Switch Theme:

Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {CoF Page 4}  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




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





Riverside CA

Well I finally got my book and have been going over it. So I though I would start this up once more.
I started with Logan…well because it is Logan. I will do it similar to the last one. One Page a day in the order they are in the book. I will try to make updates as things are pointed out to me.
I will also do all of the FOC and Formation stuff at the end. Information from the other books will be added as I get copies.
Allies will be last



Automatically Appended Next Post:
Logan Grimnar: The High King of Fenris
Lord of War
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 {Unique}
WARLORD TRAIT: Saga of Majesty [12” Re-Roll Failed Moral and Pinning Test]
WARGEAR:
Terminator Armor [Save: 2+/5++]
Storm Bolter
Belt of Russ [4++ Save]

SPECIAL RULES:
ATSKNF
Acute Senses
Counter Attack
Eternal Warrior
Independent Character
Stubborn

OPTIONS:
Can Ride Stormrider
RELICS OF THE FANG
The Axe Morkai: This Axe can be used in two ways. One-Handed: 5 S6 I5 AP3 Melee Attacks and/or Two-Handed for5 S8 I1 AP 2 Attacks. You can mix or match your attacks.
Stormrider: This puts him on a Wolf Drawn Chariot giving him a 12” Move and +4 S5 I5 Rending Attacks. Also all Penetrating Hits become Glancing Hits, in an odd way giving him 2 extra Wounds.

What does all of this mean?
Logan on Foot: He can join most any unit though I think he would work best with Terminator Wolf Guard, either Teleporting in or a Transport like a Stormwolf. He is actually the best for a challenge unless Arjac is there. With his ability to attack on I5 and I1 you can pile in and take 2-3 Attacks on I5 and then Pile in a second time on I1 take 2-3 more Attacks. His Stubborn and Re-Roll even make losing a Close Combat not such a bad thing.
Logan Riding Stormrider: He becomes a Solo Killing Machine. With a 12” Move and 12” command Bubble he makes a good choice to hang with Thunderwolf Cavalry, Fenrisian Wolves, Bikers or even Jump Troops. When attacking HQs, Vehicles and MCs he can inflict a lot of damage. With the possibility of 9+Attacks he can easily wreck most anything. Also remember when you can just allocate all S5 or lower Attacks to the Chariot and most everything else to Logan for a 50%/50% chance of them bouncing off.
Yes you will see I said nothing about ranged attacks: He has a Storm Bolter.

What he does for everyone else?
His Saga of Majesty and Stubborn makes any unit he joins tough to break. He will also draw a lot of fire keeping other units nearby alive on foot or in his ride.

What do others do for him?
Wolf Guard [Either Type]: These make good and Fluffy Bodyguards while he is hoofing it.
Grey Hunters: In a Pod or a Stormwolf with a Wolf Standard would make Logan even better giving him an extra attack. You could also take a Wolf Guard Pack Leader with a Storm Shield to add an extra level of protection.
The Wulfen Stone: Adding a Character with this could help with Logan giving him S7/S9 Attacks, but I would not build around it.
Wolf Lord/Wolf Guard Battle Leader: Is a good way to add a tough Bodyguard or The Wulfen Stone, but unless you are building a “Death-Star” probably not add much to the equation.
Ulrik/Wolf Priest: This is a good combo to give Logan Re-Rolls or other special Wargear. It can also get Logan FNP
Njal/Rune Priest: This is also a good way to buff Logan.
Stormfang/Stormwolf: A great way to get him close to Combat. With a Stormfang I would suggest a Wolf Lord and a Wolf Priest to form some sort of “Mini-Death-Star”. The Stormwolf gets you a decent sized Wolf Guard Terminator Pack.
Drop Pods: With Drop Pods being a Fast Attack Option this is a good way to get him and a Wolf Guard Terminator Pack onto the field quickly.

Some Notes:
>With Logan being a Lord of War he does not take up an HQ slot so you will still need to take an HQ.
>Unbound is a way to crate the “Logan-Wing” that we all Know and Love, with Drop Pods a Fast Attack that makes this all the more easier.
>I can see him viable down to about 1,000 points, I would say 500 but his Lord of War status it is hard to fit him in without going Unbound.

This message was edited 12 times. Last update was at 2014/11/12 14:38:49


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

Name: Wolf Lord
FOC: HQ
UNIT TYPE: Infantry (Character
UNIT COMPOSITION: 1 Model
WARGEAR:
Belt of Russ [Save 4++]
Bolt Pistol
Chain Sword
Frag & Krack Grenades
Power Armor [Save: 3+]

SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character

OPTIONS:
Take up to two Fenrisian Wolves
Replace Power Armor Runic Armor
Take Melee Weapons
Take Ranged Weapons
Take Special Issue Wargear
Take Relics of the Fang
Replace Power Armor with Terminator Armor [Only take Terminator Weapons & Special Issue Wargear]
Can replace one Weapon with a Storm Shield
Take a Thunderwolf Mount

RELICS OF THE FANG
The Armor of Russ [2+/4++ Armor that gives your opponent a -5 to Initiative]: Is really only good for a Wolf Lord of you want the -5 to Initiative. This would be a good choice if you are using an unwieldy Weapon or you want to go off on I5.
The Bite of Fenris [Sort of a Special Ammunition for your Bolt Gun]: Helwinter Bolts, S4, AP5 Helfrost, a good choice for taking down Multi-Wound models at range. Flametide Bolts, S5, AP4, Ignore Cover, good for taking down lots of things, I would even use it against Transports that popped Smoke or vs. Scouts. Is relatively cheep, though it will cost you the ability to Assault after firing unless you are in Terminator Armor.
Back Death [S+2, AP2, Melee Unwieldy axe that gives you +3 Attacks if you are outnumbered]: This looks to be a Brutal Weapon.
Helm of Durfast [Gives you Re-Roll to Hit rolls and Ignore Cover: This could be good for any Model
Fangsword of the Ice Wolf [S+1, AP3 Rending Helfrost Sword]: If you plan on getting into lots of Challenges, this is the weapon for you. S6 if one a Thunderwolf.
The Wulfen Stone [Unit has Furious Charge and the Model has Rage]: This is another good choice for a Thunderlord.
What does all of this mean?
Well there are a lot of options for your Wolf Lord. It depends on what you want him to do.
A basic Cheep Power Armored Wolf Lord: Just take a Power/Frost Weapon and leave him at that. I would suggest avoiding Power/Frost Axes, Power Fist or Thunder Hammers to take advantage of his I5. [Runs about 120-130 points depending on if you take Melta-Bombs.]
Basic Cheep Terminator Wolf Lord: Just take Terminator Armor and at most upgrade to a Frost Sword. [Runs about 145-150 points]
Basic Cheep Thunderlord: Just take a Thunderwolf and Maybe take a Frost/Power Weapon. Without the Weapon your Attacks are still Rending [Should run 155-175 points]
Cheep Biker-Lord [This goes the same for a Sky-Lord, just replace the bike with a Jump Pack]: Just take a Bike and a Power/Frost Weapon [Should Run 140-150 points]
Gunline Wolf Lord: Take either Terminator Armor or stay with Power Armor and take a Combi-Weapon or The Bite of Fenris, Helm of Durfast. A Melee Weapon is not a bad choice.
Assault Based Warlord: This is sort of an all or nothing build. Storm Shield/Weapon, usually a Thunder Hammer or Wolf Claw. Wolf Claw/Power Fist/Thunder Hammer, giving you the choice of I5 or I1 Attacks. This works best with all of the Basic Options, though A Thunderlord with a Storm Shield/Thunder Hammer will be running around with a 3+/3++ S10 Attacks. Replacing your Power Armor with the Armor of Russ make the Unwieldy less important, but costly.

What he does for everyone else?
Other than his LD 10 and becoming a it will all depend on your Warlord Trait.
>Saga of the Warrior Born [Re-rolls in Challenges]: Well this does nothing for the army, but make the Wolf Lord Brutal in Challenges
>Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
>Saga of the Beast Slayer [Monster Hunter]: Giving his Unit Re-Rolls vs. Monstrous Creatures will really help them vs. some armies.
>Saga of the Bear [Gives unit FNP 6+]: This is a good one for Him and his unit, most effective for TWC or Biker Units where there are more weapons you can get your FNP against.
>Saga of the Hunter [Outflank and Stealth]: Gives him and His Unit Outflank and Stealth. This could be real interesting for your Terminator Wolf Lord and scary for your Opponent if you have a Thunderlord.
>Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.

What do others do for him?
>Wolf Priest: Can give him decent buffs.
>Rune Priest: Can give him decent buffs.

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
Whiteshield Conscript Trooper





Logan is good sure, but methinks his pts cost (with or without the storm rider) just isn't worth it until you get into 2000pts games, which most tournament lists arn't that high. Investing that many points into a single model is dangerous, especially if he isn't in the chariot. At 1000pts you'd loose ~1/4 of your army if he dies, and while 2+/4++ is great, he's still vulnerable.

