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Space Wolf Synergy [Warning way Loooong] {Updated/Eddited 01/31/10}  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy [Warning way Loooong]

I thought that Space Wolves and the Synergy and you Army List and Tactics that would be fun to talk about. I know some of this stuff is obvious, but it is there for completeness sake.

1st Logan
-270 points a lot of points, but I feel that he is still viable all the way down to a 500 point list.
-Stubborn: will make him hard to push off an objective.

The Great Wolf:
-You get Wolf Guard Packs as Troops [I will discus the implications of this later], these opens you up to a lot of stuff on a normal list and still field a lot of elite units and have that slot open for a “5th Commander”, a Venerable Dreadnaught with Saga of Majesty without loosing that extra set of “Troops”.
-You can get him and 2 basic 3 man Wolf Guard Packs for 383 and in terminator army for 473, that’s a lot of upgrades for either.
-Stubborn: will make him hard to push off an objective with a Scoring Unit.

Living Legend:
-18” +1 Attack for one turn, combining this with some of the others out there can really shift a battle in ONE turn.
-Ragnar now gives his unit +1d3+1 Attacks
-MotW now gets 1d6+2 Rending Attacks
-Blood Claws/Skyclaws/Swiftclaws now get +3 Attacks
-Kick this off with a Thunderwolf Calvary Unit each armed with 2 Close Combat Weapons that is 7 [or 35 for a full 5 man unit] Rending Attacks.

The High King
-Choose Fearless, Tank Hunter Relentless or Preferred Enemy each Turn
-Fearless: It has its own problem, but some of the uses are worth it. Terminators 1 in 6 chance of loosing men in a loosing Assault. It also makes you immune to pinning vs. those snipers and ordinance.
-Tank Hunters: Can kill AV: 10 Vehicles with Bolt Guns and Glancing Hit Rhinos to death, Plasma Weapons can Glance Land Raiders and Multi-Meltas/Missile Launchers can now kill Land raiders even at long range.
Relentless: I have seen all of those with Logan and a Long Fang Pack Loaded with Multi-Meltas Podding in. how ever think about the lowly Bolt Gun [and Plasma Gun], they are now 12” Assault-2. a Combi-Plasma Weapon is now a Range: 12 S7 AP2 Assault-2 one shot weapon and they are cheep.
-Preferred Enemy: Re-Roll Failed hits in Close Combat, what can be said that is a negative.

The Axe Morkai
-Combi-Frost Axe/Power Fist that you choose in what order it attack with, the only way it could have been better is if was a Combi-Frost Axe/Chain Fist.

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Now for the Synergy[Note this is a 1986 point list.]
Not thinking about how this was achieved, but let’s assume the Logan and Friends are 8” from a MEQ 10 Man Gun Line for each unit. I am also using simple Mathhammer [assume that for every 6 one of each number is rolled and the rounded up or down as thought was apropriate.
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-Logan and a Wolf Priests [Combi Plasma, Terminator Armor, Saga of the Wolf Kin] are with a 5 man Wolf Guard Loaded with Rockfist, Terminator Armor, Frost Blades, Combi-Plasmas and a Assault Cannons
-On his near right flank [About 5” away] is a Lone Wolf with Power Armor, Storm Shield, 2 Wolves, MotW and a Close Combat Weapon
-On his far right flank [10” away] is Ragnar with 2 wolves leading a pack of Grey Hunters with MotW, 2 Flamers, Power Fist and a Wolf Standard, also a Wolf Pack Leader with Bolt Pistol, Power Fist.
-On his near left flank [5”] a Venerable Dreadnaught with Twin Linked Heavy Bolter and Heavy Flamer and Saga of Majesty.
-On his far left flank [10”] is a Blood Claw Pack lead by a Wolf guard Battle Leader with Bolt Pistol, Chain Sword, MotW, Saga of the Warrior Born, also a Wolf Pack Leader with Bolt Pistol, Chain Sword and MotW.
Wolf Pack Leader with Bolt Pistol, Chain Sword and MotW

Logan uses his High King and Chooses Relentless
Wolf Priest uses his Oath of War and Chooses Infantry
Movement Phase
-Everyone Moves 6”
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Shooing Phase
-Logan Fires his Storm Bolter [Hits twice, one wound]
-Wolf Priest fires his Combi-Plasma Gun on Rapid Fire [Hits Once, but fails to Wound]
-Arjac Throws his Hammer [Hits, one wound]
-3 Wolf Guard Fire their Combi-Plasma Guns on Plasma Rapid Fire [6 shots, 4 Hits one miss and one Gets Hot, but saved, 3 wounds]
-Wolf Fires his Assault Cannon [4 Shots, 1 Rending, 2 Hits 1 Miss, one wound]
Results
-3 Wounds that can be saved against [2 Saves]
-5 Wounds AP wounds
6 Dead MEQs [Make Moral, don’t run]
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Lone Wolf has no weapons to fire, drools anticipating a Scooby Snack

Ragnar and the Grey Hunters fire
-Ragnar fire Bolt Pistol [Hits one Wound]
-Wolf Guard Pack Leader fires Bolt Pistol [Hits, but no Wound]
-2 Flamers fire [4 Total Wounds]
-8 Grey Hunters fire Bolt Pistols [6 Hit, 4 Wounds]

Results
-11 Wounds [9 Saves]
2 Dead MEQs
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Venerable Dreadnaught Fires
- Assault Cannon [4 Shots, 1 Rending, 2 Hits 1 Miss, one wound]
Results
-Heavy Flamer [3 Wounds]

Results
-5 Wounds that can be saved against [4 Saves]
-1 Rending wound
2 dead MEQs
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Blood Claws Fire
-Wolf Guard Battle Leader fires Bolt Pistol [Hits and Wounds]
-Wolf Guard Pack Leader fires his Bolt Pistol [Misses]
-2 Flamers fire [4 Total Wounds]
-13 Bolt Pistols Fire [7 Hits, 3 Wounds]

Results
-8 Wounds [6 Saves]
2 Dead MEQs
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Assault Phase
-Logan Activates Living Legend
-Ragnar Lets out his War Howl
-The Grey Hunter Wolf Standard is Popped
-All Assault there prospective opponent

Logan’s Pack
Logan is Initiative 6 [I5 +1 Furious Charge]
Space Wolves Initiative 5 [I4 +1 Furious Charge]
MEQs Initiative 4

Initiative 6
Logan gets 5+1 [charge] S6 [4+1 Frost Blade +1 Furious Charge] on
-6 Attacks 4 Hit, Reroll the 2 Misses [Wolf Priest] netting one more hit

Result 5 Hits 4 AP wounds
4 Dead MEQs

Initiative 5
-Wolf Priest gets 8 [4+1 two Weapons, +1 Charge, +1 Living Legend +1 Furious Charge] S5 [4+1 Furious Charge] Power Weapons Attacks [4 hits, reroll the 3 misses and gets 2 more hits that inflict 4 wounds]
-4 Wolf Guard 4 [2+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] Attacks each [16 Attacks 8 hits, reroll 8 for 4 more hits that inflict 8 wounds]
The last man takes 12 AP wounds.
Logan Consolidates
-----------------------------------------------------------------------------------------------------------------------------------
The Lone Wolf and his 2 wolves
The Wolves are Initiative 6 [I5 +1 Furious Charge
Lone Wolf Initiative is 5 [I4 +1 Furious Charge]
MEQs Initiative 4

Initiative 6
-The two Wolves get 5 [2+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] [10 Attacks, 5 Hits, 3 Wounds]

Results
-3 Wounds [2 Saves]
1 Dead MEQ
Initiative 5
-The Lone Wolf gets 8 [{1d6+1=4} 5+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] Rending Attacks [2 Rending 2 Hits, 2 Wounds]

Results
-2 Wounds [1 Save]
-2 Rending kills
3 Dead MEQs
Total Dead 4

Initiative 4
-The remaining MEQs get 4 S4 each [7 Attacks 4 Hits, 3 Wounds]

Results
3 Wounds [3 Saved, make FNP]

Final Total
MEQs need to make a LD 5 [LW no wounds, MEQs 4 wounds] (Remaining MEQ’s 6)
-----------------------------------------------------------------------------------------------------------------------------------
Ragnar’s Pack
-Ragnar and Wolves Initiative 6 [I5+1 Furious Charge]
-Space Wolves Initiative 5 [I4+1 Furious Charge]
-MEQs Initiative 4

Ragnar Assault
Ragnar roll his Insane Bravado and Rolls a “1”, Reroll a “2”
-Ragnar gets 4 [3+1 Charge, +2 Insane Bravado, +1 Living Legend, +1 Furious Charge] S6 [4+1 Frost Blade, +1 Furious Charge] Rending Attacks [5 Hits and one 1, Reroll hits for a total of 6 hits, 5 Wounds and rolls a one, reroll, one more wound total 6 wounds]
-The two Wolves get 5 [2+1 Charge, +2 Insane Bravado, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] [14 Attacks, 7 Hits with 2 ones, reroll one more hit total of 8, 4 Wounds with 2 ones, reroll one more wounds, total 5 wounds]

Results
-5 Wounds [4 Saves]
-6 unsaved wounds
7 dead MEQs [leaving 1 MEQ left]

The 10 Grey Hunters and the Wolf Guard Pack Leader swarm over the remaining MEQ is a scene to horable to describe here.

-----------------------------------------------------------------------------------------------------------------------------------
Venerable Dreadnaught Assault

Venerable Dreadnaught Initiative 4
MEQs Initiative 4
MEQ Sergeant Initiative 1 [for arguments sake lets give him a Power Fist]

Initiative 4
-The MEQs get 10 Attacks S6 [Krak Grenades] [5 hits, 1 Glancing hit, 0 rolled [2-2]
- Venerable Dreadnaught gets 6 [4+1 for charge +1 for +1 Living Legend] S10 [DCCW] [6 Attacks, 4 Hits, 4 Wounds]

Results
-4 Unsaved Wounds

Initiative 1
-MEQ Sergeant gets 2 Attacks [2 Attacks, One hits and gets lucky and rolls one pen and Venerable Dreadnaught the damage roll of 5 is re-rolled an come up a 2]

Result
- Venerable Dreadnaught is shaken and cannot fire his weapons.

