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Made in ca



This is an automated message added by the articles system.

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Made in us
Ancient Space Wolves Venerable Dreadnought




The oceans of the world

Will it be updated?
   
Made in us
Thunderhawk Pilot Dropping From Orbit





Dayton, TN

Looks great so far. Please continue this to include the vehicles and unit choices including allies! Some tactica using some units, transports, and unit set ups with wolf guard only packs and grey hunter with wolf guards.

Click the images to see my armies!


 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Yeah, I'll be updating it over the course of a week or two. And yeah, I'll try to put in stuff about synergy, allies and the like.


Automatically Appended Next Post:
By the way, I'm just 1 Space Wolf player with only a couple 6th edition games under my belt thus far. Any advice, tactics, etc that you have picked up from the last few weeks of gaming would be enlightening to me.

This message was edited 1 time. Last update was at 2012/07/22 23:54:45


   
Made in us
Thunderhawk Pilot Dropping From Orbit





Dayton, TN

I don't have any 6th yet :(. Thank you for doing this. On e I figure some stuff out I will try to add some stuff if it's needed.

Click the images to see my armies!


 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Ok I've pretty much finished the article now, aside from potential minor refinements. I hope it helps!

   
Made in us
Ground Crew




Colorado USA

Excuse me but as a new Space Wolves player I'm a tad confused with some of the finer points of transportation.

In the rulebook it states that any independent character may embark into a transport even if it isn't joined to the squad currently embarked. And by doing so automatically joins the squad, the same as if it were within two inches of the squad.
How does this effect Lone Wolves I wonder? As you specifically said that they could hitchhike, does the fact that the joining is "automatic" and rather stated without question negate their special rule?


Also, wolf guard all count as independent characters yes? Does this still apply when they are in a pack?
Specifically can my pack of grey hunters embark into Arjac and his two wolfguard packmate's landraider? (After the game has started)


And lastly can a drop pod take multiple squads? I have found no rule stating such, but was reading on an online forum where it was regarded as a rule and wondered if I had missed it. (Speaking of, you did not cover drop pods in your guide.)

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Lone Wolves are always a single model unit (unless you take Fenrisian Wolves as wargear), not an "independent character". As a result, they cannot enter an occupied transport to join the unit, since they always remain by themselves. They do count as "characters" though, which allows them to make precision strikes/shots, challenge enemy characters and use Look Out Sir.

Wolf Guard are only characters when they are split off to join a pack. They used to all be characters, but Games Workshop just FAQ'd this. Wolf Guard Battle Leaders are independent characters though.

Drop Pods can only take 1 squad, plus any independent characters that join the unit, assuming there is enough transport room for them. Also, I mixed Drop Pod lists with the Rhino Rush ones since they're both the same points cost and operate on a similar philosophy - get close to the enemy and get out.

This message was edited 2 times. Last update was at 2012/09/10 02:33:52


   
Made in us
Longtime Dakkanaut






For the Mechanized section..is MSU 5-6 man GH squads really worth it over 10man GH squads with the free special in a Rhino? It's still mechanized, harder to move objective holding troops due to more numbers, can make use of firing 2 plasmaguns or meltas out of the top hatch, and vehicle is cheaper and not as big a fire magnet. I understand the MSU concept for GK but I don't quite get why you wouldn't just go the 10man GH + 2 specials + Rhino route for Space Wolves. Any advice?

Easy Stable Flying base tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/356483.page

Check out my Tyrannofex Conversion tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/334523.page

Check out my Librarian holding fire tutorial here on Dakka:
http://www.dakkadakka.com/dakkaforum/posts/list/314801.page 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Well remember that the lists are just samples/suggestions. I usually prefer having a Wolf Guard with the pack for the extra Ld boost, but if you prefer 10 GH and a free special weapon instead that's up to you. It is a cheaper option though for sure, freeing up extra points for a fortification or extra Mastery Level for your Rune Priest or whatever you want.

   
Made in th
Intoxicated Centigor





Bangkok, Thailand

Thanks for putting this up buddy. It's given me loads of new random ideas and combinations. Amazingly useful and saves me a bit of time experimenting with my new army- and save me a lot more time on modeling them too. Thanks again

   
Made in gb
Trigger-Happy Baal Predator Pilot




Scotland

Hi All.

Long time wolves player here, I enjoyed the tactica very much indeed couldn't find a single thing to disagree with, almost.

Only kidding very good indeed and I will recommend this to new players as a good start/guide to gaming with SW.


Cheers


   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Woo, I try to update it as new FAQs and Codices come out too, so hopefully it will continue to be of service throughout 6th edition.

   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Warning - I have only written critisism, most of the article is good/fine, but that isn't really as exciting to write about.

One unconventional use for this is to put him with a squad of Long Fangs to give them Relentless, but I don't recommend it – it's very silly, and a waste of Logan's abilities. Strictly a “for fun” tactic.


What? Logan + multimelta long fangs in a pod is a very silly/for fun thing? If you bring Logan, I can't think of a better unit to throw him in. Drop in and smoke two vehicles up to 48 inches apart!

Furthermore, due to the changes to Force Weapons, he only has a Force Stave now, so he will have difficulty killing MEQs in close combat.


All space wolf force weapons are special force weapons, and as such have AP3 S- as user no matter what they look like.

The Space Wolves psychic powers are very good (especially Living Lightning and Murderous Hurricane), although I'm sure you can find as much use for the new rulebook powers as well. On the whole, the variety of powers at their disposal makes them very flexible and able to fit into almost any list.


Not mentioning jaws, which is now almost as broken as lash was?

Have access to the Saga of the Hunter. With the changes in 6th edition, this now means you can outflank the Wolf Guard Battle Leader and (for example) a unit of Thunderwolf Cavalry.


