Lone Wolf Question

Talk about all the armies of the Imperium here, from the mighty Space Marines to the innumerable Astra Militarum.
lonestar
MiniWarGaming Beginner
Posts: 26
Joined: Mon May 21, 2012 7:20 pm
Location: Sarnia, ON

Lone Wolf Question

Post by lonestar » Tue Sep 11, 2012 11:08 pm

I am torn on how to load out my Lone Wolf.
I can't choose between 2 Wolf Claws or a Frost Axe & Storm Shield.

What would you choose?
Space Marines 3500 points (for sale)
Orks 700 points (building to 1000)
Firestorm Armada 755 points (on the painting table)

User avatar
BunkhouseBuster
Lives, breathes, and eats MiniWarGaming
Posts: 1044
Joined: Fri Dec 02, 2011 11:08 am
Location: Missouri (Misery?)

Re: Lone Wolf Question

Post by BunkhouseBuster » Tue Sep 11, 2012 11:50 pm

Well, I wouldn't take a Frost Axe with a Storm Shield. Instead, a Power fist would be better, since it costs the same. A Frost Axe costs the same as a Power fist in points across the Space Wolves Codex. The only problem with them is that the F. Axe only benefits from that additional attack from a pistol. If you take the F. Axe with anything else, like a Combi-weapon or Storm Shield, then you lose that bonus attack, and are then spending points on a less effective Power fist.

If you have a pistol, then a Frost Axe is great. Otherwise, go with a Power fist. I know that the models don't look as cool then, but that's the way the die rolls.

As to your question, I would go with the Storm Shield to give him some survivability. You want him to kill stuff, and get in to do it. A Mark of the Wulfen would also compliment him a bit.
My Wargaming Collections
Space Wolves and Space Marines
Lizardmen
Astra Militarum
Khador

lonestar
MiniWarGaming Beginner
Posts: 26
Joined: Mon May 21, 2012 7:20 pm
Location: Sarnia, ON

Re: Lone Wolf Question

Post by lonestar » Wed Sep 12, 2012 12:08 am

Hmmmmm, good point.
How about if I also equip him with Terminator Armour? Does that change anything?
Space Marines 3500 points (for sale)
Orks 700 points (building to 1000)
Firestorm Armada 755 points (on the painting table)

User avatar
TheAurgelmir
Mighty Manufactorium of MiniWarGaming Posts
Posts: 2428
Joined: Sun Sep 18, 2011 3:04 pm

Re: Lone Wolf Question

Post by TheAurgelmir » Wed Sep 12, 2012 5:56 pm

lonestar wrote:Hmmmmm, good point.
How about if I also equip him with Terminator Armour? Does that change anything?
Fun fact:

If you are taking a Thunder Hammer/Strom Shield the points become the same with or with out the Terminator armor ;)


I would never take a Frost Axe and Storm Shield. Because a Thunder Hammer or powe rfist are both also unwieldy, but the other two gives you Strength 8 instead of 6.

MFletch
Lost in the MiniWarGaming world...
Posts: 3168
Joined: Sat Jul 16, 2011 6:22 pm

Re: Lone Wolf Question

Post by MFletch » Wed Sep 12, 2012 8:13 pm

Terminator armour with chainfist and storm shield. Then maybe some wolves for company.
There are a truly weird unit.

lonestar
MiniWarGaming Beginner
Posts: 26
Joined: Mon May 21, 2012 7:20 pm
Location: Sarnia, ON

Re: Lone Wolf Question

Post by lonestar » Wed Sep 12, 2012 10:32 pm

That sounds like an interesting combo.
Never used a chain fist before. I like the idea of Wolf Claws.
But would you use a Lone Wolf as an Anti-Armour weapon?
Wouldn't he be of better use as an Anti-Infantry weapon?
Space Marines 3500 points (for sale)
Orks 700 points (building to 1000)
Firestorm Armada 755 points (on the painting table)

User avatar
TheAurgelmir
Mighty Manufactorium of MiniWarGaming Posts
Posts: 2428
Joined: Sun Sep 18, 2011 3:04 pm

Re: Lone Wolf Question

Post by TheAurgelmir » Wed Sep 12, 2012 10:50 pm

Well you take the Shield for survivebility. So you don't get the full benefit from the Wolf Claw if you only take one.

The Lone wolf is also a character, so you want to have him be AP2, so the Chain Fist is a better option to the Wolf claw which is only AP3.
So the Fist is all in all the best option for an all purpose Lone Wolf.

User avatar
Jag
Lives, breathes, and eats MiniWarGaming
Posts: 1159
Joined: Mon Aug 15, 2011 10:57 pm
Location: California

Re: Lone Wolf Question

Post by Jag » Wed Sep 12, 2012 10:54 pm

how do you get them to their target? Foot slogging termie chasing tanks around?
Army - Wins/Losses:
Trollbloods - 22/2
Mercenaries - 4/0
Cygnar - 3/1

User avatar
Rust
MiniWarGaming Veteran
Posts: 117
Joined: Wed Sep 05, 2012 9:34 pm

Re: Lone Wolf Question

Post by Rust » Wed Sep 12, 2012 10:57 pm

Jag wrote:how do you get them to their target? Foot slogging termie chasing tanks around?
*Imagines a Terminator chasing around a Rhino with Yakkity Sax playing in the background*
"Better destruction than bondage."
"So says the slave to the free man."

User avatar
Jag
Lives, breathes, and eats MiniWarGaming
Posts: 1159
Joined: Mon Aug 15, 2011 10:57 pm
Location: California

Re: Lone Wolf Question

Post by Jag » Wed Sep 12, 2012 11:01 pm

Rust wrote:
Jag wrote:how do you get them to their target? Foot slogging termie chasing tanks around?
*Imagines a Terminator chasing around a Rhino with Yakkity Sax playing in the background*
you reading my mind?
Army - Wins/Losses:
Trollbloods - 22/2
Mercenaries - 4/0
Cygnar - 3/1

User avatar
Rust
MiniWarGaming Veteran
Posts: 117
Joined: Wed Sep 05, 2012 9:34 pm

Re: Lone Wolf Question

Post by Rust » Wed Sep 12, 2012 11:03 pm

Naw. Just too much Dawn of War.

"Silly Terminator. You attack the buildings. You can't chase the tanks. Terminator what you doing? Terminator. Terminator. Stap!"
"Better destruction than bondage."
"So says the slave to the free man."

User avatar
Jag
Lives, breathes, and eats MiniWarGaming
Posts: 1159
Joined: Mon Aug 15, 2011 10:57 pm
Location: California

Re: Lone Wolf Question

Post by Jag » Wed Sep 12, 2012 11:08 pm

it would be amazing if a lone Wolf could take artificier armor, jump packs and/or thunderwolf mount.
Army - Wins/Losses:
Trollbloods - 22/2
Mercenaries - 4/0
Cygnar - 3/1

User avatar
TheAurgelmir
Mighty Manufactorium of MiniWarGaming Posts
Posts: 2428
Joined: Sun Sep 18, 2011 3:04 pm

Re: Lone Wolf Question

Post by TheAurgelmir » Thu Sep 13, 2012 7:16 am

Jag wrote:it would be amazing if a lone Wolf could take artificier armor, jump packs and/or thunderwolf mount.
Well he would be the onlyone in the codex with Artificer armor ;) Semantics Police strikes again!

But as I said, the total price of Upgrades + TDA is generally the same if you take them without on Space Wolves. So the only benefit would be him stealing a rhino at the start.
Foot slogging him isn't a bad idea, jsut remember to bring enough other units to take their mind off him... or let him die while those other unit cries havoc. (He is a point for you if he is dead you know)

MFletch
Lost in the MiniWarGaming world...
Posts: 3168
Joined: Sat Jul 16, 2011 6:22 pm

Re: Lone Wolf Question

Post by MFletch » Thu Sep 13, 2012 1:45 pm

You assault whatever comes close. It may very well be some mech/2+ infantry/monster (hence chainfist).

You should be able to abuse the wolfs you take to make cc more likely with their movement.
That is he moves 6'' they can move more and stay with their backsides with 2'' and noses pointing the enemy, this is sure to give him at least 3'' on a assault roll.

User avatar
BewareOfTom
Epic MiniWarGaming Poster, 'nuff said
Posts: 7753
Joined: Wed Feb 18, 2009 4:27 pm
Ribbons Earned: Completed a Painting Deathmatch Side Challenge Entry
Location: Ontario, Canada

Re: Lone Wolf Question

Post by BewareOfTom » Thu Sep 13, 2012 1:52 pm

yeah, everyone in the same unit doesnt have to move at the same speed anymore right? wasnt it in 5th that if an IC without a JP joined a JP unit they could not move 12" (even if they stayed in coherency) because of him? (but they can now right?)
I have half a mind to kill you, and the other half agrees

"(Lebianism) is rather inefficient... there appear to be interface problems"
- Engelbart Kappa


Kidnapping? I call it surprise adoption!

Post Reply

Return to “Imperium”

Who is online

Users browsing this forum: Bing [Bot] and 0 guests