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Monday, May 30, 2011

Getting the Most Out of Logan Grimnar - Expanding on the Concept of Character Assignation Amongst Units.

A concept I looked at previously with Space Wolves was that of 'Character Assignation Amongst Units'. In summary, Space Wolves have a multitude of tactical and strategical options which affect their overall play style and in-game effectiveness according to what characters, including wolf guard, are assigned to differing units within the army. Furthermore, because these characters as a whole are able to be assigned at the beginning of the game or have the 'Independent Character' rule, the options become very diverse and adaptable. This article will look briefly at Logan Grimnar and ways in which to maximise his contribution to the army as a whole.

***
Please note that at this point, Logan Grimnar's sheer awesomeness broke the picture button so instead I have this link for you to watch instead:

http://www.youtube.com/watch?v=AMlyqZszCyU
***



Logan Grimnar is one of the most flexible powerhouses in the game. This is because unlike similarly priced high end characters like Draigo, Logan's real strength lies in the abilities he gives to his army as a whole. Whilst 'Living Legend' will buff all friendly models within 18" with an extra attack this is the minor of his abilities, rather 'The High King' rule is the business end of things. If you read widely, you'll come across combinations such as Logan, some characters and a bunch of Long Fangs drop podding down and utilising Relentless to unleash point blank dual targetting Multi-Melta death against mech forces backed up with Preferred Enemy use in the opponents turn to provide a close combat counter-attacking unit with serious punch. Other prominent ideas revolve around the use of Tank Hunters in a Long Fang or Wolf Guard unit and these too are great. What most articles don't look at is how 'The High King' ability can benefit your army on a massive scale, and it all comes down to Character Assignation Amongst Units as well as interactions during the movement phases of individual models and units.

The High King

'The High King' rule allows Logan to choose at the beginning of each turn the 'Fearless', 'Tank Hunters', 'Relentless', or 'Preferred Enemy' Universal Special Rule. Logan and any unit he is with have that rule for the duration of that player turn. Using it properly you can have up to 5 units being affected at once by this ability in your player turn. This is because Independent Characters are classed as part of a unit they are attached to and so they gain the ability from Logan at the beginning of the turn just like the unit he is with. The trick here is that in your movement phase each of the IC's including Logan can detach from the parent unit and attach themselves to another unit. Those units don't gain the ability from the IC's unless that IC is Logan, but the IC's don't lose the ability themselves because as per 'The High King' ability they retain the temporary USR until the end of the turn.

WE Like To Fight...EVERYONE!

The two main ways paths which you will use this ability of Logan to buff his units and by extension his supporting characters lie in the shooting phase or the combat phase. The Combat oriented style is 'Preferred Enemy' with Logan's initial unit gaining 'Preferred Enemy' for that turn and the unit he moves to and joins in the movement phase also gaining 'Preferred Enemy' as a whole because it states that any unit he is with has the ability for the duration of the player turn. So once gained, it doesn't disappear and furthermore if Logan joins a second unit in his movement phase that unit gains the ability for the rest of the player turn commencing from when Logan attaches himself to them. For combat based armies, having 20-30 MEQ or better models charging in all with 'Preferred Enemy' and then getting the bonus of 'Living Legend' applied as well sees Logan becoming a force multiplier that with the right units will crippled the attack point of the multiple charges you initiate. The addition of other buffing characters to the units such as Ragnar Blackmane make for a truely fearsome prospect in terms of just how much strength even the basic Grey Hunter of Blood Claw can put out in that turn. It is also an idea to take 'Fearless' instead but with Wolf Guard, Logan and other IC's around with leadership 9 or 10 in a saturated area, taking 'Fearless' over 'Preferred Enemy' is a far inferior option.

The combat application is straightforward, the shooting one is not. However, the shooting path is by far the superior application especially in terms of Gunline/Razorwolf/Alpha Strike style Space Wolf armies. We shall look at three examples to demonstrate the ability.

Logan Alpha Strike Shooters

The first example is that of the Alpha Strike force. Logan in a Land Raider with a unit of Wolf Guard or Grey Hunters with meltaguns supported by rhino borne Grey hunters with meltaguns driving forward towards the enemy lines and on the second turn disembarking and firing meltaguns at the enemy transports, popping them open and allowing a charge to take place from Logan's unit in the land raider and any other mobile supporting units capable of a charge. This approach without dual Land Raiders (widely considered too many eggs in one basket) sees Logan not actively charging on this turn, he is great in combat, but not always necessary especially if his buffing abilities will allow for a far superior application of force from your army. Logan in this case utilises 'Tank Hunters'. At the beginning of the turn the LR unit will be able to disembark with Logan attached and next to this unit a GH unit hops out such that at least one model will be within 2" of Logan. This allows at the end of the Movement Phase for Logan to attach to this rhino borne unit and detach from the Land Raider based unit. Both units have the 'Tank Hunters' ability but the LR unit is also able to still charge.

