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==Unit Analysis== ===HQ=== *'''Wolf Lord:''' This guy is pretty much a Space Marine Captain, but he has an extra attack, and can take better wargear. He can be tooled out to be a total hand-to-hand combat monster, but gets expensive very quickly; be careful not to go overboard. A good rule of thumb is "boys over toys:" take a cheaper HQ and more troops. A good tactic with this lord is to give him twin wolf claws a thunderwolf and you are now the god of destruction. To make him even better at this job, try rolling for Saga of the Warrior Born or taking the Helm of Durfast. All this makes him about 185 points (205 with the Helm). Another thing to consider is to replace one of the wolf claws with a power fist. As they're both specialist weapons, you can attack with the full amount of attacks and can choose each turn whether you need to cut down MEQs or crack open TEQs. *'''Wolf Guard Battle Leader:''' Bog-standard dirt-cheap version of the Wolf Lord with a few less options. He's a fine HQ for low-point games, but Rune/Wolf Priests are almost always better choices. He is slightly better at close combat than the others, with one more attack and one higher initiative. However, the free wargear and squad-enhancing abilities of the Wolf Priest and the psychic abilities and psychic defense provided by the Rune Priest more than make up for that difference. *'''Rune Priest:''' These are your Librarians, though starting at ML1. They have a few wargear options (A Hood, a Mastery Level, Runic and Terminator armour, which cost the same, more runic weapons), and they have access to fewer disciplines (Only Tempestas, Daemonology, Divination, Biomancy, Telekinesis) than other marines. They also give you access to the Rune Staff, which unlike libby's tinfoil hat increases the priest's own DtW, rather than that of everyone else around him, but he can still purchase the hat for that. He also lost Chooser of the Slain, meaning that anyone can sneak up on him now. Turning him into a Divination buffing machine is probably the best way to use him now. Do note though that making him a level 2 psyker now costs half as much, so it is worth considering. *'''Wolf Priest:''' This guy is, for all intents and purposes, a Space Marine Chaplain, with more options. Oath of War isn't as useful as Liturgies of Battle on the charge (it merely gives Preferred Enemy to a single unit type, so you can declare it on all MCs, or all Tanks) but you do get its bonus beyond the first round and a 6+ FNP, so it's about even. In the end, he's not that useful, not being as killy as the Wolf Lord nor providing for the whole army as the Rune Priest, and is far worse stat-wise than the former, losing 1 WS, 1 BS, 1W, 1T, and 2A. If you still want to use him, then put him in 2000 point games where you have more HQ options, and give him a large unit of Blood Claws, You'll lose an extra attack in the charge, but you'll get your shooting back, and it's better to rely on Overwatch+Counter Attack, this makes for a great tarpit unit. *'''Iron Priest''' - Your Techmarine (Now an HQ thanks to Curse of the Wulfen), with an option for either a Servitor Squad or a Thunderwolf Mount with an option for Cyberwolves. Can be useful on a Thunderwolf running around with Cyberwolves as a mini-Thunderwolf Cavalry squad of sorts and with IC, he can join more wolves or cavalry. Bringing him mounted also allows him to keep up with a Knight or Fellblade if you want to make them a little more survivable, whilst retaining full mobility. Also, the Stormfang Gunship has a transport capacity of 6, bring him in it with 3 Servitors to have it recovering a hull-point every turn to help avoid getting pot-shotted to death. **With the curse of the wulfen book giving them the new Helfrost Pistol option it gives them a chance to break open a transport in the shooting phase so they can charge the squad inside instead, something that Thunderwolf Cavalry typically can't do, and with the new Tempest Hammer, he can also wreck high-toughness enemies. *'''Space Marine Command Tanks (Warhammer World Exclusive)''' - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer's note in the White Dwarf containing their rules. Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support. **'''Rhino Primaris''' - Gives access to a Chapter Master's one-use 7" Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12" Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle's hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on. **'''Land Raider Excelsior''' - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12" (which can be boosted to 18" for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit & Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24". ====Special characters==== *'''[[Bjorn the Fell Handed]]:''' Poor old Bjorn. On the one (Fell) hand he's a AV 13/12/10 WS/BS6 Venerable Dreadnought with an Invulnerable Save and the option for a Helfrost Cannon for ''free'' (He can also take a Plasma Cannon for free, while the TL Lascannon is 5pts). He also no longer becomes an objective once destroyed. On the other hand he's within a handful of points from the most expensive characters in the game (He's 220 Points for Russ' sake!). At first glance this makes him look like an [[overcosted]] dread that's bad at doing a dread's job, but Bjorn's real value is in bolstering/defending a shooty-wolf army. Ancient Tactician means you get a +1 on the Seize, which is huge. Saga of Majesty means he can chill with Long Fangs and fire off a plasma cannon or better yet, a Helfrost Cannon, (with 24" range? seriously?) while giving them re-rolls on leadership and being in a good position to defend against assault units as a decent tarpit. He can also give a helluva fight in close combat with 6 WS6 hits with his ''True Claw'', which is a Master-Crafted S10 AP2 claw with Shred and a Heavy Flamer - Watch out against other Dreads, though, because Bjorn hits at I3, meaning that a lot of enemies will get the chance to pop him in melee before he can attack. From this player's experience, he is one of the most resilient units in the entire game. He only died once on my watch, from a guard player firing 3 lascannons at him a turn, for SIX TURNS. *'''[[Njal Stormcaller]]:''' Cheaper at 180 points, fragile without Terminator Armor (But why wouldn't you take it if you can get it for free?), potentially game-changing with ML3, but he got massively nerfed. He does also come with the useful