6000Pts Astra Militarum
1000Pts Militarum Tempestus
1500 Pts Space Wolves 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Strasgard wrote:
Logan is good sure, but methinks his pts cost (with or without the storm rider) just isn't worth it until you get into 2000pts games, which most tournament lists arn't that high. Investing that many points into a single model is dangerous, especially if he isn't in the chariot. At 1000pts you'd loose ~1/4 of your army if he dies, and while 2+/4++ is great, he's still vulnerable.

You would think that...
My Loganwing was before the new book.
>Logan
>5 model Wolf Guard Terminator Pack with Arjac
>Njal
>5 Model Wolf Guard Terminator Pack
>Bjorn
That is 13 models, 1,500 points with 4 Special Character. I never truly lost a game with them and I still don't know why, but I would give most of my Victories to Njal and his Storm Power.. I only played it twice in 6th and have yet to try in 7th so I don't know if it will be the same.
The new one is going to 14 models, but that is because how Arjac works and Logan now has a sled.

I also would take it up to 2k with a Pair of Land Raiders [LRC & LRR].
Now I am thinking of going to either a Pod List or Stormwolves.

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 nz
Stealthy Space Wolves Scout




In ur base, killin ur d00dz

This is awesome, can't wait to see what you have to say about TWC and Wolf Guard Bikers.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Name: Ragnar Blackmane [Wolf Lord]
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARLORD TRAIT: Saga of the Warrior Born [Re-rolls in Challenges]
WARGEAR:
Belt of Russ [Save 4++]
Bolt Pistol
Frag & Krack Grenades
Melta-Bombs
Power Armor [Save: 3+]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Incredible Reflex [Can Reroll one save during the Assault Phase]
Independent Character
Insane Bravado [Must Accept and Issue Challenges]
Rage [+2 Attacks on the Assault]
War Howl [All Space Wolves in his Unit have Furious Charge]
OPTIONS:
Take up to two Fenrisian Wolves
RELICS OF THE FANG
Frostfang [S+1, AP3, Mastercrafted, and Rending Frost Blade]: This makes him nasty in melee.
What does all of this mean?
What he really is when you come to it is a Melee Challenge Monster. With 7x S6 AP3, I5 Rerollable Rending Attacks during the initial Assault. After that he drops to 5x S5 AP3 I5 Mastercrafted, Rending Attacks.
He is basically One Dimensional, Point and watch the slaughter commence at least by himself or as part of a pack.

What he does for everyone else?
>Blood Claws: Can be a good choice, but I see a lot of wasted potential, as his really big boost {Rage} they already have.
>Grey Hunters: Now this is where can ran really shine, especially if they have the Extra CCW. Toss in the Banner and we are looking at a lot of S5 Attacks on the initial Assault.
>Wolf Guard: This is another good choice, between the high number of Melee Attacks and the Ability to take Special Melee Weapons they could be devastating out of Stormwolf or Land Raider.
>Wolf Guard Terminators: As above, but you loose out on the Sweeping Advance, I think there are better choices {Logan} or you can build one that would work better.
>Wolf Scouts: Could be interesting if you had them set up with Power Weapons, but I would not recommend it.
>Long Fangs: This is probably one of the worse choices out there, Long Fangs do want to get into Assualts.
What do others do for him?
>Wolf Priest: Can give him decent buffs.
>Rune Priest: Can give him decent buffs.

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
Stealthy Space Wolves Scout





Sydney

subbed

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in gb
Is 'Eavy Metal Calling?





UK

Great stuff, nothing really to add. Just one question, does Rage transfer to the unit? I didn't think it did, but if it does, Ragnar has a more reliable version of his old charge rule and opens some neat combos.

 
   
Made in au
Stealthy Space Wolves Scout





Sydney

 Paradigm wrote:
Great stuff, nothing really to add. Just one question, does Rage transfer to the unit? I didn't think it did, but if it does, Ragnar has a more reliable version of his old charge rule and opens some neat combos.
Rage is model specific... so NO - does not transfer to the unit


Automatically Appended Next Post:
Ragnar looks even more bland now than in previous codexes


Automatically Appended Next Post:
Personally I'm disappointed they haven't updated the old HQ minis
I've had Ragnar, Ulrik and Njal (power armour) for about 20 years, and they're still in the same lame old pose

At least Njarl got updated with the optional TDA model

This message was edited 2 times. Last update was at 2014/08/16 13:14:54


- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in gb
Is 'Eavy Metal Calling?





UK

I thought it didn't. In that case, you don't lose much by running him with Blood Claws, you just give them furious Charge which could be a big boost.

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





Riverside CA

Name: Harald Deathwolf [Wolf Lord]
FOC: HQ
UNIT TYPE: Cavalry (Character)
UNIT COMPOSITION: 1 Model
WARLORD TRAIT: Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
WARGEAR:
Bolt Pistol
Frag & Krack Grenades
Frost Axe [S+2, AP2 Unwieldy
Power Armor [Save: 3+]
Storm Shield [Save 3++]
Thunderwolf Mount [already included in his profile]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character
Lord of the Wolfkin [12” LD10 Re-Roll Command Bubble for Thunderwolves and Fenrisian Wolves]
Outflank
OPTIONS:
Take up to two Fenrisian Wolves
RELICS OF THE FANG
Mantel of the Ice Troll King: Is immune to All Fire
What does all of this mean?
Harald is probably one of the more dynamic characters in the book; there is a lot he can do and relatively cheep Wolf Lords
Centerpiece of the Army: Due to the nature of his model and his killing power he will only outshined by Logan on Stormrider and/or Bjorn as far as Leaders Go.
Leader of the Packs: Him with a bunch of Thunderwolf Cavalry and Fenrisian Wolves.
Surprise Attack: Him and a Pack of Thunderwolf Cavalry showing up on a flank later in a game should cause a lot of confusion and damage.
Dueler: His Strength, Attacks [6x S7, AP2, I1 Rending Attacks with his Bolt Pistol and Frost Axe] and 3++ Save should make him good in challenges.
Monster Hunter: Once more with his attacks he should be able to take down a lot of the MCs out there, and easily scrap most Trasports.

What he does for everyone else?
>Blood Claws, Grey Hunters, Wolf Guard, Wolf Guard Terminators, and Long Fangs: All of these would a complete waste of his Speed and Abilities.
>Wolf Scouts: He could give them a real punch, but I would not suggest them as they would slow him down.
>Thunderwolf Cavalry: This is what he was born to lead. His Saga keeps them in the battle. One or two Melta Bombs and/or Thunder Hammers or Power Fist will give him some Anti-Tank Power.
>Fenrisian Wolves: Another good fit, though not as good as Thunderwolf Cavalry.
>Iron Priest: Can work as a Mini-Thunderwolf Pack with a Thunderwolf and 4 Cyberwolves.
What do others do for him?
>Wolf Priest: Can give him decent buffs, but will need to be on a bike or have Jump Pack to keep up..
>Rune Priest: Can give him decent buffs, but will need to be on a bike or have Jump Pack to keep up.





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
Enginseer with a Wrench






For Harald, it's important to remember that saga of the wolfkin isn't just a leadership reroll. It also give furious charge to any space wold unit that begins the assault phase within 12 inches of him.. I think that's important and opens up a lot of interesting possibilities. For instance I'm planning a mostly footslogging force of assault units that are protected by a void shield pushed right up to the line on my deployment zone. Not only will that protect most of the units as they march across the field but when they do launch the assault any of the units within 12 of him will get furious charge. That's a lot of strength 5 attacks especially if he is in range of only one of my blood laws hopping out of a LRC with Ulrik. Plus since they only have to start the assault phase in range, they can move out of it with their charge and still get the buff.

This message was edited 2 times. Last update was at 2014/08/16 16:42:01


 
   
Made in au
Stealthy Space Wolves Scout





Sydney

Anpu42 wrote:Name: Harald Deathwolf [Wolf Lord]
...
Dueler: His Strength, Attacks [6x S7, AP2, I1 Rending Attacks with his Bolt Pistol and Frost Axe] and 3++ Save should make him good in challenges.
Actually he can't get the +1 attack for his bolt pistol as he is wielding a Stormshield (the rules for which specifically state that a model carrying a Stormshield may never receive the +1 attack for having 2 melee weapons)
He does however get Furious Charge if he's your General, so he'd have str 8 AP2 on the charge

Dramagod2 wrote:For Harald, it's important to remember that saga of the wolfkin isn't just a leadership reroll. It also give furious charge to any space wold unit that begins the assault phase within 12 inches of him..
Saga of the Wolfkin only ever buffs cavalry or beasts. It would apply to specific models outside the 12" bubble though, as long as another (potentially non beast/cav) model in their unit was close enough to pick up the buff

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Name: Canis Wolfborn [Wolf Lord, though I would put him in the role of Wolf Guard Battle Leader]
FOC: HQ
UNIT TYPE: Cavalry (Character)
UNIT COMPOSITION: 1 Model
WARLORD TRAIT: Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
WARGEAR:
Bolt Pistol
Frag & Krack Grenades
Paired Wolf Claws
Power Armor [Save: 3+]
Thunderwolf Mount [already included in his profile]
SPECIAL RULES:
Acute Senses
ATSKNF
Born of Wolves [All Cyberwolves and Fenrisian Wolves in his Unit can Re-Roll all Attack Rolls when initiating an Assault]
Counter Attack
Independent Character
Rampage
OPTIONS:
Take up to two Fenrisian Wolves
What does all of this mean?
Like Ragnar he is a very strait forward Character, he does Assault Real Well and that is about it.
He does best then supported by TWC or Wolves and you want to have a secondary character deal with challenges with him so he can make use of Rampage Ability.



