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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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]
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.
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.
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
Name: Dreadnaught
FOC: Elite
UNIT TYPE: Vehicle (Walker)
UNIT COMPOSITION: 1 Model
WARGEAR: Multi-Melta
Power Fist [S2x (10), AP2, Melee, Specialist Weapon] with Built in Storm Bolter [24”, S4 AP5, Assault-2]
SPECIAL RULES: [Venerable Dreadnaught (only): Re-Roll Penetration Results taken]
OPTIONS: Take Dreadnaught Weapons: May Trade Multi-Melta for one of the Following: >Assault Cannon [24”, S6, AP, Heavy-4, Rending]
>Helfrost Cannon [Dispersed: 24” S6, Ap3, Blast, Heavy-1, Helfrost or Focused: 24” S8, AP1, Heavy-1, Helfrost]
>Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]
>Twin-Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
>Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]
>Twin-Linked Heavy Flamer [Template, S5, AP4, Heavy-1]
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]
May Replace Power Fist with built in Storm Bolter with one of the following: >Great Wolf Claw [Sx2, (10), AP2, Melee, Shred, Specialist Weapon] with Built in Storm Bolter [24”, S4 AP5, Assault-2]
>Missile Launcher [Frag Missiles: 48”, S4, AP5, Blast, Heavy-1 or Krak Missile: 48”, S8, AP3, Heavy-1]
>Twin Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
Replace Storm Bolter with Heavy Flamer [Template, S5, AP4, Heavy-1]
May take Extra Armor
May Take Smoke Launchers
May Upgrade to Venerable Dreadnaught
>Replace all Weapons with Fenrisian Great Axe [Sx2 (10), AP2, Melee, Mastercraft] and Blizzard Shield [3++ Save, Front Only]
May take a Drop Pod as a Dedicated Transport.
What does all of this mean? The regular Dreadnaught can be an excellent Fire Platform that with a Drop Pod can be placed anywhere.
The Venerable Dreadnaught can be both a Great Fire Platform or Melee Monster.
What he does for everyone else? Other than draw fire, inflict a lot of damage against its intended target.
Some Common Build: Close in Fighting Dread: Take an Assault Cannon and Heavy Flamer and it becomes a good in close fighter.
Dakka-Dread [Though not seen much it has done well with me as a “For Fun Unit”]: Take the Twin-Linked Heavy Bolter and Storm Bolter. This gives you good firepower vs. T3 Armies.
Fire and Ice: Take a Helfrost Cannon and Heavy Flamer. This is a good choice if you are Podding in or as a TAC choice.
Fire Storm: Take a Twin Linked Heavy Flamer and a Heavy Flamer. This will make a mockery of any unit hiding in cover. It will also make most think twice before Assaulting you.
Fireball: Take the Plasma-Cannon. Good vs. just about everything, but Tanks and Aircraft.
Long Range Dread: Take the Missile Launcher and Twin-Linked Las Cannon. This gives you a lot of Long Range High Strength Firepower good for Tanks and MCs.
Rifleman Dread [Called such after the BattleTech Mech the Riflemen]: Take both Twin-Linked Auto-Cannons. This gives you a lot of Long Range Mid-Powered Fire Support. With its Re-Rolls can make a decent Anti-Aircraft Platform. It also works well against most other targets.
Sword and Board Fighter [Ok, it's actually Axe and Shield, but for us it does not roll off the tongue as well]: Take the Fenrisian Great Axe and Blizzard Shield. They can make a grate “Shield Wall” for other units. Two of them can easily walk in front of what ever unit you want to protect giving them a Cover Save. This is also a good one to drop next to MCs and other large Vehicles.
True Rifleman [The original BattleMech had 2 Auto-Cannons and 2 Laser Cannons]: Take Twin-Linked Auto-Cannons and Twin-Linked Las-Cannon. It does not have the same Rate of Fire as the Rifleman, but a significant improvement of Raw Firepower.
Name: Murderfang
FOC: Elite
UNIT TYPE: Vehicle (Walker, Character)
UNIT COMPOSITION: 1 Model [Unique]
WARGEAR: Searchlight
SPECIAL RULES: Furious Charge [S+1 on a Charge]
It Will not Die [Regeneration]
Rage [+2 Attacks on the Charge]
Rampage [+1d3 Attacks when outnumbered]
Murderlust: Murderfang ignores the effects of Crew Shaken or Crew Stunned (but still loses a Hull Point).
RELICS OF THE FANG: The Murderclaws [S7, AP2, Melee, Mastercrafted, Shred, Specialist Weapon]
One Murderclaw has a Heavy Flamer [Template, S5, AP4, Assault-1]
One Murderclaw has a Storm Bolter [24”, S4, AP5, Assault-2]
OPTIONS: May take a Drop pod
What does all of this mean? He is basically a Lone Wolf stuffed in a Dreadnaught.
What to use him for? Other than draw fire, inflict a lot of damage against its intended target there is not much here. He would probably do best taking on Multi-Model Units to take advantage of his Rampage.
Out of a Drop Pod he can still Shoot.
I would not run him by himself, give your opponent something else to shoot at like a Sword and Board Dread or Storm Shield equipped units.
Name: Wolf Guard [Power Armored]
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Bolt Pistol
Chain Sword
Frag & Krack Grenades
Power Armor [Save: 3+]
SPECIAL RULES: Acute Senses
ATSKNF Counter Attack
OPTIONS: May replace their Bolt Pistol and/or Chain Sword for a Bolt Gun.
Any Model may take items from Melee and Ranged Weapons
Any Model may take Melta Bombs
The whole Pack may Take Bikes
The whole Pack may take Jump Packs
May take a Rhino, Razorback, Drop Pod, Stormwolf, or any Land Raider as a Dedicated Transport.
What does all of this mean? This looks to be a very customizable unit. You can tool it up to be everything from a Gunline Force to an Assault Force.
Tools of the Trade and how to use and abuse them. >Bolt Pistol & Close Combat Weapon: The standard combination. This combination will give you 4 Attacks. Ragnar or someone with the Wulfen Stone will give you a boost.
>Basic Bolter Wolf Guard: By replacing your Bolt Pistol and/or CCW you can take a Bolt Gun [I would suggest the CCW]. Only lightly more expensive than Grey Hunter they can pull of the same basic job of Taking and Holding Objectives. Someone like a Wolf Priest can add a lot to your ability to project firepower.
>Storm Bolters: These give you the ability to make 2 long range shots and Assault after Firing. These might make a good choice if you only take one Specialist Weapon without a Storm Shield. It could be another good choice for as Objective Holders.
>Combi-Bolters: This creates something similar to the Basic Bolter Guard, but with the addition of additional Firepower.
>Combi-Flamer [Template, S4, AP5, Assault-1]: Good for either Taking or Holding Objective. A hand full of these should clear an objective and then another couple will make others wish they did not Assault you.
>Combi-Melta [12” S8, AP1, Assault-1]: If you are going to go Tank or MC hunting this is a good choice with the advantage of being able to Assault after firing.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A great option for Gunline or dealing with MCs and Armor.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: These are a good choice, mostly because you trade in your Chain Sword 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.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>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 Guards.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs. It also lets you keep the extra attack for having 2 Melee Weapon if taken wit a Pistol.
>Power Sword [S-User, AP3, Melee]: A good basic choice for a Close Combat Wolf Guard Pack.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. Again is a good weapon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
Dedicated Transport Options:
>Rhino [Model Capacity: 10 Models]: A great cheep no frills choice to get your Wolf Guard across the field.
>Razorback [Model Capacity: 6 Models]: Not as cheep as a Rhino, but it gives you extra firepower and can take up to 6 Wolf Guard.
>Drop Pod [Model Capacity: 10 models]: A quick way to get your Wolf Guard into the backfield. Good Weapon choices are Combi-Weapons and a few Storm Shields.
>Land Raider “God-Hammer” [Model Capacity: 10 Models]: A good solid choice with its mix of toughness and Long range Fire Power. Good with both types of Builds.
>Land Raider Crusader [Model Capacity: 16 Models]: This is a good in close Vehicle and with the extra space you can easily add as Wolf Lord or Wolf Guard Battle Leader with his Wolves. Probably best with a Close Combat Build.
>Land Raider Redeemer [Model Capacity: 12 Models]: Similar to the LRC, though instead of Bolters it has Flame Throwers. With its 12 model capacity you could even add a Character in Terminator Armor or both a Rune Priest and Wolf Priest.
>Stormwolf [Model Capacity: 16]: Similar to the LRC, but you must start in Reserves, but when you show up you will move quickly.
Some thoughts on Tactics for Wolf Guard Bikers
Motorized Dragoons: With there Speed, Relentless and Twin Linked Bolt Guns you have the ability to put a decent amount of firepower anywhere you needed quickly. Keeping them relatively cheap and maybe only add things like Melta-Bombs. Don't forget to let your opponent know you have them just to keep Walker and MCs from trying to Assault you.
I would suggest taking a full 10 models for maximum firepower.
Mobile Assault Force: Take “Power Weapons”. A mix of weapons should make it a good “Multi-Tasker” being able to take on most targets.
You should be able to get away with any number of models for this.
Tank Hunters: Take a mix of Combi-Melta and Power Fist/Thunder Hammers, Frost Axes and Power Mauls could also be good choices and many Tanks only have an AV of 11 or 12 on their rear. Storm Shields would also be a good idea as you will be going after Anti-Tank Weapons. Those without S8, AP2 Melee weapons should take Melta Bombs.
A smaller force of 5 models should be all that is needed for this job.
Monster Hunters: Similar to the Tank Hunters, but you could also go with Combi-Plasmas and toss in Power Axes and Power Lances into the mix. Plasma Pistols could also be a good choice as they will give you your extra attack for having two CCWs.
Another Job requiring any number of models.
Infantry Hunters: Taking a mix of Combi-Flamers and Power Weapons should be all that is needed. Good Melee Weapons would be Wolf Claws, Swords Lances and Mauls.
Once more 5-10 models as you feel the need. 5 will do the job vs most armies, though 10 might be required for the larger Mob/Swarm Armies.
Some thoughts on Tactics for Wolf Guard Jump-Packs: First they only come out 6 points per Model more expensive than Blood Claws. This still leaves you with the same number of attacks and more with Counter Attack, plus LD9.
You also have the option of Deep Striking. This can really be helped out by Drop Pods with Locator Beacons.
Jump Dragoons: You could take the Bolt Guns and/or Combi-Weapons, though I would suggest Storm Bolters as you will still be able to Assault after shooting.
I would suggest taking a full 10 models for maximum firepower.
Mobile Assault Force: Take “Power Weapons”. A mix of weapons should make it a good “Multi-Tasker” being able to take on most targets.
You should be able to get away with any number of models for this.
Tank Hunters: Take a mix of Combi-Melta and Power Fist/Thunder Hammers, Frost Axes and Power Mauls could also be good choices and many Tanks only have an AV of 11 or 12 on their rear. Storm Shields would also be a good idea as you will be going after Anti-Tank Weapons. Those without S8, AP2 Melee weapons should take Melta Bombs.
A smaller force of 5 models should be all that is needed for this job.
Monster Hunters: Similar to the Tank Hunters, and toss in Power Axes and Power Lances into the mix. Plasma Pistols could also be a good choice as they will give you your extra attack for having two CCWs.
Another Job requiring any number of models.
Infantry Hunters: Taking a mix of Combi-Flamers and Power Weapons should be all that is needed. Good Melee Weapons would be Wolf Claws, Swords Lances and Mauls.
Once more 5-10 models as you feel the need. 5 will do the job vs most armies, though 10 might be required for the larger Mob/Swarm Armies.
Name: Terminator Wolf Guard
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 3-10 Models
WARGEAR: Power Weapon
Storm Bolter
Terminator Armor [2+/5++]
SPECIAL RULES: Acute Senses
ATSKNF Counter Attack
OPTIONS: Any model mat take a Thunder Hammer/Storm Shield or Paired Wolf Claws.
May take Weapons from the Terminator Melee Weapons and/or Ranged Weapons
At 5 and 10 models one Model can take a Heavy Flamer, Assault Cannon or Cyclone Missile Launcher.
May take a Stormwolf or any Land Raider as a Dedicated Transport.
What does all of this mean? This looks to be a very customizable unit. You can tool it up to be everything from a Gunline Force to an Assault Force.
Tools of the Trade and how to use and abuse them. >Storm Bolters: Your default choice. It is a good basic weapon.
>Combi-Bolters: This option gives a little extra punch to your Shooting. Your Bolt Gun also becomes and Assault weapon.
>Combi-Flamer [Template, S4, AP5, Assault-1]: Good for either Taking or Holding Objective. A hand full of these should clear an objective and then another couple will make others wish they did not Assault you.
