Monday, May 7, 2012

Long Fangs - Revisited

8:35 AM by Noam ·
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Unit Name: Long Fangs.

Unit Type: Heavy Support Unit, 2-6 man squad.

Construction: There are a few methods to make a squad of Long Fangs. Either kitbash a squad of devastators with some Space Wolf parts or purchase the heavy weapons from ebay and arm them on models made from the Space Wolf sprue.

Unit Deployment: In cover with the greatest vantage of the board possible.

Unit in play: 24-48 inch range, line of sight. Unit is most effective against: Depending on the load out the unit can be anti-tank, anti-infantry or both. Heavy bolters are for troops, lazcannon & mulitmelta for armour, plasma & missile launchers for both.

General Discussion: The Space Wolves Codex has some fantastic choices in its Heavy Support category. The best choice is by far and away the Long Fangs. For fewer points than a Predator costs and you can have five guns firing at two targets. The only problem with Long Fangs is choosing what to arm them with, every weapon has a role but they also have disadvantages.
What to carry into battle?
The one man that is in every pack is the squad leader. This model should never have any wargear or upgrades as his role is solely to allow you to split fire. He is the one that you put as many wounds as possible on as he doesn’t have a heavy weapon and he can’t fire if you want to make use of Fire Control. Basically, if you have a situation where he could fire at a target you are doing it wrong. Long Fangs are supposed to sit on the sides and pelt the enemy with fire until there is nothing left, you should use the rest of your army to keep them free from being assaulted.

For the rest of the squad the question is which guns to choose. Do you want to take on armour or mow down the infantry; do you mix your guns or take one type only? Firstly let’s look at the guns, you need to choose the role your Long Fangs will play and arm them to suit it. Each weapon has advantages and disadvantages so let’s take a quick run through them.

Missiles are the weapons conventional wisdom tells us are the best choice. The way I see it the missile launcher is the jack of all trades but king of none, it can do every job well but other guns can make a slightly better job of one or another aspect of the meta-game. You get two weapons for the price of one with missile launchers. The Krak missile is able to take out light armour and Space Marines, very good for taking out any units caught in the open. Strength 8 weapons are good for Monstrous Creatures and for instant killing those pesky Space Marine characters. Frag missiles work on hordes and on bunched up units, they can cut down poorly armoured units like a chainsaw. When it comes to Tau who I play against regularly, Frag missiles take care of the Kroot and Crisis Suits love the kiss of a Krak. They have the range and strength to do what you want with decent armour penetration or a blast.
What are the weaknesses, you might ask? When it comes to armour 13 and 14 your chance of penetrating the armour is low to impossible, the chances of taking out a land raider in six turns is less than 1% with missile launchers. A final thorn is that 2+ armour saves will make your life very difficult, it is very unlikely you can take out a five man squad before they get into combat.

Plasma cannons are another mixed role weapon. These guns can take the light armour and drop a hard blast with great penetration on squads of units. The real use of these guns as I see it is to take out squads of terminators or other similarly armoured units. The plasma cannon has some drawbacks, it has less range, less strength and costs more than a missile launcher. The weapon has no hope against heavy armour and while it can take out terminators it hasn’t the stopping power I would like to see when dealing with grey knights. The lack of an instant kill makes me wonder about using it at all. The biggest problem I have with plasma cannons is that with five of them you are going to get some Gets Hot rolls and I prefer my guns to take out the enemy only. It is a small chance but gets hot has cost me models in their droves in the past.

Lazcannons are the king of imperial weaponry as they have range, strength and penetration. They excel at taking out armour and heavily armoured troops. Lazcannons can instant death your grey knights and have the best shot at range of taking out heavy armour. The disadvantages are that they cost 25 points and can only ever take out one model at a time. Their cost is a major factor that lies against them; they drive the cost of the unit through the roof and offer only a minor benefit for their use. While they can punch through the toughest personal armour the ease by which infantry acquire cover saves these days makes them worth a lot less when it comes to taking out deathstar units or tackling a foot slogging army or killa can walls.

When it comes to multi-meltas you are rarely going to get the opportunity to get to use them to full effect, they have the shortest range of any of the weapons and while they will outstrip a Krak missile they will only do so at less than 24”. They can kill from a glancing shot on a roll of a six but that is of little comfort when a target is thirteen inches away. The range is the biggest problem with these guns. They are not the weapon of choice if you want to take control of the board unless you stick them in Drop Pods and launch them all turn one into the centre of the board. While they can create a no go bubble on the board for armour, that is rarely going to stop a well rounded army.