What he does for everyone else?
>Blood Claws, Grey Hunters, Wolf Guard, Wolf Guard Terminators, Wolf Scouts and Long Fangs: All of these would a complete waste of his abilities.
>Thunderwolf Cavalry: Make a good Bodyguard that gives him a Model to accept Challenges.
>Fenrisian Wolves: This where I think he works best. Without an ++ save for any of them you will tend to be more carful, and the Cyberwolf can take up the Challenges for him. It also feels more right.
>Iron Priest: Can work as a Mini-Thunderwolf Pack with a Thunderwolf and 4 Cyberwolves.
What do others do for him?
>Wolf Priest: Can give him decent buffs, but will need to be on a bike or have Jump Pack to keep up..
>Rune Priest: Can give him decent buffs, but will need to be on a bike or have Jump Pack to keep up.

My Wi-Fi is acting up so it might be a few days before my next post.




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

Name: Rune Priest
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARLORD TRAIT:
>Saga of the Warrior Born [Re-rolls in Challenges]: Well this does nothing for the army, but make the Rune Priest Brutal in Challenges
>Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
>Saga of the Beast Slayer [Monster Hunter]: Giving his Unit Re-Rolls vs. Monstrous Creatures will really help them vs. some armies.
>Saga of the Bear [Gives unit FNP 6+]: This is a good one for Him and his unit.
>Saga of the Hunter [Outflank and Stealth]: Gives him and His Unit Outflank and Stealth. This could be real interesting for your Terminator Rune Priest or with Wolf Scouts
>Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
WARGEAR:
Bolt Pistol
Frag & Krack Grenades
Power Armor [Save: 3+]
Runic Axe [S+1, AP2, Unwieldy]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character
Psyker (Mastery Level-1)
PSYKER:
Access to Biomancy, Demonology, Divination, Telekinesis, Tempests
OPTIONS:
May upgrade to Level-2 Mastery
May take a Psychic Hood
May take Runic Armor
May replace his Runic Axe with a Runic Staff [S+2, AP4, Concussive] or Runic Sword [S-User, AP-3]
Take Ranged Weapons
Take Special Issue Wargear
Take Relics of the Fang
Replace Power Armor with Terminator Armor [Only take Terminator Weapons & Special Issue Wargear and Relics of the Fang]
Can replace one Weapon with a Storm Shield
RELICS OF THE FANG
The Armor of Russ [2+/4++ Armor that gives your opponent a -5 to Initiative]: This is a geed choice if you want an Invulnerable Save. The Initiative Penalty is nice to.
The Bite of Fenris [Sort of a Special Ammunition for your Bolt Gun]: This could be a good choice if you wanted to carry a Bolt Gun, especially if you take Terminator Armor. It will cost you more, because you need to buy the Storm Bolter 1st
Back Death [S+2, AP2, Melee Unwieldy axe that gives you +3 Attacks if you are outnumbered]: This looks to be a Brutal Weapon. It could be nice if you don’t care about having a Runic Weapon or a Ranged Weapon. If you are wearing Terminator Armor, it will cost you more, because you need to buy the Storm Bolter 1st
Helm of Durfast [Gives you Re-Roll to Hit rolls and Ignore Cover: This is a great choice, it lets you get Re-Rolls and ignore cover with your Psychic Powers
Fangsword of the Ice Wolf [S+1, AP3 Rending Helfrost Sword]: It could be nice if you don’t care about having a Runic Weapon or a Ranged Weapon. If you are wearing Terminator Armor, it will cost you more, because you need to buy the Storm Bolter 1st
The Wulfen Stone [Unit has Furious Charge and the Model has Rage]: This is another good choice for a Rune Priest. If you are going to use him in Assaults this could be a good choice depending on your Bodyguard.
SPACE WOLF TEMPESTAS PSYCHIC POWERS:
Primaris Power, Living Lighting [Warp Charge-1, 18” Witch-Fire S7, AP-3, Assault 3, Shock Power {Shock: Roll of 6 to hit inflicts 2 wounds}]: This looks to be a good solid power probably as useful as an Autocannon. (Remember if you take all of your powers from the same Discipline you will end up with this if you are a Mastery Level-1 Psyker)
Storm Caller [Warp Charge-1 Blessing giving the Rune Priest and his Unit Shrouded]: This could be really good if you are planning using him with a unit in cover.
Tempest Wrath [Warp Charge-1 18” Malediction Giving the target unit a -1 to BS and the targeted unit now counts being in Difficult Terrain. Dangerous for others.]: This is a good way to slowdown many units and ruin their shooting.
Thunderclap [Warp Charge-1, 12” Nova S3, AP- Assault 2d6 Power]: I would call this one of the better powers. There is very little it won’t effect and you can use it while locked in Assault.
Murderous Hurricane [Warp Charge-2, 18” Witch-Fire, S4, AP-, Assault-1 Large Blast, Rending Power]: A little pricy Warp Charge wise, but it could be a devastating just before and assault.
Furry of the Wolf Spirits [Warp Charge-2, 18” Witch-Fire, S6, AP -, Assualt-4, and D5, AP-2, Assault 2, Precise Power]: This looks to be a great Multi-Tool. You can inflict damage on most everything, but Tanks, you could even Explode Transports.
Jaws of the World Wolf [Warp Charge-2 Focused 18” Witch-Fire [Non-Vehicle Target must make a Initiative Test or just be Gone, though MCs are immune]: This is a quick way to get rid of most enemy Warlords or beat-Sticks.
What does all of this mean?
Well the Rune Priest is another Dynamic Character that can fill many Roles.
Self-Buffer [Biomancy]: Other than some Attack Power, most of them revolve around making the Rune Priest Faster, Stronger and Tougher. If you planning on using your Rune Priest as a Melee Machine, this is the way to go.
Seer [Divination]: Almost every power makes the Unit Fight Better. If you plan on sitting back and making everyone else better, this is the best choice.
Daemon Hunter [Demonology-Satanic]: A lot of the Powers revolve around Buffing Friendly units or Inflicting Maledictions to Daemons. The two exceptions allow you to Teleport Across the field or Create a Black Hole. I would use these when fighting Chaos of any type or if you feel lucky, dealing with a LoW.
Spirit Summoner [Demonology-Malefic]: About half of them deal with Summoning Daemons of some form or another. Others boost or are Witch-Fires. These are a good choice for representing a Shaman dealing with Spirits. Conceder the Modeling of Wolf-Spirit Models.
The Jedi [Telekinesis]: Most of the powers in someway Manipulate your opponent if not yourself. If you feel like pretending the Rune Priest is a Jedi, this is the choice for you.
Lord of Storms [Tempestas]: I like these, as you can see there are a mix of Manipulation and Mid Ranged Assault Powers. To me if you take more than one Rune Priest, one should have these powers just for Fluff reasons.
What he does for everyone else?
With the right powers/Warlord Traits he can really Buff your army in many ways.
One of my best builds involves the Mastery Level-2 Seer Build Attached to a Long Fangs. More than once I got Forewarning giving My Long Fangs a 4++ Save. That and Precognition.

What do others do for him?
Other than some Warlord Traits [Saga of Majesty] not a lot really helps them beyond being there.
He does need some sort of physical support like Wolf Guard, Grey Hunters or Long Fangs.