Saga of Majesty, and an improved rune staff, which grants him a re-roll on a failed DtW test. As a bonus, he can also re-roll to manifest a Tempestas power. However, he's no longer able to provide protection to the army with the loss of 'Chooser of the Slain' which makes him nothing like the monster he was. ** As of the Wulfen update, Njal gets a slight upgrade: His bird can now be used as an assault d6 weapon, though with S3 and AP-, its usefulness is up to debate. ''This is not new, it is in the codex.'' *'''[[Ulrik the Slayer]]:''' He's a Wolf Priest with a Stat-line slightly more in line with a Wolf Lord, with Fear and Fearless in exchange for an attack. He allows any friendly unit within 6" of him Preferred Enemy, and friendlies within 12" get Stubborn. Stack him with a killy unit, and watch as they keep on truckin' through hits. *'''[[Canis Wolfborn]]:''' Yes, his name really is [[Derp|"'''Dog''' '''Wolf'''born"]] (a name so stupid, Lupis Wolfborn would actually be an improvement). He also dual-wields '''wolf''' claws (a weapon unique to the Space '''Wolves''') while riding a gigantic thunder '''wolf'''. He may also be accompanied by up to 2 Fenrisian '''wolves'''. He is marked with the Saga of the '''Wolf'''kin (Notice a pattern yet?) and is responsible for at least 80% of the Space '''Wolf''' rage threads on /tg/. He's quite nasty in hand-to-hand combat (for his point cost) and has Rampage and the ability to give all Fenrisian '''wolves''' and Cyber'''wolves''' in his unit the ability to re-roll to-hit when they charge. *'''[[Ragnar Blackmane]]:''' The ''other'' roughly 200 pts costed character, even counting the price cut the entire codex gave (To point, he's 195 Pts. A stock Wolf Lord is 105). A Wolf Lord who was promoted straight from Blood Claw to Wolf Guard, and the youngest Wolf Lord ever, Ragnar is an all or nothing h2h unit. He boasts an impressive stat-line, has a Frost Sword with S+1 AP3 Master-Crafted and Rending, gives his squad Furious Charge, and has Saga of the Warrior Born, which synchronizes with his Insane Bravado rule which forces him to issue/accept challenges. In exchange, however, he wears simple Power Armor, and has a built-in 4++ save, and doesn't have Eternal Warrior, and his Incredible Reflexes allow him to re-roll a single failed saving throw in each Assault phase, which makes him more survivable than he used to be. He will also probably be the focus of your opponent's melee assaults, so don't expect him to live very long. He will wipe out shooty units in a single turn, but against lots of power weapons (I'm looking at you, Grey Knights), Ragnar will go down quickly. But he will probably take a few models down with him. Either you love him or hate him. Nice in drop-list with a lot of grey hunters. *'''Harald Deathwolf:''' Another new-ish character from 2E, Harald's kinda like Canis, except with a less retarded name, though he's Canis' direct superior, so there is an extremely fluffy excuse to put them together. He has a frost axe and bolt pistol but you can't claim the extra attack for 2CCW because he also has a Storm Shield, he rides a wolf and any Beasts or Cavalry within 12" of him uses his Ld and, if he is the warlord, he also gives them (and himself) Stubborn and Furious Charge, making them a much more troubling force. He can even take a retinue of 2 Fenrisian Wolves to help him out. He has outflank, not like the detachment gives you the chance of outflanking, he just has it. But his most shocking ability is his relic, which makes him '''immune to all flamers and Pyromancy'''. '''THE FUCK'''. Seriously, this would be acceptable if this were He'Stan or Ashmantle, but a Wolf?! Yeah, use him for the cavalry focus, keep the fire immunity for fun. Little hint: you will be almost (mind those Eldar) immune to "wall of death" special rule. Make those burna boys/ guardsmen/ sisters pay! **To be fair his Relic is a mantle made out of the skin of a Ice Troll King he personally slayed, so it basically nullify every heat based attack, hence his invulnerability. And while this could sound quite stupid in a sci-fi settings, we're still talking about a universe in which vampires and werewolves go around wearing power amour and "Magic" exists, so... *'''Krom Dragongaze (Stormclaw):''' A relatively cheap character in power armor who's only about 25 Points more than a plain Wolf Lord with a Frost Axe, and Saga of Warrior Born. But his own Frost Axe is master crafted and he also gets Stubborn & Furious Charge added into the deal too. Recently he got some buffs: ability to re-roll all failed to wound rolls in close combat, and now he can re-roll ALL failed saving throws as long as he is within 3" of an objective. Despite how lackluster his wargear selection and special rules compare to the other named special characters that the Wolves get, Dragongaze is a worthy choice if you want to save those points on upgrading other units, particularly if you're playing smaller games. He's also a required special character along with the other ''Stormclaw'' units in his unique formation. Also he'll give Furious charge for all the Drakeslayers gang-band form Curse of the Wulfen, which is nice. *'''[[Bran Redmaw]] (Forgeworld):''' As of the doom of Mymeara Second Edition, Bran Redmaw changed quite a bit, but his cost (210 points) is unchanged. For that, you bring home a common Wolf Lord with Runic Armour and a special power weapon, the Axe Langnvast, which is a Frost Claw that swaps Specialist Weapon for Two-Handed, which would be a nerf if he had a second Specialist Weapon, but he doesn't, so he can bash in faces reasonably well. Even with that, that's still a lot of points for a normal Wolf Lord. Then comes his truly sexy part: The Curse of the Redmaw, which is pretty similar to how it was. Basically, from your second turn onwards, at the beginning of the movement phase, you must roll a d6, adding +1 for every friendly Space Wolves unit locked in combat in his LOS. On a roll of 5+, Bran Redmaw become THE wulfen, switching profiles with The Redmaw (with the same number of wounds he had when he transformed), which just happens to have WS 7, S 6, T 6, I 6, and A 5, along with Fleet, Eternal Warrior, Feel No Pain, Fearless, Furious Charge, and Rending (Melee). Also, he retains all of his special wargear now, meaning he is a lot more difficult to kill in that form, becoming almost immortal! Unfortunately, he cannot use the Axe of Langnvast in this form (he is a freaking werewolf), but that's not as