Thursday, July 20, 2017

2 Where's the Beef Wednesday, #02: The Wolf Pack aka Wolf Guard


"Hello.  How 'bout that ride in?  I guess that's why they call it Sin City.  You guys might not know this, but I consider myself a bit of a loner.  I tend to think of myself as a one-man wolf pack.  But when my sister brought Doug home, I knew he was one of my own.  And my wolf pack, it grew by one.  So, there were two of us in the wolf pack.  I was alone first in the pack, and then Doug joined in later.  And six months ago, when Doug introduced me to you guys, I thought, "Wait a second, could it be?"  And now I know for sure, I just added two more guys to my wolf pack.  Four of us wolves, running around the desert together, in Las Vegas, looking for strippers and cocaine.  So tonight, I make a toast!...Blood Brothers!"

Wolf Guard are without a doubt the heart and soul of any Wolf Pack.  Each and everyone of them are chopping at the bit to become the next alpha male if given the opportunity.  They are an extremely versatile unit, thanks to how you can kit them out.  You need a squad of flamers, give each of them a combi-flamer.  Need a unit that dishes out a jackpot of attacks, give them wolf-claws for the win.  The options are endless.  You want them to weather the heat of the unforgiving desert of war give them Terminator armour.  You want them to soar like an eagle and cover ground quickly give them Jump Packs.  You can also put them on Bikes or plain jane in their 3+ armour.  Not matter the role they can fill it out with ease and more importantly effectiveness.  The only warning I will give you before you decided to tell the dealer to "Hit Me" is to not give them all the bells and whistles as their points quickly add up; restraint is sometimes a good thing.  Stormshields cost only a mere 5pts as opposed to Characters 15pts so feel free to grab one to two of these for each unit.  Do not forget that each unit comes with their very own Pack Leader aka "Alan".  "Alan" gets 1 extra attack so feel free to use him with whatever weapon load you feel is best. Lets find out "Where's the Beef?" with Wolf Guard.

Wolf Guard in Power Armour
M 6", WS 3+, BS 3+, S4, T4, W1, A2, Ld 8 & Sv 3+



First up is my least favourite of the 4 options, power armour.  You can have 5-10 models in each unit you field.  In this load out they each come with a Boltgun, Bolt Pistol and Frag/Krak Grenades.  They can however take any close combat weapon from the Space Wolves Melee weapon list.  Chainsword for extra attacks is the straight forward simple approach that will cost you nothing extra but will get them up to 3 attacks in close combat.  If you trade in their Bolt Pistol you can give them a second close combat weapon.  Ideally you are looking at Wolf Claws which are killer as they are Str5 Lighting Claws for the same price as Str4 Lighting claws.  A set will grant them an extra attack for a grand total of 3 each.  If that doesn't tickle your fancy you can go for Thunderhammer/Stormshield to give the squad a handy dandy invulnerable save.  Frostswords, and Power Axes each put them at Str5 are as best as it will give against T4 units with any of the power/frost weapons.  If there is a ton of T3 units you run against then grabbing the Frost Axe is nice as it moves that Wolf Guard up to Str6 which means you will be wounding those puny T3 units on 2's.  The last viable close combat option is the Powerfist which makes them Str8.  This along with the Thunderhammer does give the unit a solid shot against vehicles and monsters.  Their final option is to replace their Bolter with any style of Combi-weapon that you want.  Combi-Flamers and Combi-Meltas are both solid choices.  I would place them in a boxcar via a Rhino for squads of 7-10 and a Razorback for squads of 5-6.  I like the following as they both are cheap units with a bucket of dice in terms of output:

Close Combat Option
145 = Wolf Guard x5: (Wolf Claws x2/Bolter) x5 
099 = Razorback with Twin Heavy Flamer

Anti-Horde Option
Wolf Guard x5: (Combi-Flamer/Power Axe/Bolt Pistol) x5
099 = Razorback with Twin Heavy Flamer


Wolf Guard with Jump Packs
M 12", WS 3+, BS 3+, S4, T4, W1, A2, Ld 8 & Sv 3+


Your second choice is to kit them out with Jump Packs.  They have all of the same options as their Power Armour brothers except they have the Fly rule, can deepstrike and move a whopping 12".  Obviously vehicles are out of the questions as they come with their own personal ride via their Jump Packs.  They work great in any Mechanized armour as they can keep pace with the vehicles and hide behind them to boot.  They also are an excellent addition to any Alpha Strike thanks to their ability to deepstrike.  I like the following option as once again its fairly cheep for what they are going to give you on the table:

Jack of all Trades
182 = Wolf Guard with Jump Pack x5: (Combi-Melta/Chainsword/Bolt Pistol) x2 & (Wolf Claws x2/Bolter) x3

Wolf Guard on Bikes
M 14", WS 3+, BS 3+, S4, T5, W2, A2, Ld 8 & Sv 3+


Next up is to turn them into your very own Son's of Anarchy gang by giving them some burly Bikes. They get all the Bolt Pistol, Chainsword and Frag/Krak plus they can take either a Bolter or Combi-Weapon of their choice for the complete package.  It doesn't end there though as the bike itself comes with Twin Boltguns on the Bike itself.  In addition like the other two load outs above they can take up to 2 close combat weapons.  No real change for what melee weapons are worth your time.  The biggest and baddest upgrade you can give them is combi-flamers as they are an assault weapon which means they can move, advance and still shoot them at a -1 which is negated as flamers auto hit.  With an auto 6" advance this squad is able to move 20" a turn; nothing will be able to hide from them as they have a 28" range.  Ideally I see the bikes as an excellent platform for messing up your opponents flanks and or support character hunters.  The bike provides them with an extra point in Toughness (T5) which makes them a lot harder to wound.  Combine that with their extra wound and they are justified for their points cost.  I like the following options:

Anti-Horde
225 = Wolf Guard on Bikes x5: All with Combi-Flamers/Chainswords/Bolt Pistols

Character Hunters
285 = Wolf Guard on Bikes x5: (Wolf Claws x2/Combi-Melta) x2, (Wolf Claws x2/Bolter) x2, (Thunderhammer/StormShield) x1


Wolf Guard Terminators
M 5", WS 3+, BS 3+, S4, T5, W2, A2, Ld 8 & Sv 3+/5++


Last up is my personal favorite Wolf Guard Terminators; the gangsters of Wolf Guards.  They may be slow in terms of straight up movement but with advancing and successful charges they can actually cover ground quite quickly.  Combine this with their ability to deepstrike and now they can cut some of that distance off the top.  Their weapon option is slightly different as they don't get a Bolt Pistol which means one less option.  For them they are restricted to have two weapons only; one for each hand.  This means they can take any type of Combi-weapon with a close combat weapon or two close combat weapons.  For every five one of them can take a Terminator Heavy Weapon, Heavy Flamer, Assault Cannon or Cyclone Missile Launcher (both hands still free to take two other items). The flexibility is still their but the ability to shoot in close combat is gone.  Points add up quickly with these armoured brutes so one again don't get carried away.  They get a 5++ invulnerable save and like the bikers they get an extra wound.  That extra wound goes a long way in terms of their survivability and is one of the reasons they cost so much. I like the following options:

Jack of All Trades
272 = Wolf Guard Terminators x5: (Wolf Claws x2) x2, (Thunderhamer/StormShield) x1, (Chainfist/StormShield) x1 & (Heavy Flamer/Chainfist) x1

Anti-Horde
258 = Wolf Guard Terminators x5: (Wolf Claws x2) x3, (Thunderhammer/Stormshield) x1 & (Heavy Flamer/Chainfist) x1

No matter how you skin the cat Wolf Guard are a highly flexible unit that other MEQ armies wish they had access to.  Enough ramblings from me as I this post has dragged on long enough.  Would love to here your thoughts on Wolf Guard and how you like to kit them out.

2 comments:

  1. Really good read dude, thank you for posting :) I run my Wolf Guard in termi armour, 3 TH/SS, a heavy flamer and claw and one with 2 claws and they wreck most things I throw them at. I think Arjac in 8th is a boss too and gives them an extra dimension with the extra attack and reroll, he is well worth finding some extra points for plus he can smash face too ! Keep up the good work, Fenrys Hjolda :)

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  2. Cheers Carl for both reading my little old blog and for sharing your Wolf Guard Pack with the rest of us. Glad you enjoyed the read. Your pack is uber resilent with 3 SS and can still dish out enough attacks to wipe the units out quickly regardless of if they are troops, vehicles, monster or characters.

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