This message was edited 1 time. Last update was at 2014/08/18 12:15:18


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

Name: Njal Storm Caller
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARLORD TRAIT: >Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
WARGEAR:
Bolt Pistol
Frag & Krack Grenades
Psychic Hood
Runic Armor [Save: 2+/6++]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character
Lord of Tempest: Can Re- one Tempestas Roll per Turn
Psyker (Mastery Level-3)
PSYKER:
Access to Biomancy, Demonology, Divination, Telekinesis, Tempestas
OPTIONS:
Replace Runic Armor for Terminator Armor [2+/5++] for free. Note, he keeps his Bolt Pistol
RELICS OF THE FANG
Nightwing [Range 24”, S3, -, Assault d6]: Give Njal something to do during the shooting phase other than his bolt pistol.
]Staff of the Storm Caller [S+2, AP4, Melee, Force, Concussive, Wyrdbane]: Gives Njal Adamantine Will and the ability to Re-Roll one failed Deny the Witch a Turn
SPACE WOLF TEMPESTAS PSYCHIC POWERS:
Primaris Power, Living Lighting [Warp Charge-1, 18” Witch-Fire S7, AP-3, Assault 3, Shock Power {Shock: Roll of 6 to hit inflicts 2 wounds}]: This looks to be a good solid power probably as useful as an Auto Cannon. (Remember if you take all of your powers from the same Discipline you will end up with this if you are a Mastery Level-1 Psyker)
Storm Caller [Warp Charge-1 Blessing giving the Rune Priest and his Unit Shrouded]: This could be really good if you are planning using him with a unit in cover.
Tempest Wrath [Warp Charge-1 18” Malediction Giving the target unit a -1 to BS and the targeted unit now counts being in Difficult Terrain. Dangerous for others.] This is a good way to slowdown many units and ruin their shooting.
Thunderclap [Warp Charge-1, 12” Nova S3, AP- Assault 2d6 Power]: I would call this one of the better powers. There is very little it won’t effect and you can use it while locked in Assault.
Murderous Hurricane [Warp Charge-2, 18” Witch-Fire, S4, AP-, Assault-1 Large Blast, Rending Power]: A little pricy Warp Charge wise, but it could be a devastating just before and assault.
Furry of the Wolf Spirits [Warp Charge-2, 18” Witch-Fire, S6, AP -, Assualt-4, and D5, AP-2, Assault 2, Precise Power]: This looks to be a great Multi-Tool. You can inflict damage on most everything, but Tanks, you could even Explode Transports.
Jaws of the World Wolf [Warp Charge-2 Focused 18” Witch-Fire [Non-Vehicle Target must make a Initiative Test or just be Gone, though MCs are immune]: This is a quick way to get rid of most enemy Warlords or beat-Sticks.
What does all of this mean?
Well he is a great Psyker and Counter Psyker.
His most powerful Discipline is Tempestas with the Re-Roll and him getting 4 of the powers when he takes all of his powers from Tempestas.
His high LD and Saga of Majesty should keep those near him in the fight.
He will be good in a Challenge.
What he does for everyone else?
Depending on what power he gets will depend on what he does, though with the Tempestas Powers and Psychic Helm/Staff of Tempest he should be a good Protector for nearby units.
What do others do for him?
>Wolf Priest: Can give him decent buffs.




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

Name: Wolf Priest
FOC: HQ
UNIT TYPE: Infantry (Character
UNIT COMPOSITION: 1 Model
WARGEAR:
Wolf Amulet [Save 4++]
Bolt Pistol
Crozius Arcanum
Frag & Krack Grenades
Healing Balms [FNP 6+ for him and His Unit]
Power Armor [Save: 3+]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Fearless
Independent Character
Oath of War: Preferred Enemy of Choice
OPTIONS:
Replace Power Armor Runic Armor
Take Melee Weapons
Take Ranged Weapons
Take Special Issue Wargear
Take Relics of the Fang
Replace Power Armor with Terminator Armor [Only take Terminator Weapons & Special Issue Wargear]
RELICS OF THE FANG
The Armor of Russ [2+/4++ Armor that gives your opponent a -5 to Initiative]: Is really only good for a Wolf Priest of you want the -5 to Initiative. This would be a good choice if you are using an unwieldy Weapon or you want to go off on I4.
The Bite of Fenris [Sort of a Special Ammunition for your Bolt Gun]: Helwinter Bolts, S4, AP5 Helfrost, a good choice for taking down Multi-Wound models at range. Flametide Bolts, S5, AP4, Ignore Cover, good for taking down lots of things, I would even use it against Transports that popped Smoke or vs. Scouts. Is relatively cheep, though it will cost you the ability to Assault after firing unless you are in Terminator Armor.
Back Death [S+2, AP2, Melee Unwieldy axe that gives you +3 Attacks if you are outnumbered]: This looks to be a Brutal Weapon.
Helm of Durfast [Gives you Re-Roll to Hit rolls and Ignore Cover: This could be good for any Model, but probably not completely worth is unless you are using Combi-Weapon or Storm Bolter.
Fangsword of the Ice Wolf [S+1, AP3 Rending Helfrost Sword]: If you plan on getting into lots of Challenges, this is the weapon for you.
The Wulfen Stone [Unit has Furious Charge and the Model has Rage]: This is could be a great at leading many units, though this one will not help when leading Blood Claws.
What does all of this mean?
Well there are a lot of options for your Wolf Priest. It depends on what you want him to do.
A basic Cheep Power Armored Wolf Priest: Don’t bother with any upgrades except for maybe a Melta-Bomb. Remember your “Power Maul” is S6 giving you the ability to crush transports and a lot of tanks.
Basic Cheep Terminator Wolf Priest: Just take Terminator Armor.
Cheep Biker-Priest [This goes the same for a Sky-Priest, just replace the bike with a Jump Pack]: Just take a Bike and there you go.
Gunline Wolf Priest: Take either Terminator Armor or stay with Power Armor and take a Combi-Weapon or The Bite of Fenris, Helm of Durfast.
What he does for everyone else?
>Saga of the Warrior Born [Re-rolls in Challenges]: Well this does nothing for the army, but make the Wolf Priest Brutal in Challenges
>Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
>Saga of the Beast Slayer [Monster Hunter]: Giving his Unit Re-Rolls vs. Monstrous Creatures will really help them vs. some armies.
>Saga of the Bear [Gives unit FNP 6+]: This one does little good as he already give FNP
>Saga of the Hunter [Outflank and Stealth]: Gives him and His Unit Outflank and Stealth. This could be real interesting for your Terminator Wolf Lord and scary for your Opponent if you have a Thunderlord.
>Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
With his Oath of War he can be a real game changer for many units.
>Blood Claws [All Types]: The Re-Rolls of 1s make up for the WS3/BS3 and the Fearless makes Lukas’s Weakness less of an issue.
>Grey Hunters: Similar to the Blood Claws, though it is not as a dramatic as with them.
>Long Fangs: Just take you heavy weapons and add Oath of War [Vehicles] and watch the fun happen.
>Wolf Guard [Both Types]: Both types make both a great bodyguard and once more with his Oath of war they become a hard hitting unit. I would make sure the Armor matches the type of Wolf Guard you are with.
>Wolf Scouts: If you get Saga of the Hunter they also make a good Bodyguard and him and the Scouts all of a sudden can me a real surprise. He can also be a good add to Wolf Sniper Scouts.
What do others do for him?
>Rune Priest: Can give him decent buffs.

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

Ulrik the Slayer
FOC:
HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Mode
WARLORD TRAIT: Saga of the Beast Slayer [Monster Hunter]: Giving his Unit Re-Rolls vs. Monstrous Creatures will really help them vs. some armies.
WARGEAR:
Crozius Arcanum
Frag & Krack Grenades
Healing Balms [FNP 6+ for him and His Unit]
Plasma Pistol
Power Armor [Save: 3+]
Wolf Amulet [Save 4++]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Fear
Fearless
Independent Character
Slayers Oath [6" Preferred Enemy Bubble]
RELICS OF THE FANG
>Wolf Helm of Russ [12" Stubborn Bubble]
What does all of this mean?
He looks to one of the better choices out there, I can't think of a unit other than Thunderwolf Cavalry and Bikers we will not benefit being a part of.
The Suborn Bubble will not help his unit, being Fearless and all, but any others nearby it will help a lot while Assaulting.
His Stubborn Bubble when mixed with his Preferred Enemy Bubble makes him the best choice as the center piece of a Multi-Unit Assault.
>Blood Claws: This is probably one of the better choices. Put him and 15 Crazed Blood Claws in a Land Raider Crusader or Stomwolf and go for it.
>Grey Hunters: About the same as for the Blood Claws, but you could add a Land Raider Redeemer to the list of great transport choices.
>Wolf Guard [Both Types]: I would call this a good choice as a bodyguard, though he might look out of place model wise with the Wolf Guard Terminators.
>Fenrisian Wolves: This might be an odd one, but 15 rabid teeth filled Meat Shields could both be fun and do a number on most Mob Armies.
>Wolf Scouts: Well, he gives them Preferred Enemy
>Long Fangs: His Preferred Enemy makes them a good choice if you have tooled them up to take on multiple types of targets.
What do others do for him?
>Rune Priest: Can give him decent buffs.