bad as it seems, as now he can go and wreck tanks as if there were no tomorrow, and even terminators wouldn't be too happy to see him charge them. Lastly, he now comes stock with the Saga of the Hunter, which can help him a lot: just put him in a big Blood Claws unit, outflank, and then go all werewolfy on your enemy's ass, letting him eat every unit he come across with. ===Elites=== *'''Servitors''' - Gone are the T5 Iron Thralls and in are the generic T3 servitors like everyone else gets, with exactly the same options. One bizarre rules-as-written exploit is the "Thralls" rule, which means that they do not take up a slot if you have "at least one" Iron Priest, so you can legally spam as many units of 1 Heavy Bolter Servitor for 20 points each as you like. Yes, they'll all Mindlock 50% of the time, but [[Cheese|each one has to be targeted and assaulted individually.]] **Good luck trying this in a game of Purge the Alien; in that case you'll qualify for the Darwin Awards. *'''Wolf Guard''' - Your Veterans. They can take all sorts of wargear, from simple power weapons and plasma pistols up to Frost Blades and combi-weapons. You can even stick them on bikes or with Jump Packs. Versatile, powerful, customizable. You can't go wrong. A good squad of these with a wolf lord and wolf priest can take any land raider as a dedicated transport. They can also take combi-weapons and take Drop Pods for dedicated transport providing a vicious alpha strike option. *'''Wolf Guard Terminators''' - Curiously enough, now Termies are their own entry instead of being an upgrade for the WG, but are otherwise identical save for some price cuts for wargear. As a plus, they have Deep Strike, finally allowing them to go somewhere without having to be shoehorned into a Land Raider. **'''The Fierce Eye's Wolf Guard (Stormclaw)''' - A 5 man squad with pre-selected wargear, costs ''exactly'' the same as an equivalent Terminator squad, take only for Dragongaze's Stormclaw formation. *'''Arjac Rockfist''' - Arjac can now be purchased on his own as an independent character like Snikrot and his Kommandoz but doesn't take up a slot if your army already includes unit of wolf guard ''(power or terminator armoured)''. He can only join units of Wolf Guard though, so there is essentially no point in taking him on his own. He's a Terminator Wolf Guard with a Storm Shield that gives him EW and HoW and is armed with a S10 Thunder Hammer that he can throw before he charges,. Essentially Lysander with 2 wounds instead of 4. He's great at popping vehicles and mashing Independent Characters and Monstrous Creatures, but he's only useful in melee; make sure you stick him in a Land Raider or Stormwolf to make sure he gets into combat safely. Still, he's cheaper than a Wolf Guard Battle Leader with the same wargear. **He gets an extra rule: "Grimnar's Champion". This forces him to issue and accept challenges and, in addition, he re-rolls all failed To Hit rolls when taking part in a challenge, which is AWESOME. He does also have one formation of [[Deathwing|Fearless, +1 WS, +1 Toughess, Hammer of Wrath]] Terminators, all with TH/SS, in Champions of Fenris. *'''Dreadnought''' - It's a Dreadnought, it's not much different from Dreadnoughts of other Marine armies, although they have an option for a Sx2 AP2 claw with Shred if you really want to take something down, as well as a Helfrost Cannon. A good way to put some mobile heavy weapons on the field, and a close combat monster with its Dreadnought CCW and packs a Multi-Melta for extra pain. **'''Venerable Dreadnought''' - 25 points more than the normal Dreadnought, has 1 WS/BS more, and forces your enemy to reroll vehicle damage, but is otherwise identical to the standard Dreadnought. Definitely a ton cheaper than before. They can also take an Sx2 AP2 MC Dread-sized axe and an AP2 Shield with a 3++ shield on the front for a big price. If you're planning for more killy, take '''MURDERFANG''', if you want more shooty, take Bjorn. ***GW official Errata'd all non-space marine (so basically Grey Knights, Blood Angels and Space Wolves) Dreadnought's to have 2 extra attacks, now they are finally in line with the Codex: Space Marine Dread's. Venerable Dreadnought's and '''MURDERFANG''' just got a lot more deadly in CC. *'''MURDERFANG the Curseborn''' - A brand new character Dreadnought from the new codex who somehow turned into a Wulfen while entombed in the Dread on a planet named Omnicide (relation to '''MURDER''', planet of the giant space spiders, yet to be known), '''MURDERfang''' is actually 15 pts more than a Venerable Dread, but packs +2A, IWND, Furious Charge, Rage and Rampage alongside two 2 MC S7 AP2 (this was actually FAQ'd to S+1 so not to make furious charge pointless.) '''MURDERCLAWS''' with Shred and a mounted Storm Bolter and Heavy Flamer. Flat-out, he's a melee '''MURDER (the joke)''' machine with immunity to Crew Stunned and Crew Shaken (given by the rule MURDERlust), but is otherwise is not much different than a plain Ven Dread besides a weak BS3, which he's not meant for using a lot. He's a 12/12/10 3 HP close combat dreadnought so a drop pod is an absolute necessity but even then he will likely get destroyed by the enemy in one turn before he can do any real damage. Murderfang's biggest problem is that he seems really cool in theory but he's pretty terrible in practice because he's just not very durable and he must get into assault. It Will Not Die is nice but it's unreliable since it only has a 1/3 chance of happening and it only happens at the end of your turn. If you're deciding between Murderfang and an Axe and Shield Venerable Dread, go with the Venerable Dread because it's much more survivable with it's 3++ and venerable rule. *'''Space Wolves Contemptor Pattern Dreadnought (Forgeworld)''' - It's a Contemptor, so you know it's awesome already. 