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How do you use your CP?


Bulwyf

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We are expressly forbidden from using the codex: SM strategies which leaves us with only the basic ones in the book or the two CA recent additions.

 

I like my Wulfen in a transport so I don't use the ghetto DS one from CA. I find myself mostly just using it for rerolls. What are you guys using it on?

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I actually like the DS one. Wulfen are fast enough and have built in charge re roll so it works well with them. Save transport room or points.

 

Otherwise rerolls, though my regular opponent and I decided to allow codex strategems til we get our own to level the field a bit and I must say windbreaker bombardment was pretty sweet.

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I am not saying the DS one is bad but in my meta at least if you bring Wulfen and TWC you better have a Rune Priest or Njarl nearby. Because? Death Hex. They love to Death Hex my SS units and after that they die quick. I bring Wulfen in transports with a RP or Njarl right there with them to try and keep them alive.

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Mostly rerolls, I’ll DS my wulfen so I can save on transport costs

 

I’ve even used true grit a couple of times, it’s proved quite handy moving light infantry off an objective.

 

And even an occasionally gaurentee morale test to stop my fenrisian wolves running off (though that’s super situational)

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I'm brainstorming a list based on long fangs using the flank strategem. So at least 3CP on that.

 

It is a twist on the dark reaper webway strat if facing a shooty army. Gets a major space wolf element in their face ASAP.

 

Starting off the board keeps LF alive for guaranteed firing. The rerolls help counter the moving penalty.

 

The range lets them fire along the length of the enemy deployment zone if needed.

 

WGBL with jump packs land nearby to reroll wounds and Njal can even teleport and give them cover saves.

 

I figure 1 lascannon pack to crack open armor if needed and 2 plasma packs to lay waste to everything else. Theory crafting in my head sounds fun

Edited by TiguriusX
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I'm brainstorming a list based on long fangs using the flank strategem. So at least 3CP on that.

 

It is a twist on the dark reaper webway strat if facing a shooty army. Gets a major space wolf element in their face ASAP.

 

Starting off the board keeps LF alive for guaranteed firing. The rerolls help counter the moving penalty.

 

The range lets them fire along the length of the enemy deployment zone if needed.

 

WGBL with jump packs land nearby to reroll wounds and Njal can even teleport and give them cover saves.

 

I figure 1 lascannon pack to crack open armor if needed and 2 plasma packs to lay waste to everything else. Theory crafting in my head sounds fun

 

A delightful idea actually, although like most cheese users, Hellblasters are more scarier with their rapid fire plasma that can also overcharge, but don't have a natural reroll. Easily fixed with a wolf lord with jump pack deepstriking without need of CP.

 

For me, my concern is more of thinning hordes. My Heavy Bolter Long fangs currently see little use, one squad with 5 HBs equals 15 shots, 7-8 of which should hit, followed by about 5 wounds..... nuts not too cost effective and really needs a battle leader to guarantee at least 6 dead mooks. Not worth it I guess but could provide a speedbump or annoyance factor as opponent is forced to deal with Long Fangs. Still, multiply it by 3 and we'll have about 18 mooks gone for 3 CP

 

Another crazier idea is deep strike Logan with them instead. If they dedicate melee to kill the Long Fangs, they'll have to deal with Logan. In fact, they HAVE to deal with Logan and the Fangs.

 

Meanwhile, rest of army will march/ride/fly up to his face while his backside is getting burned.

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I'm brainstorming a list based on long fangs using the flank strategem. So at least 3CP on that.

 

It is a twist on the dark reaper webway strat if facing a shooty army. Gets a major space wolf element in their face ASAP.

 

Starting off the board keeps LF alive for guaranteed firing. The rerolls help counter the moving penalty.

 

The range lets them fire along the length of the enemy deployment zone if needed.

 

WGBL with jump packs land nearby to reroll wounds and Njal can even teleport and give them cover saves.

 

I figure 1 lascannon pack to crack open armor if needed and 2 plasma packs to lay waste to everything else. Theory crafting in my head sounds fun

 

A delightful idea actually, although like most cheese users, Hellblasters are more scarier with their rapid fire plasma that can also overcharge, but don't have a natural reroll. Easily fixed with a wolf lord with jump pack deepstriking without need of CP.

