Unit Name: Skyclaws
Unit Type: Fast attack Unit, 5-10 man squads
of jump infantry.
Construction:
Using some space wolf heads, torsos and arms from the space wolf pack sprue and
an assault squad or by using jump packs with the space wolf pack sprue.
Unit
Deployment: Either in reserve or behind
cover.
Unit in play: Fast hitting combat unit.
Unit is
most effective against: Low toughness units in close combat.
General
Discussion:
Every
forum I read says that a Space Wolf army has to be comprised of a limited
selection of units from the codex. I don’t think that is a great way to
approach building an army, firstly it makes it very easy for opponents to
figure out your strategy as it’s the same as every other cookie cutter army out
there and secondly it stifles inventiveness in how armies get played. What do I
see Skyclaws doing in my army? To answer this question let’s look at what is
said about the unit and run through all the bad and good points about it.
What does everyone say about Skyclaws?
Conventional
wisdom screams that they are the poor cousin of Blood Angels and Codex Space
Marines assault squads. These same voices point out that since they have lower
stats for weapon skill they must be so much worse in combat. The final nail in
their coffin is that they cannot shoot before charging if they do not have an
attached Independent Character.
While
there is a discussion to be had about Wolves versus Vanilla Marines I find
comparing Blood Angels to either is like comparing apples and oranges. Blood
Angels now use their assault squads as the backbone of their army, whereas the other
two codices do not allow for the same strategy. The role we look at for assault
marines and Skyclaws is that of close combat harriers, they aim for soft
targets like troops or heavy support infantry. While they can’t always wipe out
weak units in one round of combat they can do enough damage to cause them to
fall back. Unfortunately neither of them is designed to deal with close combat
monsters or tar pit units like a Mob of Boyz. You should use these flying
brawlers not as a hammer to smash opponents but as a feint so you can slam a
dirk into their side.
What do they do badly?
Skyclaws
are weak at shooting; this is their supposed fatal flaw. Their Headstrong rule
will prevent you peppering the enemy before you charge unless you have an
attached Independent character. Even when allowed to have a normal shooting
phase the amount of fire that they can bring as a squad is not inspiring, a few
pistols shots and a special weapon pack little punch.
Their weak shooting profile would be an issue if it wasn’t for the fact that this is a Space Wolves army and that the amount of heavy firepower you can bring to bear from other units should cover any shortfalls. The unit has the ability to have a single optional weapon, either a flamer, plasma gun or a meltagun. This is one major contrast with a vanilla assault squad, Skyclaws can only ever have one special weapon but they can have a greater range to choose from.
Their weak shooting profile would be an issue if it wasn’t for the fact that this is a Space Wolves army and that the amount of heavy firepower you can bring to bear from other units should cover any shortfalls. The unit has the ability to have a single optional weapon, either a flamer, plasma gun or a meltagun. This is one major contrast with a vanilla assault squad, Skyclaws can only ever have one special weapon but they can have a greater range to choose from.
A plasma
gun has no place in the squad, if you are in sight of a unit you would be
better off running for cover or out of their line of sight then letting off a
shot or two. If you choose the flamer you will never get to make use of it as
the possible assault range is longer than the template. I would avoid the meltagun
entirely, while it would seem like a good choice to take allowing you to pop heavy
armour this can be done more effectively by your long fangs as at 6” you will
have to forgo your shooting phase. The only way to make real use of the
meltagun would be to deepstrike the unit beside a choice target. However this
will leave the squad in open and unsupported, power armour is good but it
cannot stop everything.
The
plasma pistol is the final option and I think it has little merit in the squad
due to its limited utility and points cost. So yes a unit that is designed to
be all about combat is terrible at shooting and its options for ranged attack
should be ignored.
You can
get around the headstrong rule but only by joining an Independent Character to
the unit, this is a big let-down with the Skyclaws. Bloodclaws may have an
attached Wolf Guard to calm them down but despite many FAQs that option has not
been extended to Skyclaws. This is a sorely missed option as you have no access
to meltabombs, other useful wargear choices and a leadership bump that Wolf Guard
could add to the unit.