13/12/10, Atomantic Shielding, fleet, WS5, S7 - yeah you've seen this before; sadly not as good as the Contemptors from other chapters. You can load this bro with a handful of the Contemptor goodies, but we recommend tooling up for close combat: chainfist all the way and maybe a carapace-mounted cyclone launcher if you have the points to spare. For this small sacrifice in options (no heavy conversion beamer, no targeting upgrades, no graviton guns or plasma blasters either) you get access to either a Wolf Tail Talisman or a Wolf Tooth Necklace for bouncing psychic powers or hitting on 3's always ever, respectively. As we said before, you are tooling up for close combat so you're taking the Necklace. It also costs 10 pts more than other Contermptors, but for that ten point bump you get yourself a single Night Saga: **'''Saga of the Black Call''' - Used to be Furious Charge, but is now Rage. That extra attack on the charge is awesome and you want it for your CC contemptor. **'''Saga of the Forsaken One''' - Counter-attack at LD10. Could be useful if you're fighting against stuff that moves faster than the contemptor (as impressive as that is). **'''Saga of the Iron God''' - +1 on the damage charts against enemy walkers. It's okay but situational at best. *'''Lone Wolf''' - A 20-point non-scoring kamikaze model with Eternal Warrior, Fearless, Monster Hunter, and Feel No Pain that can take pretty much any wargear he wants, as well as some Wolves as a retinue. Great for [[DISTRACTION CARNIFEX|drawing retarded amounts of fire away from your other units.]] Load him to bear, send him against the biggest enemy you can find, and pray he goes down swinging. They become free choices for each troop choice or Wolf Guard unit, making fielding a ton of them a very viable tactic. They also don't give over points if they live, so you can now totally field them with impunity. The Space Wolves no longer abhor the idea of teleporting into battle, so the combination of a initial locator beacon equipped drop pod, next turn followed by several Lone Wolves in Terminator armour equipped with combi-weapons could in theory make you able to deal with a wide varity of threats, albeit for a steep price. Just don't expect them to capture any objectives, as they're never scoring. *'''Wolf Scouts''' - More expensive than other Marine's scouts and take up an Elite spot instead of Troop, but with the new Vanilla Marine 'dex making standard scouts WS/BS 4, their main claim to fame is now kaput. However, they can take flamers, meltas, and plasma guns, in addition to plasma pistols and/or power weapons, and the option to take Camo Cloaks to up their survivability. Good for surprise attacks against a vulnerable flank, but they can be overwhelmed easily thanks to their light armor. Give them a meltagun, a Power Fist + Combi-melta Wolf Guard Pack Leader. Keep in mind that you can't charge from reserves anymore, so these guys '''will go down'''. Give them a chance, but keep in mind they are pricy. *'''Wulfen:''' BEHOLD! [[If The Emperor Had a Text-To-Speech Device|DIGGANOBZ]]!!!! Where to start? There are so many rules they are practically unrecognisable as Space Marines. As a base and on top of the SW usual rules they have ''Feel No Pain'', ''Rage'', and W2, S5, and A3. For only thirty points each, this seemingly bargain cost is countered by the fact that they only have a 4+ save and BS2, but they have a few other special rules that mean you won't care that much. ''Death Frenzy'' from the "Kill" table means they can pile in and fight in any initiative step if they get killed in melee, [[What|even if they have already fought]], and they can get ''Bounding Lope'' from the "Hunt" table, so they can run and re-roll charge distances in the same turn. '''Any''' model can buy Frost Claws, a Two-Handed Frost Axe, or a TH/SS combination (though leaders are stuck with claws), so they have easy access to AP2 weapons for TEQ blending, Claws bring their points per model to 42 each, for four attacks base with S6 shredding at AP2; do this now. **Their final big rule is the ''Curse of the Wulfen'' which affects their non-mutated brothers within 6" ''(12" for Blood Claw variants but 3" for Long Fangs)''; these models get a roll on the "Hunt" or "Kill" table depending on whether they are in melee combat. Hunt makes all their charges more reliable or effective, while Kill gives them more Initiative, Shredding, or Death Frenzy. There are no down sides at all. Get a squad of Wulfen and stock up on Blood Claws and quit complaining about them only being WS/BS3 when they go all werewolf on your opponent's ass! **Keep in mind those axes are strength +3 meaning total strength of 8 meaning they're better against MCs, vehicles, and multi-wound models than even the claws. **Despite being the most expensive by far, Thunder Hammers are a perfectly viable option. Not only do they strike at S10, but ''Death Frenzy'' can (briefly) overcome ''Unwieldy'' so you don't have to worry about striking last without getting a chance. Also, the Storm Shield gives the model a reliable 3++ save, which is of more value to them in any Meta than a terminator who already has a 2+ save and might never use the shield... for 50 points per model in total. Oh look, that's only five points more than a TH/SS terminator for lots more attacks and special rules. ** Scratch that noise. Do the math. A 3++ save with Feel No Pain on a 5+ is so statistically close to a 2+ armor save that the difference is in the decimals (77.77% vs 83.33%; a 4+ Feel No pain is directly equal to a 2+ save)! For 5 points more than a TH/SS terminator, you're getting +1 wound, +1 strength (which becomes +2 with the TH), +1 attack, and can Sweeping Advance. This is ignoring every other rule the Wulfen gets. On top of that, the Feel No Pain works as long as you don't suffer ID, so you effectively have your uber save against AP2 weapons, something the TH/SS terminators can't claim. Granted, this means you actually have a worse save against Battle Cannons, but only by a small margin, and you become much less vulnerable to AP4 or better weapons in the bargain. **Their weapon upgrades are severely undercosted to the point where it looks like blatant GW favoritism. 12 points for two +1 Str AP 2 specialist weapons with shred!? Every other marine army has to pay 15 points for a basic power weapon (which is simply not true: see Honor Guard or Vangurad Vets). 