>Combi-Melta [12” S8, AP1, Assault-1]: If you are going to go Tank or MC hunting this is a good choice with the advantage of being able to Assault after firing.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A great option for Gunline or dealing with MCs and Armor and you can still Assault after foring it. [my Favorite]
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planing on taking on most units.
Note on Power Weapons: They are free, I generaly mix and mach, so far it has always given me the right tool for the job.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>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 Guards.
>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 solidchoice for a Wolf Guard Pack.
>Chain Fist [Sx2, AP2, Armor Bane, Specialist Weapon, Unwieldy]: Great for cutting up Vehicles.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. Again is a good weapon weapon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
>Land Raider “God-Hammer” [Model Capacity: 10 Models or 5 Terminators]: A good solid choice with its mix of toughness and Long range Fire Power. Good with both types of Builds.
>Land Raider Crusader [Model Capacity: 16 Models or 8 Terminators]: This is a good in close Vehicle.
>Land Raider Redeemer [Model Capacity: 12 Models or 6 Terminators]: Similar to the LRC, though instead of Bolters it has Flame Throwers.
>Stormwolf [Model Capacity: 16 or 8 Terminators]: Similar to the LRC, but you must start in Reserves, but when you show up you will move quickly.
>Drop Pod [Model Capacity: 10 models or 5 Terminators]{Must use a Fast Attack Slot for this one.]: A quick way to get your Wolf Guard into the backfield. Good Weapon choices are Combi-Weapons and a few Storm Shields.
-Need to change the title (you wrote power armour again)
-Where are you getting this "combi-bolter" from?
-Stormwolf troop capacity is 16 (so 8 terminators)
Automatically Appended Next Post: I'd appreciate your views on my proposed list, Anpu
karlosovic wrote: -Need to change the title (you wrote power armour again)
-Where are you getting this "combi-bolter" from?
-Stormwolf troop capacity is 16 (so 8 terminators)
Automatically Appended Next Post: I'd appreciate your views on my proposed list, Anpu
Name: Arjac Rockfist Grimnar's Champion
FOC: Elite
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model (Unique)
WARGEAR: Terminator Armor [2+/5++]
SPECIAL RULES:
Acute Senses
And They Shall Know No Fear
Counter-attack
Grimnar’s Champion: Arjac Rockfist must issue and/or accept a challenge whenever possible. In addition, he re-rolls all failed To Hit rolls when taking part in a challenge.
Independent Character
Stubborn
The Anvil of Fenris: Arjac Rockfist can only join a unit of Wolf Guard or Wolf Guard Terminators. If Arjac Rockfist is included in a Detachment that includes at least one unit of either Wolf Guard or Wolf Guard Terminators, he does not take up a slot on the Force Organization Chart.
OPTIONS: None
RELICS OF THE FANG
Anvil Shield [3++, Eternal Warrior, Hammer of Wrath]
Foehammer [6” S10, AP2, Assault 1 or S10, AP2, Melee, Concussive, Unwieldy.]
What does all of this mean? Like Ragnar and Lucas Arjac is a little one dimensional and in the dimension he is very good at to what he does.
What he does for everyone else? Well his Stubborn really helps any unit he is with.
How to use an abuse Arjac:
Not a lot of options here
Solo: Run him like a Lone Wolf with Anti-Tank Ability.
Power Armored Wolf Guard: While this is one of the two units he can join he is only an Ok Choice. He roves their ability to make Sweeping Advances and remove Cheep Transports other than Drop Pods.
Terminator Wolf Guard: I think this is the best place for him. Put with them and Deep strike near a tank and let his Hammer dot it's job along with a hand full of Combi-Melta's.
Transports: Land Raider [God Hammer] {Capacity 10 Models/5 Terminators}: Put him in with 8 PA Wolf Guard. This is a good way to get him there. Or with 4 Wolf Guard Terminators. I have only two issues with this Land Raider.
1] The God Hammers: They are best when used in a Fire Support Role.
2] Terminator Wolf Guard: It cost you leave your Heavy Weapon.
Land Raider Crusader {Capacity 16 Models/8Terminators}: This is probably the best choice of the Land Raiders. You can put Arjac, a second Character and 6 more Wolf Guard Terminators. This is especially good with the Assault Ramp and Frag Assault Launchers.
Land Redeemer {Capacity 12 models/6 Terminators}: Similar to the LRC, though with a smaller Passenger Capacity and 10 points cheaper. Though it fits a 5 model Terminator Pack with Heavy Weapon.
Stormwolf {Capacity 16 models/8 Terminators}: Another good choice for Arjac, and IC or two and 5-7 Wolf Guard Terminators. Once it arrives you can put Arjac and friends anywhere you want.
Drop Pod {10 Models/5 terminators} [Fast Attack Choice]: This is a quick way to get him in the game on turn 1, though it has the same Limitation as the Land Raider [God Hammer]. His 2+/3++ save and Eternal Warrior he should be around for the next turn.
Stormfang Gunship {Capacity 6 Models/3 Terminators}: This could work, but unless you want to take him alone or with a Character or to.
Automatically Appended Next Post: Speaking of which, you say that Wolf Guard with Jump Packs are good value compared to Sky Claws, and I agree.
But Wolf Guard Bikers are even better value! They're only 5 points more than Swift Claws, and Swift Claws are missing the extra CCW!! I was never happy with the lower stats on my Swift Claw bikers. With the twin linked bolters it wasn't too bad, but BS3 on a single shot meltagun or attack bike's multi-melta was a real let down.
Speaking of the Attack Bike, that's the only real draw back of the Wolf Guard Bikers (that they can't include it).
On the positive note, 12" move, T5 relentless CotGW Wolf Guard with a SS or 2, 2 combi-meltas and a mixture of Power Weapons looks the goods. I'm going to have to try it
I'm thinking... 7 Wolf Guard Bikers - 2 Storm Shields, 2 Combi-meltas, Wolf Claw, Power Axe, Power Fist - 285 The Pack Leader has the claw & one of the shield since he must fight in challenges
Name: Swift Claws
FOC: Fast Attack
UNIT TYPE: Bike
UNIT COMPOSITION: 3-10+1
WARGEAR: Power Armour
Bolt Pistol
Heavy Bolter [36", S5, AP4, Heavy-3] (Attack Bike only)
Frag grenades
Krak grenades
Space Marine bike
SPECIAL RULES: Acute Senses
And They Shall Know No Fear
Counter-attack
Hammer of Wrath
Rage (Swiftclaws only)
OPTIONS: May include up to seven additional Swiftclaw Bikers
Any model may replace their bolt pistol with a Cain sword
One Swiftclaw Biker may replace their bolt pistol with a Flamer, Melta-Gun, Plasma-Gun or Plasma Pistol
One Swiftclaw Biker may take one item from the Melee Weapons list.
May include a Swiftclaw Attack Bike
>May replace Heavy Bolter with a Multi-Melta [24", S8, AP1, Melta, Heavy-1]
May upgrade one Swiftclaw Biker to a Wolf Guard Bike Leader [I think this one is a Must Take]
>Wolf Guard Bike Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
>Wolf Guard Bike Leader may take Melta bombs
What does all of this mean? This is a fast move hard hitting Pack with the Hammer of Wrath and 12” base move.
Use and Abuse Note on the Attack Bike: It has a Bolt Gun and Relentless giving you a 12” Storm Bolter.
>Flamer [Template, S4, AP5, Assault-1]: A grate choice for catching a lot of models without worrying about your BS3.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you take a Wolf Priest is not a great choice because of your BS3
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: I think this is a better choice than the Melta-Gun mostly because of the 2 shots (remember you are relentless).
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: Like the Plasma-Gun is good at taking down many different targets, but where I find it lacking is you do not gain a extra Attack for 2 CCWs.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon.
>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.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not normally give it to the Pack Leader
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. I would not normally give it to the Pack Leader
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection. Mix it with a Melta-Bomb.
>Heavy Bolter [36”, S5, AP4, Heavy-3]: A good choice for a Swiftclaw Pack and their BS3, mostly due to the 3 shots.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: A good choice for Tank/MC Hunter, if you take a Wolf Priest. Once more their BS3 could be a hindrance.
Builds:As a note this is all theory as I have not had much experience with Bike Small and Cheap: Jut take 3 Bikes
Mid Sized: Take 5 or 6 Models one can easily be the Attack Bike.
Full Sized: Take all 10 with the Attack Bike.
Assault Pack: Take the Flamer and a Power Weapon [I like the Lance]. Have the WGPL take either a Power Weapon or Combi-Flamer. If you take the Attack Bike take the Heavy Bolter.
Tank-Hunters: Go with the Melta-Gun and a Power Fist or Thunder Hammer. I would suggest a Combi-Melta and Melta-Bombs for the WGPL. For the Attack Bike go with the Multi-Melta.
Monster Hunters: Go with the Plasma-Gun and a Power Weapon, I would avoid the Unwieldy Weapons. For the WGPL The Comb-Plasma or Power Weapon and/or Melta Bomb. If you take a Non-Unwieldy Weapon it would be worth taking an Unwieldy Weapon as the Pack Melee Weapon. As for the Attack Bike I would go with the Heavy Bolter unless you know you are dealing with real High Toughness Weapon.
IC on a Bike [or Thunderwolf]: Mostly this will give you good Leadership and a Punch in Assaults. The Thunderwolf Can keep up with the Bikes except during Running and Assaults will get a little Wonky.
Rune Priest on a Bike: This can be a real goo boost to the Pack either as a Buffer with Divination or in Combat with the Tempest Powers. This would be a good choice for the Monster Hunter Build because of the Force Weapon ID.
Wolf Priest on a Bike: Another good choice, the Rights of War will help offset the BS3 and always help in an Assault.
Automatically Appended Next Post:
karlosovic wrote: I'm thinking...
7 Wolf Guard Bikers - 2 Storm Shields, 2 Combi-meltas, Wolf Claw, Power Axe, Power Fist - 285
The Pack Leader has the claw & one of the shield since he must fight in challenges
A couple of Melta-Bombs might not hurt, you could easily add 3 to bring you up to an even 300.
If I changed the P.Fist in the Blood Claw unit to an Axe, I could get 2 more
Automatically Appended Next Post: I always ran my Swift Claws with a Wolf Priest In 5/6th ed.
It's probably even more important now because they've lost an attack and kinda need that Preferred Enemy for shooting.
Actually given the large reduction in points for a basic Rune Priest - Prescience would be more versatile than Preferred Enemy (if slightly less reliable)
Name: Rhino
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Rhino
WARGEAR: Storm Bolter [24”, S4, AP5, Assault-2
Searchlight [Ignore Night Fighting Penalties
Smoke launchers [1 Turn 5+ Cover Save]
SPECIAL RULES: Repair: If a Rhino is Immobilized, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that a successful Repair does not restore a Hull Point.
TRANSPORT: Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: Two models can fire from the Rhino’s top hatch.
Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.
OPTIONS: >Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.” >Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Rhino just as a “Battle Taxi”.
How to use and abuse Battle Taxi: Take no upgrades at all. It can get you across the field, but I would not count on it. It also cant help your Pack fight or hold objective well.
M113 ACCV [Armored Cavalry Combat Vehicle]: Take the Second Storm Bolter and a full 10 Model Grey Hunter Pack with both Special Weapons. This gives you a good Rate of fire and you move across the Battlefield. It will also have some ability to hold Objectives.
Rhino Rush: This is an old school trick.
1] Take multiple Rhinos.
2] Place them in a ^ formation.
3] Turn-1 the point Rhino Pops Smoke and the other two use the first one for Cover.
4] Turn-2 a different takes point and Pops Smoke while the others hid and get cover.
5] Rinse-Repeat as Necessary/Possible.
You can use the same trick to protect other vehicles.
Name: Razorback
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Razorback
WARGEAR: Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]: A good solid weapon. It is best at Anti-Infantry and can do some Light Anti-Vehicle Work
Searchlight [Ignore Night Fighting Penalties]
Smoke launchers [1 Turn 5+ Cover Save]
TRANSPORT: Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.
OPTIONS: May replace its Twin-Linked Heavy Bolter with one of the following:
>Twin-Linked Heavy-Flamer [Template, S5, AP4, Assault-1]: Great if you want some up close ignore cover firepower. It could also be good for helping clear objectives.
>Twin-Linked Assault-Cannon [24”, S6, AP4, Assault-4, Rending]: A Great Mid-Ranged weapon. It is also a Multi-Tasker being good at Anti-Armor, MC and Infantry Weapon.
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: This gives you some long range Anti-Tank Weapon. With the Twin-Link it will probably not miss much.
>Las-Cannon [48”, S9, AP2, Heavy-1] and Twin-Linked Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: This is a good mix of Long Range Anti Tank and Mid Ranged firepower.
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Razorback just as a “Battle Taxi”.
How to use and abuse
HMMWV: Take no upgrades at all. It can get you across the field and the Heavy Bolter works like an M2HB. It will get your 5-6 Model Pack across the battlefield.