A more intriguing application of this is a unit of 6 Long Fangs with Multi-Meltas in the supporting Rhino/Razorback. The same trick is pulled except that the 'Relentless' USR is used allowing the Long Fangs to not only move and disembark from their transport but to split fire with 5 Multi-Melta's alongside the LR unit. This is intriguing because it opens up possibilities with Dual Land Raider lists and Space Wolves. Sir_Prometheus has recently been explaining how twin-land raider lists can work when played right, especially alongside the right force composition (it isn't necessarily the most competitive build, but it does open up possibilities to improve your own skill on a micro-managing level of play) and this is no different. The idea would be 2 units of 6 Long Fangs with attached Wolf Guard and an attached IC. The Fang leader can take a Power Weapon and bolt pistol for a quite respectable 4 str 4 power weapon attacks on the charge, the WG with a PW or PFist and the character also adding in combat ability with the Long Fangs packing high end heavy weapons to crack open transports/armour. Logan disembarks alongside the second unit and attaches to that unit (and if done well, you can use his disembarkation to extend the range of the ensuing assault of the new unit - thanks go to Willydstyle for this trick) also giving them relentless. Relentless not only allows heavy weapons to move and fire as if they were stationary but also allows the unit to charge in the ensuing assault phase. In this way you have 2 hammer units able to shoot up to 6 targets at once then assault 4 units in the follow up. These final numbers won't make sense to most of you, so we'll look at the third example to demonstrate the point and then readdress this example.

Enhancing the Gunline/Alpha Strike Like a Boss.

You have 2 units of Long Fangs, standard set ups of 6 LF's with ML's or 3 ML's and 2 Lascannons per unit (I still prefer the latter), Logan Grimnar, and up to 3 Rune priests with Living Lightning plus your remaining army. This approach rewards a first turn aggressive set up. Logan and all the Rune priests set up in the same Long Fang unit and utilise the 'Tank Hunters' USR. In the movement phase Logan moves to within 2" of another Long Fang unit and the 3 Rune Priests also detach off and either join GH or other units, or move to within 2" of a rhino and auto embark allowing for a further 6" movement to space the Rune Priests apart further and open up greater firing arcs. The shooting phase comes around and see's you with up to 3 Rune Priests shooting out strength 7 Tank Hunted Living Lightning (yeah, we had Psyflemen Dread abilities with BS 5 and no twin-linking before Grey Knights ever knew of it!) and 2 units of Tank Hunted Long Fangs targetting up to 4 other units. Living Lightning is an assault based power thus you can move and fire it, and thereby you have a very strong opening gambit which can transition into a well rounded and balanced army follow up assault in the next turn or two. In effect, this tactic drops down 3 separate D6 str 8 shots at BS 4 or 5 (Choosers of the Slain), and up to 10 str 9 or 10 shots from the long fangs split to up to 4 targets (you gain 4 more str 9 shots with attached WG in TDA with CML's as well here heh) against armoured targets in addition to the normal firepower from razorbacks, dreadnoughts, scouts et al that an army can put out. The downside to this is it works for one turn, needs a second turn to return back to a unit able to grant all the IC's the abilities again before a 3rd turn repeat to full effect, but as a whole, the approach for a first turn concentration of force is quite powerful.

Going back to the second example and the use of 'Relentless', We started with 2 units of Long Fangs, Logan and 2 IC's. They disembark such that Logan is within 2" of the other unit, and his unit of 2 IC's + LF's and himself all have 'Relentless', the two IC's shoot different units to the LF's who shoot up to 2 targets each and then all units in the equation charge, therefore up to 6 targets can be shot at and 4 charged from a base of 2 units.

Concluding Thoughts

To end this dissertation, I'd like to just re-emphasise the point that Logan Grimnar's real strength as a character is what he can bring his army as a whole. The obvious direct applications aren't always the best ones and playing a far more accurately managed game on the tabletop can lead to your army as a whole being far more enhanced then with just him and a unit hurling themselves into combat. Grimnar isn't like Draigo and can in many cases benefit you and your games far more as a support element rather than a beat stick that buffs one unit.

All the best,

- Auretious Taak.

Comments (35)

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Fuck it. Arguing this in the chatbawks now, but lets put it here as well.

Wording for Logans High king rule is as follows-

"Logan grimnar is a consummately powerful warrior whose greatness inspires those that he leads, yadda yadda yadda, You may choose one of the following special rules at the beginning of each turn "Insert USR's here", Logan and any unit he is with have that rule for the duration of the turn."