The only
independent characters are in the HQ section so let’s run through those. Wolf
Lords or Battle Leaders are a waste as they should be on heavier assault squads
as they offer little augmentation to the unit’s performance. Rune Priests are
not a close combat unit’s friend as they offer little to improve their
abilities and I find that they are hands down the worst combat unit in the
army.
The
recommended option is to add a Wolf Priest to the squad, this would not only
let the squad shoot before charging but it would give them Fearless and Preferred
Enemy against a unit type. While all of
those buffs sound great I don’t think this is the best choice for your army as
you can fit in seven more Skyclaws for the price of a Wolf Priest. Fearless is
now an always useful ability but since the new edition I am not sure it is
worth the cost of a priest. Preferred enemy is now a waste of points, since the
ranged and close combat attacks you would re-roll are much less than the
attacks put out by the second unit of skyclaws you could have bought instead.
As I see it take the unit by itself, it may not be fearless but it can still do
a good deal of damage.
Is there anything they do well?
The assault
phase is when these bad boys shine because they hit hard and get +2 attacks on
the charge. Firstly let’s address the elephant in the room, the lower Weapons
Skill. It actually doesn’t reduce the efficacy of the unit because you will
still be rolling a 4+ to hit in most combats, the drawback is that it makes
them easier to hit. The pack will take a pounding in combat against equivalent
units. The fact is that by sheer weight of numbers Skyclaws will deal enough
damage to the enemy to more than even up the score.
The squad
has more options than bloodclaws when it comes to close combat weapons. They can
take mark of the wolfen and a power fist or power weapon to improve their death
dealing abilities. Mark of the wolfen in this unit is quite an asset; getting 4
to 9 rending attacks on the charge makes it well worth the investment. The
other boon of this underprized gem is that it also allows the squad to make a
go of taking out a 2+ save model.
The power
fist is only good on the first turn as the model is back to his base single
attack afterwards. The power weapon has an improved dimension this edition.
Since armour is harder to crack putting an axe into a unit has distinct
advantages. With an axe you would have 4 attacks on the charge with strength 5
and an ap of 2. This can let you tackle terminators and their like but the rest
of the unit would be torn apart doing so. What I think might be the best option
is a power maul as it gives you +2 to strength and you strike at initiative.No
matter what other options you choose the mark of the wolfen is a mandatory
choice.
Skyclaws are
the cheapest jump pack troops in power armour you will find. For the price of a
tooled out Blood Angel squad you can have 14 Skyclaws throwing out twice the
number of attacks. The options they have available are limited but the ones I
recommend are great value. When it comes
to jump infantry in general three are some benefits to including them in your
army. Then nature of assault charges have changed to be more random, having a
unit that can re-roll its charge and get an extra hit in while doing it can be
very useful. This can prove important when you need to close down a unit but
cannot afford to be caught in the open. The downside is that if you want the
hammer of wraith and the re-roll on your charge you can only move like
infantry.
Thunderwolves?
The real
question is should I even bother with this fast attack choice when I have the
option of thunderwolves. Thunderwolves are expensive, they are hard hitting and
do a lot of damage for sure but even the smallest monster wolf unit that you
see being fielded is more expensive than a fully loaded squad of skyclaws.
Thunderwolves fulfil a very different position to that of jump infantry and
have very different limitations and abilities. While thunderwolves excel at
breaking units, they do have small numbers of troops and are just as vulnerable
to power weapons and the like. In general I think for a cheap option with
decent points to power ratio the skyclaws are the way to go, if you want to
deal with armour and heavy hitters take the thunderwolves.
Conclusion:
So what
do I think of skyclaws? They are a decent choice, another aspect of your army
and if you use them properly they can fulfil an important role. Leave the
shooting to Long Fangs and Grey Hunters, these boys are here to kick ass and
take names. I would use them as a reactionary force by keeping them close to
the main body of your troops. The claw pack can make the lightening moves,
after that they should hold the enemy for a turn which would allow you to move
up the rest of your army and really tear them apart. They can also move along
cover and dispute objectives in the late game which is incredibly useful
considering how many games involve objectives in the current edition. If you
meet the guy that brought the skyshield in his army having something that can
get on top of it and do some harm is always going to be worth it. So yes I am
saying it clearly, Skyclaws are a good unit.
No comments:
Post a Comment