Warrior APC: Again make it simple. Upgrade the Heavy Bolter with most anything giving you some extra firepower. The Assault Cannon would be a good choice.
Bradley Fire Team: Take one of the two Las-Cannon Options. You can use it to fight along side your Pack or use it to just a transport with a BFG. Don't forget the HK Missile
M-18 Hellcat [Fast Attack Option]: Take the Twin-Linked Las-Cannon. Then Shoot and Scoot (Well this is 40k so it is Scoot and Shoot).
1] Turn-1: Move at Full Speed across the Battlefield using cover, if you can't get cover, Pop Smoke.
2] Turn-2: Look for some Side or Rear Armor and Blast away.
Name: Drop Pod
FOC: Fast Attack
UNIT TYPE: Vehicle (Open-topped, Transport)
UNIT COMPOSITION: 1 Drop Pod
WARGEAR: Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES: Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilized result that cannot be repaired in any way. This does not cause it to lose a Hull Point. Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
TRANSPORT: Transport Capacity: Ten models or one Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.
OPTIONS: May replace storm Bolter with a Deathwind Launcher [12”, S5, AP-, Large Blast, Heavy-1]: Not a great option, but can turn out real nasty vs. the right army. It can make a difference to drop a Pie Plate on your target to soften them up.
May take a locator beacon [Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.]: This is always a good choice when Podding, though you only need to place them on the first wave. I also works for Deep Striking Terminators.
How to use and abuse Note on Drop Pods: Take None or a lot. One pod is a quick couple of VPs for your opponent, a large number will should give you the VPs and may keep your opponent from putting his plans in action.
Drop Wolves: Taking aver Unit you can in a Pod. This should net you between 5-9 Drop Pods depending on the size of your Army. If you go first it becomes a viscous Alpha Strike and if you go second your opponent has nothing to shoot at. With Locator Beacons in your first waves of pod they will all come close together. Good Choices for the first turn Drop are Melta-Hunters, Plasma-Hunters, Terminators with Combi-Weapons [A good use of FA Pods], and Dreads. Try to keep your pods close to each other, remember unless you run out of space or end up off the table you really cant mishap.
Fetch: Take at least three Pods. Drop Two near each other and send your Thunderwolves to meet up with them. This should squeeze your opponent between two strong forces, a third if you have an outflanking force.
Encirclement: Take 3+ Pods [with the Deathwind Launchers] and choose one target that you want to ruin their day [Like the 4 Las-Cannon Devastator Squad]. Drops the Pods in an encircling pattern. It does not matter where the payload goes, but the three Pie Plates and the fact they now provide cover for the rest of your army from that Devastator Squad will force some tough decisions. That Devastator Squad will only be able to take one out a turn and odds are be caught in the ensuing explosions.
Name: Storm Wolf
FOC: Fast Attack
UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION: 1 Stormwolf
WARGEAR: Twin-linked Helfrost cannon [Dispersed: 24” , S6, AP3, Heavy-1, Blast, Helfrost or Focused: 24”, S8, AP-1, Heavy-1, Helfrost] >Dispersed: A great Anti-Personal Weapon, it could even do ok vs transports and other light vehicles. With it's Twin-Licked it should land close to where you want ti.
>Focused: A Multi-Melta without the Melta. Though it is a great IC and MC Killer.
Helfrost: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed from play.
Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: Great Anti-Tank that will hardly miss.
Two Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for Anti-Infantry ans Light Armored Vehicles with its 6 Twin-Linked Shots
Ceramite Plating: Melta weapons do not roll an extra D6 Armor penetration when shooting this vehicle at half range or less.
SPECIAL RULES: Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT: Transport Capacity: Sixteen models.
Fire Points: None.
Access Points: A Stormwolf has one Access Point at the front of its hull.
OPTIONS: May replace both Twin-Linked heavy Bolters with one of the following:
> Skyhammer Missile Launcher [60”, S7, AP4, Heavy-3]: It is a 3 Shot, 5' ranged Auto-Cannon, what is not to like. Only Land Raiders should feel safe.
>Two Twin-Linked Multi-Meltas [24”, S8, AP1, Heavy-1, Melta]: With two Twin Linked Shots it should be death to anything.
How to use and abuse Well the simple one is 15 Blood Claws and a Wolf Priest.
Zooming out of Reserves: This is just a quick way to get across the table.
Hovering out of Reserves: This gives you that ability maneuver while coming out of Reserves.
Zoom and Assault: After coming out of Reserves Zoom near the unit you want to Assault, you don't even have to face them. The next turn move 6” within range and unleash your payload into their face.
Sky-Shield Landing Pad with Ready for Take Off: Start your Stormwolf on it with the Shields up. You could also take some debris for a Grey Hunter Pack hiding under it,
>If you go First unfurl the Shield and take of and head for your target in Fast Skimmer Mode.
>If you go second you have a 4++ Save.
>One turn two Pod in something [Rifleman Dread, Long Fangs, Grey Hunters or even that allied Centurion Squad] or Teleport in a Terminator Wolf Guard with a pair of Cyclones or even a Land Speeder Typhoon Squadron.
>Turn three, put the Shields back up.
>At the worst you can just put your Long Fangs on it with the shields up and In
Now that you delivered your payload, what now? Fire Support: Think of the Stormwolf as a Mi-24 Hind or AH-64 Apache. This makes you a “Jack of Trades Master of None”, but not a bad one.
Long Range Fire Support: Take the Skyhammer Missile Launcher and you will have a 5 foot threat zone. Every Foot closer you get your firepower increases.
Close in Tank Hunter: Take the Two Twin-Linked Multi-Meltas. This give you a lot of Tank killing power.
>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
Remember with PotMS you can always shoot at a second target.
Name: Thunderwolf Cavalry
FOC: Fast Attack
UNIT TYPE: Cavalry
UNIT COMPOSITION: 3-6 Models
WARGEAR: Power Armor
Chain Sword
Bolt pistol
Frag grenades
Krak grenades
Thunderwolf Mount [This give you Rending on ALL Melee Attacks]
SPECIAL RULES: And They Shall Know No Fear
Acute Senses
Counter-attack
OPTIONS: May replace their bolt pistol with one of the following: Bolt Gun or Plasma Pistol
May take items from the Melee Weapons list
May take Melta-Bombs
What does all of this mean? This is a fast move hard hitting Pack with the S5 Hammer of Wrath and 12” base move.
Use and Abuse:
>Bolt Pistol & Close Combat Weapon: The standard combination. This combination will give you 5 Base Attacks. The Wulfen Stone will give you a boost.
>Wolf Dragoons: By replacing your Bolt Pistol you can take a Bolt Gun. I see no real benefit unless you want to skirt the battle and take long range shots. This is not why you took TWC.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: These are a good choice, mostly because of its High Strength and AP. Mixing it with a Frost Axe make all of your 5 Attacks the same, S7, AP2.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units with multiple S7 Attacks.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units with its S6 Rending Attacks, it is like wielding an Assault Cannon.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units with its S6 Rending Attacks, it is like wielding an Assault Cannon.
>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 Guards. Multiple S6 AP3 Rending Attack on the Assault.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs with its S7, AP4 Rending Attacks, like a Auto Cannon in your pocket.. It also lets you keep the extra attack for having 2 Melee Weapon if taken wit a Pistol.
>Power Sword [S-User, AP3, Melee]: A good basic choice for Close Combat with S5, AP3 Reading Attacks.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles with its 4+ S10, AP2 Rending Attacks. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch with its 4+ S10, AP2 Concussive and Rending Attacks . Again is a good weapon to team up with a Storm Shield.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon giving you S6, AP3 Shredding and Rending Attacks. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S10 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
>Melta Bombs [S8, AP1, Melta, Melee, Unwieldy, Grenade]: These are good for taking on AV14. Being a Close Combat Attack, it does have Rending.
>Krack Grenades [S6, AP4, Melee, Grenade]: With the Rending it might seem to be a good choice, but you would do better with your normal Attacks.
Builds: Cheap and Simple: don't bother with any upgrades. A unit of 6 will run you only 240 points making this option good for small games.
Mix and Match: Give each Model a different upgrade. This will give you a mix of what you want without spending to much.
Death-Star: Load them up with Storm Shields and a mix of weapon. This makes all of them hard to kill and giving you a punch in melee.
Harald's Body Guard: This is the most Fluffy Bodyguard. Probably would work best with the Mix and Match Build. Though the Death-Star Build creates a very scary thing for your opponent to see.
Canis's Body Guard: I would just use the quick and simple, maybe a Mix and match set up to get an 3++ saves in there.
Thunderlord/Wolf Guard Thunderlord/Iron Priest: All of the Builds are a good choice, though I would tend to avoid the Death-Star with the Iron Priest, the odds are he will die just from the fall out of being with them.
Name: Fenrisian Wolves
FOC: Fast Attack
UNIT TYPE: Beast
UNIT COMPOSITION: 5-15 Models
SPECIAL RULES: Acute Senses
Counter-attack
OPTIONS: One Fenrisian Wolf can be upgraded to a Cyberwolf
What does all of this mean? We basically you can get a good number of Slobbering, Giant Wolves with Distemper to point at your enemy.
Use and Abuse: Small Pack: Take 5 of them to fill in the last 40 points.
Large Pack: Take all 15 with a Cyberwolves for only 130 points.
Mobile Meat Shield: Put the pack between the unit you want protected and give them a Cover Save.
Counter Attack Force: Place them on one of your objectives and if something gets within range yell “Kill” and watch the 46 Attacks overwhelm you opponent.
Objective Taker: With their speed you can send them to take objectives and with Counter-Attack hold them relatively well.
Harald's Bodyguard: This is a quick way to add 5-15 wounds to him, though I think fits better with Thunderwolf Cavalry.
Canis's Bodyguard: Now this is probably one of the better choices for him. With the Cyberwolf as a Character you can choose to have him take the challenge so Canis can deal with other threats.
As a Bodyguard: These make a great bodyguard for ant IC, especial if that IC is on a Thunderwolf. Add Two Wolves from your Wargear and now you have a fast moving 18 Model Pack Real Cheap.
Outflanking Force: If your warlord or the Wolves gains Outflank this can be a big surprise to show up on your opponents Flank and will probably absorb a lot of fire.
Automatically Appended Next Post:
Should I put all three Land Raiders in one post like the Dedicated Transports or Do each one separately?
Name: Skyclaws
FOC: Fast Attack
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR: Power Armor
Bolt pistol
Chain Sword
Frag grenades
Krak grenades
Jump pack
SPECIAL RULES: And They Shall Know No Fear
Acute Senses
Counter-attack
Rage (Skyclaws only)
OPTIONS: Up to two Skyclaws may replace their bolt pistol with a: Flamer, Melta-Gun, Plasma-Gun, or Plasma Pistol
One Skyclaw may replace his Chain Sword with a: Power Weapon or Power Fist
May upgrade one Skyclaw to a Wolf Guard Sky Leader >Wolf Guard Sky Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
Wolf Guard Sky Leader may take Melta Bomb
What does all of this mean? This is a fast moving an possibly hard hitting Pack with a 12” base move.
Use and Abuse >Flamer [Template, S4, AP5, Assault-1]: A grate choice for catching a lot of models without worrying about your BS3.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you take a Wolf Priest is not a great choice because of your BS3. Though it does fit well into 12” Weapons range profile.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A poor choice for Skyclaws as you loose your ability to Assault.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: If you want Plasma this is the Weapon of choice. If fits into your Weapon Range Profile, You can stall Assault after firing and you get to keep you extra attack.
>Frost Axe [S+2, AP-2, Melee, Unwieldy] {WGPL Only}: A good choice if you are planning on taking on 2+ models. Though not a great choice in a challenge without a Storm Shield.
>Frost Sword [S+1, AP-3, Melee] {WGPL Only}: A good choice if you are planning on taking on most units. A good choice for challenges.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon.
>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.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy] {WGPL Only}: A classic weapons that give you an extra punch. Again is a good weapon weaon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon] {WGPL Only}: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save] {WGPL Only}: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
Builds: Small and Cheap: Jut take 5 Models
Full Sized: Take all 10 Models
Assault Pack: Take a Pair Flamers and a Power Weapon [I like the Lance]. Have the WGPL take either a Power Weapon or Combi-Flamer.
Tank-Hunters: Go with a pair of Melta-Guns and a Power Fist. I would suggest a Combi-Melta and Melta-Bombs for the WGPL and maybe a Power Fist or Thunder Hammer.
Monster Hunters: Go with a pair of Plasma Pistols and a Power Weapon, I would avoid the Unwieldy Weapons. For the WGPL The Pair of Plasma Pistols or Power Weapon and/or Melta Bomb. If you take a Non-Unwieldy Weapon it would be worth taking an Unwieldy Weapon as the Pack Melee Weapon.