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

Name: Wolf Guard Battle Leader
FOC: HQ
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Bolt Pistol
Chain Sword
Frag & Krack Grenades
Power Armor [Save: 3+]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character
OPTIONS:
Take up to two Fenrisian Wolves
Replace Power Armor Runic Armor
Take Melee Weapons
Take Ranged Weapons
Take Special Issue Wargear
Take Relics of the Fang
Replace Power Armor with Terminator Armor [Only take Terminator Weapons & Special Issue Wargear]

Can replace one Weapon with a Storm Shield
Take a Thunderwolf Mount
RELICS OF THE FANG
The Armor of Russ [2+/4++ Armor that gives your opponent a -5 to Initiative]: Is really only good for a Wolf Guard Battle Leader. It will give him a 4++ and the -5 to Initiative effect. This would be a good choice if you are using an unwieldy Weapon or you want to go off first.
The Bite of Fenris [Sort of a Special Ammunition for your Bolt Gun]: Helwinter Bolts, S4, AP5 Helfrost, a good choice for taking down Multi-Wound models at range. Flametide Bolts, S5, AP4, Ignore Cover, good for taking down lots of things, I would even use it against Transports that popped Smoke or vs. Scouts. Is relatively cheep, though it will cost you the ability to Assault after firing unless you are in Terminator Armor.
Back Death [S+2, AP2, Melee Unwieldy axe that gives you +3 Attacks if you are outnumbered]: This looks to be a Brutal Weapon.
Helm of Durfast [Gives you Re-Roll to Hit rolls and Ignore Cover: This could be good for any Model
Fangsword of the Ice Wolf [S+1, AP3 Rending Helfrost Sword]: If you plan on getting into lots of Challenges, this is the weapon for you. S6 if one a Thunderwolf.
The Wulfen Stone [Unit has Furious Charge and the Model has Rage]: This is another good choice for a Thunderlord.
What does all of this mean?
Well there are a lot of options for your Wolf Guard Battle Leader. It depends on what you want him to do.
A basic Cheep Power Armored Wolf Guard Battle Leader: Just take a Power/Frost Weapon and leave him at that. I would suggest avoiding Power/Frost Axes, Power Fist or Thunder Hammers to take advantage of his I5. [Runs about 65-75 points depending on if you take Melta-Bombs.]
Basic Cheep Terminator Wolf Guard Battle Leader: Just take Terminator Armor and at most upgrade to a Frost Sword. [Runs about 90-95 points]
Basic Cheep Thunderlord: Just take a Thunderwolf and Maybe take a Frost/Power Weapon. Without the Weapon your Attacks are still Rending [Should run 100-120 points]
Cheep Biker-Lord [This goes the same for a Sky-Lord, just replace the bike with a Jump Pack]: Just take a Bike and a Power/Frost Weapon [Should Run 85-105 points]
Gunline Wolf Guard Battle Leader: Take either Terminator Armor or stay with Power Armor and take a Combi-Weapon or The Bite of Fenris, Helm of Durfast. A Melee Weapon is not a bad choice.
Assault Based Wolf Guard Battle Leader: This is sort of an all or nothing build. Storm Shield/Weapon, usually a Thunder Hammer or Wolf Claw. Wolf Claw/Power Fist/Thunder Hammer, giving you the choice of I5 or I1 Attacks. This works best with all of the Basic Options, though A Thunderlord with a Storm Shield/Thunder Hammer will be running around with a 3+/3++ S10 Attacks. Replacing your Power Armor with the Armor of Russ make the Unwieldy less important, but costly.
What he does for everyone else?
Other than his LD 9 and becoming a it will all depend on your Warlord Trait.
>Saga of the Warrior Born [Re-rolls in Challenges]: Well this does nothing for the army, but make the Wolf Guard Battle Leader good in Challenges
>Saga of the Wolfkin [12” Furious Charge to TWC and Fenrisian Wolves]: This is great if you are running a TWC/Wolf Army.
>Saga of the Beast Slayer [Monster Hunter]: Giving his Unit Re-Rolls vs. Monstrous Creatures will really help them vs. some armies.
>Saga of the Bear [Gives unit FNP 6+]: This is a good one for Him and his unit, most effective for TWC or Biker Units where there are more weapons you can get your FNP against.
>Saga of the Hunter [Outflank and Stealth]: Gives him and His Unit Outflank and Stealth. This could be real interesting for your Terminator Wolf Guard Battle Leader and scary for your Opponent if you have a Thunderlord.
>Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
What do others do for him?
>Wolf Priest: Can give him decent buffs.
>Rune Priest: Can give him decent buffs.

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
Stealthy Space Wolves Scout





Sydney

 Anpu42 wrote:
Basic Cheep Terminator Wolf Guard Battle Leader: Just take Terminator Armor and at most upgrade to a Frost Sword. [Runs about 90-95 points]
What about a Wolf Claw instead of Frostsword? For only 5pts more you get re-rolls to wound. Specialist weapon won't matter in this case because you don't have a 2nd weapon anyway

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 karlosovic wrote:
 Anpu42 wrote:
Basic Cheep Terminator Wolf Guard Battle Leader: Just take Terminator Armor and at most upgrade to a Frost Sword. [Runs about 90-95 points]
What about a Wolf Claw instead of Frostsword? For only 5pts more you get re-rolls to wound. Specialist weapon won't matter in this case because you don't have a 2nd weapon anyway

True that is a good choice.

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

Name: Bjorn Fell-Handed
FOC: HQ
UNIT TYPE: Vehicle (Walker, Character
UNIT COMPOSITION: 1 Model (Unique
WARLORD TRAIT:
>Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
WARGEAR:
Assault Cannon
Smoke Launchers
Spotlight
SPECIAL RULES:
Ancient Tactician: 5+ Seize Initiative
Venerable
Ward of the Primarch: 5++ Save
OPTIONS:
Exchange Assault Cannon for:
>Helfrost Cannon [24”, S6, AP3, Blast, Helfrost or 24” S8, AP1, Helfrost]: This will make him nasty in close quarters vs. most anything.
>Plasma Cannon [36” S7, AP2, Blast, Gets Hot]: With his BS6 he will have only a 1” average Deviation and with the Re-Roll, it will help with that and the “Gets Hot”.
>Twin-Linked Las-Cannon [48”, S9, AP2]: Well it is almost a waste for his BS6, but it is a Twin-Linked Las-Cannon!
May take a Drop Pod.
RELICS OF THE FANG
Trueclaw [S10, AP2, Mastercrafted, Melee, Shred]: This will make him brutal vs. Vehicles and MC even though he is I3. It also comes with a Heavy Flamer for Wall of Death against anyone who Assaults him.
What does all of this mean?
>Base Model [Assault Cannon]: Is a general Duty Dreadnaught that will be tough to kill [5++ Save] and wont miss much. Coming out of a Pod he should inflict a lot of damage and scare your opponent the 1st time you make that 5++ Save.
>Fire and Ice [Helfrost Cannon]: Here he becomes a Multi-Tasker. Freezing Cupcakes and Flaming cones of death for everyone! Or just Make most Vehicles Freeze and then Shatter. Remember the Heavy Flamer is S5 so it will still hurt most Transports.
Long Range Fire Support [Las Cannon]: This will make him a great Vehicle/MC Hunter. If you really are worries about his 3 Hull Points this is probably a great choice.
>Fire Ball! [Plasma Cannon]: With it’s low deviation, this is a great choice for picking off most Models and with his 5++ Save “Gets Hot” becomes even a less of a threat. {Rolled Gets Hot take a Re-Roll, Still Rolled it, then on a 4+ Nothing Happens, fail that, get a 5++ Save}
What he does for everyone else?
Saga of Majesty [12” Re-Roll Moral and Pinning Test]: This gives him a 12” Command Bubble to keep your Units in the fight a little longer.
Ancient Tactician: This give you a better chance of taking the 1st turn away from your opponent. {Or what happens to me, I win the chance to go first every time I take Bjorn}
What do others do for him?
>Rune Priest: Can give him Some buffs.
>Iron Priest: He is your friend. Give him a Thunderwolf, some Servitors and some Cyberwolves and he can cast Cure Light Wounds on you all day long.