To me, it says nothing about the USR staying with the unit after Logan leaves. It reads as though Logan confers the ability to any unit he can join, but he needs to be there.
4 replies · active 726 weeks ago
Also, 850 point alpha strike. Thats for 3 priests and two squads of the 3x ML 2x LC fang's.
Agreed.

An IC is determined to have joined a unit at the END of the movement phase. It doesn't matter if you revolve 18 different IC through a unit; you're part of a unit if you're joined at the _end_ of the movement phase.
Peter Piper's avatar

Peter Piper · 726 weeks ago

Or deployed with it.

Pg 48 Rulebook: 'Alternatively an independent character may begin the game already with a unit, by being deployed in coherency with them.'

Wasn't the example above highlighted at the beginning of the movement phase/player turn as per Logan's rule and then in the following phases after the IC's had already joined the other units because of the whole end of movement phase they become part of another unit clause?
"This is because Independent Characters are classed as part of a unit they are attached to and so they gain the ability from Logan at the beginning of the turn just like the unit he is with. "

This is where this attempt breaks down.

He picks the USR at the start of the turn.
You decide which unit he IS WITH at the end of the movement phase. It doesn't matter if an IC was joined at the start of the turn; he doesn't get the user because he's not joined with Logan at the end of the movement phase. He just _picks_ the USR at the start of the turn which is not the time at which he bestows it.
This does sound rather fishy.
I don't really know the rules for Logan.. but on your own logic.. if characters join a unit at the end of a phase, and if it says you pick the rule for himself and his unit at the beginning of the turn, wouldn't it be the unit he started with (and not the unit he leaves and joins at the end of the mvt phase, as that is after the beginning of the turn)?

You could also say you pick the rule at the beginning of the phase, and the unit he is with (at any time) is the one who gets the rule, ala logan leaves and they don't have it, I get that. But you could argue either way? I don't think it is as clear as you say.
2 replies · active 726 weeks ago
He picks the USR at the start of the turn.

You which unit an IC is joined to at the end of the movement phase. Up until that point, he hasn't given any units any upgrades.
You *choose* which unit...
Lol, me and my big mouth. Taak, you can't really argue that you can give it to a unit, move on, give it to another, etc. As in the above you join at the end.

You either a) give it to the unit (and logan) that he begins with, or b) give it to logan, and the unit he ends with. I can't see how you can say you give it any other way.

Next time I'll read through the article properly before jumping in!! haha.
Besides, a character is a unit, unless it becomes part of another unit (in which you aren't two units stuck together, but one unit that the character is part of). Because say your hero with the new ability joins another unit, your hero isn't a unit anymore and thus the rule effecting that unit ceases to exist (I would interpret anyway). Rather the character is part of the new unit.

Geez I'll quit while I'm ahead, I'm tired lol... :D But if that makes sense.
Wow, Taak- that was a really interesting look at Logan.
I'm actually impressed.
Good reading, thanks for that.
3 replies · active 726 weeks ago
I'm not sure if you're being sarcastic...
Not this time.
I liked this one.
'Liked' as in enjoyed reading erroneous tactics and rules breaches?
It says the unit he is with. That would mean that when he leaves a unit, they cease to be the unit he is with ... when is a door no longer a door?
1 reply · active less than 1 minute ago
WHEN ITS A JAR!
Tony Malave's avatar

Tony Malave · 726 weeks ago

True, Logan can't give the USR to another unit other than the one he has joined. It would be great if he could, but it doesn't work that way. But nice imagination!
I think this is called cheating...

It's odd how an article about "getting the most out of Grimnar" doesn't really talk about one of his major bouses... WG as troops. I'll let you off as it's about character assignation amongst units, but still...
I'm kinda confused. I thought if a single model in a unit moved, then every model in the unit counts as having moved. Wouldn't this shut down the Long Fangs firing USR Tank Hunter heavy weapons that turn, both for the squad Logan leaves, and the one he joins?

(I understand that USR relentless would be okay in this situation, at least for one of the units, though)

If someone could clear this up for me?
You are actually wrong about that, a character can join a unit without the unit being counted as having moved, as per the latest faq.
2 replies · active 726 weeks ago
I can live with being wrong. No worries.

Can you direct me to which FAQ it is you speak of?

I just went and downloaded the Spacewolf, Ultramarine, and Rulebook FAQs from the GW website and can't find it in those.
This is a pretty crucial change in gaming in my local scene and would like to be able to reference the correct document.
Thanks.
Tratchenberg's avatar

Tratchenberg · 726 weeks ago

Think its in the rulebook actually, characters joining/leaving units don't count as moving for the unit.

