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Best unit vs. Plaguemarines


Ant

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A squad of 13th co. grey slayers, when charged by Plaguemarines could possibly be the best way to counter them?

With a Wolfguard armed with a fist/frostaxe & mark of the wulfen and counter-attack he could total up to about 7 attacks? 2 base, +1 for extra weapon, +1 for counter attack and +3 for MOTW, he alone could take out a squad relatively easily. Stacked ontop of the rest of the squads attacks, some of which might be frost axes / power weapons it may be a good counter-squad to the Plaguemarines. You would just have to bait them to charge you rather than vice versa. Im not quite sure if they would be as effective as a BT Termy squad full of lightning claws though.

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Simple. A Vindicator. They come in, probably reasonably bunched up. The S10 shell denies them FNP, will probably get most of the squad and blow a hole in it. And the Plaugebearers have no real way of hurting it.

 

As far as assault goes, Blood Claws. A potential 9 PF attacks, plus the rest and whatever the WGPL + character gets will see off PB easily. As we have such a high number of PW/PF attacks they aren't a serious problem. They are a tarpit unit, however so go for more dangerous units first.

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A squad of 13th co. grey slayers, when charged by Plaguemarines could possibly be the best way to counter them?

With a Wolfguard armed with a fist/frostaxe & mark of the wulfen and counter-attack he could total up to about 7 attacks? 2 base, +1 for extra weapon, +1 for counter attack and +3 for MOTW, he alone could take out a squad relatively easily. Stacked ontop of the rest of the squads attacks, some of which might be frost axes / power weapons it may be a good counter-squad to the Plaguemarines. You would just have to bait them to charge you rather than vice versa. Im not quite sure if they would be as effective as a BT Termy squad full of lightning claws though.

 

Wolfguard leader in 13th company has 3 base attacks, and grey slayers have 2 base. :tu:

 

Just means they'd own even more :)

 

The best thing I've used against them in Space Wolves is a vindicator, as stated it crushes their FNP and they're usually in smaller groups so you're more than likely to get them all (don't forget, no more partials, any touching and they're nuked. :tu:

 

with my 13th company, I've killed them with every unit in my army except my long fangs (unless you count shooting) even my fenrisian wolf packs can take care of them... 45 attacks is still going to wear away at a marine squad, T5 or not.

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A squad of 13th co. grey slayers, when charged by Plaguemarines could possibly be the best way to counter them?

With a Wolfguard armed with a fist/frostaxe & mark of the wulfen and counter-attack he could total up to about 7 attacks? 2 base, +1 for extra weapon, +1 for counter attack and +3 for MOTW, he alone could take out a squad relatively easily. Stacked ontop of the rest of the squads attacks, some of which might be frost axes / power weapons it may be a good counter-squad to the Plaguemarines. You would just have to bait them to charge you rather than vice versa. Im not quite sure if they would be as effective as a BT Termy squad full of lightning claws though.

 

 

A 13th Company Wulf Guard can't take a PF and get +1A for 2 CCW's anymore... he can however get this:

 

Base (3) + Charge (1) - Defensive Grenades (1) {dirty blight grenades} + Mark of the Wulfen {let's assume a good roll} (3) + Counter-Attack (1) + Wolf Pelt (1) + Wolf Helm of Russ {why not, we're going for overkill at this point anyways} (1) = 7/8 if twin lightning claws are taken on a charge

 

Also, a Wulf Guard cannot take a Frost Blade, that's IC only. Your best bet is a Wulf Guard with 2x Claws to terrorize those Plague Marines. Seeing as you get a reroll to wound with the LC's so you get a better chance of killing them before they hurt you.

 

Edit: Seem's I can't do math today ;)

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Base (3) + Charge (1) - Defensive Grenades (1) {dirty blight grenades} + Mark of the Wulfen {let's assume a good roll} (3) + Counter-Attack (1) + Wolf Pelt (1) + Wolf Helm of Russ {why not, we're going for overkill at this point anyways} (1) = 9/10 if twin lightning claws are taken

 

Wouldn't it be

Base (3) + Counter attack (1) + MOTW (3) + Wolf Pelt (1) + WHOR (1) = 9

if you were charged

 

and

 

Base (3) + Charge (1) - Blight Grenades (1) + MOTW (3) + WHOR (1) = 7

If you were the one who charged?

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Base (3) + Charge (1) - Defensive Grenades (1) {dirty blight grenades} + Mark of the Wulfen {let's assume a good roll} (3) + Counter-Attack (1) + Wolf Pelt (1) + Wolf Helm of Russ {why not, we're going for overkill at this point anyways} (1) = 9/10 if twin lightning claws are taken

 

Wouldn't it be

Base (3) + Counter attack (1) + MOTW (3) + Wolf Pelt (1) + WHOR (1) = 9

if you were charged

 

and

 

Base (3) + Charge (1) - Blight Grenades (1) + MOTW (3) + WHOR (1) = 7

If you were the one who charged?

 

 

Sorry I goofed, it would be 7 on the Charge w/o LC's, and 8 on a Counter-Attack w/o LC's when charged.

 

I'll edit my earlier post to fix it.

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