So how do I use Swift Claws in conjunction with the rest of the Army:
The first thing I think is common sense but I think it needs mentioning as it seems to be the main reason why Wolf Lords don't like to use Swift Claws along with the fact that Swiftclaws are not Thunderwolf Cavalry.
1. Using Swift Claws to Spearhead your assaultSwiftclaws and Thunderwolves both compete for the Fast Attack slots, but their uses are quite different, if you are consistently trying to place your bikers center and charge them at the enemy as fast as you can go, then they will (more often than not) get shot to pieces. They just don't have the resilience or the numbers to do so. This is what Thunder Wolf Cavalry models do, and if that is your goal, or need in your force then use them instead of the Bikers.
Now, I try to be very careful with my wording most of the time and try to avoid certain words when discussing tactics. Words like NEVER and ALWAYS, should send up a red flag. In a true tactical situation, things are fluid and constantly changing. Rules will sometimes be broken in order to accomplish the mission, and this is ok, as long as you know why you are breaking this rule and know the risks involved ahead of time.
That being said there will be times when your Bikers are pressed into front line duty, and find themselves spearheading your force. I think the trick here is ensuring that your Bikers are properly supported.
Thunder Wolf Cavalry are a good choice, though believe it or not I currently use a Blood Claws pack in a Rhino. Why on earth would I do that? Because they are a cheap scoring unit. Care has to be taken to keep the Pack Leader alive, though if you are planning to keep an objective with those guys.
When would I Spearhead an assault with Swift Claws?
A.Terrain is poor, this is the biggie for me. At some Tournaments, terrain can occasionally be sparse. 25% of the board is a lot of terrain! Try it one time, take a board corner, fill it completely with terrain, then spread it out and see. I don't know why Tournament Organizers feel the need to set up Battlefields like they are Fantasy games, but that is for another rant, er, I mean discussion.
First turn is important here, you are going to have to risk the possibility of your opponent seizing the initiative, but so be it. Set up your Swift Claws as close to your line as possible, and in your first turn just send them forward, following up with the rest of your force as a second wave, in support.
B. Dawn of War, if my opponent has first turn and has set up center across the halfway line. Depending on my opponents army make up and units he has deployed this may be worthwhile. Force his hand, and push forward by coming on in your first turn and Turbo-boosting forward. I like to use a staggered approach here using a forward biker unit, to protect the 2nd with both ICs lumped in here.
When using this technique, I frequently hope to wipe the unit out early so my Bikes can free up early and move on to other things. I am not going to tie up many other resources either, using the rest of my force to gain good position and hold objectives early. (I use a large Footslogging GH pack led by a TDA pack leader that is very hard to shift once in position)
I know I mentioned this before, but I am going to say it once more. I don't like to use my Bikers like this, but there are times when I feel its my only choice. I am sure there are times other than the 2 I mentioned above, but I just wanted to give a couple of examples. Typically, if I am forced into such a maneuver I am against a very hard list, in a difficult mission or on an unfavorable board.
2. The "Pincer Attack": This brings your 2 Biker units up separately, one on each flank. This tactic can be accomplished several ways, all with different set ups in deployment.
A. you could deploy your Two Biker packs on each flank of your deployment, and turbo-boost them along the board edges towards the enemy, each hitting opposite sides of the enemy.
B. you can deploy both packs together in the center of your deployment zone, then separate them, each heading in a different direction and then run a flank, in an effort to confuse your opponent.
C. you can Set up in a Refused flank type set up, but then turbo-boost in different directions, striking "one side" of your opponents force but from different angles. This last one, attacks one section of the army, rather than separating and attacking different elements, attempting to use the Turbo-boosting moves to confuse your opponent. This last one also works well if the Bikers need to operate alone for a period of time. Both A and B work well in both a wedge and a reverse wedge formation.
Thunder Wolf Cavalry once again are great to act as the "tip of the spear" in the wedge formation, though I typically use Blood Claws in a Rhino. (Actually I usually use both, as I do have a small TWC unit that is great for this)
In the Reverse wedge, I move forward toward center usually with my Large GH pack in an effort to lure in my opponent, running the Bikers up the flanks and moving in for support once the GH are engaged, the center is usually supported with a small TWC unit and the smaller GH pack, or the BloodClaws, both in Transports off to the side and a bit to the rear.
I like to use both A and B in a Wedge formation against Armies with strong Gun line that are going to stand and shoot, rushing forward from several angles in an effort to overwhelm the enemy. This works best if he has his ranged weaponry scattered throughout his deployment zone, and there is no way to really avoid his fire while advancing.
The Reverse Wedge is great against armies that are more assault oriented and want to close in on you, moving the Grey Hunters forward and center, especially if on an Objective are great bait. (Orks just can't resist this)
C also works well against a strong Gun line, but is best suited against an opponent who has set up a strong fire base in one area of his deployment zone, and there is an avenue of approach which allows you to get close while taking away LOS.
None of the above is automatic, remember The Battlefield situation will remain fluid, there will be times when you wont need to actually "close" the Pincers. Sometimes only one unit will need to come in for support, or maybe the center will be able to hold its own.
This is where the Swift Claws really shine over other units, they are never really committed to any one area of the Battlefield and are great at redirecting their attacks, especially with a 24" Turbo-boost. A last minute shift in direction, or a changing of target for the Swift Claws is a great way to keep your opponent off balance and reacting to your moves.