Final Total
MEQs need to make a LD 5 [Venerable Dreadnaught no wounds, MEQs 4 wounds] (Remaining MEQ’s 6)
-Fail roll by choice and the Sweeping Advance is won by them and they retreat 7“
-----------------------------------------------------------------------------------------------------------------------------------
Blood Claw Assault
-Wolf Priest Initiative 4
-Blood Claws Initiative 4
-Wolf Guard Pack Leader Initiative 4
-MEQ’s Initiative 4
Everything is simultaneous

The Space Wolves let the MEQ's go first
-they get 11 attacks [9 for the MEQ's and 2 from the sergeant with his power weapon] [8 hit including 2 from the sergeant, 4 wounds one from the sergeant and 2 saves, the Blood Claws suffer 2 Unsaved wounds]

Results
-2 Dead Blood Claws

-Wolf Priest gets 7 Attacks [4+1 2 Weapons, +1 Assaulting, +1 Living Legend] [Hits 4 times, rerolls and hits 2 more times for a total of 6 times and gets 3 unsaved wounds]
Wolf guard Battle Leader gets 8 [5+1 2 Weapons, +1 Assaulting, +1 Living Legend] [hits 4 times with one rending, rerolls and hits 2 more times, the MEQ's save 3 times suffering 2 wounds]
The Wolf Guard Pack Leader gets 8 [5+1 2 Weapons, +1 Assaulting, +1 Living Legend] [hits 4 times with one rending, rerolls and hits 2 more times with 1 more rend, the MEQ's save 3 times suffering 1 wound]
-The Blood Claws with Bolt Pistol and Close Combat Weapons Attack and get a total of 72 Attacks [1+1 2 Weapons, +2 Assaulting, +1 Living Legend=6 x 12] [24 hits, reroll and 12 more hits for a total of 36 hits, 18 wounds and 12 saves, suffering 3 unsaved wounds]
-The Blood Claws with the4 Flamers get 8 Attacks [1+2 Assaulting, +1 Living Legend=4 x 2] [3 Hits, reroll gets 1 more fo4 total hits and 1 failed save.]

Results
-MEQ’s loose 10 and are wiped out.
-Blood Claws loose 2 models
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I know this is not scientific, something that could tactically show up in a game or anything like that, but this is just to give you a look at what Synergy can do. I am hoping for a real discussion on Space Wolf Synergy and some one want to take my numbers and do real Math-Hammer go ahead.

This message was edited 2 times. Last update was at 2010/04/01 02:09:11


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Njal [Long]

This time it’s Njal
It started as a Synergy, but it is also a Tactics Discussion to. I am going to put a note on those I think count as Synergy and my definition of Synergy here is my Power Makes you better.

Wargear
-Staff of the Stormcaller: 24” 3+ Psychic Hood, put him in the middle and protects everyone on your side of the table And vs. Daemon Lords you hit on a 3+ and it wounds Daemons on a 2+ with Invulnerable Saves only.
-Nightwing: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army.
-Saga of Majesty: Any unit within 6” of his Unit can reroll failed Moral Test. [Blood Claws and Wolf Packs hear that]
-Terminator Armor: Depending on the situation.

Special Rules
-Master Psyker: Knows all of the Powers [meh, this will help those that can’t figure out what powers they want.]
-Lord of Tempest [Only Effects unit within LoS]: Now here is his real power. Once again place him in the center of your main thrust or were you want the other army to concentrate. In the opening turns his powers have a 24” range and are mostly good for hindering you opponents. In the middle turns the powers go to a range of 18”, one forces moral checks and the other can wreck most vehicles and monstrous creatures. In the later turns it drops to 12”, but attacks anything not in Close Combat [So now your opponent wants to get into Close Combat with you after turn 3].

Psychic Powers
-Fury of the Wolf Spirits: Short Range, maximum 5 wounds, but it can force a Moral Check.
-Jaws of the World Wolf [Psychic Shooting Attack]: The supposedly most broken power in the book, but with Njal it drips to the bottom of the list of useful powers.
-Living Lighting [Psychic Shooting Attack]: Unlimited Range, great for light armor and MCs [S7, AP5 Assault d6]
-Murderous Hurricane [Psychic Shooting Attack]: to me this is one of the better ones [18” 3d6 S3 AP- Wounds] this has the potential to force a Moral check for all but the largest units.
-Strom Caller: All of us old SW players will recognize this one, and you can use it at the start of your turn.
-Tempest Wrath: One more reason to put him at the Center of the Battle Field, 24” No-Fly-Zone.
-Thunderclap [Psychic Shooting Attack]: This is a great power so soften up “Soft” units before the Assault [S3 AP5]

Now how do we use him?

Njal the Protector
-Place him in the center of your Troops with or without a body guard.
-Nightwing: 18” no Infiltrate [Creeeeed!!... No! Wait! What!!! Were did that stupid bird come from?
-Staff of the Storm Caller: 24” 2/3 successful Psychic hood [Hello Eldar, DH/WH and MEQ’s]
Njaaaaaal!!!!]
-Using Strom Caller 10 man, 2 Plasma Gun Armed Grey Hunters in Rhinos with your 5+ Cover Save from Strom Caller [I’m looking at you Imperial Guard and you ordinance.] {Synergy}
-Using Tempest Wrath he can wreck Deep Striking units and keep a lot of fast Assault units from getting to close, in a 24” radius. [Yes we are looking at you Dark Eldar and Deathwing]. Remember this if you get 1st turn.
-Saga of Majesty: 6” Re-Roll Failed Moral for your 10 man, 2 Plasma Gun Armed Grey Hunters with Rhinos [Who needs LD9?] {Synergy}
-Fury of the Wolf Spirits: use it to keep Assault units from getting to close.
-Lord of Tempest [Driving Gale]: 24” -1 BS all enemy Models. [Sucks to be you IG, Orks and Tau]
-Lord of Tempest [Living Hurricane]: 24”r all enemy models are in difficult terrain and
-Lord of Tempest [Howling Cyclone]: 18” unengaged units might fall back

Njal the Sniper Artillery Piece {18” or better} [Yes this is an old BT reference]
Place him the Center
-You want him alone so his unit is not forced to Assault the unit you just hit with your power or with a Long Fang unit with LC/ML and maybe a Wolf Guard with a Cyclone [Think of the bad puns there] and buy them a Razorback with Las Cannons to sit next to them.
-Use Living Lighting to Soften up T3 Command Squads just before another unit is about to assault it. It will not kill too many and anything that fails its save is Dead.
-Use Murderous Hurricane to Soften up Squads before they are assaulted. The higher the Toughness, general the smaller the squad so 3-8 S3 hit will not cause too much damage so as not to force a fall back.
-Tempest Wrath has a 24” range that will kill Skimmers, Jetbikes, Jump Infantry, and Deep Strikers 1/6 of the time. Also they are now in Difficult Terrain.
-Lord of Tempest [Vengeful tornado]: 18” High Strength, Low Model Count Attack, will Instant Death MEQ’s

Njal the Close Quarters Fighter
-Terminator Armor if you are putting him with Terminators, Runic Armor for Power Armor units
-Load him and some Terminators into a Drop Pod or any Land Raider.
-Wolf Guard in Power Armor with a Land Raider Redeemer
-Go after big things [Dreads, Tanks MCs or Command Squads].
-Once again use your low Strength Powers to soften them up for “Soft” Targets like Thunderclap, Murderous Hurricane, maybe Jaws of the World Wolf.
-Against “Hard” targets, use Living Lighting or JOTWW.
-Lord of Tempest [Driving Gale]: 24” -1 BS all enemy Models, this is good for when you step out of the Drop Pod.
-Lord of Tempest [Living Hurricane]: 24”r all enemy models are in difficult terrain and
-Lord of Tempest [Vengeful tornado]: 18” High Strength, Low Model Count Attack, will Instant Death MEQ’s
-Lord of Tempest [Chain Lighting]: 12” High Strength, Low Model Count Attack, but it can effect all enemy units within 12” not engaged in close combat. This can become really nasty after a drop pod landing.

Some of the Synergy Combos:
-You drop behind their lines and waddle around for 4 turns and get lucky and roll that 3 on your 4th turn, you hit a unit that is in the middle of the field within 12” with Furry of the Would Spirits. If they fail there Moral they fall back somewhere within 12”, if they take a lot of hits they may have to take a moral test, if they are still within 12” you hit them with Chain lighting automatically., then you can assault them if they are still within 6”.
-On Turn 1: You roll Driving Gale so all of the enemy models. You kick up Tempest Wrath [Start of your Turn], on their turn the “Deathwing Pops in with 25 models, 4-5 of them die instantly and then only 50% of their Shots miss. With the same basic set up a Vanguard uses Heroic Intervention, same think 1-3 models die on entry and then their shooting is 50%, and they may Nerf the Difficult Terrain Assault Move.



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Wolf Lord Ragnar Blackmane

Well let’s look at him.

Wargear
-Saga of the Warrior Born: Adds his last Assault Phase Kill Total to this turns Attacks. [Counter Attacks and gets 6 Attacks 4 hit, 3 kills, nest turn he gets 8 Attacks and 4 kills, next turn he gets, 9 Attacks and gets 5 kills finishing off a Squad and then charges an new unit and gets 11 Attack and manages to get 8 kills his next attack will 13 Attacks…and he tells two friends and then he tells two more and so on]
-Up to 2 Fenrisian Wolves: Vicious Attack Meat-Shield

Special Rules
-Insane Bravado: Adds 1d3 Attacks to him and his unit when he charges. He and his wolves can achieve 12-19 attack between themselves by them selves on an Assault. Note MotW will get 1d6+1d3+1 Attacks, that’s 3-10 S4 Rending Attacks!
-War Howl!: Waaaarg!!!! Ragnar goes to S6 I6 on his Attacks and his Wolves become S5 I5/6 [Depending on weather or not you have one Saga of the Wolfkin out there or nor]
-Incredible: Reflexes: Fancy Named Belt of Russ/Iron Halo

He needs a little Synergy in his direction if you are taking the 2 Vicious Attack Meat-Shield. Someone should take Saga of the Wolfkin, then he has 2 Rabid Vicious Attack Meat-Shield. Other than that he is a one man army himself. Like most Marines it takes a S9 Weapon to kill him in one shot other wise it will take 6 wounds to kill him [4+ invulnerable Save].

What do you do with him and what does his synergy do?
-Wolf Guard: This is a good place to put him, you can load them up Power Weapons, Frost Blades and Lighting Claws. You can give them Combi-Weapons for that quick punch. A pair of terminators with Heavy Weapons can even work in well. If you do this buy your one MotW. On you Assault you can get 3-5 [4-6 with 2 Close Combat Weapons] Attack each so you to try to give them as many Paired Close Combat Weapons as you can. With his Waaaarg!!! Attack Power you can go off at I5 and you end up with S5 and S6 Attacks.
-Wolf Scouts: I would advise against it, they loose all of there Special Rules and you can do better with a Wolf Priest or Wolf Guard Battle Leader.

