they are assigned at the start of the game, not when you make the army list).
I'm iterating the list right now with feedback that I've gotten via comments and PMs.
Thanks!
Holy Sons of Russ, Monty, Jaws of the World Wolf is incredibly broken -- unless there's something about it you're not telling us. If so, please share.
It work against infantry, jump infantry, bikes, cavalry and monstrous creatures (they get a bonus of +1 to the initiative test). It's by model, so you can snipe characters and important models.
Right now there's some debate about taking the same psychic power more than once (I read it that you can -- as long as your have different combinations of psychic powers, others read that you can't). But if you CAN, then I can take four Rune Priests with JotWW in Drop Pods and cause you all kinds of frustration.
I4 Marines pass 2/3rd (67%) of the time and I5 characters pass 5/6th (83%), but it's going to be terrible on I3 armies.
There's no real draw back. Rune Priests are L10 psykers, so they'll get the power off reliably. There are no saves against the attack (no cover, no invulnerables). It doesn't cause instant death (so it ignore Eternal Warrior and Synapse).
And Rune Priests are CHEAP -- 100pts with a Rune Blade (Force Weapon, negates psychic powers within 24" on a 4+, and wounds Daemons on 2+) and TWO psychic powers.
That's...pretty much what I was afraid of.
As I said on my blog, Inquisitor Lords with the old-school unlimited range psychic hoods are now mandatory unless you like the feel of wolf johnson in your backside.
It just...well it disappoints me more than anything. GW has been impressing me lately and now...this. It's like they don't even care about the ramifications of some of the things they do.
The Rune Priest with a jump pack (or bike or drop pod) is going to be great at dealing with icon bearers, special weapons, officers, etc.
Or perhaps just add meltabombs to the WG and keep the setup aside from the Fist, but I just can't pay 25 for a single Power Fist attack in extended combat.
But I've since discovered that I really don't need Power Fists. Why? Mark of the Wulfen. With D6+1 (plus assault or counter-attack), these puppies can actually threaten just about anything in the game (including putting two wounds on a Wraithlord in my last game).
So for Grey Hunters I've settled on Power Weapon and Mark of the Wulfen for my close combat upgrades.
Thanks for the comment!
One raider doesn't scare anybody even with a "death star" unit inside of it. They will shoot it up and then that unit will be walking the rest of the game. What is your lone wolf going to do? It is only one model and easily avoided and left alone considering it only has meltabombs. Why powerfists on a 1 attack model?