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Hey all, long time since I have been in this section of the forum 
So, I have used a "wolfwing" army for some time (Termis and long fangs), and though I have had some success, I think I have to change the list to stand better up against armies like IG, and after poundered some over it, I have decided to ditch my terminators, only leaving the Cyclone missil launchers and characters left in TDA.
Before explaining my reasoning and tactics, this is the list:
Logan Grimnar 275
Wolf guard (10) 445
1-7: PA
8: Arjac
9: TDA, Cyclone missil launcher
10: TDA, Cyclone missil launcher, Wolf claw
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Long fangs (6) w/ 5x Multimeltas 175
Drop pod
Long fangs (6) w/ 5x Missil launcher 175
Drop pod
Long fangs (6) w/ 5x Missil launcher 140
By the title and the list, you should have a pretty good idea of what I am trying to achieve with this list. MOAR MISSILES! (22 missiles a round, at potentially 9 targets) The goal has been to have enough shooting to stop mech armys in their tracks, while still having enough survivability to last through the game. Also, I have drop pods on 2 long fang squads. While it is obvious what they can do, it is still wery effective. For those not familiar with it, I attach Grimnar and Arjac to the long fang squad armed with multimeltas, Grimnar giving them relentless so that when they drop, I have 5 multimeltas and a Str 10 AP 1 hammer splitfiring into the targets I don't like (They are aso combat monsters). The second drop (empty) pod makes me able to keep this unit in reserve if the enemy is reserving. They also make for good roadblocks if I choose to deploy the characters in their units.
So, I have 39 bodies on the table, 16 of these oacking missile launchers of some sort. 8 of them are terminators (2 of these characters), and the rest are power armour armed wolfguards.
It is essentialy a gunine army, with the added bonus of a drop pod of doom.
39 guys aren't really that much, and might not seem that survivable, and frankly, they aren't. The only thing keeping them alive is shooting the opponents "ways of killing them" to death, making life a ittle easier. The added terminators make them quite durable against small arms fire, but I think the bonus lays in that there are 5 troop units to kill, and you will have to comitt to kill them, or they are going to keep on laying down missiles. They are reatively easy to take down in the assault, though the 4 PA wolfguard packs 16 attacks on the counterattack, and that coupled with a power weapon armed terminator can actually make a little dent in the attackers, though I wouldn't expect them to survive (if we aren't talking about the 10 man squad, which is my next point).
Even though many targets makes it easier to survive, I elected to have 1 squad of 10, and also chose this as Arjacs squad.
This squad makes for many possibilitys. First of all they spew out 4 missiles each round, they are actually quite hard to get rid of, but most of all they give me a "solid" (if you can call it that) backbone, especially in the assault. Also, if Arjac is in the squad, their effectiveness is thrice doubled, and last but not leas, a 10 man squad is much more effective with Grimnar, as he grants the squad special rules, and 10 gets more from it than 5.
Hmmm, this has become quite a rambling... Anyway, my last point is that if I ellect to not drop pod the multimelta long fangs, they may to some seem a little weak. Not so though. They are essentially missile armed ong fangs with a 24'' range, and AP 1. I would also attach Grimnar to them, so that they can advance and fire (now being 30'' range), and just have the 10 man squad close so Grimnar can join them when he wishes (the long fangs now being in a good position to stand and lay down some melta fire.
If I now play aganst a assault based mech army, it would be only to easy to get to shoot with them.
So, these are my reasoings and thoughts on my army. I would ask of you that you give me your thoughts on it, how you think it could be more effective, how you would try to beat it, and what you think would be my worst opponent. And whatever else you can think of!
Just don't tell me "wolfwing" isn't effective, as I have seen some people say, as it is, and more importantly, I am going for best painted with it, so Logan (Or Ragnars wolf guard battle leader actually) will be the basis of the army.
Also, I have no restrictions on what I can use (like deathwing diehards), so any unit is viable (if I can get my hands on them).