Yeah, decided to check, pg 48, 5th bullet point.
Basing an army list around an iffy (at best) rules interpretation is the wrong way to go about competitive play.
OMGitsMCD's avatar

OMGitsMCD · 726 weeks ago

Taak, please research this stuff in more detail before posting it. These kind of things are embarrassing to the blog.
5 replies · active 725 weeks ago
I gotta echo this. If you're going to do a rules post, check with me the actual ruling before you post :P. That's 0/2!
Not to mention embarrassing yourself.

I mean, first there was Herohammer... now this.
bobbitchtits's avatar

bobbitchtits · 726 weeks ago

oh come on the herohammer was kinda cool
Auretious Taak's avatar

Auretious Taak · 725 weeks ago

Herohammer is a rock close combat army in just the same way as most Draigo wing lists with Paladins and some supporting dreadknights or dreadnoughts are - with the exception of being more survivable both at range and in combat (4++/3++ as a base save on everything except 1 model which is 5++) and is more maneuverable (2 cavalry models able to operate independently and still win combats if chosen rightly by themselves, and 3 bikers) to boot. It's a list which in a comp environment unforseen to myself and many others, actually does surprisingly well (so long as you play it smartly). In a non-comp environment it should be dead inside 2-3 turns max. If it isn't and if it draws or beats you then there is something seriously wrong with your army or your generalship. It may have taken me a while to let the excitement cool down for unexpected success with the army, but that's also just fine and perfectly natural. Shall we cite the Leafblower here as another example of such things?

Just because you took nothing away from the Herohammer stuff Comrade doesn't mean other people didn't. I had quite a number of emails asking for more on the topic so I complied and at the same time learnt that writing an article as I think usually does not translate at all well to an article level (BA Herohammer *twitch*).

If you think I am embarrassed by Herohammer you are wrong, I enjoy the army, it is incredibly fun and indeed challenging to play with and I've taken it against a number of non-comp armies played by very good players and done surprisingly well for what it is. You don't like Herohammer, good for you, don't play it or don't read articles related to it. It's really that simple.
OMGitsMCD's avatar

OMGitsMCD · 725 weeks ago

Im really not trying to pick on you, but its just like in journalism. If you report things that simply didnt happen you lose credibility. Well its the same in 40k tactics, make sure what you are doing is possible within the framework. While this tactic isnt horrible (other than the 3 runepriests) its just not legal.
Logan is cool, but this use of him is just wrong.
Spaguatyrine's avatar

Spaguatyrine · 725 weeks ago

Taak,
I like your thoughts, but I don't think it will work. Here is a summation from my #1 rules guy that is much smarter than me on anything 40K.

High King affects the unit Logan is "with," which is a singular moment. It does not affect any unit Logan "has joined that turn" or any unit Logan "was with that turn," it just affects the one he IS with.

You could argue whether it affects his original unit OR the later unit, because the timing as to when he is "with" a unit is unclear, so it's hard to say which of the two units would actually keep the benefits, but there's really no way to say it affects two separate units simultaneously.
Auretious Taak's avatar

Auretious Taak · 725 weeks ago

So, I was wrong.

I was re-reading rules to refresh myself on them and read Logan's rule in a different interpretation and kind of ran with it. Strangely there was no little voice in my head saying 'Hey, Taak, don't you think this would have been done already if it was a legit interpretation of the rules as written?' which is a shame and I got caught up on the last part of the rule which is that the unit Logan is with gain that USR for the entirety of that player turn and as the USR is gained before anything else is even contemplated (the movement phase as well) that turn, that's what tripped up this whole article.

Willydstyle unlike all the commentors above used an example from a previous codex - C :S M (because GW is odd on fixing their english and always good to work on previous codex examples to the published date of the one you are referencing as yours will have the most up to date rule) - to support why my new reading was not the case. He used Lysander's Bolter Drill as an example to support the unit you are with/have joined as only affected that turn. If you read the rule for Lysander it says 'any unit Lysander has joined' which can be interpreted as 'any unit Lysander has joined in that whole game' so multiple units could benefit, after all, it's not as if the boss walks away and you slack off on the skills he has just honed for you in a firefight is it? But this isn't the case, same with Logan and my reading above.
1 reply · active less than 1 minute ago
+1 for admitting it :) .
Spaguatyrine's avatar

Spaguatyrine · 725 weeks ago

For the extremely critical people on this thread; Chill out a little. I don't see you writing posts. Everyone is entitled to an opinion. Sometimes we make mistakes. I am not sure if you ever have, but we do. I am sure Taak wasn't intending to cheat anyone.

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