20 points for a thunder hammer and storm shield? Every other marine army has to buy those separately and a thunder hammer costs 30 points by itself. Again untrue: Assault Termintors, Vanqurd Vets (30pts for shield + hammer) and to a lesser extent Honor Guard. ===Troops=== *'''Grey Hunters''' - Mostly the same as regular Tactical squads, minus a heavy weapon, but much nastier in close combat. Their basic profile gives them a bolt pistol along with their bolter, losing the CCW. However, they can buy this back for 2 ppm, making them a bit pricier than before but still a price worth paying as you can have a much more versatile defensive/ offensive mid-ground unit. Also they can get one special weapon per 5 members. Now they can also upgrade one member to a Wolf Guard Pack Leader, making it easier to cram in more combi-weapons into your squad. The Terminator upgrade is kind of wasted on Grey Hunters in Drop-pods as it limits you to one special and a combi. Just stick with power armor boys. Consider spending the extra points on a Wolf Standard so you can buff your choppy units after you've dropped your Hunters in the thick of it. **'''Hengist Ironaxe's Grey Hunters (Stormclaw):''' A fixed five man unit that comes with a plasma gun, plasma pistol and a power axe. For 10 points more than the cost of a normal Grey Hunters unit but without the CCW + Pistol + Boltgun combination that Grey Hunters have always been [[RAGE|famed]] for. However, the one bright side is that your Power Axe wielder is a character with two base attacks and can accept and issue challenges, the bad side is that Wolf Guard cost 10 points anyway, so you've practically lost out on 1 Leadership point where you could have taken an similarly equipped squad for the same cost. It's also a requirement in Krom Dragongaze's unique formation so that is now the only reason you'll take Hengist's unit. *'''Blood Claws''' - Unlike Grey Hunters, they gain +2 Attacks instead of the usual +1 on the charge. Get a squad of 15 so you can take two specials. Flamers are recommended as you don't need to worry about hitting on 4's. If you feel like they need a power weapon or combi then attach a WGPL but then theres not much point if you're planning on sticking them with an HQ. Wolf/Rune Priests are excellent additions. Load them up in your Land Raider Crusader or Stormwolf, and then send this neat little package of violence at the nearest enemy. If you take the Wolf Guard Pack Leader don't forget you can confer him Termie Armor. Keep in mind this will take up two slots in your LRC or Stormwolf. A pack of 8 Claws + Termie WGPL in a Drop-Pod is a relatively cheap and sometimes effective fire magnet and giving the WGPL a Powerfist will make sure your opponent has to pay attention to them. **'''Lukas the Trickster''' - One Blood Claw pack per army can purchase Lukas, who comes equipped with a Wolf Claw and a Plasma Pistol, as a free Troops Choice. Attacks against Lukas in a challenge hit at -3WS, making sure that he'll keep up as a tarpit. He can also suicide-bomb if he is killed in a challenge (sense a trend here?)- both players roll a 1d6, and if the player controlling Lukas rolls higher than the enemy who killed Lukas dies too. Good stats and a nice way to put some more special weapons in your Blood Claws, but his points cost and mandatory use of his Leadership 8 make him a dicey proposition- much like his personality in the fluff, really. ***Just remember that anyone not running Chaos Marines can just refuse the challenge, ignore almost all his special rules, and bash his face in. Either give him a nice Blood Claw meatshield or take advantage of Champions of Chaos as soon as humanly possible. ****Remember that Character models which are in a unit of 1 are unable to refuse challenges. In particular, MC and vehicle characters are very commonly by themselves. **'''Egil Redfist's Blood Claws (Stormclaw):''' Like Ironaxe's Grey Hunters, this squad is also overcosted where you could have had a similar squad for the same price but lose out on the wolf guard. It's a fixed five man squad with a plasma pistol and a power fist, where the fist wielder is Egil Redfist himself and can accept and issue challenges and has +1 base attack, but he's not a Wolf Guard so is only WS/BS3. Again only take this unit if you're going to take the unique formation. **'''Hrothgar Frostborn's Blood Claws (Heroes of Sanctus Reach):''' another unique squad, much like Egil Redfist's unit, although this one comes fixed at ten men rather than five. Again, no option for a Wolf Guard pack leader, but you get a unique +1 A & Ld Blood Claw character who ''must'' issue & accept challenges with Orks, but he may re-roll fails to-hit and failed armour saves in this challenge. This unit costs ''exactly'' the same amount of points as an equally equipped unit with a Wolf Guard leader, so you're fighting against Orks having rerollable hits it might be worth it, though he suffers on the return strike. Furthermore re-rolling saves isn't '''"that"''' great as in most [[Metagame|Metas]], Ork squad leaders will have Power Klaws instead of Big Choppas. Basically you have to know your opponent when considering this squad. ===Dedicated Transports=== *'''Rhino''' - 35 points for a metal box that keeps your Grey Hunters safe, makes them a lot more mobile, and meltagun tanks out of the top hatch...hell, why not? **It is also an awesome bullet screen for your Long Fangs. You can even use move Rhino - shoot with longfangs - flat out Rhino to keep your LFs completelly out of enemy LoS, though beware Rhino being wrecked, as it becomes immovable BLoS terrain, that force your LFs to move in order to regain a line of sight to their targets. It's also possible to use it in this manner to screen Grey Hunters, but their Rhinos usually tend to be blown up before or shortly after they reach rapid fire range. *'''Razorback''' - The best friends of your Long Fangs. LasPlas, while the most expensive, is THE shit, since it has two good guns (so Weapon Destroyed won't cripple it) that punch through medium armor and heavy infantry alike. Take three-four or go the whole cog (aka Razorwolves, famous for fielding 8-10 LasPlases at 2k pts) *'''Drop Pod'''- Drop Pods are your best friend from high school who married your sister and parties with you every weekend. Okay, maybe I blew the point, but Drop Pods and Space Wolves are a classic combo. The '''Drop Pod Assault''' Special rule means that half of your pods have to deploy in your first turn (round up if you have an odd number of pods). This has a few different uses: Mess with your enemy's head by Deep Striking Grey Hunters in a place where it's not expected. Deep Strike Long Fangs or Dreadnoughts into prime places for popping enemy vehicles. Deep Strike your HQ, his squad, and several supporting squads to put a heavy hammer somewhere. Buy a Homing Beacon or two and get Logan, Arjac, and some Wolf Guard Termies in on a key juncture. FYI, the other half of your pods come down normally. Make sure you keep this rule in mind when you're writing the army list, so you can figure out how you want to deploy for best effect and capitalize on it when you are at the table. Again, it is better to either mount up all your squads in