Tuesday, 12 May 2015
I was reading an article over on Frontline Gaming yesterday, from Frankie - one of their principal writers (and the world's best 40k player)
He was discussing the use of a 'smash and grab' Thunderwolves list using Champions of Fenris..
It's a great idea and something I'm sure many of us have seen attached to ether SM Bike lists, Dark Angel Ravenwing Command Squads (with scout "support" or 110 points of shite) ... I've also come across it in the UK with Sisters of Battle for Priest action and Hit N Run from Celestine.
I must say, rerolling all saves in combat is an absolute BEAST mode way of playing the Wolves.
But what I thought was a really cool way of playing them was in the comments from the post. This discussed joining all the IC's (WGBL/WL/IP) to a Deep Striking (Drop Pod) Thunderfire Cannon!
Becoming Artillery crew took the unit to Toughness 7 and of course, with easily available scouting, the TWC bomb could be in the midfield, in cover or simply in position to tank like a boss with T7 across the board!
Does this shit work! How cool is that! It does - in the BRB the first line under "Shooting at Artillery" states:
"...If shooting at an Artillery unit, the Toughness of the guns is always used whilst at least one gun remains..."
So what does the list look like?
Smash mouth Chapter Master - Artificer, Shield Eternal, Power Fist, Auspex, Bike 250
2 x Scout units (1 to hitch a ride further upfield with) 110
Thunderfire Cannon - 135 (w Drop Pod)
Coteaz (Inq. Detachment)
This then leaves a boat load of points for TWC characters
Iron Priest - Thunderwolf 105 x 6 oh OK then...
Take two WGBLeaders with PF, SS and Runic Armour (obvs the TW Mount) @ 165 ea
Maybe grab a Librarian from the SM side,, upgrade to level 2 and try for Invisibility on Telepathy... could be pretty sweet, T7 and Invisible
We need some ablative wounds like Frankie's list - grab 10 Fensrisian Wolves for 80 points and then grab more TWC?
3 TWC stock brings us up to 1815 - we keep them for weight of rending and general attacks, plus they have a distinctly different purpose than the characters.
We could switch it up actually as we have some pretty solid tanking characters and use 2 more psykers:
1 more Lvl 2 from SM in place of the chapter master (more rolls for Telepathy)
1 Rune Priest on a Bike in the Wolves for Biomancy. FNP/Eternal Warrior could be amazing!
So why the need for a Turn 1 defensive buff?
T7, Invisible, FNP etc...
First turn is such a HUGE thing now, certainly in the UK and I am sure over the world - with the coming of the apocalypse (new Eldar) - potentially rending Scatterbikes and D Cannons just deleting units, you need everything you can to toy with them.
Here, barring psychic shenanigans, we have at least T7 Thunderwolves, whether going first or second (just deploy the TFire).
This at least allows us to hit out in one piece.
And it's a BIIIIIG BUT (I like big butts and I cannot lie)
You will still (going second) need to weather a storm of fire - Coteaz helps us here, assisting with the seize (Warlord trait to aid Seizing - hmm...perhaps I should look more at BA and the Veritas, but lose Telepathy then...) and to protect us from the seize happening.
This list does still leave you with your dick in your hands for a turn before getting into things and does it solve the problem of Eldar Jetbike spam? Nah probably not...
That's why I think Drop Pods may have to be the way...
Look at all the shit we are having to come up with just to stay alive! Is it perhaps not better to stay off the board, whether going first or second and punish those pointy eared bastards (and all the other armies with horrendous firepower) before they get to you?
Yes, I think it is... Thoughts on dealing with the "I go, you go" issue of alpha striking?