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

Name: Blood Claws
FOC: Troops
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-15 Models
WARGEAR:
Power Armor [3+]
Frag and Krack Grenades
Bolt Pistol
Close Combat Weapon
SPECIAL RULES:
Acute Senses [Re-Roll Outflanking Result]
And They Shall Know Fear [Auto-Regroup]
Counter Attack [+1 Attack when Assaulted]
Rage [+2 Attacks on the Assault]
OPTIONS:
One Blood Claw may replace his Bolt Pistol with a Plasma Pistol
One Blood Claw may replace his Close Combat Weapon with a Power Weapon or Power Fist.
One Blood Claw may take one Weapons from the Special Weapons List [Flamer, Melta-Gun, Plasma-Gun] and a 2nd at 15 Models.
One Blood Claw may be made into a Wolf Guard Pack Leader giving him access to Melee Weapons, Ranged Weapons and even Terminator Armor.
The Blood Claws Pack may select one of the following as a Dedicated Transport: Rhino, Razorback, Drop Pod or Storm Wolf.
What does all of this mean?
Well, basically that they are a Short Ranged Assault Unit.
It also depends on how you use them and what Weapons you Take.
>Plasma Pistol: This weapon is great for dealing with High Toughness Models and Low AP Vehicles. Also since it is a pistol it won’t cost you an Attack.
>Power Axe [S+1, AP2, Melee, Unwieldy]: This is a good Anti-High Armor Weapon and being Unwieldy it wont hurt you to much because it is not on a “Character”. With it being a normal Melee Weapon it will still give you a extra Attack.
>Power Lance [S-User, AP-4, Melee/On the Assault: S+1, AP3, Melee]: Not used much, but this might be the right unit for them. It is fluffy as Spears are a very “Viking” Weapon. That on and the Assault you would normally get 4 S5 AP3 Attacks. This can be devastating to almost anything, but TEQs and Light Transports.
>Power Maul [S+2, AP4, Melee, Concussive]: This is also an under appreciated, though it you are going to be leading them with a Wolf Priest or planning on taking on MCs or Transports I would leave it at home.
>Power Sword [S-User, AP3, Melee]: Good Reliable and strait forward, a great choice as a general duty weapon.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Like the Power Axe you will benefit from not being a Character. Normally you will be getting of 3 S8 Attacks making it good vs. Vehicles, MCs and T4 or less Models.
[It may seem odd the order I am doing the Special Weapons, but you will understand by the time I am though.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot: FOR THE LOVE OF THE EMPEROR WHY WOULD YOU GIVE THESE TO BLOOD CLAWS! These are Great Weapons, but this is one of the worst thing you can do to Blood Claws. You use them and you can’t Assault and they out range any other weapons you can carry. The only time a Plasma Gun should be as a Combi-Plasma for the WGPL in Terminator Armor, and you should be slapped if you take one of those [will get into that later].
>Melta-Gun [12”, S8, AP1, Assualt-1, Melta]: 12” Ranged High Strength and AP Assault Weapon, seems perfect for Blood Claws, but it has an issue, you BS3 and changes the Focus of your Blood Claws. You now have 13 other models escorting a pair of Anti-Tank Weapons. Yes one should hit, but if it does not penetrate, now what? Assault the Land Raider hoping that the Power Fist can get 3 Glancing Blows. I would advise against it, but if you are going to do it you are going to need to do a few things.
1] Take a Wolf Priest [Ulrik would be the best choice unless you want your Blood Claws to only be good vs. Vehicles].
2] Take a Power Fist, I would suggest you give it to one of the Melta-Guns so as not to loose attacks.
3] Take a WGPL with at least one of the following; Power Fist, Thunder Hammer, and/or Melta-Bombs.
>Flamer [Template, S4, AP5, Assualt-1]: Of the three the best overall choice. Remember Blood Claws are for engaging other Infantry, Beast, Cavalry and Light Vehicles. The Template ignores your BS3 and can take out multiple models and gives you 2 Wall of Death Rolls if you are assaulted. Also in a indirect way it will help you with your Assault Range. You are going to want to get as many models under the template so you are going to try and get as close as possible before using it.
>Wolf Guard Pack Leader: He is a double edge sword, unless you give him a Storm Shield he will most likely die in a challenge, but if you don’t take him you loose out on a chance for another Power Weapon. Here are some suggestions on how to tool him up.
1] Take a Storm Shield.
2] Keep him away from unwieldy Weapons, I suggest Power Lance, Power Maul, Power Sword, Frost Sword or Wolf Claws.
3] Avoid Terminator Armor, it will slow you down by not letting you make Sweeping Advances. This might not seem like a lot, but odds are you will inflict more wounds a lot of the time. The number of times in inflicted 8-14 casualties to an Ork Mob bringing them down to 10 or less models and then taken them out with a sweeping Advance, If I was being lead by Terminator Armor I would just watch them run away.
Dedicated Transports [Rhino, Razorback, Drop Pod, Stormwolf]:
1] Rhino, not a great transport for Blood Claws, it cost you a second special weapons and you can’t assault out of it so it does not really fit within why you are taking them in the first place.
2] Razorback, why? 5 Blood Claws are going to not do a lot, would be best to leave these to the Grey Hunters and Old-timers’.
3] Drop Pod Blood Claws are cheep and gets you into Assault Range Quickly, at the cost of your second Special Weapon. This is one for being lead by a WGPL with a Storm Shield and a Priest to absorb some of the incoming fire.
4] Stormwolf, now this one seemed to be made for Blood Claws. It will hold a full sized Blood Claws + A character [Some sort of Wolf Priest most likely.]
How to use and Abuse them.
>Ragnar Blackmane: He gives you LD 10, Furious Charge and Challenge Protection. There is nothing like 60 S5 Attacks.
>Harald Deathwolf: Well other than being awesome, he gives you Outflank.
>Wolf Priest: Fearless and Preferred Enemy vs. one type of Enemy.
>Ulrik the Slayer: Fearless, Monster Hunter and Preferred Enemy.
>Lukas the Trickster: Challenge Magnet.
>Stormwolf: 15 Blood Claws and a Wolf Priest/Ulrik or Ragnar.
>Land Raider Crusader: See above.
>The Wulfen Stone: Put it on a Wolf Priest and load them all up on a Stormwolf or LRC.





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
Stealthy Space Wolves Scout





Sydney

Nice to see (all types of) Blood Claws finally viable again!

I dislike any codex that show-horns us into playing the same 3 units every battle

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Name: Lucas the Trickster
FOC: Troop
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model
WARGEAR:
Plasma Pistol
Frag & Krack Grenades
Power Armor [3+]
Wolf Claw
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Independent Character
Blood Claw Hero: Can only join Blood Claws and if the army list includes Blood Claws he does not take up a slot on the FOC.
The Last Laugh: If he is slain in a Challenge he may take his opponent with him.
Rebellious: When part of a Blood Claw Pack it is LD8 no mater what.
RELICS OF THE FANG
Pelt of the Doppelganger: Opponents to Lukas in a Challenge have -3 to WS.
What does all of this mean?
For what is supposed to be a very dynamic character he is pretty one dimensional, but that one dimension is VERY Focused. He looks to be good for Challenges and that is about it, especially with The Pelt and Last Laugh.
What he does for everyone else?
Not much other than draw attention from other units while on the field.
What do others do for him?
>Wolf Priest: Adding him to a Pack with Lukas solves the LD8 problem and give him Re-Rolls.
>Rune Priest: Can give him some decent Buffs.
>Stormwolf: This can give him a quick way to get into an Assault
>Land Raider Crusader: This should get him into an Assault Safely.

