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Skyclaws


sturguard

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I run a small squad of six with a power axe, and a flamer. I like them either as a deep strike option, or as counterpunch unit to opposing deep strike stuff.

 

If drop pods point cost are reduced in chapter approved, I want to using a couple ten man squads, that jump down around a drop pod with ragnar and some wolf guard.

 

Its hard to say if they will get better so much of 8th edition is tied into stratagems, If you like them though I'd give them a shot. Either way chapter approved comes out soon and that is going to bring a fair amount of clarity.

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I have run a small pack of 5 with 2 flamers and a power sword on the leader, its a mobile and cheap unit that can throw out a decent amount of damage (and some nasty overwatch) and is something you can throw into the backfield and divert some attention and hopefully firepower away from your other heavy hitters. I think if you like the sound of them brother you should give them a shot, they may not be the most competitive choice but they are fun :)

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Mine have been underwhelming so far. I will probably give them another go at some point but the key question is what are they for? If you want to use them for chaff clearance then Wolfguard jumpers with storm bolters bring more bang for your buck I think. For killing tougher targets, their limited number of power weapons counts against them.

 

They are not Troops so don't help towards CP totals and don't gain ObjSec. Basically they have the same problem are regular Marine Assault squads in that the Veteran versions do the same job better for just a few extra points.

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Mine have been underwhelming so far. I will probably give them another go at some point but the key question is what are they for? If you want to use them for chaff clearance then Wolfguard jumpers with storm bolters bring more bang for your buck I think. For killing tougher targets, their limited number of power weapons counts against them.

 

They are not Troops so don't help towards CP totals and don't gain ObjSec. Basically they have the same problem are regular Marine Assault squads in that the Veteran versions do the same job better for just a few extra points.

 

This is my issue, wolf guard with jump packs just seem better for not that much more points. a ten man pack with stormbolters puts out 40 shots at 12" range (and 20 at 24", so they dont always have to drop in super close unlike skyclaws), and a decent amount of CC attacks (even when charged) due to the free chainsword upgrade and base 2 attacks. If i have the points i add in 3-4 strom shields to try soak up harder hitting weapons.

 

Ive also run a 10 man wg pack with dual PP on everyone. It is hilarious fun but obviosuly very much an expensive glass cannon :)

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I'm using mine 5 guys armed with 2 plasmaguns and power fist + WGPL with combi-plasma to surgeon fire support unit to drop near Lucas

So they hit on 3+ (WGPL even on 2+ as he's still BloodClaw by keywords) and ignore getshot - overcharged all the time.

 

Cool, been trying to use lukas lately to buff the blood Claws shooting, though Lukas mobility is an issue.

 

To OP, I've been toying with the idea of them being a cheap bodyguard unit for your characters. For WG w Jump pack to shine, they will need to equip power weapons and combi weapons which will jack up the price. If you put them cheap, you'll have your opponent waste valuable shots at the Skyclaws. and if they don't shoot your Skyclaws, your characters (either on bike, TWC or jump pack) will remain protected JUST IN CASE your other screens are killed. Especially for Deep strikers.

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