You should read the rules a bit closer here, in short, it's not possible to outflank thundercav. (and you wouldn't want to in 6th either)

Wolf Guard got a boost this edition. Previously they were only really good as a combi-melta delivery system, pack leader or an expensive Terminator squad. Now they have had a lot of options open up for them.


What are these great boosts and new options? Don't get me wrong, I like wolf guard, but you only mention termies being better now, and wolf guards are not viable as a pure termie list in 6th either, as they are no more survivable against shooting than before. Missiles are also much weaker now, so the cyclone is not really a great option anymore.

Now that they can't assault the turn they arrive, they've lost a lot of their former punch... They might be best equipped as an assault unit now


Err? They are worse at the assault role while their melta-role is pretty much unchanged, so they should go more assaulty?

This message was edited 1 time. Last update was at 2012/10/12 14:59:21


   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 Illumini wrote:
Furthermore, due to the changes to Force Weapons, he only has a Force Stave now, so he will have difficulty killing MEQs in close combat.


All space wolf force weapons are special force weapons, and as such have AP3 S- as user no matter what they look like.

Oh that's interesting, never heard that before... is this because they're "Runic Weapons"? Is this being debated in YMDC or something?

*EDIT* Ah I found the YMDC thread on it... interesting. It doesn't seem to be the case for Njal though because they specified that his weapon was a stave. I don't think it's RAI either, although it's definitely RAW that all Runic Weapons are unusual.

 Illumini wrote:
Have access to the Saga of the Hunter. With the changes in 6th edition, this now means you can outflank the Wolf Guard Battle Leader and (for example) a unit of Thunderwolf Cavalry.


You should read the rules a bit closer here, in short, it's not possible to outflank thundercav. (and you wouldn't want to in 6th either)

Ah ok, I'll recheck the rules and fix it.

*EDIT* Why can't they? I don't see anything in the rules that disallows it? Not that it would necessarily be that great an idea, but let's say you were worried about an enemy alpha strike or something...

 Illumini wrote:
Wolf Guard got a boost this edition. Previously they were only really good as a combi-melta delivery system, pack leader or an expensive Terminator squad. Now they have had a lot of options open up for them.


What are these great boosts and new options? Don't get me wrong, I like wolf guard, but you only mention termies being better now, and wolf guards are not viable as a pure termie list in 6th either, as they are no more survivable against shooting than before. Missiles are also much weaker now, so the cyclone is not really a great option anymore.

Naked Wolf Guard Termies are cheaper than other tactical Terminators, but previously that was a pretty terrible way to run them. Now it's more viable since there's less stuff that ignores their armour, instead of being forced to add +50% to their points cost to get a Shield.

I wrote that with the initial "all Wolf Guard are characters" bit in mind, so they're actually a bit worse than when I wrote that.

 Illumini wrote:
Now that they can't assault the turn they arrive, they've lost a lot of their former punch... They might be best equipped as an assault unit now


Err? They are worse at the assault role while their melta-role is pretty much unchanged, so they should go more assaulty?

Good point... not entirely sure what I was thinking there haha. All-in-all, Wolf Scouts got pretty shafted.

This message was edited 3 times. Last update was at 2012/10/13 00:53:37


   
Made in no
Boom! Leman Russ Commander






Oslo Norway

 Andilus Greatsword wrote:
 Illumini wrote:
Furthermore, due to the changes to Force Weapons, he only has a Force Stave now, so he will have difficulty killing MEQs in close combat.


All space wolf force weapons are special force weapons, and as such have AP3 S- as user no matter what they look like.

Oh that's interesting, never heard that before... is this because they're "Runic Weapons"? Is this being debated in YMDC or something?

*EDIT* Ah I found the YMDC thread on it... interesting. It doesn't seem to be the case for Njal though because they specified that his weapon was a stave. I don't think it's RAI either, although it's definitely RAW that all Runic Weapons are unusual.


They are special force weapons because they always wound deamons on 2+, so they have AP3.

 Andilus Greatsword wrote:

 Illumini wrote:
Have access to the Saga of the Hunter. With the changes in 6th edition, this now means you can outflank the Wolf Guard Battle Leader and (for example) a unit of Thunderwolf Cavalry.


You should read the rules a bit closer here, in short, it's not possible to outflank thundercav. (and you wouldn't want to in 6th either)

Ah ok, I'll recheck the rules and fix it.

*EDIT* Why can't they? I don't see anything in the rules that disallows it? Not that it would necessarily be that great an idea, but let's say you were worried about an enemy alpha strike or something...


Saga of the hunter is infantry only and thundercav can only be joined by an IC on thunderwolf.

 Andilus Greatsword wrote:

 Illumini wrote:
Wolf Guard got a boost this edition. Previously they were only really good as a combi-melta delivery system, pack leader or an expensive Terminator squad. Now they have had a lot of options open up for them.


What are these great boosts and new options? Don't get me wrong, I like wolf guard, but you only mention termies being better now, and wolf guards are not viable as a pure termie list in 6th either, as they are no more survivable against shooting than before. Missiles are also much weaker now, so the cyclone is not really a great option anymore.

Naked Wolf Guard Termies are cheaper than other tactical Terminators, but previously that was a pretty terrible way to run them. Now it's more viable since there's less stuff that ignores their armour, instead of being forced to add +50% to their points cost to get a Shield.

I wrote that with the initial "all Wolf Guard are characters" bit in mind, so they're actually a bit worse than when I wrote that.


The terminator boost is only in close combat vs power weapons, and it is pretty much only against grey knights that it is a big boost. Hardly enough of a boost to make termie-wolfguard armies very competitive. And while they may be cheaper than tactical termies, that is only when they have worse weapons than normal tactical termies.

This message was edited 1 time. Last update was at 2012/10/13 13:00:22


   
 
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