Pods or none, as one-two Pods can be easily countered and made useless by a good player. (DISCLAIMER: DO NOT BRING THE DROP PODS IN A KILL POINTS GAME). Yet they're harder to kill than Rhino's and Razorbacks, don't cause S4 hits to the entire squad on an explodes result if they are embarked (which obviously they are not in a drop pod when it explodes) and aren't basically free kill points like rhino chassis crap is. *'''Stormwolf:''' (Attack Flyer) The Space Wolves finally get a flyer so they can quit complaining about facing anything higher than head height! The Stormwolf is one of two new flyers they get and fills a similar role to a [[Storm Eagle]], with a transport capacity of 16 (so it can carry more Terminators than even a Land Raider), AV 12 all around with built-in ceramite plating, and is an assault vehicle with Power of the Machine Spirit, so it makes a good option for bringing large Blood Claw or Terminator units onto the tabletop, it is equipped with a hull-mounted twin-linked Lascannon, two twin-linked heavy bolters (which can be swapped for Skyhammer missiles for free or twin-linked multi-meltas for 20 points) on sponsons, and has its own unique weapon on a turret: a twin-linked '''Helfrost Cannon''' which is a 24" range weapon that removes models on failed strength tests if they take a wound (and it ignores Eternal Warrior since it's not technically Instant Death) and can be fired either as S8 AP1 or S6 AP3 (Blast). Expect to see loads of these spamming the table tops, raping high armour vehicles and fucking up squads with multi-wound models, all for 35 points less than a Land Raider. ===Fast Attack=== *'''Fenrisian Wolf Pack''' - cheap beasts, but not super-killy compared to other units in the list and can be gunned down easily due to their terrible 6+ save, though you can promote one to be a Cyberwolf, with a 4+ save and +1 T/A/Ld. They're basically [[tarpit|tarpits]] to use to tie up big units in assault until your Terminators or Thunderwolf Cavalry can get to them. *'''Land Speeder squadron''' - Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. Jink rules now have you getting the 4+ whether you moved or not, at the cost of snap firing next turn. Get people to waste a turn or two (or three if you're lucky on the jink saves) shooting at these while your real vehicles are unimpeded. Of course, if your enemy ignores them, then you probably get a chance to pop something important with your Multi-meltas or kill some TEQs with volume Heavy Bolter fire (ones happen ppl), so you tend to win either way. Deepstriking also (sometimes) works, providing there is space for that (which there usually isn't). Gun wise, flamers are now a bad plan, since you can't fire them at all if you jink. Multi-meltas and Heavy Bolters all day here, with an emphasis on the H.B's which tend to do a little damage even while taking snap shots. Everything else (Assault Cannon, Typhoon Missiles, etc.) is too many points to mount on a hull that's going to be on fire if your opponent really wants it to be. I also recommend taking these as one-off vehicles rather than in squadrons. Keep in mind the purpose of these is to draw fire from more important targets. Having multiple units to kill forces your opponent to waste multiple units of fire, especially if he has bullshit guns like Serpent Shields that ignore cover saves and eat light armor for breakfast. If you've got 2 open fast attack slots and 120 points to spend, its hard to go wrong with 2 speeders with 2 H.B. apiece. *'''Skyclaw Assault Squad''' - Blood Claws with jump packs, good for delivering a power fist into the enemy and generally being a damn nuisance. However, their low WS/BS means they could be overwhelmed by more elite assault units; make them go for weaker targets, where their mobility and sheer number of attacks will hurt the most. *'''Swiftclaw Biker Squad''' - Blood Claws on bikes, with all the WS/BS 3 goodness that implies. They just have a bolt pistol that can be exchanged for a CCW i.e. worthless, and twin-linked weapons help to offset BS3. An attack bike with a multimelta will help with any tank problems you might have. Like Skyclaws, these guys are great at keeping your enemy distracted and making attacks of opportunity. Just avoid getting them bogged down in melee and they'll be fine. *'''Thunderwolf Cavalry''' - These are probably the best-in-slot for Fast Attack choices, but can also end up being one of the most costly. They're basically Nob Bikers with a potential 19-24" assault threat, with 6 attacks each on the charge (4 basic + 1 for 2CCW + charge) with higher strength attacks than normal MEQ '''and''' ''rending'' means they will generally be causing considerably more wounds than most fast moving combat squads in other armies, such as bikers or assault marines. You have to buy a minimum of three now but you can expand your squads to six guys now, and storm shields are only half as expensive as they used to be, so take a few! They are also proper Wolf Guard now and have Ld9. ===Heavy Support=== *'''Land Raider''' - Schizophrenic AV14 box. You should take a Crusader instead, and you really don't need two more lascannons anyway, if you think you do, drop the Land Raider entirely, get another pack of Long Fangs, and/or more Razorbacks with Twin-Linked Lascannons, they'll be more spread out (which helps with their survivability) and they're much more cost-effective. **'''Land Raider Crusader''' - The golden cow of Land Raiders. Pintle-mounted Multi-Melta plus the sheer bullet rape spewed out by this thing will lay a hurt on squishy things in its way, or stupid Guard or Ork drivers who decide to pull up next to it. **'''Land Raider Redeemer''' - You're better served by a Crusader. While they burn MEQs, this variant suffers from not doing anything before it reaches the frontlines, and it needs to be in melta-range to fire. Melta = death, so take a Crusader instead. Also, it's a pain to use both their flamers simultaneously <strike>and devastatingly</strike>. *'''Long Fangs Pack''' - Take Devastators, get rid of the regular Bolter Boys and give the heavies Split Fire. Long Fangs are the most popular tank-hunting choice of the Space Wolves Heavy choices, and are easily paired up with the more mobile Dreadnoughts to bash in the METAL BOXES. Running them with Missile Launchers is recommended, with an occasional Lascannon thrown in if you have points to spare. Just beware that the basic Sergeant isn't tooled for heavy weapons for some dumb reason, but