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this army idea is to have multiple targets for the enemy... but targets that cannot be able to destroy easy...
2x Worlf guards x5
Thund Hammer+shield (x5)
Land Raider Reedemer + MM
Blood Claws x10
Long Fangs x6
Hvy Boltter x2
Logan Make wolf guards troops...
Blood claws will fall down near to the "most" shooting sqaud of the enemy to destroy them
and long fangs will take out dangerous squad of the enemy and will got relentless from logan
Well i got another idea without long fangs and in their place i will put a big squad with wolfs and the remaining points i will buy both my land raiders an extra armor update...
tell me you ideas
I wouldn't put BC's in a pod, they won't do much on the first turn. Why not put them in one of the land raiders and put logan and the Long fangs in a pod instead? If you decide to do that, put a WG in there as well with the Blood Claws and change the PF to a PW.
The splitting fire ability on the Long fangs means you'll be able to (hopefully) take out a tank and the shooty squad you mentioned.
I know that means that one of the termie squads is walking. I suggest you put a few combi-weapons in that squad. With 5 men you can take a heavy weapon. Maybe an assault cannon or a cyclone missile launcher. Try maybe to get a few Wolf Claws in there as well. Storm Shields are all well and good but I'd prefer to get a few I4 attacks in rather than rely on my saving throws.
Hope this helps.
Mate BC do Everything in the first round that they fall in the game... thats the whole idea of the drop pod! when a BC squad at the starting of the shooting phase is within 6'' of an enemy unit, they dont fire because they will get in assault phase!
So that there is no reason to put long fangs or termies in a drop pod... termies they will not be in assault at first round, so they will be a perfect sitting ducks squad and long fangs if they drop pod, at most in turn two will be in assault, and thats not what anyone wants... I suppose that shooting units is better to stay in a place and shoot from far, and if it will be necessery move and shoot (thats why Logan are with them!)
I dont understand what you mean that "one of the termies will have to walk" ... They will not walk.. both of them will be in a land raider and they will get in assault the turn they disembark.
Am I right?
I think one of us has the wrong idea here. Blood Claws can't assault out of a pod. No-one can. My idea was to switch units and put the blood claws in one of the landraiders, and a termie unit in the other. You could put the Long Fangs and Logan in the pod then. You need to get close to use the multi-meltas effectively. You could just walk them ans put the other termie squad in the pod but they'll just stand there. My idea of using pods is to put a lot of firepower into a flank or weak point in someones army. The only effective firepower you have is tied up in the landraiders and the Long fangs.
Best of luck.
I'm not here to argue with you and I know the wording of the headstrong rule. If that's how you play it, fine but two things (1) a drop pod counts as moving more than 12" when it arrives and (2) it doesn't have an assault ramp. You can't assault from a rhino moving 12", you can't assault from a drop-pod.
Any unit that deepstrikes in, including units (BC's) in drop pods, may not assault on the turn they arrive. The only exception are vanguards, who have a special rule allowing them to do so under certain conditions. The Blood Claw's Headstrong rule says they must assault if they can, however when they just deepstrike, they can't.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
so simple... i dont include the drop pod and one of the 2 landraider i will use it for screen for the bloodclaws and I will give it an extra armor... so all well... i dont spoil the strategy so much... but what about the wolves insted of the long fangs? but propably is better to change them to Grey hunters with 2 flamers for the same points with a drop pod
though about the deep strike rules... I consider my self a non expirience person compare with two of you, but the rules states that "In that turns assault phase, however, these units may not launch an assault, unless clearly stated in their special rules...
Also it says that they can shooting phase can fire or run as normal... since their special rules states that they will ignore the shooting phase to get in, in assault...
Logicaly since they cannot even run in shooting phase, they will enter in assault...
I dont know... but I think this part needs a definition from GW