Most effective use of Wolfguard?

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Most effective use of Wolfguard?

Postby NobleSavage » Mon Sep 03, 2012 6:05 pm

Kit them out as a terminator bodyguard for an IC, or as sergeant-type upgrades for individual packs?

I go back and forth. I tend to think terminators make more of a difference damage-wise (and are the cheapest termies out there for the points), but WG pack leaders allow me to double up on special weapons, giving me much-needed redundancy insurance.

What do you think?

Also, most WG terminators you see are always CC specialists. Is that really far and away the most efficient build? Should you really always just go "CC monster" with Wolves and not try to reinvent who they are?
"Either way, if you do touch their junk, don't treat it like you want your own treated. Treat it WAY Better."

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Postby Thunderjaw » Mon Sep 03, 2012 8:22 pm

For me, the first three WG Members of the pack are wearing power armor and going into my Grey Hunter squads. The ability to add "extra killy" in a squad matters to me and increases their effectiveness a ton.

For WG on their own... 90% of the time I'll make the rest into a terminator squad that's good at CC. Possibly spin off a lone terminator with a Cyclone to attach to a Long Fang squad, but I think I've done that exactly once in my life.

Wolves are a "counter punching" army that excels at midfield control and play. By "midfield" I'm generally talking about things in the middle of the table (like objectives). They're not a fast army (play Blood Angels for that). They're not really an "always assaulting" army (Templars). If you ask most of the people that I've played against what a Grey Hunter squad will do, 90% of the time you'll get an answer back along the lines of "he'll rapid fire you to death and let YOU charge HIM." And thus... counter punching". :)
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