-Grey Hunters: This is were he belongs. All of them have 2 Close Combat Weapons so that is 3-6 Attacks on an Assault. Sure there is only one available Power Weapon, but that MotW’s 4-11 S4 Rending Attacks will make up for that. Put a Wolf Guard Pack Leader in there and there is not much this unit can’t hurt, oddly enough I use 2 Power Fist with this mix for some Anti-Armor work.
Then if the Wolf Standard is used OM*G, Re-Roll all of those ones and remember you roll “1d3” not 1d6 divided by 2. If Ragnar uz Waaaarg!!! Orks be impressed [Grammar on purpose]. You can get 9 S6 I6 Frost Blade Attacks, 10 S5 I6 Attacks, 40 S5 I5 Attacks, 11 S5 I5 Rending Attacks, and on I1 9 S9 Attacks that Re-Roll any Ones.

-Blood Claws: Oddly enough this is not the best place to put him though fluff puts him here. You can get an extra 1d3 or 2 Attacks depending on how you rule it. Waaaarg!!! does give you an average of 58 S5 I5 Attacks.

-Long Fangs: This is a Complete Waste, if you have to place someone here use Logan or Njal.

Other Notes on WAR HOWL!
-Björn: now becomes I4 and if he is missing his DCCW S8
-Canis Wolfborn: S6 I6
-Lucan: S5 I6
-Logan: S6 I6 or S9 I1
-Ulric: S5 I6
-Arjac: No Effect
-Njal: S5 I5





Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Canis Wolf Born

Well let’s look at him.

Wargear
-Fangir: Makes him Calvary, Move 6”, Run 1d6”, Assault 12” [that’s a 19-24” Assault in one turn, this even impresses Nids]
-Saga of the Wolfkin: This makes your Vicious Attack Meat-Shield into Rabid Vicious Attack Meat-Shields

Special Rules
-Rending: S5 Rending Power Weapon [What more needs to be said]
-Wrath of the Savage: Can Attack anything in base contact, Swarms=Kibbles and Bits
-Lord of the Wolfkin: All the Rabid Vicious Attack Meat-Shields within 12” can Re-Roll and of their LD 8.
-The Wolf King: Fenrisian Wolves become Troops.

What do you do with him and what does his synergy do?
-There is actually little Synergy that he himself that does not effect the Rabid Vicious Attack Meat-Shield. Where the Synergy comes from the Build. If you are going to take him, don’t fret about the loss of scoring units, you are doing this because of the Rabid Vicious Attack Meat-Shields [They can still contest]. Put everything you can on a Thunder Wolf: Wolf Lords, Wolf Guard Battle Leaders, Iron Priest. Just Grab as many Thunderwolf Calvary you can. A Scout Pack with Sniper Rifles or 3 can force your opponent to leave stuff in the rear and then slow them down with Pinning Attacks, so your Rabid Vicious Attack Meat-Shields can get more Scooby Snacks. This is one of the few list I would not bother with Lone Wolves, they are to Slow.

-Iron Priest: Thunder Wolf Mount and 4 Cyberwolves: 110 Points

-Fenrisian Wolves: get as many as you can, a pack of 14 lead by a Cyberwolf: 128 points

-Thunder Wolf Cavalry: He is a strong leader, and actually it is them that gives the Synergy with a few Storm Shields. Maybe a Thunder Hammer for Monster Killing. 5 Thunder Wolf Cav with no Upgrades: 250 Points

When the whole 2,500 128 Model Count Army is Assaulting the 1st Turn: Priceless



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Ulric the Slayer

Well let’s look at him.

Wargear
-Fang of Morkai: Units he is with are Fearless [yip that double edge sword]
-Wolf Amulet: 4+ Invulnerable Save
-Wolf Helm of Russ: LoS Re-Roll Failed Moral Test

Special Rules
-Fearless: Yip that double edge sword
-Slayers Oath: You and your Pack can re-roll failed rolls to wound vs. T5+.
-Mentor: One Non-Special Character can have a +1 to his WS to a maximum of 6. Give it to one of your HQ’s, a Dreadnaught or a Lone Wolf. Giving it to someone with a WS of 5 is like a free Wolf Tooth Necklace with benefits [they are now going to have a harder time hitting you].
-Oath of War: HE DOES NOT HAVE IT [Nerf or is that Narf]

What do you do with him and what does his synergy do?
-Wolf Guard: You are going to want every edge you can here, Frost Blades, Power Fist, Thunder Hammers and Wolf Claws, if you got the points Terminator Armor. A MotW could be worth it just for the rending. Max out the Pack size, 10 Power Armor or 7 in Terminator Armor +1 MotW in Power Armor and put them in a Land Raider Redeemer or Land Raider Crusader, then charge the biggest thing on the board. Another option is a Second Wolf Priest WS 5[6], using his Oath of War: Monstrous Creature with the Power Armored Wolf Guard or instead the MotW with the Terminators.

-Wolf Scouts: I would advise against it, they loose all of there Special Rules and you can do better with a normal Wolf Priest or Wolf Guard Battle Leader.

-Grey Hunters: Could work, but you would get more mileage normal Wolf Priest

-Blood Claws: Could work, but you would get more mileage normal Wolf Priest

-Long Fangs: This is a Complete Waste, if you have to place someone here use Logan or Njal.

His biggest thing IMO is the LoS Re-Roll Moral and the Mentor.

This is one of the Characters I think they really dropped the [red rubber] ball on.


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Björn Fell Hand

Well let’s look at him.

Wargear
-Assault Cannon [or Plasma Cannon or, Twin-Linked Las-Cannon]: With his BS-6 the AC is just cruel, “I rolled 2 Rending a hit and a 1, well I will just re-roll that 1, hey look another 6 cool 3 rending hits!]. The Plasma Cannon is also cruel, average deviation, 1”. The Las-Cannon is not the special for him, it cost and you can get the same firepower on a normal Venerable Dreadnaught, its Twin-Linked so you have the choice of re-roll needing a 6 or a 2+ so his BS-6 is no help here.
-Dreadnaught Close combat Weapon: With his WS-6, he won’t miss much, however he is slow I-3.
-Heavy Flamer: Good, not great his WS does nothing here.
-Wolf Tail Talisman: Unnecessary, he already has a 5+ Invulnerable.
-Smoke Launchers: Cover Save good.
-Saga of Majesty: 6” Re-Roll Failed Moral Checks, good.
-Oddly enough he has no Drop Pod Option [Bad knees I guess.]
-Front Armor 13: Immune to Krak Grenades!

Special Rules
-Venerable: Re-Roll that Destroyed result always worth it.
-Ancient Tactician: Re-Roll for Deployment, good
-Ward of the Primarch: 5+ Invulnerable Save. “I am just the Biggest Freaking Terminator you have ever seen!”
-Living Relic: “Avenge Me!” my army is now Fearless and gives away 1d3 kill points. This is hard to do [kill him], but if he dies, look out, and if he was killed by long range fire you have an objective in your camp.

What do you do with him and what does his synergy do?
He is another affects you build Synergy than an actual Unit enhancement one. Others can help him real good, but…
-The Saga of Majesty helps with low Wolf Guard, full Grey Hunter/Blood Claw Pack Armies. So he is a good choice for Mechanized Armies.
-Now if you take a Venerable Dreadnaught also with Saga of Majesty you can have a really good stubborn line with a lot of Frontage.
Grey Hunter Pack
>5”
Björn [60mm]
>5”
Blood Claw Pack
>5
Venerable Dreadnaught [60mm]
>5”
Grey Hunter Pack]

-Ragnar help with is I-3 [War Howl!]

What he does is waddle [and I mean waddle] onto the field and inspire the fear of Russ into all of your enemies as he plods along and blows crap up while weathering unbelievable amounts fire. He is a giant bullet magnet that will cause Necron player to scream “Why Won’t He Die”. Tau will stick their heads out of there turrets in disbelieve as Rail Gun Rounds Bounce. Ork War Bosses will scream at his Meks “Get me One of Those!”.

I would say biggest thing he does is give your army less weapons pointed at them.





Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: The HQ units

First we need to look at the Sagas.
-Saga of the Wolfkin [Canis Wolfborn, Wolf Lord, Wolf Priest, and Wolf Guard Battle Leader: If you want to have more that a half dozen Fenrisian Wolves or Cyber-Wolves on the table, get his one, the Wolf Priest is a good one. If you are going for the Army of Wolves you should have Canis already so don’t worry about it. This is also one of the ones that stay after the Character dies. {Synergy}
-Saga of the Bear/Eternal Warrior [Logan, Grimnar, Arjac Rockfist, Wolf Lord and Lone Wolves]: Cost a lot, but can be worth it of you run your Wolf Lord from the front you will need this one.
-Saga of Majesty [Logan Grimnar, Njal Stormcaller, Björn Fell-Handed, Wolf Lord, and Venerable Dreadnaughts]: 6” Re-Roll Failed Moral Checks always worth it. {Synergy}
-Saga of the Hunter [Wolf Priest and Wolf guard Battle Leaders]: This gives you Outflank and Stealth, Good to Team up with Scouts.
-Saga of the Warrior Born [Ragnar Blackmane, Wolf Lord, Rune Priest, Wolf Priest, Wolf Guard Battle Leaders]: # kill in last Assault Phase adds to the number of Attacks this Assault Phase. This can be vicious when mixed with MotW.
-Saga of the Beast Slayer [Wolf Lord, Rune Priest, Wolf Priest, Wolf Guard Battle Leader and Lone Wolves: Good for Monster Hunters.
-Saga of the Iron Wolf [Iron Priest]: Great for Mechanized Armies.

Well let’s look at them.

Wargear
-Runic Armor: Artificer Armor with a 5+ Save vs. Psychic Powers, Pricy, but can be worth it. [Makes Wolf Tail Talisman Void]
-Terminator Armor: We should all know this one, expensive, but worth if for a lot of occasions. [Makes Wolf Tail Talisman Void]
-Belt of Russ/Iron Halo: 4+ Invulnerable, totally worth the points. Runic Armor not a worth the combination in point, just go with Terminator Armor, Terminator Armor, may be worth it. [Makes Wolf Tail Talisman Void]
-Fenrisian Wolves: Takes up a lot of space, if you want one take two. 20 points gives you 4 extra Attacks and 2 extra Wounds.
-Cyberwolves: Almost a must have for an Iron Priest, extra Attacks and Wounds.
-Jump Pack: This is great for giving a punch to your Skyclaws.
-Mark of the Wolfen: The only one I would give this to is the Wolf Guard Battle Leader and then you have a chance of loosing an attack.
-Space Marine Bike: This is great for giving a punch to your Swiftclaws and you can add a Wolf Guard Battle Leader.
-Storm Shield: For 5 points more and one Attack less you get a 3++ Save.
-Thunderwolf Mount: If you are using Thunder Wolf Cavalry this is a must have for at least one HQ, the Downside is only the Wolf Lord and Wolf Guard Battle Leader can get it.
-Wolf Tail Talisman: A Cheep Psychic Save.
-Wolf Tooth Necklace: Gives you a 3+ hit anything on an Assault. Make sure you are not fighting Tau before pick this up, sometimes it can be a waist of points.