IC with Jump Pack: Mostly this will give you good Leadership and a Punch in Assaults.
Rune Priest with a Jump Pack: This can be a real goo boost to the Pack either as a Buffer with Divination or in Combat with the Tempest Powers. This would be a good choice for the Monster Hunter Build because of the Force Weapon ID.
Wolf Priest with a Jump Pack: Another good choice, the Rights of War will help offset the BS3 and always help in an Assault.
Anpu42 wrote: Wolf Priest with a Jump Pack: Another good choice, the Lord of War will help offset the BS3 and always help in an Assault.
Think you mean Preferred Enemy. This has been copy-pasted in a few other entries as well (e.g. Swiftclaws)
Thank you, it was supposed to be Rights of War, Will Fix.
Automatically Appended Next Post: Name: Land Speeder Squadron
FOC: Fast Attack
UNIT TYPE: Vehicle (Fast, Skimmer)
UNIT COMPOSITION: 1-3 Land Speeders
WARGEAR: Heavy Bolter [36”, S5, AP4, Heavy-3]: Good basic weapons for dealing with Infantry and Light Vehicles
SPECIAL RULES: Deep Strike
OPTIONS: Any Land Speeder may replace its Heavy Bolter with one of the following:
>Heavy Flamer [Template, S5, AP, Assault-1]: Great for clearing out entrenched infantry.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank/MC Weapon, but you meed to get close for Tanks.
Any Land Speeder may take one of the following:
>Assault Cannon [24”, S6, AP4, Assault-4, Rending]: A good Multi-Tasking Weapon. Good vs Infantry, Tanks and MCs >Heavy Bolter [36”, S5, AP4, Heavy-3]: Good basic weapons for dealing with Infantry and Light Vehicles
>Heavy Flamer [Template, S5, AP, Assault-1]: Great for clearing out entrenched infantry.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank/MC Weapon, but you meed to get close for Tanks.
>Typhoon Missile Launcher [Frag: 48”, S4, AP5, Heavy-2, Blast or Krak: 48”, S8, AP3, Heavy-2]: Good Long Range Fire Support Weapon. It works good on most things depending on the Missile used.
How to Use and Abuse them: Solo Suicide Speeder: That is about the description of what one Land Speeder will do. Even Deep Striking you get of a shot and will die, wasting a VP and Points unless you take out a huge cost model.
Combat Squadron: Take 3 and use them to take on various units based on their weapons load out. A Land Speeder Squadron is more resilient than most people think. It take 6-12 Glancing/Penetrating Hits to take all three out especially with a 4+ Junk Save.
Bolter Model: If you have a FA slot and 50 points it might be worth taking. As a Squadron they can threaten most large infantry formations and keep out of your targets range most of the time. Taking the second Heavy Bolter really increases their firepower even threatening AV10/11 Vehicles though sheer RoF.
Flamer Model: If you need to kill that 4+ Save Unit hiding in cove nothing beats this. A full Squadron with Duel Flamer can make Large move vanish in a mass of screaming Fire.
Melta Model: The ultimate in Anti-Tank Hunting. Take two and even threaten Knights and Baneblades when run in Squadrons.
Flamer/Multi-Melta Model: While I understand it you end up spending points on a weapon you will only use half the time.
Assault Cannon: The ultimate Multi-Tool. I would mix it with the Heavy Flamer or Multi-Melta. This give you both Anti-Infantry, Anti-MC and Anti-Vehicle. I like this better than the Flamer/Multi-Melta combo mostly for its flexibility.
Land Speeder Typhoon [This is what I run: Heavy Bolter/Typhoon]: When armed with Heavy Bolter or Assault Cannon with your Typhoon give you an Apache Gunship. With the Heavy Bolter you can easily stay a good distance back and feed your target what ever mix you want of Heavy Bolter Shells and Missiles. You can also move around in your backfield giving a “Fire Brigade” unit giving you the ability to give fire support where you need it.
Deep Strike Assault: For this I would choose the Heavy Flamer/Assault Cannons Model. This give you both Anti-Infantry and Anti-Armor options. Many tanks only a AV10/11 on the rear giving you a chance with the Heavy Flamer to do some damage.
Rune Priest: This is one unit that can help by throwing Divination Powers on them, usually making them Twin-Linked.
RE Harald Deathwolf, it's worth noting that while he doesn't get a additional attack from having the bolt pistol + frost axe, he does have the option to use the pistol in CC instead of his axe if needs be.
This lets you hit at initiative 5 with S5 (6 on the charge) rending attacks, which as you've mentioned is basically like hitting someone with a 6 shot assault cannon in close combat.
Name: Stormfang
FOC: Heavy Support
UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION: 1 Stormfang
[b]UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION:[/b] 1 Stormfang Gunship
WARGEAR: Helfrost Destructor [Dispersed: 24” , S6, AP2, Heavy-1, Large Blast, Helfrost or Focused: 24”, S8, AP-1, Heavy-1, Helfrost, Lance]
>Dispersed: A great Anti-Personal Weapon, it could even do ok vs transports and other light vehicles.
>Focused: A Multi-Melta without the Melta, but with Lance. Though it is a great IC and MC Killer.
Two Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for Anti-Infantry and Light Armored Vehicles with its 6 Twin-Linked Shots
Two Stormstrike missiles [72”, S8, AP2, Concussive, One Shot]: These look to be a great opening shot weapons. On a normal table nothing should be out of range.
Ceramite Plating: Melta weapons do not roll an extra D6 Armor penetration when shooting this vehicle at half range or less.
SPECIAL RULES: Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT: Transport Capacity: Six models.
Fire Points: None.
Access Points: A Stormfang has one Access Point at the rear of its hull.
OPTIONS: May replace both Twin-Linked Heavy Bolters with one of the following:
> Skyhammer Missile Launcher [60”, S7, AP4, Heavy-3]: It is a 3 Shot, 5' ranged Auto-Cannon, what is not to like. Only Land Raiders should feel safe.
>Two Twin-Linked Multi-Meltas [24”, S8, AP1, Heavy-1, Melta]: With two Twin Linked Shots it should be death to anything.
May replace its two Stormstrike missiles with the following:
Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: Great Anti-Tank that will hardly miss.
How to use and abuse Zooming out of Reserves: This is just a quick way to get across the table.
Hovering out of Reserves: This gives you that ability maneuver while coming out of Reserves.
Zoom and Assault: After coming out of Reserves Zoom near the unit you want to Assault, you don't even have to face them. The next turn move 6” within range and unleash your payload into their face.
Sky-Shield Landing Pad with Ready for Take Off: Start your Stormwolf on it with the Shields up. You could also take some debris for a Grey Hunter Pack hiding under it,
>If you go First unfurl the Shield and take of and head for your target in Fast Skimmer Mode.
>If you go second you have a 4++ Save.
>One turn two Pod in something [Rifleman Dread, Long Fangs, Grey Hunters or even that allied Centurion Squad] or Teleport in a Terminator Wolf Guard with a pair of Cyclones or even a Land Speeder Typhoon Squadron.
>Turn three, put the Shields back up.
>At the worst you can just put your Long Fangs on it with the shields up and In
As a Transport: You have a limited load, but here are some thoughts:
Grey Hunters: Take a 5 model pack with an IC or even Terminator Armor.
Power Armored Wolf Guard: Take 6 Models [or 5 with an IC] tooled up for what ever you want their job to be for late game Taking and Holding of Objectives.
Terminator Wolf Guard: Well you can only get three in there, so you might as well tool them up with Storm Shields and Close Combat Weapons or Combi-Weapons.
Long Fangs: Well you could fit a full Pack on-board. Myself would go for Heavy Bolters and a Flamer to Take and Hold an Objective.
Iron Priest and 5 Servitors: This should keep you flying for a good long time.
Now that you delivered your payload, what now?
Fire Support: Think of the Stormfang as a A-10 Warthog or AC-130 Specter [in fact my proxy will be a AC-130 Model with all of the guns out of one side]. This makes you a “Jack of Trades Master of None”, but not a bad one.
Long Range Fire Support: Take the Skyhammer Missile Launcher and you will have a 5-6 foot threat zone. Every Foot closer you get your firepower increases.
Close in Tank Hunter: Take the Two Twin-Linked Multi-Meltas. This give you a lot of Tank killing power.
>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the PotMS.
Remember with PotMS you can always shoot at a second target.
Anpu42 wrote: >Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
Anpu42 wrote: >Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
It looks the better choice for my preferences as well.
For me it's all about getting my warriors into combat, so the one with the biggest transport capacity wins
Automatically Appended Next Post: Although with 2 Land Raiders, 4 Rhinos, 3 DPs, a Storm Eagle, a max squad of TWC, max squad of bikers and 22 jump pack models... I'm in no rush to buy it
Name: Long Fangs
FOC: Heavy Support
UNIT TYPE: Infantry
UNIT COMPOSITION: 2-6 Models
WARGEAR: Power Armor
Bolt pistol
Chain Sword
Frag grenades
Krak grenades
SPECIAL RULES: And They Shall Know No Fear
Acute Senses
Counter-attack
Split Fire
OPTIONS: Long Fang Ancient may replace bolt pistol and/or Chain Sword with one of the following:
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: A good choice if you want an extra attack with your other weapon. If you are planing on being aggressive, you could take two of then.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. It is also a fluffy one and good of you take a WGPL.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon. I could also look cool as a model.
>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.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. A good choice if you are planing on taking a Special Weapon.
The Long Fang Ancient may take one item from the Special Weapons list.
>Flamer [Template, S4, AP5, Assault-1]: A great choice for countering Assaults with it's Wall of Death.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you are going to be aggressive I would leave it at home unless you are Podding in.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A good choice, especially if you plan on deploying near the front of your deployment Zone or Podding in.
Long Fang Ancient may take Melta Bomb: A good cheap Anti-Tank Weapon, if you are short on points this can be a good choice if you want a punch.
Any Long Fang may take one item from the Heavy Weapons list.
Heavy Bolter [36”, S5, AP4, Heavy-3]: A relatively cheap weapon that is often overlooked. It is good vs a lot of targets, Infantry, Bikes, MCs and Light Vehicles. Is also a good choice if you are planning on being mobile with its RoF.
Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: If you are planning on taking on Tanks or MCs at close range this is the weapon for you. This can be good for a Mobile or Drop Pod force.
Missile launcher: A remarkable Multi Tool, though it suffers from the “Jack of Trades” issue.
>Frag Missiles [48”, S4, AP5, Blast, Heavy-1]: Good for dealing with large formations like Swarms and Mobs.
>Krack Missiles [48”, S8, AP3, Heavy-1]: A good weapon to take on most things. Struggles vs. AV13/14, but with a Pack of 5 Missile Launchers firing...
>Flakk Missiles [48”, S7, AP4, Skyfire, Heavy-1]: Not a great option for AAA (But are any options besides other Fliers any good?), but you can take on most Fliers though Mass of Fire.
Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]: Do not Fear the Plasma. The Plasma-Cannons firepower makes it work the risk. There are very few things that can stand up to it.
Las-Cannon [48”, S9, AP2, Heavy-1]: Excellent Anti-Armor/Anti-MC Weapon. They are pricy, but worth the price.
May upgrade one model to a Wolf Guard Pack Leader: I would only take this option if I was going to play an aggressive Long Fang Pack. If your plan is to sit back and shoot, you would be better just taking an extra Heavy Weapon.
>Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
>Wolf Guard Pack Leader may take Melta Bombs
>Wolf Guard Pack Leader may replace his Power Armor, bolt pistol, Chain Sword, Frag and Krack Grenades with Terminator Armor, Storm Bolter and Power Weapon.
>If Terminator Armor is chosen, may only take items from the Terminator Weapons list.
The unit may select a Rhino, Razorback or Drop Pod as a Dedicated Transport.
Builds: Small and Cheap: Just take the Ancient and one Long Fang
Full Sized: Take all 6 Models
Aggressive Pack: Take Heavy Bolters and attach a Divination Rune Priest or a Wolf Priest. Transport Options should be a Drop Pod or Storm Wolf, maybe a Rhino or Razorback if you are running a Mechanized List.
Tank-Hunters: Las-Cannons or Multi-Meltas are the tools of the trade here. Las- Cannons for Long Range and Multi-Meltas out of a Pod.
Monster Hunters: Go with Las-Cannons, Missile Launchers and/or Plasma Cannons. All of these will do the job.
Infantry Armies: Heavy Bolters, Missile Launchers and Plasma-Cannons.
Mono-Weapons: Take all the same weapon. This keeps things simple, but could cause and issue if you take the wrong weapons.
Viking-Army-Knife: Mix up your Weapons. If you find the right combo you will end up with a good TAC Pack. This also lets you take advantage of your Split Fire more often.