 

For me, my concern is more of thinning hordes. My Heavy Bolter Long fangs currently see little use, one squad with 5 HBs equals 15 shots, 7-8 of which should hit, followed by about 5 wounds..... nuts not too cost effective and really needs a battle leader to guarantee at least 6 dead mooks. Not worth it I guess but could provide a speedbump or annoyance factor as opponent is forced to deal with Long Fangs. Still, multiply it by 3 and we'll have about 18 mooks gone for 3 CP

 

Another crazier idea is deep strike Logan with them instead. If they dedicate melee to kill the Long Fangs, they'll have to deal with Logan. In fact, they HAVE to deal with Logan and the Fangs.

 

Meanwhile, rest of army will march/ride/fly up to his face while his backside is getting burned.

 

 

I feel like the best way to get Heavy Bolter shots behind enemy lines would be to use Inceptors. They require no CPs and put out 18 shots per unit of three with the same Character support is BRUTAL for hordes.

 

I find I spend my CPs with 1 CP dedicated to send my Wulfen squad (2 TH/SS, 2 FA,1 Leader) on the hunt to save points transporting them and the other CPs I spend on either re-rolls of to interrupt the flow of combat and let one of my units fight first.

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I like the outflank stratagem to get Wulfen up the board quick without investing a ton of points on the stormwolf. Stormwolf and wulfen is just too many points in one basket.

 

I heard someone talking about using True Grit with the Primaris marines. That -1 AP is pretty nice in combat.

 

The morale stratagem is good for Fen Wolves when you really need it. But they're our chaff smite-eaters so you can't really be too concerned about them. 6ppm is just about right for them.

 

I primarily use the CP for rerolls though. At the moment I am not too concerned about CP because there is not a great deal for us to use it on. Once we get our codex with more stratagems CP will become way more important.

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I'm brainstorming a list based on long fangs using the flank strategem. So at least 3CP on that.

 

It is a twist on the dark reaper webway strat if facing a shooty army. Gets a major space wolf element in their face ASAP.

 

Starting off the board keeps LF alive for guaranteed firing. The rerolls help counter the moving penalty.

 

The range lets them fire along the length of the enemy deployment zone if needed.

 

WGBL with jump packs land nearby to reroll wounds and Njal can even teleport and give them cover saves.

 

I figure 1 lascannon pack to crack open armor if needed and 2 plasma packs to lay waste to everything else. Theory crafting in my head sounds fun

 

In 5th Edition I use to pod Logan Grimnar, Arjac Rockfist and a full unit of Long Fangs. Back then of course I could deploy two other pods with it on the first turn but I am thinking of doing something similar in this edition to see if I can use at least one of the drop pods I own.

 

Question: Is using 'Cunning of the Wolf' limited by the Tactical Reserves rule pg 215 or is it an exception allowing us to place more than 50% into the teleportium...

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For me, my concern is more of thinning hordes. My Heavy Bolter Long fangs currently see little use, one squad with 5 HBs equals 15 shots, 7-8 of which should hit, followed by about 5 wounds..... nuts not too cost effective and really needs a battle leader to guarantee at least 6 dead mooks. Not worth it I guess but could provide a speedbump or annoyance factor as opponent is forced to deal with Long Fangs. Still, multiply it by 3 and we'll have about 18 mooks gone for 3 CP.

For horde clearance, you definitely want Inceptors. 18 S5 AP-1 shots for 135 points is great value and they are Assault rather than Heavy meaning they do not suffer the -1 t Hit on the turn they arrive. They can also move much faster if you wipe out your original target. No points required for a drop pod either. They have quite a small footprint so can often be dropped in cover quite easily if needed. 18 shots will normally give you 12 hits and 8 dead GEQs/Orks for just 135 points and no CPs at all with no character support required. Add a character and they get even better.

 

The other option of course is an AC Razorback. 12 shots (same as 4 HB Fangs) S6 rather than S5 and more durable vs small-arms fire. Even with the price hike in Chapter Approved they are still good value and can take a small unit with them if necessary.

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