Special Rules/Wargear

Rune Priest
-Runic Weapon: 24” 4+ Saves vs. Psychic Powers, and a 2+ Kill Deamons.
-Chooser of the Slain: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army. 18” no Infiltrate [Creeeeed!!... No! Wait! What!!! Were did that stupid bird come from?]
-Master of Runes: Use 2 Psychic powers a turn. If you are planning on taking 2 Attack powers, don’t bother.

Wolf Priest:
-Fearless: Yip that double edge sword
-Oath of War: This is a big one, at the start of your game you look at your opponent’s army. If he has a lot of infantry, Choose Infantry, if you are facing Blood Angels Choose jump Infantry, and so on. Now for the rest of the game the Wolf Priest and the Pack he is with gain Preferred/Favored enemy.





Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: The Wolf Guard

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s]. With Wolf Guard they basically do one thing: LD-9 and some Special Wargear. However the whole Pack needs to be discussed

First we need to look at the Two Types and The All mighty Thor
-Arjac Rockfist “The Anvil of Fenris”.
-Wolf Guard Pack Leaders
-Wolf Guard

1st is Arjac God of Thunder
-188 points: Pricy, but hard to beat his punch.
-Sega of the Bear/Eternal Warrior: This makes him a candidate for the 1st Las-Cannon wound in the Wolf Guard.
-Wolf Tooth Necklace: hits on Close Combat on a 3+ [Ranged is a 2+]
-Foe-Hammer, better known as Mjöllnir will make him the winner of any WaM [Whack-A-Monolith] Contest out there. First it’s a Range: 6 S10 AP-1 Assault-1 Weapon. If that didn’t work he can then Assault with a S10 Thunder Hammer with 3 Attacks, 5 if he Assaults.
-Anvil Shield: A Storm Shield that he can Smack people with, I gives him an additional Attack on the first turn of the Assault.
-Grimnar’s Champion: Favored Enemy Independent Characters and Monstrous Creatures.
-Stubborn: No Negative for Close Combat Moral Checks, not that I see this happening much.
-Terminator Armor: 2+/3++ Save, this will make him real hard to kill.

Well now let’s look at him.
-As the Leader of you Wolf Guard Pack what he gives you most is Stubborn.
-As a Wolf Guard Pack Leader he is a waist unless you are going to use him in a Logan/Arjac/Long Fang 5x Multi-Melta Drop Pod Attack. He does best with Logan and the rest of his body Guard.
-Saga of Majesty: with a LD-9 he will most likely make any Stubborn Re-Rolls.
-Logan: Living Legend gives him that extra Attack for those really high WaM scores. The High King will just give him a better chance of hitting. The Great Wolf Makes him a Scoring Unit. Plop him on a Target and go the Jackie Chan come-hither hand motion.
-Njal: Saga of Majesty, and I think Arjac would think it is cool to be throwing Mjöllnir from out of a lighting storm.
-Ragnar: This will give him +1d3 Attacks, that’s it. War Howl! Is a complete waste on him.
-Ulric: Once more, will not do much for him.
-Canis: Will only give him a Rabid Vicious Meat Shield Cover or at the very least take the attention away from him.
- Björn: Arjac’s Bigger Bader Brother, with Saga of Majesty.
-Wolf Lord: Saga of Majesty and now you have a LD-10 Stubborn Unit.
-Rune Priest: Saga of Majesty and “See Njal”
-Wolf Priest: Now this is a good one, Wolf Priest look over at the Necron Army and then looks at Arjac and with an grin “Lets go stomp some Warriors”. Oath of War: Infantry or Vehicles, what ever is just becomes one more game WaM.
-Wolf Guard Battle Leader: Only if you are going to be in a low point game and need the extra 30 points.

Wolf Guard Pack Leaders
-Pack Leaders: You can take one of your Wolf Guards and make him a Champion in one of your other packs. Limited to Blood Claws, Swiftclaws Bike Packs Grey Hunters, Wolf Scouts, and Long Fangs.
-Wargear: Access to most of the stuff, but Special Weapons and Heavy Weapons. If you put one in terminator Armor, you gain access to the Assault Cannon, Cyclone Missile Launcher, or Heavy Flamer, but more on that later.

Special Wargear
-Jump Pack: This is great for giving a punch to your Skyclaws.
-Mark of the Wolfen: You can only get One per Pack, so adopt them out with care.
-Space Marine Bike: This is great for giving a punch to your Swiftclaws.
-Jump Pack: Worthless as a WGPL, you can’t join Skyclaws.
-Land Raider: One Wolf Guard Pack can have One Land Raider, if you take a 3 man Wolf Guard Pack and make all of them WGPL, some lucky unit is getting the really pimped out death machine.

Well now let’s look at them.

Wolf Guard: As the Leader of a Wolf Guard Pack there is no real difference between the others.

Wolf Scouts: This option can be very advantages to Wolf Scouts
-Combi-Weapons: the Combi-Melta or Combi-Plasma and give a good Anti-Armor Punch.
-Power Weapon/Frost Blade/Wolf Claw(s): This gives you a good Anti-MEQ attack.
-Power Fist/Thunder Hammer: This also gives you a Good Anti-Armor Punch.
-Storm Shield: Give you a chance vs. there Anti-Armor/MEQ Attacks.
-Melta-Bombs: For that extra Anti-Armor Punch and works well with the MotW.
-Mark of the Wulfen: Take this and Melta Bombs and you have a vicious, relative cheep all around killer in the Scout Pack.

Grey Hunters [Mostly See Scout with some exceptions]
-Terminator Armor: 33 points give you a Veteran Sergeant armed with a Storm Bolter and Power Weapon with a 2+/5++ Armor Save. You will loose the ability to Sweeping Advance and Rhino/Razorback Transports. You are limited to 8 Grey Wolves in a Drop Pod, but you can have a full squad in a Land Raider Redeemer [Sad I know]. In smaller point games a Land Raider Redeemer has its own power to scare the…you know what out of them and can be worth the 250 points.
-Mark of the Wolfen: this is a brutal combo with the Grey Hunters and there Standard and cheep too. In if the Grey Hunters have their MotW, that becomes 2d6+7 Rending Attacks that have the chance of Re-Rolling Ones. There are only 3 ways to make this sicker, Ragnar, Wolf Guard Battle Leader and/or a Wolf Priest all shoved in a LRC.

Blood Claws [Mostly See Scout with some exceptions]
-Terminator Armor: A Waste! He will slow them down and draw unwanted fire.
-The Land Raider Crusader: You could give them the LRC from the Wolf Guard Pack. You can load all 15 of the Pups and then put a WGPL in there with them and get them in close quickly and safely.
-Combi-Flamer: This is a choice especially with the LRC trick. You will only get one chance, but 3 Flamers into a large unit can really thin them down. Just watch out for over kill. This is also another good candidate to become one of the MotW.
-Mark of the Wulfen: This will be one way to keep up with the Blood Claws.

Swiftclaw Biker Pack [Mostly See Scout with some exceptions]
-Space Marine Bike: This will set you back 53 points, more than a Terminator. So keep it cheep, maybe a Frost Blade or MotW and Melta Bombs. Or you could just go all out and give him the Thunder Hammer/Storm Shield or Paired Wolf Claws. Remember you have a Twin Linked 12” Storm Bolter On Board
-Combi-Flamer: You will only get one chance, but 2 Flamers into a large unit can really thin them down. Just watch out for over kill. This is also another good candidate to become one of the MotW.
-Combi-Melta: This is another Anti-Armor option, you get one good Anti-Armor attack then you are armed with a weapon that you will never use again.
-Combi-Plasma: This is another Anti-Armor option, you get one good LAW attack then you are armed with a weapon that you will never use again.
-Mark of the Wulfen: This will be one way to keep up with the Swiftclaws.

Long Fangs:
-You have to think differently about this one.
-Terminator Armor: Just put one in this and just give him a Cyclone. This combination gives you so much firepower and staying power you will not believe it. Its like having 2 more Missile Launchers.
-Strom Bolter: just that little bit of extra shooting.
-Storm Shield: Worth it just to watch the Rail Guns Bounce.
-Chain Fist: Beats a Melta-Bomb and has a higher intimidation factor.
-Thunder Hammer: See Above

Wolf Guard Pack

Were to start, you have 3 ways of doing it and all of them are good

Conservative and simple
-Make one a “Wolf Guard Pack Leader” and give him a “Power/Frost” Weapon of some sorts.
-Give the rest nothing, or Combi-Bolters.
-Maybe give the ones that can Terminator Armor for the heavy weapon.
-Make one a MotW.
-Put them into Rhinos/Razorback/Drop Pod/Land Raider and Rhino Rush or Pod in.
-Make Terminator Squads out of them. A 5 man Wolf Guard in Terminator Armor, Storm Bolter x4, Power Weapon x5 and an Assault Cannon in a Drop Pod is 230 points

Middle Ground
-Take the Full 10 with the plans of using them as Wolf Guard Pack Leaders.
-Take whatever is left and gear them up and use them as a Bodyguard for one of the Characters.
-Make sure they have whatever are the Character has.
-Keep there Wargear Simple, Power Weapons/Power Fist/Frost Blades and a Bolt Pistol

Over the Top
-10 Man SS/Frost Blades
-10 Man Biker Gangs with Thunder Hammers
-10 Man Jump Packs with Parried Wolf Claws

These can be fun, but point sinks.

What each one does is different.
-The Conservative and simple Wolf Guard will actually deceive your opponents sometimes. They will look out at the battle field and see a 10 man Space Wolf Pack and not relies that they are a “Vanguard Squad”. The Rhino pulls out and 9 Space Wolves jump out armed with Bolt Pistols and Swords lead by a Wolf Priest and then you Assault with 36, not 27 Attacks. Or when 3 Drop Pods land in the mitts of the Ork mob in a 1500 point game with 3 Terminator Packs armed with Power Weapons.
-The Middle Ground is the same, but you are in a Razorback armed with Combi-Flamers and Frost Blades lead by Ragnar.
-Over The Top will both confuse and scare your opponents. If you field a 1500 point 13 Figure unit and only one of them is a Dreadnaught he will either be afraid of engaging you or drop the kitchen sink on you. Either way it will be an exiting game.



This message was edited 1 time. Last update was at 2009/12/03 13:10:49


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Dreadnaught/Venerable Dreadnaught

Now we are starting to see normal (?) units. This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s].