[For me it is a Pack with 1x Heavy Bolter, 2x Las Cannons and 2x Missile Launchers. I can not recall a single game where I did not fire all of my Weapons. A Tank, it gets the Las-Cannons and the Missile Launchers while the Heavy Bolter fires at a Infantry Squad. Lots of Orks, The Truck gets the Las-Cannons and the Ork Mob gets the two Frag Missiles and the Heavy Bolter.
With the change to just have Split Fire, I am thinking of doing some shuffling and making it one Pack 1x HB, 3x ML, 1x LC and the other 4x ML, 1x LC so I can still have some flexibility and still remain focused]
Transport options: Rhino: Good and solid, but if you are moving in it you will loose a lot. Though one could make a great LoS blocker.
Razorback: Similar issue as the Rhino, but it has a big gun. I would arm it similar to the pack if possible.
Drop Pod: A good quick way to get an Aggressive Pack into the fight. They should go down in the first turn and with lots of Grey Hunters and Wolf Guard to draw fire. Heavy Bolters and Multi-Meltas are probably the best tools along with a WGPL with a Storm Shield and/or in Terminator Armor.
Stormwolf: Similar to the Drop Pod, but you will show up later.
What others will do for them: Wolf Lord/Wolf Guard Battle Leader: This gives you good Leadership, but other than that wont add much unless you are running an Aggressive Pack.
Njal: Also Best for an aggressive Pack unless you go for Divination.
Rune Priest: Take Divination Powers and go for those Re-Rolls. This is good for all of your builds.
Ulrik The Slayer: His Preferred Enemy Bubble can effect more than one Pack easy
Wolf Priest: As the Rune Priest, but Re-Rolls are more Reliable if limited.
karlosovic wrote: An option I've been considering is to upgrade the Ancient to a WGPL and give him TDA and/or a SS to tank wounds for the pack.
I find my Long Fangs are often a priority target, so the points spent keeping them alive might be worth while.
Any thoughts?
I am on the fence here.
I don't think Terminator Armor is necessary, you can still take the Strom Shield with the Power Armor.
The question becomes is it worth the loss of Firepower to you?
A fortification is also another option, personally I like the Skyshield Landing Pad. It cost less than 100 points and would give the whole pack a 4++ Save. Spend a little bit more on some Battlefield Debris and you can give another unit a Cover Save.
I'm running a WGPL terminator as the Long fang ancient with a SS and stormbolter. And then I have them behind an ADL (with a Quad-gun manned by the Ancient, when facing flyer-heavy lists). It worked really well the last game (although I failed to protect them from an assault on turn 3). Next time I think I will put a Comm relay on the ADL instead to help get my Storm Eagle in already by turn 2.
Currently I join a Rune priest on a bike to a 3-man Thunderwolf unit. This worked out really great the last game. With Endurance or Life leech the unit becomes really resilient. And the RP can help soften up touch opponents with Smite if needed. I'm going to try using also an Iron priest in the unit, but I think the RP adds more to be honest.
Name: Vindicator
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Vindicator
WARGEAR: Demolisher Cannon [24”, S10, AP2, Ordinance, Large Blast]: Two Foot of Kill anything.
Searchlight: This will become useful with a HK Missile
Smoke launchers
OPTIONS: >Dozer blade [Vehicles equipped with Dozer blades treat their front Armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: Why take this over a Siege Shield, you can find 5 points some place.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are out of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a second weapon to take that Weapon Destroyed Result.
>Siege Shield [A vehicle with a siege shield automatically passes Dangerous Terrain tests.]: This an Auto Take if there ever was one.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Just a Siege Shield: For the budget minded this is probably the best choice if you plan on moving it.
Fully Loaded: Not to expensive and lets you do more than make craters.
Panzer Assault: Take 1-3 and be aggressive. Just keep moving 6” forward. Support it with other Vehicles, Rhinos, Razorbacks, Predators and Land Raiders. This will put all sorts of pressure on your opponent and you can use the other vehicles as cover.
Defense: Put it at the edge of your deployment zone in cover. A good choice if you know you are going second as you can get off a few shots before they get to close. Don't forget to back up to keep them at bay.
How to Support them: Grey Hunters or Wolf Scouts: Work good as a form of bubble wrap. Keep them close to you. Placing both the Vindicator and Scouts [with Camo Cloaks] in Cover makes it tough to dig out.
Blood Claws, Thunderwolf Cavalry and Fenrisian Wolves: These make a good mobile cover.
Long Fangs: A Vindicator near them threatens Deep Striking Terminators and the like. The reverse is also true.
Sky-Shield Landing Pad: Put one on top and put up the shields for a 4++ Save. Lightly Cheesy, but worth the expression on your opponent's face. As if it is destroyed you can still drive out of it reliably as long as it does not become impassable.
Iron Priest: This is your best friend in the world with his ability to repair your Vindicator. If you are being aggressive, take a Thunderwolf.
Rune Priest: Divination gives you Re-Rolls and possibly other bonuses.
Ulrik the Slayer: His Preferred Enemy Bubble will give you Re-Rolls.
I'm running a WGPL terminator as the Long fang ancient with a SS and stormbolter. And then I have them behind an ADL (with a Quad-gun manned by the Ancient, when facing flyer-heavy lists). It worked really well the last game (although I failed to protect them from an assault on turn 3). Next time I think I will put a Comm relay on the ADL instead to help get my Storm Eagle in already by turn 2.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
Currently I join a Rune priest on a bike to a 3-man Thunderwolf unit. This worked out really great the last game. With Endurance or Life leech the unit becomes really resilient. And the RP can help soften up touch opponents with Smite if needed. I'm going to try using also an Iron priest in the unit, but I think the RP adds more to be honest.
I'm running a WGPL terminator as the Long fang ancient with a SS and stormbolter. And then I have them behind an ADL (with a Quad-gun manned by the Ancient, when facing flyer-heavy lists). It worked really well the last game (although I failed to protect them from an assault on turn 3). Next time I think I will put a Comm relay on the ADL instead to help get my Storm Eagle in already by turn 2.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
Oh yeah, a Combi-flamer could be nice. Need more bits for my termis...
Well, I own a Storm Eagle, and buying another flyer is not on the list , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
I've been looking for ways to manipulate the reserve rolls as a Space wolves player, and a comm relay seems to be the cheapest option which also doesn't force me to completely build around getting the reserves in.
I'm running a WGPL terminator as the Long fang ancient with a SS and stormbolter. And then I have them behind an ADL (with a Quad-gun manned by the Ancient, when facing flyer-heavy lists). It worked really well the last game (although I failed to protect them from an assault on turn 3). Next time I think I will put a Comm relay on the ADL instead to help get my Storm Eagle in already by turn 2.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
Oh yeah, a Combi-flamer could be nice. Need more bits for my termis...
Well, I own a Storm Eagle, and buying another flyer is not on the list , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
I've been looking for ways to manipulate the reserve rolls as a Space wolves player, and a comm relay seems to be the cheapest option which also doesn't force me to completely build around getting the reserves in.
I have been looking at using a triple Wolves Unleashed Detachment. Each with 3 Pods. I can get all 9 Pods on the board turn two. The only problem is I only own three Pods.
karlosovic wrote: An option I've been considering is to upgrade the Ancient to a WGPL and give him TDA and/or a SS to tank wounds for the pack.
The question becomes is it worth the loss of Firepower to you?
I didn't really get this comment until I saw this....
Anpu42 wrote:
gruntl wrote: I'm running a WGPL terminator as the Long fang ancient...
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient
What we're talking about is replacing the Ancient with the WGPL... not keeping the (useless) ancient and replacing one of the heavy weapon guys, so no loss in firepower.
Also, I *do* usually run them in cover, but they're seriously a bullet magnet, which is why I'm trying to give them a "tank"
gruntl wrote:Well, I own a Storm Eagle, and buying another flyer is not on the list , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
That describes my situation quite well The new flyer looks great, and I'll probably get one one day, but I love my Storm Eagle - especially considering how much it cost, and how difficult they are to build
That detachment line-up looks to me like the best way to make the most of Space Wolves and all my theory-crafting at the moment is along those lines
Name: Whirlwind
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Whirlwind
WARGEAR: Whirlwind Multiple Missile Launcher:
>Vengeance Missiles [12”-48”, S5, AP4, Barrage, Ordinance-1, Large Blast]: Pie for everyone.
>Incendiary Castellan Missiles [12”-48”, S4, AP5, Barrage, Ordinance-1, Large Blast]: Flaming Pie for everyone.
Searchlight
Smoke launchers
OPTIONS: >Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: Not a bad choice if you are planning on being mobile, but unnecessary.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a second weapon to take that Weapon Destroyed Result.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower. If you have 200 points left and 3 Open Heavy Support choice you can take three.
Fully Loaded: Not to expensive and lets you do more than make dead bodies.
Panzer Assault: Take 1-3 and be aggressive. Just keep moving 6” forward. Support it with other Vehicles, Rhinos, Razorbacks, Predators and Land Raiders. This will put all sorts of pressure on your opponent and you can use the other vehicles as cover. It is not necessary a good choice for a Whirlwind.
Defense: Put it at the back edge of your deployment zone in cover. A good choice if you know you are going second as you can get off a few shots before they get to close.
Vengeance Missiles: Good for dealing with Non-MEQs in the open or in cover.
Incendiary Castellan Missiles: Great for dealing with 5+ armor hiding in cover.
How to Support them: Grey Hunters or Wolf Scouts: Work good as a form of bubble wrap. Keep them close to you. Placing both the Vindicator and Scouts [with Camo Cloaks] in Cover makes it tough to dig out.
Blood Claws, Thunderwolf Cavalry and Fenrisian Wolves: These make a good mobile cover.
Long Fangs: A Vindicator near them threatens Deep Striking Units and the like. The reverse is also true.
Sky-Shield Landing Pad: Put one on top and put up the shields for a 4++ Save. Lightly Cheesy, but worth the expression on your opponent's face. As if it is destroyed you can still drive out of it as long as it does not become impassable.
Iron Priest: This is your best friend in the world with his ability to repair your Vindicator. If you are being aggressive, take a Thunderwolf.
Rune Priest: Divination gives you Re-Rolls and possibly other bonuses.
Ulrik the Slayer: His Preferred Enemy Bubble will give you Re-Rolls.
Blocking Terrain: Your other great friend as you do not need to see your target.
Anpu42 wrote: Long Fangs: A Vindicator near them threatens Deep Striking Units and the like. The reverse is also true.
I wasn't really sure what you meant by this when you mentioned it for the Vindicator, but I suspect it probably doesn't apply at all on the Whirlwind
Actually while not as good at the Vindicator it can still fire close to it's self. It is also safer than the Vindicator if is Scatters into the Long Fangs.
Name: Predator Tank
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Predator
WARGEAR: Auto-Cannon [48”, S7, AP4, Heavy-2]: Decent Long Range Cannon, has a issue with AV12/13 and AV14 is immune.
Searchlight
Smoke launchers
OPTIONS: Replace Auto-Cannon with Twin Linked Las-Cannon [48”, S9, AP2, Heavy-1] This gives you a real good Anti-Tank Weapon
Take a pair of Sponsons each armed with the same pair of weapons.
>Heavy Bolters [36”, S5, AP4, Heavy-3]: Good for dealing with most Infantry, and can threaten Light Transports.
>Las-Cannon [48”, S9, AP2, Heavy-1] This gives you a real good Anti-Tank Weapon
Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: Not a bad choice if you are planning on being mobile.
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer. Nice and cheap, but not much killing power.
Dakka Pred: Keep the Auto-Cannon and add the Heavy Bolter Sponsons. This might not give you Anti-Tank, but should inflict lots of damage to Infantry, MCs, and Transports. I would add a Storm Bolter.
Infantry Support Tank: Use them to support your Infantry Advance by taking firing on other Infantry. You can also use your Infantry to keep your opponents Infantry off your Predator.
Tank Hunter: Take the Twin Linked Las-Cannon. This give you decent tank killing power that will probably not miss.
Heavy Tank Hunter: Take the Twin-Linked Las-Cannon and the Las-Cannon Sponsons. This will give you a lot of Firepower.
Sherman Fire Team: You got the points and the Slots take 2-3 Las Cannon Predators. Use them as a Team, like a Squadron to take on bigger opponents and FOW Vehicles. Use Bounding Fire and one of your Team Mates for Cover if you need it.
>Move two at Combat Speed and one at Cruising Speed maneuvering so the Cruiser provides cover for the other two, pop smoke if you need to. Rinse-Repeat.
karlosovic wrote: An option I've been considering is to upgrade the Ancient to a WGPL and give him TDA and/or a SS to tank wounds for the pack.
The question becomes is it worth the loss of Firepower to you?
I didn't really get this comment until I saw this....