can take a plasma pistol or meltagun for some compensation. So, you can take a Long Fang Ancient with a meltagun and a Wolf Guard Pack Leader with a combi-melta and throw them in a Drop Pod. That's it, a devastator squad without a single heavy weapon. *'''Predator''' - It's a Predator. Duh. Not worth it in a Space Wolf army, you'd be better served with Fangs instead. If you, for some reason, want to use one, keep it cheap and arm it with HB sponsons. Sit back and pound the enemy, or provide AV13 for your bawkses.Can now be squadroned up to 3 Predators, and while you're rockin 3 in a Squadron, they all get Tank/Monster Hunters. *'''Vindicator''' - It's a Vindicator. Low side armor, single hull-mounted gun, short range pie plate gun. Just be careful about firing this thing Danger Close to your assault units. The vindicator is great for drawing absurd amount of fire from inexperienced players who are [[DISTRACTION_CARNIFEX|too scared of a strength 10 weapon to shoot more useful units]] like the Long Fangs, regardless of how short the range on its cannon is. Can now Squadron to up to 3, and while there's 3 vindies and they can all fire their demolishers, they can forfeit their shooting and nominate one to fire a Massive Blast, Ignores Cover, S10, AP2, Linebreaker Shell of rape; whether this is better than just firing 3 Demolisher cannons at the same thing is up to you, but you should probably use it against anything with a 2+ cover save, as you will roughly double your expected number of wounds if you do. *'''Whirlwind''' - In an army like the Space Wolves, your mileage may vary on how useful the Whirlwind is, it's decently cheap, and allows you to ignore cover, but has really weak armour, one Lascannon shot or better and you can kiss it goodbye. It might be a little more useful if you play Cities of Death a lot, but otherwise you'll probably be better off with Long Fangs who can usually do its job far better anyway. Can now Squadron up to 3, if the Squadron numbers 3, they all get Shred and Pinning to their Missile attacks, independently of which Type of Missile theyre using. *'''Stormfang Gunship:''' (Fighter) The alternate kit to the Stormwolf flyer that Space Wolves now get. This one still has a transport capacity, though only 6 models and is not an assault vehicle either (but it keeps the Ceramite plating and PotMS), though it has the same weapon upgrade options (although it starts with two hull-mounted Stormstrike missile launchers instead of a twin-linked lascannon, it can swap to the lascannon for 15 points) so can utterly ruin the days of vehicles with S8+ weaponry. In exchange for its reduced transport capacity it has a Helfrost Destructor instead of a Helfrost Cannon. This has the same range and firing modes, but its S6 version uses the Large Blast marker and the S8 version is also a Lance weapon. So the Space Wolves went from having no aircraft or anti-aircraft to essentially having flying [[Eldar|Fire Prisms]] that make a mockery of Eternal Warrior! All for 30 points less than a Land Raider. **For extra Lollingtons, the Stormfang can take a 6 man payload..... that's an Iron priest and servitors... yup you can now make this a real pain in the backside to get rid of.. Just sit back and enjoy the rage show... (or watch as a single lascannon hit blasts all those points out of the sky because you rolled badly). *'''Relic Leviathan Dreadnought (Forge World)''' - For way more than a plain Ven Dread, you get a rounder Dread with S8, AV 13/13/12 with a 4+ Invul that adds d3 to both the range and strength of its death-explosion, two heavy flamers on his body, total immunity to Maledictions powers, and two claws with meltas, Wrecker, and the odds to inflict d3 extra wounds. When this adds to the fact that it adds +1 to its initiative and 2 HoW attacks on the charge as well as a mandatory sweeping advance, you see that the goal of this thing is to touch anything that runs near it. For it's cost, it might have been better off with AV14 or some better tools. The claws can become drills so you get Armourbane for pennies. You could also make it shooty by replacing a claw with a Leviathan Storm Cannon, that is Heavy 6 S7 AP3 hits with Sunder or a Cyclonic melta lance (it isn't really lance weapon), which is a Heavy 3 S9 AP1 18" Meltagun. You could give it Ceramite to cure it of its fear of Melta and three HKs to help pop tanks, but you've already got so much for that goal. To add to that, this thing counts as a Relic of the Armoury, but can't take a Legacy of Glory, nor can it ever score or benefit from a detachment or formation, so taking this requires extra care, even moreso than MURDERFANG. With some luck and the right loadout, it can give an opponent fielding a LOW smaller then a Warhound a headache. *'''Fire Raptor (Forge World):''' Clocking in at 25 points more than a Stormraven this flier sacrifices any notions of being a transport for more guns. It sports a twin-linked str 6, ap 3, heavy 7 chin-gun, two independent firing (can shoot whatever they want) twin-linked quad heavy bolters (6 shots), and 4 S 8 ap 2 missiles. All of which have Strafing Run (which if read carefully applies to flying monstrous creatures as well) which means most things are hitting on 2's, with twin-linked. It can trade its quad heavy bolters for twin-linked autocannons but the rest of your army should have enough anti-tank to allow this amazing gunboat to focus on murdering non-vehicles. Keep in mind that it can shoot 4 targets a turn (normal shoot 1, power of the machine spirit 2, independent fire turret 3, independent fire turret 4) and you begin to realize you can apply the necessary amount of bullet anywhere you need it. Being AV 12 everywhere, having 4 hullpoints, and the large amount of twin-linking means you are nasty to try and kill too (note on the twin-linking because it can help to mitigate jinking). With the Wolves Unleashed detachment you can now guarantee that this baby comes in on Turn 2. Not the right choice for every army, but definitely something to consider. ===Lords of War=== *'''[[Logan Grimnar]]:''' OBLIGATORY 200+ PTS NAMED CHARACTER, now taking up the Lord of War slot. He is pretty great. He's lost all his really cool FOC-modding rules for little-to-no benefit besides a fancy new sled mentioned below. However, he's still a pretty nasty h2h fighter, complete with good gear (His axe can either be an S+2 AP3 Frost Blade or an Sx2 AP2 Two-handed Unwieldy weapon to kill big monsters), Eternal Warrior, Stubborn, and