While originally typing this thread in the Bolter and Chainsword, I received a questions from “Big Jon” another member of the B&C. While the question was a bit off topic of my current train of thought, I felt it was a good question so have kept the content of my response where it originally appeared in the original thread.
The question was in regards to fielding 2 or 3 biker packs in support of a Drop Pod Force. I used a force like this exclusively in 4th edition. It worked very well, mainly because at the time, Biker Packs were scoring units. 5th edition changed all this and I attempt to explain this below.
"Hey BigJon, I like the thoughts behind your list. It actually sounds like your bikers will be supporting the Drop Pods
In a list like that, I would try and go with at least 3 units in Pods, that will give you 2 coming in on your first turn and hopefully be enough to keep your opponent busy while you get your bikes into position.
The main problem you are going to run into is that in 5th edition, it’s important to keep your troop choices alive in most missions in order to capture objectives. With your troops in Pods and acting as a "shield" for your Bikers while you try and get them into position, they are going to take lots of casualties early on, this will make it difficult to take objectives later in the game.
With 3 Packs of Bikers and the ICs to lead them, I would probably exchange the Pods for Rhinos. This will allow the bikers to do their job, and also allow the Troop choices to act in support of your assault units, and take objectives later in the game as well.
Of course Pods have their place in a list like the one you are going for, but I would be wary of placing all of your troop choices in them.
Hope this helps."
3. The One-Two Punch:
This is one of my favorite ways to use my Bikers.
I can set them up in one of two ways during deployment, I can either set them up together as one large group or I can set them up separately and then bring them together in their first movement phase.
I should also note that in a Dawn of War mission, I will typically bring all of my Bikes in on the first turn, and with turbo-boosting onto the board this maneuver is ideal. I hate having them come in piece-meal.
The Idea here being that as I run up a board edge the Packs are in a "Stack" one pack behind the other. Now, you would think I would lead with the "weaker" pack, letting the Battle Leader take the brunt of the punishment, in order to allow the Wolf Lord and his pack into the action unscathed.
This just isn't the way that Wolf Lord Throgrimm rolls however, and the opposite is true. My lead pack is typically led by my Wolf Lord. Why?
That is what he is designed to do, when Turbo-boosting even Las-Cannon shots will usually bounce off of his bike with his 3+ cover save, and if the odd shot does get through his armor, then he simply takes a wound. The Pack can take an enormous amount of punishment, and still make contact with the enemy.
This also leaves the other pack virtually unscathed. Allowing the 2 Wound Character to get into contact without any damage done to him.
Usually by Turn 2, (3 at the latest) you will be making contact with the enemy.Sometimes, due to many factors, you will only be able to make contact with the enemy with one pack. This is where the One-Two part comes in, I will position my lead Pack for assault, then in a sort of Leap Frog maneuver, Turbo-boost the Second Pack Up alongside of the lead pack using the inevitable assault as cover for the next turn. Then in the following turn, I have a Biker pack deep in enemy territory.
If both Packs are within charge range then you have a lot of decisions to make, you could easily attack up to 4 different units simply by moving your ICs move away from their packs in the movement phase. Sometimes, I will break the ICs off from their packs and attach them to one another, this can be especially effective if you can catch a Devastator squad on either side.
One thing I try to keep in mind here, I trust my Wolf Lord. He has taken on squads of 20 Kroot and come out without a scratch. If you equip him like I do, and he costs as much as a Land Raider, then treat him like the unstoppable beast he is. That being said, there are times when you will want him to stay with his pack, especially if you are forced into attacking another unit that is geared up for Close Combat.(Something I try to avoid, unless I can suitably thin the horde with enough firepower first)
Rule of Thumb: Shoot the Assaulty ones, and Assault the Shooty ones...
The idea behind using so many bikes is an attempt to control the flow of battle with your speed. When pulling this maneuver if your opponent realizes what you are doing he may attempt to respond by shifting the majority of his force in an effort to halt your advance and get rid of your bikers.
You can (and usually should) then turn your One-Two Punch into a Feint Maneuver (which I will talk about next, so stay tuned )
4. Next up we have a "Feint"
This is just like it sounds. Primarily there are two ways that I will deploy if I am going to start out using this tactic. I will either setup my Bikers behind the rest of my force, or I will set up the majority of my army in a "Refused Flank" type set up with the Bikers all alone on my weak flank of the board.
In the First set up, in my first turn I will typically turbo boost all of my bikers in one direction and then watch for the response. This first direction is not my actual target however, and I move in this direction in an attempt to "Pull" resources away from the protected area.
In my next turn as I move my army into the actual target area I will again turbo-boost back in order to support the main assault group, leaving the pulled units where they are.
The second set up is especially useful if you have won the die roll for first turn and are setting up first. Deploy your bikers all alone on the far flank. Many times your opponent will place several units on this side of the board in an effort to respond to your deployment. If he responds like this, then you simply turbo boost along your own board edge and use this movement to get your bikers back with the rest of your force.
If he does not place units in response to your deployment, then this changes things, as you can run up the flank.
Sometimes one of the other maneuvers will turn into a feint. This is why I always try and have a secondary target for my Bikers.
When turbo-boosting into position, watch his response, if your opponent stacks a heavy response, then look for another target or avenue of approach.
Keep your opponent responding to your moves, not the other way around.
I do hope you all enjoyed reading this tactica article. I am sorry if it appears a bit choppy, but it was originally written in a thread format, I have rewritten it where I thought needed, and made updated some of the information.














