Anpu42 wrote:
gruntl wrote: I'm running a WGPL terminator as the Long fang ancient...
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient
What we're talking about is replacing the Ancient with the WGPL... not keeping the (useless) ancient and replacing one of the heavy weapon guys, so no loss in firepower.
Also, I *do* usually run them in cover, but they're seriously a bullet magnet, which is why I'm trying to give them a "tank"
Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
I'm also keen on trying a bunker with my Long Fangs, but you cannot take both a Comm Relay and a gun emplacement on them (same as for an ADL, both are Battlement & Battlefield upgrades from which you can only choose one). But yeah, 90 pts for bunker, relay, and ammo store is pretty awesome.
If you do use a gun emplacement, would the Ancient then be counted as inside the building, or can he be shot at separately in some way?
Fenris Frost wrote:Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
I did mention fortifications somewhere but reading back it must have been another thread. I don't have a Bunker model (yet), but I bought that "Imperial Strongpoint" kit (2 bastions and 3 ADLs) a while back and I often make use of a fortification.
The trouble is... I like to take the Quad Cannon for some AAA, but it goes on the battlements - which means whoever crews it can be targeted (in cover, but still targeted). Same goes for any emplaced weapons.
Sometimes I put the Long Fangs inside for protection and have a unit of Plasma Grey Hunters on the battlements to crew the gun
Anpu42 wrote:Name: Predator Tank
...
>Las-Cannon [48”, S9, AP2, Heavy-1] Decent Long Range Cannon, has a issue with AV12/13 and AV14 is immune.
Copy-paste error
Anpu42 wrote:Sherman Fire Team: You got the points and the Slots take 2-3 Las Cannon Predators. Use them as a Team, like a Squadron to take on bigger opponents and FOW Vehicles. Use Bounding Fire and one of your Team Mates for Cover if you need it.
>Move two at Combat Speed and one at Cruising Speed maneuvering so the Cruiser provides cover for the other two, pop smoke if you need to. Rinse-Repeat.
You mentioned this Bounding Fire tactic some where else and it sounds good. I'm going to have to try running a few vehicles in a list sometime and try this out
Anpu42 wrote:I think I will add a Fortification Page at some point
Name: Land Raider
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR: Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Twin Linked Las Cannons [48”, S9, AP2, Heavy-1]: Can take down most Models. With the Twin-Linked it can even make it a makeshift AAA Platform.
Searchlight
Smoke launchers
SPECIAL RULES: Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT: Transport Capacity: 10 models/5 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS: Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You may need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Long Range Tank Hunter: If you take anything make it a HK Missile. You can sit 4' away and just blast your targets.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this the best choice. One you can get a good number of models in it and Most Power Armored Wolves have Frag Grenades. Powered Armored Wolf Guard and Grey Hunters seem to the best choices. Wolf guard can also take one as a Dedicated Transport.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 5 with a Heavy Weapon. If you plan on Assaulting out of it, just go for you might as well for Unwieldy Weapons if you feel you are going to be Assaulting though Cover.
PotMS: This give you the ability to kill two targets at once. Don't be afraid to target Transports. You have the ability to Kill 2 a turn or at least ruin their day. Most you only need a 2+ to Glance and a 3+ to Pen.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Crusader
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR: Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Hurricane Bolters [24”, S4, AP5, Rapid Fire-3]: Can take down most Infantry quickly.
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
Smoke launchers
SPECIAL RULES: Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT: Transport Capacity: 16 models/8 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS: Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank Weapon
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this a good choice. One you can get a good number of models in it. Blood Claws lead by a Wolf Priest or Divination Rune Priest seem to the best choice.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 8 with a Heavy Weapon or multiple Characters. With the Frag Launcher gives you the ability to Assault at your full Initiative.
PotMS: This give you the ability to kill two targets at once. Use the Hurricane Bolters and the Assault Cannon against one and the the second Hurricane Bolter on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Redeemer
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR: Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Flamestorm Cannons [Template, S6, AP3, Heavy-1]: Can take down most Infantry quickly once you are close enough. It can also penetrate a lot of Vehicle Armor. (I managed to catch two Land Speeders once with one and popped both in 5th)
Smoke launchers
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
SPECIAL RULES: Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT: Transport Capacity: 12 models/6 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS: Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank Weapon
Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this the best choic. One you can get a good number of models in it and Most Power Armored Wolves have Frag Grenades. Powered Armored Wolf Guard and Grey Hunters seem to the best choices. Wolf guard can also take one as a Dedicated Transport.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 6 with a Heavy Weapon and a Characters. With the Frag Launcher gives you the ability to Assault at your full Initiative.
PotMS: This give you the ability to kill two targets at once. Use the Flamestorm Cannon and the Assault Cannon against one and the the second Flamestorm Cannon on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
[In one game I managed to get Njal's Redeemer right up against a line Khorne Berserkers. Allowing me to get both Flamestorm Cannons off catching the outer edges of the Squad. Then after feeding them Both Flamestorm Cannons, The Assault Cannons and the Storm Bolters killing of most of the Squad. Then I fired the Multi-Melta into the Chaos Dreadnaught behind the squad causing it to Explode in 6” Fire Ball killing off another 6 Berserkers in the explosion.]
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Formations and Detachments and other stuff
[This is new, but here is my evaluation of the Formations, Detachments and Objectives. I will add more as I get books]
Great Company Formation: 1 Wolf Lord
1 Wolf Guard Battle Leader
1 unit of Wolf Guard
5 units of Grey Hunters
1 unit of Wolf Scouts
3 units chosen from the following:
>Blood Claws
>Swiftclaws
>Skyclaws
2 units of Long Fangs
RESTRICTIONS: One unit of Grey Hunters must include a Wolf Standard.
SPECIAL RULES: Jarl of Russ: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Formation, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units).
On a 6+, that unit has the Outflank special rule.
In addition, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
The Howl of Wolves: As long as this Formation’s Wolf Lord is alive, all units in this Formation have the Fear and Furious Charge special rules.
What does all of this mean? Model Count: This is going to take A LOT OF Models. Just ball parking it we are looking at 3,000-6000+ points easy.
Life Goal: Though I would look at it as a goal a Space Wolf Player to achieve.
Outflanking: I though this Formation would work best for Mechanized Wolves. However, with the quickly arriving Reserves this can make for a nasty Drop Wolf or Flying Wolf list.
You can also choose One Unit that is still in Reserves to show up. There is no Restriction to this other than it must be a Unit from this Formation. This guarantees that your Stormwolf filled with Ulrik and the Blood Claws enter on Turn Two!
The Howl of Wolves: This will be big for the whole army. Most of the Army will be S5 on the Assault [S6 for Thunderwolves and S7 Shield Bashes from Dreadnaughts]. This will also let Fenrisian Wolves Trash a lot of Tanks and Transports.
Combined Arms Detachment HQ: 1-2
Troops: 2-6
Elites: 0-3
Fast Attack: 0-3
Heavy Support: 0-3
Lord of War: 0-1
Fortification: 0-1
Restrictions: All units chosen must have the same Faction (or have no Faction).
Command Benefits: Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
What does all of this mean?
Model Count: This is a good solid start for a game. You can build it with a little as 11models.
A Good Start: Though I would look at it as a goal a Starting Space Wolf Player to achieve.
Objective Secure: This is great if you are planning on taking lots of Blood Claws and Grey Hunters.
A note on Objective Secured: If you are running small Troop list, Objective Secured can be sort of a waste.
The Wolves Unleashed Detachment: HQ: 2-6
Troops: 2-6
Elites: 0-3
Fast Attack: 0-3
Heavy Support: 0-3
Lord of War: 0-1
Fortification: 0-1
Restrictions: All units in this Detachment (except fortifications) must have the Space Wolves Faction.
Command Benefits: Jarl of Russ: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Detachment, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Detachment (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units).
On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Detachment that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
What does all of this mean? Model Count: This is a good solid start for a game. You can build it with a little as 12 models.
A Good Start: Though I would look at it as a goal a Starting Space Wolf Player to achieve.
Outflanking: I though this Detachment would work best for Mechanized Wolves. However, with the quickly arriving Reserves this can make for a nasty Drop Wolf or Flying Wolf list.
You can also choose One Unit that is still in Reserves to show up. There is no Restriction to this other than it must be a Unit from this Detachment. This guarantees that your Stormwolf filled with Ulrik and the Blood Claws enter on Turn Two!
This also makes it a game changer for your Wolf Scouts. You can now make sure that they show up when you Need Them. Wolf Scouts coming out of reserves loaded with a Melta-Gun, 2 Plasma Pistols and a Combi-Melta into your opponent's Armored Flank now becomes more Reliable. This will cut your opponent's Tank deployment down to a 4'x4' section of the board.
Multiple Detachments: Taking multiples of this Detachment lets you bring in Reserves even Faster! You will also end up with a Large number of Characters, but that is never that bad of a thing with Space Wolves.
Tactical Objectives:
11 OATH OF VENGEANCE: When this Tactical Objective is generated, your opponent must nominate one of his characters from his Army Roster. Score 1 Victory Point at the end of your turn if the chosen character has been removed as a casualty during this, or any previous turn.
>This can be a quick way to get a VP, but odds are your opponent is going to just pick someone nowhere close to being threaten. This might be a good one to get later in the game were choices are limited.
12 THE STUFF OF SAGAS: Score 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn. If any enemy Vehicle or Monstrous Creature was destroyed by a Space Wolves Character, score D3 Victory Points instead.
>This can be a good way to pick up d3 points, especially for a Thunderlord or Lone Wolf.
13 UNLEASH THE WOLVES: Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Assault phase.
>Another good one to get at the right time, just before your Blood Claws Assault the Command Squad.
14 HOLD YOUR GROUND: When this Tactical Objective is generated your opponent must select a single objective marker that is within your table half. If you control that objective marker with the same unit at the end of two consecutive turns, score 2 Victory Points.
>This could be an issue if your opponent is set up to take an objective from you.
15 HUNT WITH CUNNING: Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during your turn. If at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during the same turn that it arrived from Reserves, score D3 Victory Points instead.
>This is where you Melta-Scouts or Outflanking Melta Grey Hunters can really shine.
16 THE HEROES OF FENRIS: Score 1 Victory Point at the end of your turn if at least one of your Space Wolves characters issued or fought in a challenge during your turn. If between 3 and 5 of your Space Wolves characters issued or fought in a challenge during your turn, score D3 Victory points instead. If 6 or more of your Space Wolves characters issued or fought in a challenge during your turn, score D3+3 Victory Points instead.
>This one is probably only bad on Turn-1. The d3 VPs is probably easy to achieve on Turn 2+. the D3+3 VPs will only happen in higher point games.
Allies: Battle Brothers [This is new, but here is my evaluation of the Allies of the Space Wolves: Battle Brothers]
Adepta Sororitas
Astra Militarum
Blood Angels
Dark Angels
Grey Knights
Imperial Knights
Inquisition
Space Marines
Adepta Sororitas [Sisters of Battle] As an Ally: Unless you have a large Sister's Force I don't think Space Wolves would make a Good Ally.
As Allies: They should make good Allies.
Troops: Battle Sisters Squad: You are going to have to take one, so stick them on an Objective with two Flamers and Combi-Flamer and one power Weapon. Add a SW Character to them, a WGBL or Wolf Priest. This will give them Counter-Attack and with the Wolf Priest Preferred Enemy.
Elite: Sisters Repentia: With the Eviscerators could do some nasty things in close combat vs. vehicles. This is a unit to take advantage of your FA Drop Pod or Stormwolf to target normal Tanks.
Fast Attack: Seraphim Squad: Well they are sort of the opposite of Skyclaws, they are not as tough, but at better skilled. With the option of buckets of Bolt Pistols and Hand Flamers and/or Inferno Pistols they could be a real deadly force to your chosen target. Also without a Character Upgrade they are immune to Challenges.
Dominion Squad: Here is a nasty Squad you can Abuse. Shove them one of your FA Pods or a Storm Wolf. You can also use them to take/Hold Objectives. What you do with them depends on what you want to do with the 4 Special Weapons. Remember with all three option you can still Assault after firing.
>Storm Bolter: If you age going to use them to hold an Objective or a general Combat Unit you could take the Storm Bolter.
>Flamer: If you are planning on going for Infantry, this is probably the best choice. A Stormwolf or a Land Raider is probably a good choice. I think a Redeemer would be a good Fluffy Choice.
>Melta Gun: 4 Melta Guns out of a FA Pod can ruin anyone's day quickly, You can also scout with them if you need to.
Heavy Support: Penitent Engine: Having trouble getting in close, Shove it into a FA Drop Pod and land it near an entrenched infantry unit. Don't expect miracles, but it is a fast way to get them in to combat quickly.
Retributor Squad: Similar to the Dominion Squad, but with bigger Guns. There job should be based on there weapons.