First we need to look at the Two Types
-Dreadnaught
-Venerable Dreadnaught

1st is the basic Dreadnaught
-It is basically the same as most on the surface, everything is the same cost, but there are some differences.

War Gear
-Assault Cannon [Standard Issue]: It’s an Assault Cannon, 24” of rending doom.
-Dreadnaught Close Combat Weapon [Standard Issue]: a way to smack your enemies down and it come with a Storm Bolter
-Smoke Launchers: Cover Save Good.
-Searchlight: Great for night games.
-Heavy Flamer [Replaces Storm Bolter]: Great for Assaulting, as a Dread you need to thin down the unit before you Assault and there will probable not have an overkill problem.
-Multi-Melta [Replaces Assault Cannon]: This makes you a killer close in Tank Hunter, if you can catch that Land Raider in a dark alley there will be a mugging.
-Twin Linked Heavy Flamer [Replaces Assault Cannon]: Just like the Heavy Flamer, but twice as good, and its free.
-Twin Linked Heavy Bolter [Replaces Assault Cannon]: This will give your Dreadnaught the biggest Storm Bolter on the Board, great for fighting hordes.
-Twin Linked Auto-Cannon [Replaces Assault Cannon]: No wait this is the Biggest Storm Bolter and it works against Light Armor to.
-Plasma-Cannon [Replaces Assault Cannon]: {Insert Evil Laugh here} 36” of S-7 AP-2 Blast sized flaming death, with an average scatter of 3” it is best used against Hordes, but works on MEQ’s too.
-Twin Linked Las-Cannon [Replaces Assault Cannon]: This is a Battle Master and I mean the BattleTech kind. This is a long range Tank Hunter.
-Twin Linked Auto-Cannon [Replaces Dreadnaught Close Combat Weapon]: Mix it with the other TL-AC, now you have a Rifleman with twice Light Armor fighting ability as before.
-Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: It’s a Missile Launcher, either you love it or loathe it. Mix it with the TL-BH/TL-AC/P-C and you can really mess up large formations. With the TL-LC you got a really flexible fire base.
-Extra Armor: This is always worth it.
-Wolf Tooth Necklace: Close Combat 3+ S-10 Power Weapon Attacks, totally worth it.
-Wolf Tail Talisman: This will give you a 5+ Save vs. Psychic attacks, for a couple of points, worth it.

2nd is the Venerable Dreadnaught
-It is basically the same as most on the surface, everything is the same cost, but there are some differences.

War Gear
-Assault Cannon [Standard Issue]: It’s an Assault Cannon, 24” of rending doom.
-Dreadnaught Close Combat Weapon [Standard Issue]: a way to smack your enemies down and it come with a Storm Bolter
-Smoke Launchers: Cover Save Good.
-Searchlight: Great for night games.
-Heavy Flamer [Replaces Storm Bolter]: Great for Assaulting, as a Dread you need to thin down the unit before you Assault and there will probable not have an overkill problem.
-Multi-Melta [Replaces Assault Cannon]: This makes you a killer close in Tank Hunter, if you can catch that Land Raider in a dark alley there will be a mugging.
-Twin Linked Heavy Flamer [Replaces Assault Cannon]: Just like the Heavy Flamer, but twice as good, and its free.
-Twin Linked Heavy Bolter [Replaces Assault Cannon]: This will give your Dreadnaught the biggest Storm Bolter on the Board, great for fighting hordes.
-Twin Linked Auto-Cannon [Replaces Assault Cannon]: No wait this is the Biggest Storm Bolter and it works against Light Armor to.
-Plasma-Cannon [Replaces Assault Cannon]: {Insert Evil Laugh here} 36” of S-7 AP-2 Blast sized flaming death, with an average scatter of 2” it is best used against Hordes, but works on MEQ’s too.
-Twin Linked Las-Cannon [Replaces Assault Cannon]: This is a Battle Master and I mean the BattleTech kind. This is a long range Tank Hunter.
-Twin Linked Auto-Cannon [Replaces Dreadnaught Close Combat Weapon]: Mix it with the other TL-AC, now you have a Rifleman with twice Light Armor fighting ability as before.
-Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: It’s a Missile Launcher, either you love it or loathe it. Mix it with the TL-BH/TL-AC/P-C and you can really mess up large formations. With the TL-LC you got a really flexible fire base.
-Extra Armor: This is always worth it.
-Wolf Tooth Necklace: Close Combat 3+ S-10 Power Weapon Attacks, totally worth it.
-Wolf Tail Talisman: This will give you a 5+ Save vs. Psychic attacks, for a couple of points, worth it.
-Saga of Majesty: 6” Re-Roll Failed Moral Checks.

Transport
-The Drop Pod: Use at least 2 Drop Pods if you are going to use Drop Pods.
-Use the Multi Melta one for the big things
-Use the Heavy Flamer version for HQ’s
-The Rifleman or Battle Master are also good choices, if you drift really far off it won’t matter much.

Well now let’s look at them.

What can they do for others?
-Put them in front of the Rhino Rush to give more cover. [Don’t forget about your Smoke].
-They will both draw a lot of Anti-Armor weapons until they have no weapons left.
-Make you Terminators look small.
-Give a Moral Boost, with the Saga of Majesty this can be big. Especially when mixed with Björn.
-----------------------------------
Grey Hunters
>5”
Björn [60mm]
>5”
Blood Claws
>5”
Venerable Dreadnaught with Saga of Majesty [60mm]
>5”
Grey Hunters
-----------------------------------
This will give you a really good and stubborn gun line.

What Others can do for them?
-Ulric can give the Venerable Dreadnaught a WS of 6 and with the 2 Heavy Flamers he becomes a Combat Monster.
-Canis: This can give him a good cheep living shield to follow into combat.
-A Iron wolf can keep him running.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in ca
Sacrifice to the Dark Gods




Eh, it's not that long...
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Scouts

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s].

What you get with the Scouts:
-5-10 Wolf Scouts

War Gear
-Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Scout Armor
-Any Scout can replace his Bolt Pistol and/or Close Combat Weapon with either a Bolt Gun [Free] or a Sniper Rifle [Cost a little].
-The entire Pack can take Melta-Bombs. [Now here are your dedicated close combat Tank Hunters]
-One can take MotW: Once more I see no reason not to take it.
-One Scout may replace his Bolt Pistol with one of the following: Flamer, Heavy Bolter, Melta-Gun, Missile Launcher, or Plasma-Gun.
-Two Scouts may replace Bolt Pistol with a Power Weapon or Plasma Pistol.

Special Rules
-Infiltrate: Give you Outflank and the ability to deploy in the middle of the battlefield after both armies have set up.
-Move through Cover: Roll 3d6 to move though Difficult Terrain.
-Scout: May make one move before the game starts.
-Behind Enemy Lines: Have a 4 in 6 chance of coming anywhere on the board with the outflank ability.

What you can do with them. They have many different ways of using them.
-Urban Tank Hunters: Load them up with Melta-Bombs, 2 Plasma Pistols and a Melta Gun and remember cover is your friend not theirs.
-Long Range Tank Hunter: Take the Plasma Gun or Missile Launcher and look for the high ground. Take Bolt Guns or Sniper Rifles.
-Scout Sniper: Take the Missile Launcher or Plasma-Gun and Sniper Rifles and look for the high ground.
-Close Combat Specialist: Flamer, 2 Power Weapons and of course MotW.

Now for your leaders: You have no Transports so squad size is not an issue.

Urban Tank Hunters:
-Wolf Guard Battle Leader: Saga of the Hunter, Combi-Melta or Combi-Plasma, and ether a Power Fist or Thunder Hammer.
-Wolf Priest: Saga of the Hunter and a Plasma Pistol
-Wolf Guard Pack Leader: Combi-Melta or Combi-Plasma, and ether a Power Fist or Thunder Hammer.
Long Range Tank Hunter:
-Wolf Guard Battle Leader: Saga of the Hunter, Combi-Plasma, and ether a Power Fist or Thunder Hammer.
-Wolf Guard Pack Leader: Combi-Plasma, and ether a Power Fist or Thunder Hammer.
-Scout Sniper:
-Wolf Guard Battle Leader: Saga of the Hunter,
-Wolf Guard Pack Leader: Storm Bolter or Combi-Plasma, and Storm Shield.
Close Combat Specialist:
-Wolf Guard Battle Leader: Saga of the Hunter, Bolt Pistol and/or Plasma Pistol, and/or any of the close combat weapons. You also want to take 2 Wolves.
-Wolf Priest: Saga of the Hunter and a Plasma Pistol
-Wolf Guard Pack Leader: Bolt Pistol and/or Plasma Pistol, and/or any of the close combat weapons. Also think about MotW if you want to do this cheep.

They are one of the units that benefit from Synergy not really give it out.
-Logan: Forget about it a waste.
-Njal: Forget about it a waste.
-Ragnar: Be Close when he…Waaaag!
-Ulric: Assault Big Things
-Canis: Forget about it a waste.
-Björn: Forget about it a waste.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Lone Wolves

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this Model does for my unit[s].

What you get with the Lone Wolf:
1 Space Wolf with a Death Wish
0-2 Wolves

War Gear
-Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
-Terminator Armor: Comes with Storm Bolter and Power Weapon. However you loose Sweeping Advance, this is BIG.
-Up to 2 Fenrisian Wolves [Take them, 2 extra wounds and a bunch of attacks cheaply].
-Chain Fist: May only be taken with Terminator Armor, may be taken in pairs [Think ANGRY Space Wolf MARINE”. Just great for Armor Hunting.
-Combi-Weapon: I would only take this if you chose Power Fist/Chain Fist or Thunder Hammer. The Combi-Plasma I would only take with Terminator Armor.
-Frost Blade: Good Choice and Fluffy
-Plasma Pistol: Good for MEQ’s and to inflict a wound on yourself.
-Power Fist: Good mixed with a Combi-Weapon, Storm Bolter or in Pairs
-Power Weapon: Good for all occasions and relatively cheep
-Storm Shield: 3++ Save, hard to beat.
-Thunder Hammer: See Chain Fist
-Wolf Claw: Take in Pairs
-Melta-Bombs: Cheep Tank Hunter
-MotW: Always an option just be prepared with quotes like: “I did not know that is was possible to stick an arm in the human ear up to its elbow”, “Grots do make great clubs” and “A Pulse Rifle should not go there!”. Guardsman Marbo will think “Now that was overkill

Special Rules
-Fearless: The quick way to kill him off.
-Pack of One: No one can join him, ha can not join anyone.
-A Glorious Death: Eternal Warrior and Feel-No-Pain [at least he does not], if he dies he is not a kill point, if he lives he gives your enemy a Kill Point. This last one can make for some interesting games.
-Beast Slayer: Favored Enemies: MCs, Walkers and anything with T-5 or better.