-Tossidin out
So, I have used a "wolfwing" army for some time (Termis and long fangs), and though I have had some success, I think I have to change the list to stand better up against armies like IG, and after poundered some over it, I have decided to ditch my terminators, only leaving the Cyclone missil launchers and characters left in TDA.
Before explaining my reasoning and tactics, this is the list:
Logan Grimnar 275
Wolf guard (10) 445
1-7: PA
8: Arjac
9: TDA, Cyclone missil launcher
10: TDA, Cyclone missil launcher, Wolf claw
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Wolf guard (5) 135
1: TDA, Cyclone missil launcher
2-5: PA
Long fangs (6) w/ 5x Multimeltas 175
Drop pod
Long fangs (6) w/ 5x Missil launcher 175
Drop pod
Long fangs (6) w/ 5x Missil launcher 140
By the title and the list, you should have a pretty good idea of what I am trying to achieve with this list. MOAR MISSILES! (22 missiles a round, at potentially 9 targets) The goal has been to have enough shooting to stop mech armys in their tracks, while still having enough survivability to last through the game. Also, I have drop pods on 2 long fang squads. While it is obvious what they can do, it is still wery effective. For those not familiar with it, I attach Grimnar and Arjac to the long fang squad armed with multimeltas, Grimnar giving them relentless so that when they drop, I have 5 multimeltas and a Str 10 AP 1 hammer splitfiring into the targets I don't like (They are aso combat monsters). The second drop (empty) pod makes me able to keep this unit in reserve if the enemy is reserving. They also make for good roadblocks if I choose to deploy the characters in their units.
So, I have 39 bodies on the table, 16 of these oacking missile launchers of some sort. 8 of them are terminators (2 of these characters), and the rest are power armour armed wolfguards.
It is essentialy a gunine army, with the added bonus of a drop pod of doom.
39 guys aren't really that much, and might not seem that survivable, and frankly, they aren't. The only thing keeping them alive is shooting the opponents "ways of killing them" to death, making life a ittle easier. The added terminators make them quite durable against small arms fire, but I think the bonus lays in that there are 5 troop units to kill, and you will have to comitt to kill them, or they are going to keep on laying down missiles. They are reatively easy to take down in the assault, though the 4 PA wolfguard packs 16 attacks on the counterattack, and that coupled with a power weapon armed terminator can actually make a little dent in the attackers, though I wouldn't expect them to survive (if we aren't talking about the 10 man squad, which is my next point).
Even though many targets makes it easier to survive, I elected to have 1 squad of 10, and also chose this as Arjacs squad.
This squad makes for many possibilitys. First of all they spew out 4 missiles each round, they are actually quite hard to get rid of, but most of all they give me a "solid" (if you can call it that) backbone, especially in the assault. Also, if Arjac is in the squad, their effectiveness is thrice doubled, and last but not leas, a 10 man squad is much more effective with Grimnar, as he grants the squad special rules, and 10 gets more from it than 5.
Hmmm, this has become quite a rambling... Anyway, my last point is that if I ellect to not drop pod the multimelta long fangs, they may to some seem a little weak. Not so though. They are essentially missile armed ong fangs with a 24'' range, and AP 1. I would also attach Grimnar to them, so that they can advance and fire (now being 30'' range), and just have the 10 man squad close so Grimnar can join them when he wishes (the long fangs now being in a good position to stand and lay down some melta fire.
If I now play aganst a assault based mech army, it would be only to easy to get to shoot with them.
So, these are my reasoings and thoughts on my army. I would ask of you that you give me your thoughts on it, how you think it could be more effective, how you would try to beat it, and what you think would be my worst opponent. And whatever else you can think of!
Just don't tell me "wolfwing" isn't effective, as I have seen some people say, as it is, and more importantly, I am going for best painted with it, so Logan (Or Ragnars wolf guard battle leader actually) will be the basis of the army.
Also, I have no restrictions on what I can use (like deathwing diehards), so any unit is viable (if I can get my hands on them).
-Tossidin out