>Heavy Bolter: Good for dealing most infantry at range. I would suggest unsung them for Objective holding. If you decide to Pod them, I would toss a Divination Rune Priest for the Re-Rolls or a Wolf Priest.
>Heavy Flamer: Another good choice for a Drop Pod out out of a Stormwolf. You could even put them in a Stormfang.
>Multi-Melta: Great for Tank Hunting. Again a great choice for Podding or a Stormwolf. Another good choice to attack a Rune Priest or Wolf Priest for.
One I concept I was thinking about as an allied Force: HQ: Canoness
Troop: Battle Sister Squad with a Flamer and Heavy Flamer in a Rhino
Heavy: Retributor Squad with 4 Heavy Flamers in a FA Pod and the Canoness.
Astra Militarum [Imperial Guard]: Due to the large number of units I am going to highlight some of the more interesting options.
Can work well in both directions.
HQs: Company Command Squad: I see the best thing out of a CCS is the Master of Ordinance and the Officer of the Fleet. Of coarse a CCS filled up with an Medic , 3x Melta-Guns and a pod. You could also put them with an ADL, Quad Gun and a Las Cannon.
>Master of Ordinance: He gives you Pie from Sky, witch can help a lot.
>Officer of the Fleet: Having your Pods come in on a 2+ can only be a good thing.
Tank Commander/Knight Commander Pask: For some of us Old School Wolves, this is a great way to get us our Leman Russ [Well 2-3] as part of our list. If you want to be traditional take the Exterminator. This can be a good way to add some reliable Anti-Tank to your list.
Troops: Infantry Platoon: This is good to get a lot of cheep bodies on the field.
>Heavy Weapons Squads: These could be great way add some firepower to your army. A Rune Priest or Wolf Priest is a great way to offset their BS3.
>Special Weapons Squad: This one should go in a Pod most of the time.
1] Demolition Charge: Three out of FA Pod can do a lot of serious Damage, add a Deathwind Launcher for an 4th Lie Plate.
2] Flamer: Once more Three in a Pod to clear out intrenched Infantry.
3] Grenade Launcher: A relative cheap way to put out some Cupcakes.
4] Melta-Gun: Melta Guns out of a pod with a Rune Priest or Wolf Priest to take down Vehicles.
4] Plasma Gun: Theses wold work as both a Point Defense Unit on an Objective or out a Pod with a Wolf Priest for Monster Hunter
5] Sniper Rifle: 1-3 Sniper Squads could be handy. Put Ulrik between three of to increase their accuracy.
>Conscript Mob: A fun way to bring mas numbers to the battlefield. Give them a Rune Priest or Wolf Priest to lead them.
Veteran Squad: A good Unit to add some fire support. How you use them should depend on what gear you give them. If taken as allies this is a good choice for the one Troops Choice you take.
>Flamer: Great for taking Objectives and Holding them. I would also consider them in a FA Pod. I would also take Demolitions and or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Grenade Launcher: A relative cheap way to put out some Cupcakes. I would take these with the Mortar for lots of Cupcakes.
>Melta-Gun: great for Anti-Tank work. If you want to take a heavy weapon, go for the Las-Cannon. Good out of a pod, or a Stormwolf. I would also take Demolitions and or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Plasma Gun: Theses would work as both a Point Defense Unit on an Objective or out a Pod. A good heavy Weapon would be a Las-Canon.
>Sniper Rifle: Make them Forward Sentries for the Camo Cloaks and use them in cover. Just about any heavy Weapon other than Heavy Flamer or Mortar.
>Auto-Cannon: Good Long Range Firepower. I would mix it with Plasma Guns or Grenade Launchers.
>Heavy Bolter: This gives you a great RoF, especially when mixed with Harker.
>Heavy Flamer: Works best with the Flamers and you can still can take Heavy Weapons Team, I would suggest if you want one take the Heavy Bolter.
>Las-Cannon: Great Anti-Tank Weapon, I would take it with Plasma-Guns just to keep your Squad focused on it's Anti-Armor Role.
>Missile Launcher: General Duty Weapon Jack of Trades Weapon. I would take Grenade Launchers with this. I would only take Flakk Missiles if you plan on taking an ADL with Quad Gun.
>Mortar: This gives you some light Artillery, especially when mixed with Grenade Launchers.
Elites: Orgyns: These could easy represent some of the inhabitants of Fenris. Three of them in a Pod with a Wolf Priest could cause Complete Chaos. You could also put 5 and the Wolf Priest in a Stormwolf.
Bullgryns: You could use them like Orgyns. The other use would be as a mobile ADL for Dreads or other Vehicles. Attach a Wolf Priest to give them FNP.
Rattlings: Cheap Sniper Squad, Attach a Rune Priest or Wolf Priest for some Re-Rolls.
Wyrdvane Psykers: These are an interesting choice. They are cheep and can add a warp charge. One though about had was Njal or a Rune Priest with the Helm of Durfast in a Pod. The 5-9 Wyrdvane take divination to give Rune Priest Re-Rolls with Tempest Powers.
Fast Attack: Scout Sentinel Squadron: This could be an interesting choice to give you some outflanking heavy Weapons.
Armored Sentinel Squadron: Relatively cheap Heavy Weapons.
Rough Riders: Well this could be a cheap bodyguard for your Thunderlord. Put your Riders on Goblin rider Wolves or even take Goblin Riders to represent some sort of monster from Fenris.
Hell-Hound Squadron: Fast moving light tanks could be a nice addition to a TWC list to add some firepower that can keep up.
Valkyrie Squadron: A cheep way to create an Air Wolf List. Just take 3 Grey Hunters in a three Valkyrie Squadron. The big advantage it they will all show up on the same turn.
Vendetta Squadron: This could be a good choice to add some Air Defense to your list.
Heavy Support: Leman Russ Squadron: This can add both Anti-Tank to Anti-Infantry to your List.
Hydra Battery: Relatively Cheap AAA Defense.
Basilisk Battery: Not Cheap, but if you feel you need heavy Artillery it is hard to beat.
Wyvern Battery: A good option for a replacement for the Whirlwind. And you can get them in 3s.
Manticore: Another Artillery piece, though I would be wary if you are running an aggressive list, friendly fire could be an issue.
Deathstrike Missile: Like the Manticore and the fact it goes off later in the game you could end up with a Friendly Fire.
One I concept I was thinking about as an allied Force: HQ: Commander Pask with a Vanquisher and an Exterminator.
Troop: Plasma-Vets as an Objective Holder
Elite: Bullgryns in a Pod with a Wolf Priest to give cover for Murderfang on the Drop.
Fast Attack: 3x Valkyries loaded with ex Grey Hunters and Wolf Guard.
Blood Angels: If the rumors are true in a few month I will have to rebuild this one.
HQs: Commander Dante: He gives you Access to Sanguinary Guard as Troops.
Troops:
Tactical Squads: Well, you can use them to take hold Objectives using their Fast Rhino's.
Assault Squads: This gives you an anti tank unit or Infantry unit with there Infernus Pistol and Hand Flamer.
Death Company: Similar to Wolf Guard, but are fearless and Relentless without all of the options.
Death Company Dreadnaught: A nasty Dread.
Elite: Sanguinary Guard: Well it is a 2+ Assault Squad and a good bodyguard.
Furioso Dreadnaught: A trough Dreadnaught that if you can get it into Close Combat could be real nasty.
Furioso Librarian Dreadnaught: A Psychic Dreadnaught could be an interesting addition to your force.
Terminator Squad [Both]: Well the only reason to take Blood Angel Terminators over Terminator Wolf Guard if Price.
TechMarine: The big advantage for the TechMarine is his Bolster Defenses.
Sternguard: This is a great choice. With their Special Ammunition and ability to take 2 Special Weapons could easily stand in for Wolf Guard.
Sanguinary Priest: Another good choice to add FNP [5+] to one of your Space Wolf units. Add one to your Thunderwolf Calvary on a Bike or a Wolf Guard Terminator Pack.
Fast Attack: Vanguard Veterans: Similar to Wolf Guard, but most of the options are more expensive.
Baal Predator: Fast close support tank, could defiantly be worth it.
Attack Bike Squad: Not a bad choice to get 1-3 Multi-Meltas quickly across the field.
Bike Squad: A mid way choice between Swiftclaws and Wolf Guard Bikers.
Scout Bike Squad: Swiftclaws with Scout.
Heavy Support: Dreadnaught: An easy way to add another Dreadnaught to your list,
Stormraven Gunship: Now this is a reason to take Blood Angels as a Ally. Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: With being Fast Vehicles these can be a great asset. All of them can mover 12” and Fire there basic Weapons.
One I concept I was thinking about as an allied Force: HQ: Captain with Jump pack, Lighting Claw and Power fist along with an Honor Guard armed about the same.
Troop: Tactical Squad with Plasma Gun and Plasma Cannon as an Objective Holder
Elite: Plasma Armed Sternguard.
Heavy Support: Stormraven for the Sternguard and Murderfang.
Dark Angels: I know that Dark Angels and Space Wolves don't get along completely, but they can make great Allies.
HQs: Azrael: Mostly a good choice because he unlock Terminators and Bikes as Troops. That and his ability to choose his Warlord Trait.
Belial: Making Terminators Troops is one big thing, but he can open up the ability to take three Deathwing Terminator Squads for use as an ally. [Deathwing Command Squad, Deathwing Knights, and a Deathwing Terminator Squad]. He can also pace them exactly where you want them on Turn 1 or 2.
Sammael: Similar to Belial, but with Bikes [Ravenwing Command Squad, Ravenwing Bike Squad and Ravenwing Bikes]. He also has his Flying Land Raider of Doom. He make a good choice for Thunderwolf Cavalry or Bikers with his Hit an Run.
Company Master, Interrogator Chaplin, Chaplin, Librarian and TechMarine: Most of these are ok choices, but the big reason is to get your hands on a Power-field Generator and its 3” 4++ Bubble. Pod one of these in near your Dreads and/or Grey Hunters for extra survivability. Put your TechMarine on a Bike for Your Bikers and/or Thunderwolf Cavalry. One would also be a good with your Long Fangs.
Deathwing Command Squad: This could make a good Bodyguard for one of your Wolf Lord, but I think they make work best escorting Arjac. Deep-strike, Assault Cannon tears into one Tank and then Arjac throws his Hammer at a second one.
Ravenwing Command Squad: This is a big one for either your Thunderlord or Bikerlord because of their Hit and Run and Apothecary. The Teleport Homer can also be great for your Deep-striking Wolf Guard and/or Lone Wolves.
Troops: Tactical Squads/Scouts: Both are good solid choices, but you are not normality what going to ally for. Most likely this slot is going to be filled with Terminators or Bikers.
Elites: Veteran Squad: An interesting choice, very similar to Wolf Guard, but able to take Special/Heavy Weapons.
Deathwing Knights: A Nasty choice to take as an Elite Choice. This gives you a good Bodyguard for Belial. Their Fortress of Shields only work on DA Units so it is not a real good choice for any others.
Deathwing Terminators: Isn't this the reason you are allaying with Dark Angels in the first place [or Ravenwing Bike]. While not as versatile as your Wolf Guard they can prove to make an interesting unit. Take a mix of Thunder Hammer/Storm Shields or Paired Lighting Claws and a Assault Cannon or Heavy Flamer for Close Combat. You could also go with a Cyclone or Plasma Cannon for Long Range work. Both would become good Taking and/or Holding Objectives.
Dreadnaught: I would just make it a Deathwing Vehicle for its benefits, beyond that this choice is nothing Special.
Fast Attack: Ravenwing Attack Squadron: Isn't this the reason you are allaying with Dark Angels in the first place [or Deathwing Terminators]. A good choice to act as a bodyguard for your Bikerlord or Thunderlord with their Hit and Run.
Ravenwing Support Squadron: This gives you up to 5 Land Speeders giving you a lot of Mobile Firepower.
Ravenwing Knights: Similar to the Ravenwing Attack squadron, but with better weapons. This is also a good choice fro a biker army lead by Sammael.
Ravenwing Darkshroud: The Shroud of Angels gives you a 6” Stealth Bubble. This can be a good thing with your Wolf Scouts and vehicles that pop Smoke. Even in the open a 6+ Cover Save can save many units.
Nephilim Jetfighter: An ok Flyer. Its big thins are the Twin Linked Las-Cannon and Unrelenting Hunter. The ability it have a 2 in 6 chance of an Immobilized is over looked by a lot, but it can cause havoc with Zooming Fliers. The Avenger Mega-Bolter only looks to be good vs. Mob/Swarm Armies.
Ravenwing Dark Talon: A So-So fighter Bomber. It does suffers when Jinking as it shuts down 2 of its 3 weapons. When you can fire them off it is devastating, but should only be taken if you know your opponent has no AAA.
Heavy Support: Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: Well you can add another one to your list.