his Warlord Trait lets nearby friendly units re-roll failed morale, an ability quite useful to the painfully-average LD units of the Space Wolves. He is quite expensive though, more expensive than two discount characters, and good at little beyond bashing people in the face, so consider him carefully...I've seen Mr.Grimnar take on a Dreadknight AND Kaldor Draigo 1v2. Guess what? He came out victorious with two wounds. **'''Stormrider:''' 7th Edition has given Logan a baffling new accessory for 70 points: An open-topped hovering chariot, dragged along by wolves. We couldn't make this shit up even if we tried. This Armor 12/12/12 has 3 HP and 3 BS, which is worse than his own, but it comes with a 4++ that makes pens against it into glances, making sure he'll last as long as he can. To make the wolfing thing even worse, it gives Logan a bonus 4 S5 AP- Rending attacks in close combat at I5 and gives him the ability to move up to 12" in the moving phase. Yeah, he's finally getting the ability to go fast without joining with Termies. *** '''NOTE:''' Be careful using Stormrider. A handful of heavy weapons can wreck it, turning pens into glances or no, and a 4++ won't save it. And if it goes, Logan goes with it. So you can still use it just...be careful. *** '''NOTE:''' Shooting attacks may be allocated to Logan or the chariot as per the owner's choice. This means that he is effectively immune to all strength 5 and below shooting attacks. Similarly, you can take your 2+ armor save against battle cannons and the like (high strength ap3 weaponry) that would normally mess up that shiny AV12. On the flip-side, hits from melee weapons are allocated by your opponent, so be careful that the 3HP chariot doesn't get popped by that Boss with a power klaw . * '''[[Fellblade]]''' - This is your THIRTEEN BARRELS OF HELL, + 1BS.The Fellblade mounts a turret mounted twin 'accelerator cannon' which can fire either high explosive rounds (100" range, S8 AP3 ord1 7" blast) or armour piercing shells (100" range, heavy 1, S9 AP2, Armourbane, 3" blast). Add to that 2 quad lascannons, a twin heavy bolter and a hull demolisher cannon and you have an absolutely rapetastic monster. *'''[[Thunderhawk|Thunderhawk Gunship]]''' - There is only one reason why you don't already have one, it costs a shitload of cash(Β£399), apart from this... small price... the Thunderhawk has virtually no downsides, at 700 points it's certainly expensive, and it doesn't have much armour (12,12,10) but it does have 3 structure points and is immune to the 'melta' special rule. It's title of gunship is well deserved, it has a turbo laser (yes a fucking strength D weapon with a 5" blast!!!), four twin-linked heavy Bolters, two Lascannons and 6 weapon pylons, which can contain bombs or Hellstrike missiles. It also has a "modest" transport capacity of 30, so you can hold an entire 10 man squad of Terminators in this thing AND a techmarine and servitors to keep the thing running (they ARE allowed to repair vehicles they're embarked on, awesome). As the most expensive super heavy vehicle in the space marines armoury, you will almost never even see one, let alone field more than one, fortunately, you only need one. The best way to use this vehicle is to get close combat Terminators right into the middle of the enemies most dangerous shooting formation, then use the fearsome weapons on the gunship to destroy enemy vehicles that can insta-kill your guys, allowing your Terminators to destroy the shooty infantry and keep your grunts alive. Used properly this vehicle WILL make your opponent shit bricks, used improperly, it will do nothing but die uselessly as it gets pummeled by 700 points worth of enemy lascannons, rockets, missiles, battle cannon and lances, then it will explode and take the most of the rest of your army with it, because of this NEVER EVER keep it static, it's tempting to just hang back and pummel the enemies vehicles with the turbo laser, but don't. *'''[[Thunderhawk|Thunderhawk Transporter]]''' - Get this if you if you have a burning desire to kneel down and sacrifice your money to the [[Chaos|gods of Games Workshop]]. It costs the same amount of cash as the regular thunderhawk, and you'll probably end up wishing you had one of those instead. It's not that the transporter is awful, the ability to fly in a [[Blood Angels|loaded up land raider and place it where you want]] is [[Awesome|cool]], you can even scoop up other vehicles while in hover mode without having to cease your movement. But unless you are playing on REALLY big gaming tables ''(we're talking the same size of games where Earthshaker guns run out of range.)'', there's no real need to do this and your Thunderhawk itself doesn't have much else to do with only a few heavybolters for its defense. Just get the regular Thunderhawk and for now and you'll feel less guilty. *'''[[Cerberus Heavy Tank Destroyer]]''' - An odd superheavy tank. Its weapon is S10 AP1, but has no blast, so if you miss there's no consolation prize by accidentally wiping out a nearby unit ''(it is twin linked, so you're unlikely to miss)''. However, whatever it hits is [[rape|raped]]. It fires D3 shots every time it fires and anything that somehow survives a penetrating hit from it can only snap-fire next turn (including other superheavies... neutering that poor [[Titan (Warhammer 40,000)|emperor class titan]].) but if it fails a penetrate ROLL ''(glances are fine)'' or to-wound its target ''(remember it's a primary weapon, so already gets re-rolls)'', it instead damages itself by an automatic hull point on a further roll of 1. It can be given the standard predator sponsons or pintle mounted heavy weapons, but you're probably going to want to load up on anti-tank and leave anti infantry to your other units. *'''[[Typhon Heavy Siege Tank]]''' - It's a giant vindicator. Cheaper and better armoured than the Fellblade and more reliable than the Cerberus. It fires off a 7" Blast S10 AP1 weapon, which ignores cover, and so will erase entire units on 2s unless they have invulnerable saves. Can also be equipped with sponsons like a predator and pintlemounted options including heavy bolters, or a multi-melta. And unlike the Cerberus, since your main gun doesn't fill an uber specialised role you can choose what you want and split your fire to shoot in all directions and pick your targets by relevance. Also give it armoured ceramite so it can never be killed by melta & lances.
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