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

Name: Grey Hunters
FOC: Troops
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Power Armor [3+]
Frag and Krack Grenades
Bolt Gun
Bolt Pistol
SPECIAL RULES:
Acute Senses [Re-Roll Outflanking Result]
And They Shall Know Fear [Auto-Regroup]
Counter Attack [+1 Attack when Assaulted]
OPTIONS:
Any Grey Hunter may take a Close Combat Weapon
One Grey Hunter may replace his Bolt Gun or Bolt Pistol with a Power Weapon or Power Fist.
One Grey Hunter may replace his Bolt Pistol with a Plasma Pistol
One Grey Hunter may take one Weapons from the Special Weapons List [Flamer, Melta-Gun, Plasma-Gun] and a 2nd at 10 Models.
One Grey Hunter Pack may take a Wolf Standard [12” Re-Roll Moral, 6” +1 Attack]
One Grey Hunter may be made into a Wolf Guard Pack Leader giving him access to Melee Weapons, Ranged Weapons and even Terminator Armor.
The Grey Hunter Pack may select one of the following as a Dedicated Transport: Rhino, Razorback, Drop Pod or Storm Wolf.
What does all of this mean?
Well, basically that they are a Medium Ranged Combat Unit. It also depends on how you use them and what Weapons you Take.
>Plasma Pistol: This weapon is great for dealing with High Toughness Models and Low AP Vehicles. Also since it is a pistol it won’t cost you an Attack.
>Power Axe [S+1, AP2, Melee, Unwieldy]: This is a good Anti-High Armor Weapon and being Unwieldy it won’t hurt you to much because it is not on a “Character”. With it being a normal Melee Weapon it will still give you a extra Attack.
>Power Lance [S-User, AP-4, Melee/On the Assault: S+1, AP3, Melee]: Not used much, but this might be the right unit for them. It is fluffy as Spears are a very “Viking” Weapon. That on and the Assault you would normally get 4 S5 AP3 Attacks. This can be devastating to almost anything, but TEQs and Light Transports.
>Power Maul [S+2, AP4, Melee, Concussive]: This is also an under appreciated, though it you are going to be leading them with a Wolf Priest or planning on taking on MCs or Transports I would leave it at home.
>Power Sword [S-User, AP3, Melee]: Good Reliable and strait forward, a great choice as a general duty weapon.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Like the Power Axe you will benefit from not being a Character. Normally you will be getting of 3 S8 Attacks making it good vs. Vehicles, MCs and T4 or less Models.
>Flamer [Template, S4, AP5, Assualt-1]: This is a great choice if you are being an Assault Unit. One or two Flamer Templates can really soften of your opponent before the Assault. I would augment them with a Power Weapons of some sort and buy Close Combat Weapons for the rest of the Pack.
>Melta-Gun [12”, S8, AP1, Assualt-1, Melta]: This is a great use for Grey Hunters as a Tank/MC Hunting Unit. Take a Power Fist and possibly upgrade to a Wolf Guard Pack Leader with Melta/Bombs and/or Power Fist/Thunder Hammer. This is one of the few units I think Terminator Armor with a Chain Fist and Combi-Melta might be worth it. Unless you are planning in taking on MCs, Close Combat Weapons might be an option.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: This is a great way to make your Grey Hunters a Multi-Tasker. You have High Strength 24” Weapons, though I would suggest only taking them with a 10 Model Pack for the Maximum Affect.
Dedicated Transports [Rhino, Razorback, Drop Pod, Stormwolf]:
1] Rhino, a great transport for Grey Hunters. You can put two Special Weapons out the Firing Port. Adding a second Storm Bolter along with two Plasma Guns give you a 41st Century M113 ACCV. Don’t forget the Dozer Blade.
2] Razorback, could be a great choice if you like MSU Tactics. I would try match the Razorback to the Grey Hunter Pack. Heavy Flamers for Flamer-Hunters, Assault Cannons or Las Cannon for Melta-Hunters, Las Cannon and TL-Plasma Gun for Plasma-Hunter.
3] Drop Pod Grey Hunters are cheep and gets you into Range Quickly. This is one for being lead by a WGPL with a Storm Shield and/or a Priest to absorb some of the incoming fire.
4] Stormwolf, is a great Choice to get across the field for taking and holding objectives. This also lets you take Terminator Armor and a IC with you.
How to use and Abuse them.
>Ragnar Blackmane: He gives you LD 10, Furious Charge, Rage and Challenge Protection. Mixed with the Banner could give you a lot of S5 Attacks.
>Harald Deathwolf: Well other than being awesome, he gives you Outflank.
>Wolf Priest: Fearless and Preferred Enemy vs. one type of Enemy.
>Ulrik the Slayer: Fearless, Monster Hunter and Preferred Enemy.
>The Wulfen Stone: Put it on a Wolf Priest and load them all up on a Stormwolf or Land Raider.
>Flamer-Hunters: Probably a grate choice for taking AND Holding Objectives. 2 [3 if you have a WGPL with a Combi-Flamer] should be able to push off most infantry units. Once you are there your Counter Attack and Flamers should discourage assaulting you.
>Melta-Hunters: 5 of them in a Razorback or 10 in a Drop Pod, either way both should get you close to your target. If you are not concerned about Challenges take a WGPL with a Combi Melta.
>Plasma-Hunters: Very Similar to the Melta-Hunters, but can also make a great Objective Holder. A full pack of 10 out of a Drop Pod can really do a number on most Armor-Units (7 Plasma Shots into the Rear of a Leman Russ Squadron or Terminator Squad). Put them in a Ruin on or near an Objective or Behind an ADL to Hold your Objectives. You can even use them to go and take Objectives either on foot or in a Transport.
Note on Pack Size:
5 Model Pack: Minimum Pack size, lets you take 1 Special Weapon and WGPL with a Combi-Weapon. Fits in all of the Transports. If you take the WGPL in Terminator Armor it restricts you to Drop Pods, Stormwolves and Stormfangs.
6 Model Pack: Perfect size for the Razorback or Stormfang. WGPL in Terminator Armor restricts you to the Drop Pod or Stormwolf. I would not bother with Terminator Armor.
9 Model Pack: This assumes you take a WGPL in Terminator Armor for Podding in, though you are restricted to 1 Special Weapon and one Combi-Weapon. If this is so you can put a Character with them I would look into Powered Armored Wolf Guard personally.
10 Model Pack: This gives you 2 Special Weapons and possibly a Combi-Weapon. If you take the WGPL in Terminator Armor this restricts you to the Stormwolf as a Transport.
Where I can see the use of an 8 model Pack it to drag along a Character in Terminator Armor in a Pod, then you might as well drop to 7 take a WGPL in Terminator Armor.
Some notes on the Wolf Guard Pack Leader:
>The Double Edge Sword: With out a WGPL you can still take a Power Weapon, but you are immune to Challenges. With one you can get a Second Power Weapon and/or Combi-Weapon, but can now use him in a Challenge.
>Terminator Armor: I am still not sure if it is worth it most situations. Where it will give you a 2+/5++ Save, it also restricts what Transports you can take and eliminates your chance for Sweeping Advances. Situations where Terminator Armor might be good are MSU Drop Pod, Stormwolf insertion or Gunlines. Bad Situations would be Rhino/Razorback Rush, Against Small Elite Armies that rely on Challenges and against Swarm/Mob Armies.
>Gear Layout: If you are not concerned about Challenges, a Combi-Weapon is the way to go (This works well for Power Armor or Terminator Armor). If you are concerned about Challenges, just grab a Storm Shield.


[Lets just say with the new book I am going to be completely rebuilding my 6 Grey Hunters Packs]

This message was edited 1 time. Last update was at 2014/09/19 18:54:19


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
Savage Khorne Berserker Biker





Sweet post. As a CSM player getting into SW, this is invaluable.

I wish my Berzerkers could take hidden power weapons .

This message was edited 1 time. Last update was at 2014/08/25 17:35:03


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





Riverside CA

Name: Iron Priest
FOC: Elite
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Models
WARGEAR:
Bolt Gun
Frag & Krack Grenades
Runic Armor [2+]
Servo Arm [Sx2, AP1, Melee, Unwieldy, Specialist Weapon]
Thunder Hammer [Sx2, AP2, Melee, Concussive, Unwieldy, Specialist Weapon]
SPECIAL RULES:
Acute Senses
ATSKNF
Battlesmith [Repair Vehicles on a 5+]
Counter Attack
Independent Character
OPTIONS:
Replace Bolt Gun with Bolt Pistol
May take up to 4 Cyberwolves
May take Special Issue Wargear
May take Thunderwolf Mount
What does all of this mean?
He basically can serve one of two major builds, Battlefield Mechanic or Thunderwolf Cavalry light.
Heavy Melee Anti-Armor: With his 3 S10 AP1 Attacks he can do some real damage to vehicles.
What he does for everyone else?
>Mobile Battlefield Medic for Vehicles: Especial on a Thunderwolf or on a Bike.
>Static Battlefield Medic for Vehicles: This is a good choice of if he takes some Servitors.
>Static Fire Support: Take some Servitors with Heavy Weapons.
>Thunderwolf Cavalry Light: Take your 4 Thunderwolves and go after big targets.
>Thunderwolf Cavalry Leader: Maybe not the greatest Thunderwolf Leader, but with this
What do others do for him?
>Wolf Priest: Can give him decent buffs.
>Rune Priest: Can give him decent buffs.
>Thunderwolf Cavalry: Give him a real tough body guard
>Fenrisian Wolves: A cheep Body Guard
>Servitors: Increased Repair of Vehicles
Some Build Notes:
>Melta Bombs: Probably not a great choice with his already High Strength Attack, especially if he is on a Thunderwolf.
>Digital Weapon: This option almost guaranties wounds with a re-roll.
>Space Marine Bike: Good Speed and Relentless.
>Thunderwolf Mount: Good Speed, though I trade the Bolt Gun out for a Bolt Pistol.

Name: Servitors
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 1-5 Servitors
WARGEAR:
Servo Arm [Sx2, AP1, Melee, Unwieldy, Specialist Weapon and +1 to Repair Rolls]
SPECIAL RULES:
Mindlock: If not in the same unit as a Iron Priest there is a 50% of them doing nothing.
Thralls: They do not take up a slot if you take a Iron Priest]
OPTIONS:
Up to two Servitors may take a Heavy Bolter, Multi-Melta or Plasma Cannon.
What does all of this mean?
With out a Iron Priest they will be more of a Liability.
With the Servo-Arm there is not much that can stand up to them in combat if they get a chance to attack.
They can add some decent [if inaccurate] firepower.
What he does for everyone else?
>Vehicles: Restore broken systems and Hull Points [the more the merrier]
What do others do for him?
Other than the Iron Priest there is not a lot that can be done for the.


Uses and Abuses:
Healing Machine: Take an Iron Priest and multiple Servitors to keep your Machines in fighting shape.
Fire Base: Take a number of Servitors loaded with Heavy Weapons [Any extra Servitors will just be extra wounds.]. These is no substitute for Long Fangs.
>Heavy Bolters: A good choice if you are planning on getting in close and/or fighting hordes.
>Multi-Melta: Out of a Pod this could be a nasty for Anti-Tank work.
>Plasma Cannon: Good long range Firepower.
Cavalry: Load up the Iron Priest with 4 Thunderwolf and go nuts. Though if you take the Servitors, they will slow you down.

I am thinking of taking a Iron Priest, 4 Cyberwolves and 5 Servitors [2 with Plasma Cannons] to support my Plasma Cannon Armed Bjorn.