Heavy bolters are the most straight forward gun to look at; they throw out lots of shots every turn and by pure weight of numbers can chew up most infantry on the board even with good armour saves. They have no power when it comes to armour, you can try all day but if you do take a tank out with one I’ll eat this article. Weak armoured mobs will rue the day they tried to run down five heavy bolters but they do nothing else. Any unit armed with 2+ & 3+ saves will have little trouble with heavy bolters unless the rolls go against them. Space marines and the like will still require something harder to wipe them from the board.

So when it comes to range, cost, versatility and efficacy I would choose missile launchers. Heavy bolters have their role too but I think they would be what I would put in a 2nd or 3rd squad definitely not my first choice. Lazcannons are great but you can have Razorback and a squad of missiles for the same points and I find that to be a better choice as it is more targets on the board and a re-roll is always better then two shots. The first time I played with 2 squads full of missile launchers I was shocked by how well they did, every tank on the board was dead by turn two and after that they went through squad after squad of space marines, that was a bit of luck but they are usually my men of the match.
Should they all have the same weapon?
Now the biggest question is should I split my load out. I suggest not doing this, if you want to have an anti-tank and an anti-troop unit, that is perfect but unless you load out with missiles you can’t do both well. While the squad can split fire it is not something to build a unit around. It is folly to think that you can shoot your two lazcannons at armour and your heavy bolters at some troops because the first man you want dead in that squad is the one that give you the ability to split that fire. I find that having the same gun on each man allows me to bring weight of numbers on a target to ensure that my target is dead. If you want to take on heavy armour and hordes of troops take two squads with two different loadouts. That being said if you want to have two types of weapons make sure that they can fulfil the same roll. Certain weapons complement one another, a squad of plasma cannons and heavy bolters would sweep through troops and when you have a chance you can shoot up some light tanks with the cannons. A pair of lazcannons can give you the anti-armour edge in a squad of missile launchers and can give two definite kills when shooting at troops. Be aware that range is an issue when you mix weapons, if you use missiles and plasma you will have lots of situations when you either have to give up a turn of shooting to move or have an under strength round of fire.
Whatever you do make sure you do not take one of every weapon choice, this is something I have seen and it does not work out very well. You can’t bring the full wrath of the unit to bear on one target and ensure a kill as some of the weapons may be out of range or too weak to punch through the armour.

Should Long Fangs have a transport?
Long Fangs don’t really need a transport as they will probably spend most of the game in one spot. Drop Pods are a definite no from me, the squad is small and will be on its own in no man’s land, a hard round of fire will see them never getting to shoot and that’s your fire support gone.
I think that in general transport is only needed in a Dawn of War setup because it can let you get the squad into a position 8-18 inches from the edge of the board. A Rhino is fine if you don’t have any points to spare it will get them there but after the Fangs are in position what does it do? I would rather spring for a Razorback, you can put some twin-linked fire into the enemy and compliment the Long Fangs with a different gun and it allows you to take on a 3rd target. As Space Wolves I would avoid the laz/plaz option for the Long Fangs, give them a twin-linked lazcannon to bolster your anti-armour or assault cannons to power through the troops.
Conclusion:
Long Fangs are great fire support as they can fill whatever roll you want on the board when it comes to shooting. They can take any gun bar mulit-meltas and make them work for you. They are better than Devastators as you can have more guns and if you’re stuck for points you don’t have to take five men before you can have a heavy gun.
My personal choice for a load out for my Long Fangs is two squads of 6 men with 5 missile launchers mounted in a Razorback with twin linked lazcannons. This means I can hit six targets with heavy fire in the first round of fire, when it comes to dawn of war I have two lazcanon shots and can run the fangs into position after the tank has moved at cruising speed. Take care of your Long Fangs, equip them well and you will be drinking mead in the halls of victory with them after every battle.

13 comments:

taffeh said...
May 7, 2012 at 11:02 AM

It's Lascannons :-)

Bit sad to see the 5 ML / Razorback load out talked bout again... I refuse to become The Beard as the Wolves have so many fun options!

Dat Chu said...
May 7, 2012 at 12:31 PM

Thank you for the comments. I start playing SW and I am having a lot of troubles against 2+ armour units and DOA list. I think plasma cannon has its use and with a modicum of them, the enemy will think twice about deep striking.