What you can do with them. They have many different ways of using them.
-Quick and Dirty and cheep: MotW.
-Quick and Dirty not so cheep: MotW, Storm Shield. This is the one I use, actually I have 2 bothers [Muzzle and Blitz] that only have the Storm Shield, Close Combat Weapon and MotW most of time with the two wolves. Between them I kill off about 3-5 MEQ combat squads a game and usually survive.
-Tuff: Terminator Armor, with a Storm Bolter and a Power Weapon.
-Chuck Tuff: Terminator Armor, Storm Shield, Thunder Hammer.

How do you use him?
-Like the crazed psycho he is. You point him at something big and give the command “Kill” and then cover the eyes of the Blood Claws so they won’t get traumatized. This is especially true with the MotW Lone Wolves.”
-The funny part is that in the first few turn of the game you pray for good saves and then as the game move on you should start to get really aggressive and trying to get him killed with thing like. “I Charge the Hive Tyrant and his full Guard!” 3 turns later you may be looking for something else like a Fex and just stop 1 inch away and to quote Joe Swanson and shout “BRING IT ON!”
-Remember one thing: It is impossible for you to loose in Close Combat. If you can inflict 1 wound most of the time you have won, then if he fails his moral you have a chance of catching him in a Sweeping Advance. If you take the one would you get one save and if you save nothing happens. If you loose your last wound you just stole a VP from your opponent.

Except for Logan's Legendary Leader and Ragnar’s Waaaag! There is not much Synergy here he actually is the Anti-Synergy Character in this Army.


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Grey Hunters

Now we are were it all come together

What you get with the Grey Hunter
-5-10 Grey Hunters

War Gear
-Standard Issue: Bolt Gun, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
-One Grey Hunter may replace his Bolt Gun with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 10 Grey Hunters strong add a second for FREE! {You’re Killing Larry!!!!!}
-One Grey Hunter can replace his Bolt Pistol for a Plasma Pistol.
-One Grey Hunter may replace his Close Combat Weapon with a Power Weapon or Power Fist.
-One Grey Hunter may be given a Wolf Standard. This is one those Must Have Items even if you are planning on running a Gun Line.
-One Grey Hunter may be given Mark of the Wulfen. There is no justification in my mind for not taking this one. If its points loose a man, he will make up for it.
-Transports: Rhino, Razorback, or Drop Pod.

Special Rules
-And They Shall Know No Fear: Auto Regroup.
-Acute Senses: Bring on the Night
-Counter-Attack: Bring it ON!

What you can do with them. They have many different ways of using them.

The 10 Man Pack Options
-Quick and Dirty and cheep: 10 Grey Hunters, MotW, 2 Flamers and a Wolf Standard.
-Quick and Dirty not so cheep: 10 Grey Hunters, Power Weapon/Power Fist, Plasma Pistol, MotW, 2 Flamers, Wolf Standard and a Rhino/Drop Pod
-You want Anti-Tank; take a Pair of Melta-Guns.
-You wand Anti-MEQ; take a Pair of Plasma-Guns

The 8-9 Man + Wolf Guard Pack Leader so I can fit in a Rhino/Drop Pod Option [The same as the 10 man, but you loose one of the Special Weapons].
-Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least.
-Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away.

The 5 Man + Wolf Guard Pack Leader so I can fit in a Razorback Option [The same as the 10 man, but you loose one of the Special Weapons].
-Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least.

How do you use [abuse] them?
-Give as many of your Grey Hunter Packs HQ’s or WGPLs as possible.
-Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points.
-Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points.
-The best Character is Ragnar: Put him in a LRC with his two Wolves and a full outfitted Grey Hunter is killer.
Ragnar
WGPL with MotW
Grey Hunter with MotW
Mark of the Wolfen mixed with the Wolf Standard has the right Synergy
Pop the Wolf Standard
-Ragnar can Re-Roll his 1d3
-Both the MotW can Re-Roll their 1d6+1
-Everyone can Re-Roll any ones on to hits
-Everyone can Re-Roll any ones to Wound
-Everyone can Re-Roll any ones on Armor Saves
-You can Re-Roll your Moral Test
-You can Re-Roll you Fall Back dice
-You can Re-Roll your Sweeping Advance Die
But only during that Assault Phase


-Ulric: Another waste, yes you make them fearless and a great Monster Hunters, but this will just get your Grey Hunters Killed and there are better things to this than them.
-Björn: while he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out of the Wolf Standard, if you set him up with Paired Wolf Claws just make the Re-Rolls for Damage, because he is going to hit 5 out of 6 times with the Wolf Standard.
-Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless without the bad side effects.
-Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless, but you should win most engagements with MEQs when you have the MotW with you.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with my normal guys?”
-Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Combi-Weapon and Power Weapon or MotW is relatively cheep.
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle of a Rhino Rush a Leader is not required as much.
-Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your Rhino Rush. Also they can tie up one unit while you take out a second.
-The Land Raiders: This may seem like an odd choice for a Troop Choice, but you can fit a full 10 man Grey Hunter Pack, One Wolf Guard Pack Leader and a Wolf Priest in a Redeemer. Just replace Ragnar for the Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRR and LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Blood Claws

What you get with the Blood Claws
-5-15 Blood Claws
-0-1 Lukas the Trickster [Unique]

1st lets look a Lukas

War Gear
-Power Armor: 3+ Save
-Wolf Tooth Necklace: 3+ hit in Close Combat
-Wolf Tail Talisman: 5+ Psychic Save.
-Plasma Pistol: Not bad, this can give you 2 in the Pack
-Wolf Claw: Cool, but wait WTF only 1. He looses the extra attack for a second weapon.

Special Rules
-ATSKNF: Always good
-Acute Senses: Cool Night Vision
-Counter Attack: “Bring it On!”
-Rebellious: Max Leadership 8 for the Pack and that it. OK?
-The Last Laugh: “Kill Me at your won risk”
-Nothing Else, No Berserk Charge, no Headstrong, he does not even count as a IC for Head Strong.
[To me this is one of the worst put together Characters I have ever seen around, hopefully the FAQ will fix this.]

The Blood Claws

War Gear
-Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
-One Blood Claw may replace his Bolt Pistol with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 15 Blood Claws strong add a second for FREE!
-One Blood Claw can replace his Bolt Pistol for a Plasma Pistol.
-One Blood Claw may replace his Close Combat Weapon with a Power Weapon or Power Fist.
-Transports: Rhino, Razorback, or Drop Pod.

Special Rules
-And They Shall Know No Fear: Auto Regroup.
-Acute Senses: Bring on the Night
-Counter-Attack: Bring it ON!
-Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
-Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by a Independent Character or a Wolf Guard.

What you can do with them. They have many different ways of using them.

The 15 Man Pack Options
-Quick and Dirty and cheep: 15 Blood Claws with 2 Flamers.
-Quick and Dirty not so cheep: 15 Blood Claws, 1 Power Weapon/Power Fist, Plasma Pistol, and 2 Flamers.
-You want Anti-Tank; take a Pair of Melta-Guns and a Power Fist.
-You wand Anti-MEQ; take a Pair of Plasma-Guns and a Power Weapon.
The 11-14 Man Pack: Why? I would not bother, all you end up with is 10-13 Meatshield for your 1 Flamer.
The 10 Man Pack: Sure you can now all put them in a Rhino, but Grey Hunters will do the job better for the same cost.
The 5-9 Man + Wolf Guard Pack Leader so I can fit in a Rhino/Razorback/Drop Pod Option [see above]

-Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least.
-Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away.


How do you use [abuse] them?
-I would not use them as you only Troop Choice, use a 1-2 Grey Hunter to 1 Blood Claw Pack. Though a 90 crazed Get of Fenris charging at the Tau army would be worth the expression.
-Just use them at full 15 Blood Claws Packs. They are a Horde Unit, they will either scare you opponent to throw a lot of fire power at your 3+ save unit. If your opponent spends 3-4 turns hitting them with artillery it is not hitting you elites. If he ignores them soon he will have deal with a massive assault.
-Give as many of your Blood Claws Packs HQ’s or WGPLs as possible.
-Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades are less than 200 points.
-Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades are less than 200 points.
-Ragnar: Can be good, you can use his Waaaag!, but when you use his Insane Bravado you have a 1in 3 chance of getting less attack.
-Ulric: Another waste, yes you make them fearless and a great Monster Hunters, but this will just get your Blood Claws Killed and there are better things to this than them. Though 58 Attacks vs. those Carnifex with Re-Rolls on Hits and Damage could be good. You also want him if you have Lukas to get past Rebellious.
-Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out him just with up with Paired Wolf Claws.
-Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless without the bad side effects.
-Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless, but you should have numbers. You also want him if you have Lukas to get past Rebellious.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these young pups?”
-Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Combi-Weapon and Power Weapon or MotW relatively cheaply.
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
-Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your charge. Also they can tie up one unit while you take out a second.
-The Land Raiders: This may seem like an odd choice for a Troop Choice, but, a Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields.

A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent.
-If you are fighting GEQ’s it might not even be worth spending the points.
-If you are fighting MEQ’s one Power Weapon is worth it.
-If you are fighting Mechanized or high Toughness go for the Power Fist.
-True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will.



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Thunderwolf Cavalry

What you get with the Thunderwolf Cavalry
1-5 Thunderwolf Cavalry

Notes:
-You have a S-5, T-5 and W-2 and a 3+ Save. You are a tough as a Terminator Squad and about 3x as fast.
-You are on a 60mm Base, that is a lot of Acreage you are covering if you can get that Pack near an objective it will be hard for your opponent to bypass you.

War Gear
-Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
Any Thunderwolf Cavalry may replace there Bolt Pistol with one of the following.
-Bolt Gun: Personally I don’t see the point, if you move you can take 2 shots at 12”, but no Assault.
-Plasma Pistol: You can Assault and works good against MEQs, the “Gets hot is not that bad with the 2 Wounds
-Storm Shield: 3+ Invulnerable Save. Think about 5 of them on an objective.
All of the Thunderwolf Cavalry can take Melta-Bombs: “Reverse Tank Shock”
One Thunderwolf Cavalry can take one of the following
-Power Weapon: Meh
-Wolf Claws: See Power Weapon, maybe mixed with a Storm Shield.
-Frost Blade/Frost Axe: S-6 Power Attack!
-Power Fist: S-10 Power Attack, for my points though…
-Thunder Hammer: SW-10 “Now next turn you go off when I do!” Power Attack.
-Storm Shield: see above
Mark of the Wolfen: It cost nothing practically and you get what you pay for. 2 in 6 chances of fewer attacks, 3 in 6 chances of better and you already have Rending.

Special Rules
-And They Shall Know No Fear: Auto Regroup.
-Acute Senses: Bring on the Night
-Counter-Attack: Bring it ON!
-Rending [Close Combat Only]: This is what makes the Power Weapon Meh.
-Wolfkin: 12” Re-Roll Moral with Fenrisin Wolves.

What you can do with them. They have many different ways of using them.

The Pack Option
-Taking only One: Give him the Thunder Hammer or Frost Weapon and Storm Shield. After the 1st Assault he will be a giant Bullet Magnet.
-Quick and Dirty and cheep: 1-5 Thunderwolf Calvary with no upgrades [A 5 model pack around the cost of most full strength Assault Squads.]
-Quick and Dirty not so cheep: -5 Thunderwolf Cavalry with Storm Shields. [This will set you back as much as a full squad of Terminators.]
-Conservative: Take only 1-3 Storm Shields. [This is a nice idea, but player who has experienced a Thunderwolf Cavalry Charge going to be slamming them with everything they can, I would. My SM Company has 21 Plasma Weapons of with 8 are Plasma Cannons, and 2 Invulnerable Saves are not going to save you vs. 8 Blast Markers or some IG Pie.]
-You want Anti-Tank: Melta-Bombs and a Thunder Hammer. [Can be relatively inexpensive, unless you throw in the Storm Shields.]
-You want Anti-MEQ: Take Plasma-Pistols.
-Use them to take objectives, the only one that can get to one faster are Drop Pods, Bikes and Jump Packs.



How do you use [abuse] them?
-Assault, Assault, Assault, Assault, and Assault some more. Remember you have a 19” to 24” Assault Range.
-Take your Storm Shield Thunderwolf Cavalry and go after MEQs, Terminators, Transports and Monstrous Creatures. They will draw a lot of fire and absorb it well and with you immunity to Instant Death and the 3++ save there is not much that can hurt them. With here T-5 a lot of weapons may have a hard time hurting you. Most you your pack is going to go off early with Rending Attacks. You can kill most MEQs with ID with a Thunder Hammer.
-Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
-Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
-Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
-Ulric: He can give you great moral. Also see Ragnar
-Canis Wolfborn: What he does oddly is not affect the Thunderwolf Cavalry, but the Fenrisian Wolves. This opens up 3 Slots for 3 Thunderwolf Calvary Packs.
-Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need.
-Rune Priest: Actually can be a great supporting Character. Give him Mobility, Bike or Jump Pack just to keep up, Master of Runes and use Storm Caller to give the Fenrisin Wolves a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running.
-Wolf Priest: What is does best is if you don’t have Canis it gives you someone to take Saga of the Wolfkin.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these guys?” otherwise see the Wolf Lord.
-Wolf Guard Pack Leaders: Nope can’t have them.
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
-Fenrisian Wolf Pack: Now that you have the upgraded Wolf Packs thanks to Canis, you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. If you do not have Storm Shields put them in front of you for the cover save. If you have Storm Shields put them behind you to give them the cover saves, that will never be used because they will be firing at the Thunder Wolf Calvary. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Kibbles and Bits you can move onto which ever one of the other two is having problems, or the other way around.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Swiftclaw Bikers

What you get with the Swiftclaw Bikers
3-10 Swiftclaws

Note:
-Remember Bikes make you Relentless.
-Twin-Linked Bolt Guns: I like to think of them tactically as a 12” Storm Bolter, with an additional 12” Range.

War Gear
-Standard Issue: Space Marine Bike [with Twin-Linked Bolt Gun], Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
One Swiftclaw may replace there Bolt Pistol with one of the following.
-Flamer: Good if you are going Infantry Hunting.
-Melta-Gun: Good for Tank Hunting.
-Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets, and then you can Assault.
-Plasma Pistol: It’s like having half a Plasma-Gun; you only get 1 shot with it. Take it if you feel you really need the extra attack, but I think the Plasma-Gun is a better Option.
All of the Swiftclaw Bikers can take Melta-Bombs: “Reverse Tank Shock”
One Swiftclaw Biker can take one of the following
-Power Weapon: AP attack always good
-Power Fist: If you are going to go Armor Hunting.
You can add One Attack Bike armed with a Heavy Bolter: Good for Infantry Hunting.
-Replace Heavy Bolter for Multi-Melta: Now you are a Tank Hunter

Special Rules
-And They Shall Know No Fear: Auto Regroup.
-Acute Senses: Bring on the Night
-Counter-Attack: Bring it ON!
-Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
-Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character or a Wolf Guard.

What you can do with them. They have many different ways of using them.

The Pack Option
-Quick and Dirty and cheep: 3-10 Swiftclaws with no upgrades.
-Quick and Dirty not so cheep: 3-10 with Special Weapons and an Attack Bike.
-You want Anti-Tank: Melta-Bombs, a Melta-Gun, Power Fist and a Multi-Melta on the Attack Bike
-You want Anti-MEQ: Take the Flamer or Plasma-Gun, Power Fist, and a Heavy Bolter on the Attack Bike.
-If you plan on not taking a Wolf Guard Pack Leader or a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range.
-Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Jump Packs.


How do you use [abuse] them?
-Assaulting: This is what they do best. You could try to skirt the enemy and shoot at them from range, but you are Space Wolf Blood Claws its not in your nature.
-Tank Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance.
-Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
-Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
-Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
-Ulric: He can give you great moral. Also see Ragnar
-Canis Wolfborn: What he does oddly is not affect the Swiftclaw Bikers, but the Fenrisian Wolves. This opens up 3 Slots for 3 Swiftclaw Biker Packs.
-Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out him with his own Space Marine Bike, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws.
-Rune Priest: Actually can be a great supporting Character. Give him Space Marine Bike, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running.
-Wolf Priest: You can give him a Space Marine Bike, one Oath of War and you ready to go.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord.
-Wolf Guard Pack Leaders: Take One, for MEQ fighting take MotW, for Tank Hunting a Thunder Hammer.
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
-Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Swiftclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assualt you can move onto which ever one of the other two is having problems, or the other way around.

A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent.
-If you are fighting GEQ’s it might not even be worth spending the points.
-If you are fighting MEQ’s one Power Weapon is worth it.
-If you are fighting Mechanized or high Toughness go for the Power Fist.
-True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in gb
Lone Wolf Sentinel Pilot




England, UK

Duuuuuude. I HATE to say TL;DR, but in this case it was just pure information overload. I actually gave up after Logan and after seeing the volumes you've typed....

Fear not, it shall be read, as you've put far too much effort into this for me to simply not bother.

L. Wrex

INITIATIVE 10 - painting, modelling and gaming in the the 40k universe.
http://initiative10.blogspot.com/

INITIATIVE 10 STORE - painting and modelling commission and bitz webstore
http://initiative10.weebly.com/index.html

<Lycaeus Wrex> rolls 7 dice, 4+ to hit, Strength 6 against Armour 12...
* 0 out of 7 dice hit (4+) = (1,1,1,1,1,1,1) 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

This is why I am posting ervy day or so to let peaple catch up. My plan whan I am done is to make it avalible an a pdf format for easy download. currently I only have left to write are the:
-Pedator
-Whirlwind
-Vindicator
-The LAND RAIDERS

Next: Skyclaws


Automatically Appended Next Post:
BTW: TL;DR?

This message was edited 1 time. Last update was at 2009/12/09 00:22:07


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Death-Dealing Devastator





Omnis Arcanum

Lol Way Looooooong is the understatement of the year!
Im gonna be 30 when im done reading this!

Flashman wrote:Think Wahammer Tabletop won the thread.


 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I could be longer, but we are at almost 500 views and only 4 of them are not mine. I was starting think that no one was reading it. The good news is that I am almost done.
Left to Post
-Skyclaws
-Land Speeders
-Fenrinsian Wolves
-Long Fangs
-Deticated Transports
Left to Write
-Predator
-Wirlwind
-Vindicator [these three may become one]
-THE LAND RAIDERS

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

My first reaction was "This isn't a thread, it's an anomaly in the Warp" but after reading several of your posts I must say I really like what you have done and laud you for the effort. I have learned or rediscovered some important or interesting aspects and that stuff about traumatized BC's or Marbo thinking it's overkill are pure gold.

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Skyclaw Assault Packs

What you get with the Skyclaw Assault Packs
3-10 Skyclaws

Note:
-Remember with Jump Packs you can Deep Strike.

War Gear
-Standard Issue: Jump Pack Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
One Swiftclaw may replace there Bolt Pistol with one of the following.
-Flamer: Good if you are going Infantry Hunting.
-Melta-Gun: Good for Tank Hunting.
-Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets.
-Plasma Pistol: It’s a good MEQ killer and LAW.
All of the Skyclaw Assault Packs can take Melta-Bombs: “Reverse Tank Shock”
One Skyclaw can take one of the following
-Power Weapon: AP attack always good
-Power Fist: If you are going to go Armor Hunting.
One Skyclaw can take
-Mark of the Wulfen: You have to have one of these, for both the combat capabilities and the modeling possibilities.

Special Rules
-And They Shall Know No Fear: Auto Regroup.
-Acute Senses: Bring on the Night
-Counter-Attack: Bring it ON!
-Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
-Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character.

What you can do with them. They have many different ways of using them.

The Pack Option
-Quick and Dirty and cheep: 3-10 Skyclaw Assault Packs with no upgrades.
-Quick and Dirty not so cheep: 3-10 Skyclaw Assault Packs Special Weapons.
-You want Anti-Tank: Melta-Bombs, a Melta-Gun, and Power Fist
-You want Anti-MEQ: Take the Flamer, Plasma-Gun or Plasma Pistol, Power Fist, and MotW.
-If you plan on not taking a Wolf Guard Pack Leader or a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range.
-Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Swiftclaws


How do you use [abuse] them?
-Assaulting: This is what they do best. It’s in there name.
-Tank Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance.
Deep Strikes: This one of the few ways to do it.
-Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
-Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
-Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
-Ulric: He can give you great moral. Also see Ragnar
-Canis Wolfborn: What he does oddly is not affect the Skyclaw Assault Packs, but the Fenrisian Wolves. This opens up 3 Slots for 3 Skyclaw Assault Packs.
-Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out him with his own Jump Pack, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws.
-Rune Priest: Actually can be a great supporting Character. Give him a Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running.
-Wolf Priest: You can give him a Jump Pack, one Oath of War and you ready to go.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord.
-Wolf Guard Pack Leaders: Don’t get one. [And they say this army is completely nuts]
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
-Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Swiftclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assault you can move onto which ever one of the other two is having problems, or the other way around.

A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent.
-If you are fighting GEQ’s it might not even be worth spending the points.
-If you are fighting MEQ’s one Power Weapon is worth it.
-If you are fighting Mechanized or high Toughness go for the Power Fist.
-True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Wolf Guard Bodyguard in Terminator Armor







I noticed a couple of errors...