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

Name: Wolf Scouts
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Scout Armor [4+]
Bolt Gun
Bolt Pistol
Frag & Krack Grenades
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
Infiltrate: [Move close to the enemy, Enter from the sides of the Battlefield from reserves and with the Scout Rules may make a Scout move after Infiltrating.]
Move Though Cover: Rolls and extra die when moving though Difficult Terrain.
Scout: You can make a move after deployment.
OPTIONS:
All Wolf Scouts may buy Camo-Cloaks [Gives Stealth]
Any Wolf Scout my change his Bolt Gun for a Close Combat Weapon, Shotgun or Sniper Rifle.
Up to two Wolf Scouts may replace their Bolt Gun for a Plasma Pistol or Power Weapon.
One Space wolf may take a Special Weapon [Flamer, Melta-Gun, Plasma-Gun, Heavy Bolter or Missile Launcher with Flak Missile as an option]
May Upgrade one Wolf Scout to a Wolf Guard Pack Leader:
>Gains Power Armor, Melee Weapons and Ranged Weapons.
>May take Melta-Bombs
What does all of this mean?
Wolf Scouts are a Jack of trades, which means Master of None.
How to Use an Abuse them
>Basic Bolter Wolf Scouts: No real mods keep them simple. With Outflank they can make a good late game Objective Stealer.
>Close Combat Wolf Scouts: Take Pistols and Shotguns and/or Close Combat Weapons. You might not be able to Assault right away, but vs. WS3 Armies they should do well.
>Sniper Wolf Scouts: Take Sniper Rifles and Camo-Cloaks. Unlike most Marine Snipers they have more than a 50%/50% chance of hitting.
>Plasma Pistol: These are a good choice, mostly because you trade in your Bolt Gun for the Plasma-Pistol, leaving you with your Bolt Pistol allowing you to use Gunslinger and you still get an extra attack for having the second Pistol.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models, something you should not really do with scouts.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon, great for Close Combat Wolf Scouts.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs, as you can't get a Power Fist without taking a Wolf Guard, Pack Leader].
>Power Sword [S-User, AP3, Melee]: A good basic choice for a Close Combat Wolf Scout Pack.
>Flamer [Template, S4, AP5, Assault-1]: If you are planning on taking Close Combat Wolf Scout Pack for that extra punch before the Assault.
>Melta-Gun [12” S8, AP1, Assault-1]: If you are going to go Tank or MC hunting this is a good choice. Bolt Pistols and Shotguns are what I would suggest for the companion weapons, that and Power Axes or Power Mauls.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: If you are going to use Bolt Guns this is a good choice, Camo-Cloaks might also be a good choice as you are probably no going to be mobile and sitting in some sort of cover.
>Heavy Bolter [36”, S5, AP4, Heavy-3]: A good choice for both Bolter/Sniper Wolf Scouts. I added Sniper Wolf Scouts as they both have the same range.
>Missile Launcher [Frag: 48”, S-4, AP5, Heavy-1, Blast/Krack Missiles: 48”, S8, AP3, Heavy-1/Flak: 48”, S7, AP4, Heavy-1, Skyfire]: Not a bad choice for MC/Vehicle hunting or Anti-Air, but not great either.
>ADL: This is a good choice to buy for Bolter/Sniper Wolf Scouts. Take a Quad Gun and a Missile Launcher for AAA and you should do ok.

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

Name: Lone Wolf
FOC: Elite [Mat take one for Every Wolf Guard and/or Troop Choice]
UNIT TYPE: Infantry
UNIT COMPOSITION: 1 Model
WARGEAR:
Bolt Pistol
Chain Sword
Frag & Krack Grenades
Power Armor [Save: 3+]
SPECIAL RULES:
Acute Senses
Eternal Warrior
Fell No Pain [5+]
Fearless
Counter Attack
Independent Character
A Glorious Death: Lone Wolves can never be Scoring Units.
Pack of One: Can Never be joined by an Independent Character
OPTIONS:
May take up to 2 Fenrisian Wolves
May Take Melee and/or Ranged Weapons
May take Melta Bombs
May Replace Power Armor with Terminator Armor and take Terminator Weapons
What does all of this mean?
He is an army of one, and that is about it. Best suited in the Close Combat Role.
What he does for everyone else?
Not much other than being a Bullet Magnet.
What can you do with him?
Keep him cheep and simple and not give him anything. Not a great options, but if you have a few points left, sure why not.
Fenrisian Wolves: Who would not want a pair of Rabid Attack Puppies with them. They make great Meat Shields.
Power Armor Frost/Power Weapons: This is a good basic choice for him giving him the ability to bypass Armor.
>Frost Axe [S+2, AP2, Melee, Unwieldy]: This a good choice giving you S6 Attacks making it great for Monsters and Vehicles. Though with Unwieldy I would take it with another Melee Weapon or Storm Shield.
>Frost Sward [S+1, AP2, Melee]: This is a great choice giving you S5 Attacks making your Lone Wolf a Threat against MCs and Light Vehicles.
>Power Axe [S+1, AP2, Melee, Unwieldy]: Nice and relatively cheep, but I would just go with the Frost Axe and get the better Strength.
>Power Lance/Spear [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon, great for Close Combat.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs.
>Power Sword [S-User, AP3, Melee]: A good basic choice for a Close Combat.
>Wolf Claw(s) [S+1, AP3, Melee, Shred, Specialist Weapon]: A Great and Fluffy Weapon. Can be taken in pairs, Solo or with another Specialist Weapon. As a pair it gives you 3 S5 Attacks with re-roll to wounds. It is also a great choice if you have a Storm Shield as you are only getting 2 attacks anyways. As a Specialist weapon you can team it up with a Power Fist or Thunder Hammer giving you a choice in how you attack.
>Power Fist [Sx2, AP2, Melee, Specialist Weapon, Unwieldy]: The Classic weapon for trashing Monsters and Vehicles alike. Best teamed up with a Storm Shield or other Specialist Weapon.
>Thunder Hammer [Sx2, AP2, Melee, Concussive, Specialist Weapon, Unwieldy]: Similar to the Power Fist with the Cool Factor and the ability make your target go off at I1 for the next turn.
>Storm Shield [3++ Save]: Always a good choice for a Solo Model.
>Melta-Bombs [S8, AP1, Melta, Unwieldy, Grenade (I Attack Only)]: If you are going to take on Tanks or MCs without taking a Power Fist or Thunder Hammer this is a good choice.
>Bolt Pistol [12”, S4, AP5, Pistol]: A good choice if you are going to keep him simple with a Frost or Power Weapon.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: With FNP and a Frost/Power Weapon you can be a threat to most things on the battlefield.
Storm Bolter [24”, S4, AP5, Assault-2]: If you take a Solo Specialist Weapon and want some shooting.
>Combi-Weapon: I think these would be better suited for Terminator Armor.
Terminator Armor Options.
>Frost Weapons: Cheep and good Option to add a Punch, though probably better suited for a Powered Armor Lone Wolf.
>Power Weapons: They are free with the Terminator Armor and still work well.
>Specialist Weapons: All of them are great choices.
>Chain Fist [Sx2, AP2, Armor Bane, Specialist Weapon, Unwieldy]: Great for Tank Hunting.
>Combi-Bolter [24”, S4, AP5, Rapid Fire]: Your basic Bolter and with your Relentless, you will be able to Assault after firing.
>Combi-Flamer [Template, S4, AP5, Assault-1]: If you think you may be taking on squads of infantry.
>Combi-Melta [12”, S8, AP1, Melta]: Great for Tank Hunting
>Combi-Plasma [24”, S7, AP2, Rapid Fire, Gets Hot]: Good for taking on Vehicles or MCs and with your Relentless, you will be able to Assault after firing.
Some Build Concepts:
>Muzzle and Blitz [This build is based on my Pair]: Frost Sword and Storm Shield. With a pair of Wolves is 71 points each, 76 with Melta Bombs.
>Anti-Everything: Terminator Armor, Chain Fist and Lighting Claw.
>Thunder and Lighting: Thunder Hammer and Wolf Claw.
>Duelist: Wolf Claw and Storm Shield
Transportation Options:
Hoofing it: Just have him run on his own two feet.
Terminator Armor: You can just Teleport in.
Rhino: With them as a Fast Attack option, but I think it would be a waist of space and you cant take Terminator Armor.
Razorback: This feels a little better as a transport, and it can kill things along the way. Still no Terminator Option.
Drop Pod: This can get him close right away, but I would only take this one with a Storm Shield to survive the incoming fire.
Land Raider: A lot of points to get one model across the board.
Stormwolf: A lot of points to get one model across the board.
Stormfang Gunship: Oddly enough I find this one a good choice. If you are planning on taking one, why not toss in an Anti-Everything Lone Wolf to jump out at some point and scare your opponent

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/ 
   
 
Forum Index » 40K General Discussion
Go to: