Friday, January 15, 2010

Sky Claws

Skyclaws are Blood Claws equipped with Jump Packs. It seems that Blood Claws aren't so popular as troops, so the Space Wolves organised them to fill all the Fast Attack choices, which works for me!

Skyclaws take the ferocity of Blood Claws and make it a little more uncontrollable, because no one from the Wolf Guard is will to lead them. So this makes things a little bit awkward due to the Headstrong rules. It also means that Skyclaws cannot enjoy the cheap Powerfist with lots of attacks that Swiftclaw, Blood Claw and Grey Hunter squads can enjoy.

The only answer is to have them led by an Independant Character and when Skyclaws are in fact Blood Claws with jump packs, there's only one man who can get the most out of them and that's a Wolf Priest. Fortunately in the latest Space Wolves Codex, all Characters now have access to jump packs, despite it being very out of character for the Space Marine Chapter.

Skyclaw packs are formed from headstrong trouble makers in the Blood Claws. However, this 'reward' is seen as a rather dubious honour by older Space Wolves, not because membership to the Skyclaws almost certainly guarantees a quick and violent death, but because if fighting on foot was good enough for their Primarch, its good enough for them too!

Many Space Wolves players feel the same, but when you considering that some of the Space Wolves now ride gigantic wolves into battle, wearing jump packs doesn't seem quite so radical.


OPTIONS
Flamer - Not bad, but you don't want to deny yourself a charge
Melta Gun - The best gun in 5th edition
Plasma Gun - Tempting, but expensive
Plasma Pistol - Too expensive!
Power Weapon - Mark of the Wulfen is better
Powerfist - You need it, so take it!
Mark of the Wulfen - Awesome!

Skyclaws Squad 1: 380pts
Wolf Priest with Runic Armour, Melta Bombs, Jump Pack
10 Skyclaws, Powerfist, Mark of the Wulfen, Melta Gun

This is a mirror image of what my friend James runs in his Dark Angels army, which is a chaplain with melta bombs leading a 10-man assault squad led by a veteran sergeant with a Power Fist.

It's an absolutely lethal unit that can take lots of casualties and easily tears apart whatever it charges. It's also great for 'herding' enemy units who want to keep away from it!

The difference between his assault squad and the Space Wolves Skyclaws is that they get to reroll to hit even if they are charged because of Preferred Enemy. Couple that with Counter Attack and you've got an assault unit that doesn't mind being charged as much. There's a lot more attacks and with the rerolls the lower Weapon Skill shouldn't make much of a difference. Plus there's a melta gun thrown in there for good measure to soften up tougher targets before the charge.

His unit comes to 385pts in the Dark Angels Codex.
Although it also comes to 335pts in the Space Marines Codex.

Skyclaws Squad 2: 335pts
Wolf Priest with Melta Bombs, Jump Pack
10 Skyclaws, Powerfist

If you want to match the assault squad from the Space Marine Codex for points, you need to strip this down to the bare essentials. As you can see, for the same points you get a unit with a lower Weapon Skill, but more attacks on the charge, Preffered Enemy and Counter Charge which makes them an all-round more forgiving unit.

CONCLUSION
Maybe Skyclaws aren't that bad after all? When you compare them to other Space Marine assault squads their value for points really stands out. However, like the Blood Claws, you really need to have them led by a Wolf Priest to make the most of their attacks.

Also, if you're trying to compete on points, then it may be worth dropping one of the Skyclaws and giving another the Mark of the Wulfen to see if the extra attacks and Rending can give you even better value for your points.

13 comments:

Dverning said...
January 15, 2010 at 10:58 AM

Cheers for another decent read. Your analysis have been fairly coincident with mine. Still, I think you're so worried about their WS3 that you haven't really taken this as far as you could have... I think you're addressing a phantom concern. Also, I think you're focused on the idea of what a character can do for the squad rather than the reverse.

"with the rerolls the lower Weapon Skill shouldn't make much of a difference"
A typical game you're going to be fighting other Space Marines, right? Thus you're hitting on a 4+ at WS3 or WS4. The only difference for the Skyclaws' WS is what it takes for the enemy to hit them...
WS 3 only has a different to-hit (and thus will only see a difference in benefit from a re-roll) against WS 3, 7 or 8. IG should fold to how many attacks Skyclaws have. They also shouldn't be the ones hunting down Daemon Princes or big Nid Monsters, except maybe as a bodyguard to an IC.
Thus I'd posit the Wolf Priest's Preferred Enemy is nice for an approximate 25% in close combat offense, but doesn't normally change anything in regards to WS3 versus WS4.