The Bear said...
May 7, 2012 at 12:37 PM

He did mention that running multiple squads with different weapons was a good idea, but I agree that if you're playing a small game and/or only have one Fang squad then massed rockets is probably the most versatile choice. After that you can carry whatever's needed in your other squad(s).
I also agree that mixing weapons in a squad does impact their ability to fire as a unit, especially if the ranges are different. As always, the maxim "Whatever Works" applies, so stick to your favorites and lay down the All-Father's Justice!

Firnwulf said...
May 7, 2012 at 4:31 PM

I've seen in a couple of lists a minimal-squad with just 2 weapon guys in a rhino making use of this mobil bunker.
But i think this would only make sence for two plasma cannons or missle-launchers. LasCas come along in a pred with a autocannon and better front armor. Only two heavy bolters won't lay down that devastating fire and a MM would still be to slow/inmobile.

wolvesofruss said...
May 7, 2012 at 7:05 PM

Lascannons are a huge step up from missile launchers, yes that 1 point of str lets you pen av 14 as a missile will only ever glance. I do agree that depending on split fire is silly as he will be the first to see the Wolf Priest for his wounds. I run 2-5 man packs, one with all missiles, and one with 2 lascannons and 2 missiles. Work's great and Got the top spot at a local RT (1500pts). Oh and the wright up on death guard came in great use as they where my last enemy of the day (and on a ice board no less)!

Da Warboss said...
May 8, 2012 at 12:17 AM

Why not load out your squads for versatility? 1 las, 2 Ml, PC, HB? Put those each in 3 squads and split fire will make sure you can kill things needing killing while not losing an entire squad of one weapon type and handicapping you...this also prevents wasting all your las on one target when a single shot gets lucky and drops it....

Icereaver said...
May 8, 2012 at 1:09 PM

I'd say it's better to focus on one specific task with long fangs. For example infantry and transport killers with missiles, i myself have one squad with 5 missiles. If i were to try other loadouts, i'd have 3 missiles and 2 lascannons and a razorback with TLLC. That way i have long range transport and armored vehicle killers who can easily move if needed :)

Icereaver said...
May 8, 2012 at 2:02 PM

I must say that i like when people Air their thoughts on the different kinds of posts here on the blog, just by reading replies i learn alot more when i combine them with the respective articles. It also helps me twist and turn on the loadouts on the different units i use;) also, i think it must be hard writing articles on this blog at times when there allready has been so much discussed here ;)

Da Warboss said...
May 8, 2012 at 11:03 PM

Not sure it would be worth it to move them if you spend a lot of pts, other than KP denial. Boarding a transport and then exiting exiting one will deny two turns of fire in a 6 average turn game.

Richard said...
May 11, 2012 at 7:24 AM

where do you get the backpack from that Long Fang squad leader? The one who looks like it's texting :))

By the way, I'm very thankful for this whole blog! Am new to the hobby and been trying to create a SW army :)

The Bear said...
May 11, 2012 at 12:58 PM

The backpack looks like a kitbash of the Voxcaster pack found in Imperial Guard boxes cut down and glued to a Marine pack. A very clever and distinctive customization. Probably fairly easy to pull off yourself with a hobby knife and a bit of green stuff.

Noam said...
May 11, 2012 at 1:47 PM

The guy that built them for me did exactly what brother bear above said!

KaptainKaos said...
April 3, 2013 at 7:18 PM

With the changes to armour and vehicles in 6th Ed, 5 missiles still has enough punch (with a little blessing from the Dice Gods) to end a Land Raider in 1 turn by viture of glances alone. 3 units of 5 missiles even more so.
That said, I prefer a little more variation. I don't always run our lengthy-toothed brethren (I sometimes prefer vehicles, Vindicators are just bloody DEVASTATING now...) but when I do I run 3 6-man packs of them:
Pack 1 has 5 rockets, with a TLLC Razorback for support.
Pack 2 is usually my vehicle/MC killers and hosts 2 LC and 3 ML (they don't face heavy armour very often, so I usually don't bother with a 3rd LC) and likewise has a TLLC Razorback.
Third pack rolls with 2 Plasma cannons and 3 Heavy Bolters for gunning down squads and can usually give even larger Termie squads pause for thought. I had originally fitted their Razorback with TLHB, never gave much thought to the TLAC (shorter range, higher points). But now that I think about it... Might just have to rething that bit!

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