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Warhammer 40,000/6th Edition Tactics/Space Wolves
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===Troops=== *'''Grey Hunters''' - Ultrasmurfs wish their infantry were as good as these. Mostly the same as regular Tactical squads, minus a heavy weapon, but so much more nasty in Close Combat. Their basic profile gives them a close combat weapon and a bolt pistol along with their bolter. Yes. They get TWO weapons for close combat. Also they can get one special weapon and if you have ten you get one special weapon for free so 2 meltas for only 5 pts and plasma for 10 pts and flamers for FREE. *'''Blood Claws''' - Unlike Grey Hunters, they gain +2 Attacks instead of the usual +1 on the charge (which unfortunately does not stack with Counter-Attack), but must forgo their shooting and charge if they are within 6" of an enemy unit (unless a Wolf Guard is seconded to them, so do this if you can). Get a squad of 14, give them a fist and a meltagun. Attach a Wolf Priest. Load them up in your Land Raider ''Crusader'', and then send this neat little package of violence at the nearest enemy. If you don't have a Land Raider of any kind, don't bother with the Blood Claws. They're not worth using in any other way, and even then, one Land Raider can be easily delayed (just park a Land Speeder in front of it). **'''Lukas the Trickster''' - One Blood Claw per army may be upgraded to Lukas, who comes equipped with a Wolf Claw and a Plasma Pistol. Attacks against Lukas (only Lukas himself, not his squad) must be rerolled if they hit, and he can suicide-bomb if he's removed as a casualty for whatever reason, taking out whatever he's in base contact with, including Titans (yes, it's an instakill, not even the "D3 structure points" rule can save them) and transport passengers, according to the FAQ. Good stats and a nice way to put some more special weapons in your Blood Claws, but his points cost and negative effect he has on Leadership make him a dicey proposition- much like his personality in the fluff, really.
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