Ragnar Blackmane and Wolf Lords have 4 base attacks, not 3.

Ulrik the Slayers' oath allows you to reroll Hits AND wounds, not just wounds.

Also, logan is 275 points, not 270

This message was edited 1 time. Last update was at 2009/12/09 18:32:11


THE HORUS HERESY: Emprah: Hours, go reconquer the galaxy so there can be a new golden age. Horus: But I should be Emprah, bawwwwww! Emprah: Magnus, stop it with the sorcery. Magnus: But I know what's best, bawwwwww! Emprah: Horus, tell Russ to bring Magnus to me because I said so. Horus: Emprah wants you to kill Magnus because he said so. Russ: Fine. Emprah's always right. Plus Ole Red has already been denounced as a traitor and I never liked him anyway. Russ: You're about to die, cyclops! Magnus: O noes! Tzeentch, I choose you! Bawwwww! Russ: Ah well. Now to go kill Horus. Russ: Rowboat, how have you not been doing anything? Guilliman: . . . I've been writing a book. Russ: Sigh. Let's go. Guilliman: And I fought the Word Bearers! Horus: Oh shi--Spess Puppies a'comin? Abbadon: And the Ultramarines, sir. Horus: Who? Anyway, this looks bad. *enter Sanguinis* What are you doing here? Come to join me? Sanguinius: *throws self on Horus's power claws* Alas, I am undone! When you play Castlevania, remember me! *enter Emprah* Emprah: Horus! So my favorite son killed my favorite daughter! Horus: What about the Lion? Emprah: Never liked her. Horus: No one does. Now prepare to die! *mortally wounds Emprah*Emprah: Au contraire, you dick. *kills Horus* Dorn: Okay, now I just plug this into this and . . . okay, it works! Emprah? Hellooooo? Jonson: I did nothing! Guilliman: I did more nothing that you! Jonson: Nuh-uh. I was the most worthless! Guilliman: Have you read my book? Dorn: No one likes that book. Khan: C'mon guys. It's not that bad. Dorn: I guess not. Russ: You all suck. Ima go bring the Emprah back to life.
DA:80-S+++G+++M++++B++I+Pw40k97#+D++++A++++/fWD199R+++T(S)DM+  
   
Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

Once you run out of units, are you planning on tackling the combinations? This might make an excellent Tip of the Week series, or an article tactica. I haven't made it through the whole thread, but I found the Thunderwolf section excellent.

Klawz-Ramming is a subset of citrus fruit?
Gwar- "And everyone wants a bigger Spleen!"
Mercurial wrote:
I admire your aplomb and instate you as Baron of the Seas and Lord Marshall of Privateers.
Orkeosaurus wrote:Star Trek also said we'd have X-Wings by now. We all see how that prediction turned out.
Orkeosaurus, on homophobia, the nature of homosexuality, and the greatness of George Takei.
English doesn't borrow from other languages. It follows them down dark alleyways and mugs them for loose grammar.

 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Gitzbitah wrote:Once you run out of units, are you planning on tackling the combinations? This might make an excellent Tip of the Week series, or an article tactica. I haven't made it through the whole thread, but I found the Thunderwolf section excellent.

I am not sure.
I was thinking of doing IG
I like the Tactica and combinations

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in de
Stalwart Veteran Guard Sergeant




Essen, Ruhr

Why no WG for the Sky Claws?

"Whenever the literary German dives into a sentence, that is the last you are going to see of him till he emerges on the other side of the Atlantic with his verb in his mouth." S. L. Clemens

All hail Ollanius Pius! 
   
Made in us
Banelord Titan Princeps of Khorne






I hear the article system works wonders for this type of thing.

Veriamp wrote:I have emerged from my lurking to say one thing. When Mat taught the Necrons to feel, he taught me to love.

Whitedragon Paints! http://www.dakkadakka.com/dakkaforum/posts/list/613745.page 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Land Speeder Squadron

What you get with the Land Speeder Squadron
1-3 Land Speeders

War Gear
Standard Issue: Heavy Bolter
Any Land Speeder may replace its Heavy Bolter with:
-Heavy Flamer: I smell BBQ
-Multi-Melta: I love the smell of BBQ Nids in the morning
Any Land Speeder may be upgraded to a Tornado and take one of the Following:
-Heavy Bolter: Dakka-Dakka-Dakka
-Heavy Flamer: I smell BBQ
-Multi-Melta: I love the smell of Nids in the morning
-Assault Cannon: “What’s that Whirring Sound?”
One Land Speeder can be upgraded to a Typhoon:
- Typhoon Missile Launcher: Long Range High Tech Destruction, now that’s what I’m talking about.

Special Rules
-Deep Strike

What you can do with them. They have many different ways of using them.

The Squadron Option
-Quick and Dirty and cheep: 1-3 Land Speeders with no upgrades.
-Quick and Dirty not so cheep: 1-2 Land Speeders Tornados with 1 Typhoon.
-You want Anti-Tank: Multi-Melta, Typhoon
-You want Anti-MEQ: Heavy Bolter, Heavy Flamer, Assault Cannon, and/or Typhoon


How do you use [abuse] them?
-Deep Strikes: This one of the few ways to do it.
-Assaulting: ARE YOU NUTS!
-Tank Hunting: Take those Multi-Meltas and at least the Typhoon. Spend the first turn at full speed and get behind the lines, or use Deep Strike to get there. Remember Cover Is Your Friend.
-Close Fire Support: Load them up with Assault Cannons, Heavy Bolters, Heavy Flamers and a Typhoon and start humming “Flight of the Valkeries”. Stay close to one unit and fire on its target until it is engaged in Close Combat and then find something else to shoot at.
-Long Range Fire Support: Heavy Bolters and a Typhoon. Hand back and fire from cover. If you find a good place you can fire and still get cover, stay there until something gets close and then scoot away and fire at that unit.
-Logan: He is something else for the bad guys to shoot at.
-Njal: Tempest Wrath, Murderous Hurricane and Lord of Tempest will make sure you are the only game in town.
-Ragnar: He is something else for the bad guys to shoot at.
-Ulric: He is something else for the bad guys to shoot at.
-Canis Wolfborn: What he does oddly is not affect the Land Speeder Squadrons, but the Fenrisian Wolves. This opens up 3 Slots for 3 Land Speeder Squadrons.
-Björn: He is something else for the bad guys to shoot at.
-Wolf Lord: He is something else for the bad guys to shoot at.
-Rune Priest: He is something else for the bad guys to shoot at.
-Wolf Priest: He is something else for the bad guys to shoot at.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord at giving them something else for the bad guys to shoot at.
-Venerable Dreadnaughts: He is something else for the bad guys to shoot at.







Automatically Appended Next Post:
Lord Solar Plexus wrote:Why no WG for the Sky Claws?

Short Answer: Because they said so.
Long Answer: They probably did either one of two things.
1] Screwed up and forgot to.
2] It was unbalanced for some reason.

Personally I think is was more a long the like that most of your Wolf Guard just don’t want to and think back to there younger days as Skyclaws were a punishement.





Automatically Appended Next Post:
whitedragon wrote:I hear the article system works wonders for this type of thing.

I did not think this was going to get this big when I started. When I am done I will probably see about it.

This message was edited 2 times. Last update was at 2009/12/10 13:16:18


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Fenrisian Wolf Pack

What you get with the Fenrisian Wolf Pack
5-15 Fenrisian Wolves

War Gear
-Vicious Claws and Teeth: You Need More?
-One can be upgraded to a Cyberwolf: “Great now I have both Rabies and Tetanus.”

Special Rules
-Counter-Attack: Bring it ON!
-Cavalry: 6” Move, 1d6” Run [Fleet], 12 Assault.
-Supernumerary: Can Not Claim Objectives even as Troops, but this is not what you are taking them for. Also remember while they may not be able to Claim an Objective, they can Contest It! [and with that 40mm base cover it.]

What you can do with them. They have many different ways of using them.

The Pack Option
-Quick and Dirty and cheep: 5-15 Fenrisian Wolves
-Quick and Dirty and also cheep: 14 Fenrisian Wolves and one Cyberwolf. [this will cost less than half that of a Grey Hunter Pack with a Rhino]

How do you use [abuse] them?
-Assaulting: Isn’t this what you got them for?
-Meat Shields: Yes they make good ones, but think of giving you enemy something else to shoot at like a LRC or Thunderwolf Cavalry with Storm Shields. Then instead of them running away from gun shots, you can hit the other guy with a full pack[s] of them.
-Second Assault Wave: Roll 2d6 and choose the high one and put them than many inches behind on of your assault units. This should put them in assault range after your initial assault. If you can make your 10 man grey Hunter Pack only one deep vs. there “TAC Squad” then the Wolf pack will still be in the fight. Most of your Grey Hunters will be in the minority on the 1st wave of damage. And then in round two you have that 3+ Save.
-Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
-Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
-Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
-Ulric: He can give you great moral. Also see Ragnar
-Canis Wolfborn: The Fenrisian Wolves become troops, and Gain I-5, LD-7. if they are within 12” they can use his LD-8.
-Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
-Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws.
-Rune Priest: Actually can be a great supporting Character. Give him a Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running.
-Wolf Priest: If you have not taken Canis [Shame on you] use him to take Saga of the Wolfkin.
-Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord.
-Wolf Guard Pack Leaders: Don’t get one.
-Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
-Iron Priest: Another on of those why is it here units. You can outfit him with a Thunder Wolf Mount and 4 Cyberwolves. He carries a Thunder Hammer and “Power Fist”, this give you additional Tank Hunting Ability.
-Thunderwolf Cavalry: isn’t this why you took Canis to clear up those Fast Attack Slots. If you using the Fenrisian Wolf Horde list this is you Anti-Tank so take Thunder Hammers.

Note on Thunderwolf Mounts and Independent Characters
-They Can only Join Thunderwolf Calvary and Fenrisian Wolf Packs. [This is not a bad thing]

The Wolf Horde Army

HQ
-Canis [2 Wolves]
-Wolf Lord [Belt of Russ; Melta Bombs; Runic Armor; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Frost Weapon; and Saga of Majesty]
-Wolf Guard Battle Leader [Melta Bombs; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Close Combat Weapon.]
-Wolf Guard Battle Leader [Melta Bombs; Thunderwolf Mount; Fenrisian Wolf; Bolt Pistol; Close Combat Weapon.]
Elite
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
Troops
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
Fast Attack
-Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1]
-Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1]
-Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1]

This list is just under 3,000 points with a model count of 132 [And Not A Single One A Scoring Unit!]



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Malicious Mandrake





SPACE PUPPIES!!!

*Click*  
   
 
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