"you really need to have them led by a Wolf Priest"
Care to expand on this statement? Preferred Enemy, as I say above, is nice for increasing offense, but is equally useful on other units. Hitting 30 times rather than 20 is certainly nice. Gaining Fearless is also nice as it means they won't be fleeing 3d6. There's also that nice Invulnerable save.
Yet would it not be just as worthwhile to drop a Rune Priest in there? With a jumppack and some Skyclaws for ablative wounds, he could place JotWW or Murderous Hurricane much more surgically than on foot or in a tank. MH would also greatly improve their chances of assaulting rather than being assaulted. Add in Storm Caller and now they're taking their cover with them too. There's also the option to Deep Strike without the cost of the Drop Pod.

I'm not saying that a Rune Priest is clearly better. He's just a different and equally viable leader for some Skyclaws. Cheers!

Adam said...
January 15, 2010 at 11:04 AM

Thanks for your thoughts. Yes, you're quite right that a Rune Priest is an excellent choice for them as well. I'll have to give that a try!

I think 20 hits and 30 hits is quite a big difference because, as you've illustrated against fighting other marines, it statistically results in 3 more dead enemy marines, which can make quite a bit difference.

Essentially it's a faster Blood Claws pack that doesn't mind being charged, which, with their speed makes them a bit more of a tactically viable choice. It's just a shame they can't be joined by a Wolfguard.

CH said...
January 15, 2010 at 5:10 PM

I was vertainly having fun with Skyclaws for a few games but it wasn't until I put a Wolf Priest with them that they really started to shine.

The re-rolls have really made a big difference against IG in the last two games I've played. Have been using a unit of 5 with a powerfist led by a WP with melta bombs as a trial but will definitely be upgrading to a full squad of 10!

Big Jim said...
January 15, 2010 at 11:33 PM

"It's just a shame they can't be joined by a Wolfguard."

Ain't that the cold hard truth!

Anyhow, I think both Characters have their merits.

Anonymous said...
January 18, 2010 at 7:52 PM

I love these reviews, they are really helping me with my army. I did have a few questions though, firstly, if a Sky Claw took a Power Fist, could he then take a mark of the Wulfen and have D6+1 Power Fist attacks? Also, would the beserk charge rule negate the effects of meltagun? I assume so as all shooting is disregarded as they prepare to charge, and as a melta is most effective when within half range, this must be a disadvantage to skyclaws/bloodclaws as they can't use the meltagun to full effect anyway - of course as you said led by a independant character. Any info would be great guys,

Thanks, and keep up the reviews they are fantastic

Adam said...
January 19, 2010 at 2:01 AM

Well, the first thing you need to do is read the Codex cover to cover and make notes of anything you think is important.

For example Mark of the Wulfen replaces a model's Attacks characteristic with D6+1 Rending attacks. However, they are unable to use any close combat weapons if they take this upgrade.

I think you answered your own question regarding the melta gun :)

Anonymous said...
January 19, 2010 at 6:03 AM

Teehee, thanks for the info. I guess my last question was more of a statement hoping for correction!

Thanks again, that clears up my queries

Schaten said...
May 13, 2010 at 7:20 PM

Hello, ive got this question when reading the Blood Claws entry and again when read the Skyclaws on the codex: i can pick a model, give him a Melta gun (2 handed weapon) and put a "Mark of Wulfen" to simple replace his normal pitty assault attack (melta gun but) for de 1d6+1 rending ones? Im not pretty sure if this worth the +25 points, but make 1d6+3 attacks on a charge, with rerrol, sounds pretty cool, specially when melta are assault 1...

Adam said...
May 14, 2010 at 2:53 AM

Spot on :)

Nick said...
August 3, 2010 at 2:12 AM

Personally, My Skyclaw Unit has been ripping my opponent's guys a new one. It as the Wolfpriest with Runic armor, wolf tooth necklace, and melta bombs. 10 Skyclaws with Wulfen and a power weapon.

I've killed several HQ choices and pissed off a Necron player pretty good.

I appreciate ALL the help I get from this site. It has really helped me out on the table.

mike13 said...
July 20, 2011 at 4:23 PM

Why can't wolf guard accompany skyclaws? It says in the codex that wolf guard are able to take jump packs. Please excuse if I'm being a bit green here but I'm new to the rout.

Adam said...
July 21, 2011 at 1:32 AM

However, the Wolf Guard entry does not list Skyclaws as one of the units a Wolf Guard may lead.

Lucian said...
November 14, 2012 at 7:14 PM

True, but aren't SkyClaws and SwiftClaws just Blood Claws with jumppacks and bikes respectively? .... *checks codex* ... Blood Claws Swift Claws, Grey Hunters, Wolf Scouts, and Long Fangs.... yet they can take Jump packs... why?

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