Land Raiders: When taken as a Dedicated Transport of Inner Circle Units you can add the “Venerable” to one.
Land Speeder Vengeance: This look like a good choice for a fast moving Vehicle/Monster Hunter. Could benefit from a Rune Priest on a Bike following it.
One I concept I was thinking about as an allied Force: HQ: Belial and a Deathwing Command Squad (Champion, Apothecary, Standard of Fortitude or Retribution, Assault Cannon)
Troop: 10 Models Deathwing Terminator Squad with a pair of Plasma Cannons and possibly a second one with Cyclones.
Elite: Deathwing Knights (Belial's Bodyguard)
Grey Knights: This can be fun with their Love Hate Relationship.
The Aegis: That and the Aegis will make Denying the Witch so much easier.
Lord of War: Kaldor Draigo: He brings his Psychic Powers mostly
>Banishment: Helps when dealing with Daemons
>Gate of Infinity: This could be a fun way to quickly get your Wolf Guard or Thunderwolf Cavalry.
>Hammer Hand: Once more a real buff to Wolf Guard or Thunderwolf Cavalry. Just think about those Thunderwolf Wolf Claws at S8.
>Purge Soul: Well a quick way to hurt a Character or MC.
Add a Divination Rune Priest to hive him more Warp Charges and re-Rolls.
HQs: Grand Master/Brother Captain: Both are good choices to lead your Grey Knights.
Brother Captain Stern: Is probably not going to add much unless you are fighting Daemons.
Brotherhood Champion: He looks good to be choice if you need one in Power Armor. Think of him leading a Pack of Blood Claws out of Stormwolf after casting Hammer Hand.
Castellan Crowe: Similar to the Brotherhood Champion, but he can trash most targets and and if is your Warlord his unit gains Hammer of Wrath.
Librarian: He gives a level 3 Psyker and with the book give you a good chance of getting the powers you want.
TechMarine: With an HQ you can take a TechMarine. This gives you both an extra Psyker and Bolster defenses.
Troops: Strike Squad: This gives you a Psychic Deep Striking unit. They could be good for both taking and Holding objectives. Though to take advantage of their deep striking you would need you Wolf Lord to take Terminator Armor.
Terminators: These are as cheep as your own Terminator, but with Psychic Powers. Probably a better choice of the two choices.
Elites: Purifiers: These are a nasty choice to quickly clear out an area. Take a full 10 model Squad and shove them in a FA Pod and then Combat Squad, kick off 2 Cleansing Flames and then your 4 Heavy Weapons. You can also pull off the same trick with a Stormraven or Stormwolf.
Paladin Squad: Great choice for taking out priority targets.
Dreadnaught: A little pricy, though it does add a Warp Charge and its Sanctuary Power can help keep it alive. Could be a great choice to take as a Rifleman Dread near your Long Fangs to make it harder for Daemons to Assault.
Fast Attack: Dedicated Transports [Rhino, Razorback]: Not much these can add to your Space Wolves.
Space Wolf Drop Pod: This can be a big thing, especially for Purifiers and Purgation Squads.
Interceptor Squad: With there Shunting they can add heavily to a opening Drop Pod Assault.
Stormraven Gunship: Now this is a reason to take Grey Knights as a Ally. Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
Heavy Support: Purgation Squad: Another good choice for one of your FA Pods. You could even take a Terminator and still get all 4 Special Weapon. Or go with a Stormraven or Stormwolf. They are also a good candidate for a Stormfang.
Nemesis Dreadknight: With a Personal Teleporter and Sanctuary could also add a good boost to a Drop Pod Assault with an Interceptor Squad.
Land Raiders [All Types]: Thy would only add to the number your own Land Raiders.
One I concept I was thinking about as an allied Force: HQ: Librarian with the book teamed up with the Terminators
Troop: Terminator Squad with Psycannons
Elite: Purifier Squad with 4 Incinerators in a FA Pod
Fast Attack: Interceptors with Incinerators.
Heavy Support: Either a Nemesis Dreadknight or Purgation Squad with 4 Incinerators in a FA Pod.
Anpu42 wrote: Name: Murderfang
FOC: Elite
UNIT TYPE: Vehicle (Walker, Character)
UNIT COMPOSITION: 1 Model [Unique]
WARGEAR: Searchlight
SPECIAL RULES: Furious Charge [S+1 on a Charge]
It Will not Die [Regeneration]
Rage [+2 Attacks on the Charge]
Rampage [+1d3 Attacks when outnumbered]
RELICS OF THE FANG: The Murderclaws [S7, AP2, Melee, Mastercrafted, Shred, Specialist Weapon]
One Murderclaw has a Heavy Flamer [Template, S5, AP4, Assault-1]
One Murderclaw has a Storm Bolter [24”, S4, AP5, Assault-2]
OPTIONS: May take a Drop pod
What does all of this mean? He is basically a Lone Wolf stuffed in a Dreadnaught.
What to use him for? Other than draw fire, inflict a lot of damage against its intended target there is not much here. He would probably do best taking on Multi-Model Units to take advantage of his Rampage.
Out of a Drop Pod he can still Shoot.
I would not run him by himself, give your opponent something else to shoot at like a Sword and Board Dread or Storm Shield equipped units.
Imperial Knights: These could really increase you Firepower, but for a huge price tag.
Knight Paladin:
Wargear: 2x Heavy Stubbers [36”, S4, AP6, Heavy-3]: They are basically weak Heavy Bolters.
Rapid-Fire Battle-Cannon [72”, S8, AP3, Ordinance-2, Large Blast]: Long Range Pie-Cannon. Can be devastating vs most targets, AV-14 might give you some issues.
Reaper Chain-Sword [SD, AP2, Melee]: This is a great weapon vs EVERYTHING with its 3 Attack.
Ion Shield: Pick a side 4++ Save.
Stomp Attack: Stomp! Stomp! Stomp! For Justice. [1d3 Cupcakes that can crush most things]
SPECIAL RULES: Fear: Well you should be afraid of it!
Hammer of Wrath: A free S10 Attack!
Invincible Behemoth: Make this model really hard to kill.
Move Through Cover: Is pretty much that, it moves though Difficult Terrain quickly.
Relentless: Can Move and Shoot
Smash: All Close Combat Attacks are AP2
Strikedown: Most models can be knocked over when hit with a Melee Attack.
I think would be best as a Backfield Support and Counter Assault Weapon. Its 72” range of Death Pie should be the main reason to take this for dealing with Non-Tank Armies. Then if something is Brave enough to get close rush forward, kick it, hack it a few times and then stomp on it, it should go away.
Knight Errant:
Wargear: 2x Heavy Stubbers [36”, S4, AP6, Heavy-3]: The are basically weak Heavy Bolters.
Thermal Cannon [36”, S9, AP1, Heavy-1, Large Blast, Melta]: This is a Mid-Ranged Tank Hunter.
Reaper Chain-Sword [SD, AP2, Melee]: This is a great weapon vs EVERYTHING with its 3 Attack.
Ion Shield: Pick a side 4++ Save.
Stomp Attack: Stomp! Stomp! Stomp! For Justice. [1d3 Cupcakes that can crush most things]
SPECIAL RULES: Fear: Well you should be afraid of it!
Hammer of Wrath: A free S10 Attack!
Invincible Behemoth: Make this model really hard to kill.
Move Through Cover: Is pretty much that, it moves though Difficult Terrain quickly.
Relentless: Can Move and Shoot
Smash: All Close Combat Attacks are AP2
Strikedown: Most models can be knocked over when hit with a Melee Attack.
If you are running an aggressive List, this is the Knight for you. It also can make a very BIG Distraction for your Drop Pods. Who is going to care about Murderfang when this thing just waddled up 12” and Dropped a Molten Pie Plate on your Land Raiders Still Sitting there on turn one.
Inquisition: Space Wolves normally don't get along, but they can work together. This is defiantly is one of the better choices as an Ally.
HQs: Inquisitor Coteaz: Well other than him being a Level- Psyker, his big thing looks to be I've Been Expecting You! Place him near an Objective or two and keep the Deep-Strikes at bay.
Inquisitor Karamazov: He looks to be a fun one to take. He has a good array of Weapons including his Orbital Bombardment. His Dread Reputation will also keep units near him in the fight. His “By Any Means Necessary! Power is probably the most abuse-able Rule. Take a Lone Wolf with Storm Shield and wait for him to be engaged in Melee and then drop the “Pie From The Sky” on him. There is a 2/3 chance of your Lone Wolf surviving with out a wound.
ORDO MALLEUS INQUISITOR: Looks to be a good solid choice. One of the things he can do is take Terminator Armor with a Psycannon. He can also take Servo-Sculls to restrict your Enemies Deployment of Troops.
ORDO HERETICUS INQUISITOR: This is who you take to create an Anti-Psyker Unit. Take a Null Rod and Psyocculum, the attach him to a Long Fangs Pack loaded with Plasma Cannons. You are now Immune to Psychic Powers and are BS 10 vs them.
ORDO XENOS INQUISITOR: Another Solid Choice with his mix of Wargear. I would take him with Wolf Guard to represent Death-Watch.
Elite: INQUISITORIAL HENCHMEN WARBAND: This is a Swiss Army Knife with its ability to be tooled up to do anything.
>Acolyte: These are the core with their ability to take most everything. [I usaly take 3 with Plasma Guns and the Rest with Hot-Shot Las-Guns to deal with MEQs.
>Arco-flagellant: Cheap FNP Melee Specialist, You get what you pay for. You probably only need 2-3 in a squad.
>Crusaders: A Power Weapon and a Storm Shield. These are a great choice for helping keep your Squad Alive. You probably only need 2-3 in a squad.
>Daemonhost: I find it hard to justify taking one of these with a Space Wolf Army, but it could prove to be an interesting choice. Their Powers are so random.
>Death Cult Assassin:A Fast Killing Machine. Give them two different Power Weapons [Like a Axe and a Maul] to add to their Flexibility. You probably only need 2-3 in a squad.
>Jokaero Weaponsmith: These are an oddity, but with there ability to modify your Warband's Weapons it is worth taking 1-3 at most. Of course with their ability to make multiple Heavy Weapons you could take a whole bunch become a very deadly force.
>Ministorum Priest: This give your unit Zealot.
>Mystic: Gives you Non-Scatter Deep Strikes.
>Psyker: Gives you a Psychic Attack.
>Servitor: Good for keeping your Vehicle Alive and up to 3 of them can take a Heavy Weapon.
Dedicated Transports: >Rhino: Basically the same, but you can make your Storm Bolters S5.
>Razorback: Basically the same, but you can take Psybolt Ammunition and Psyflame Ammunition.
>Chimera: A Good sized Troop Transport with Firing Ports. With Psybolt Ammunition and Psyflame Ammunition you can really increase the killing power your Heavy Bolters and Heavy Flamers.
>Valkyrie: Good Cheap Air Transport.
>Land Raider: Good Solid Transport. Psybolt Ammunition can really help the Heavy Bolter.
>Land Raider Crusader: Popular High Capacity Transport that Truly benefits from Psybolt Ammunition.
>Land Raider Redeemer: Perfect sized for your Warband, though it takes both Psybolt Ammunition and Psyflame Ammunition, but can be totally worth it.
Automatically Appended Next Post:
karlosovic wrote: How about a tactica on the relevant strengths and synergies of the different Psychic disciplines?
I probably will, I just make it in a separate thread though.
I got Grey Knights on deck right now. I will start that one up in a few days.
Space Marines: Here is where the Real Fun begins. I will probably only talk about Special Characters in Detail if they have a Real Effect
HQs: MARNEUS CALGAR [Ultra-Marines]: Other than his ability to use an Extra Chapter Tactics his other big thing is the multiple Honor Guards he can take. He could make a good Character to come in with Wolf Guard Terminators.
CAPTAIN SICARIUS [Ultra-Marines]: His Big one it +1 To Reserve Rolls.
CHIEF LIBRARIAN TIGURIUS [Ultra-Marines]: He is a Mastery Level-3 Psyker that can take Pyromancy. He can also Re-Roll for what Powers he can take giving you a better chance to get the powers you want.
CHAPLAIN CASSIUS [Ultra-Marines]: His big thing is Preferred Enemy [Tyranids], that and Fearless. He could make a good Leader for your Stormwolf Blood Claws.
KOR'SARRO KHAN [White Scars]:He give you Hit & Run to any unit he is attached to. Put him on Moondrakkan and stick him with your Thunderwolf Cavalry for some real fun.
VULKAN HE'STAN [Salamanders]: He does not add much to the Wolves, but a Melta-Gun Armed Sternguard or Multi-Melta Armed Devastators out a Pod on the other hand.
SHADOW CAPTAIN SHRIKE [Raven Guard]: Attaching him to some Skyclaws for some Stealth and Infiltrating goodness.
CAPTAIN LYSANDER [Imperial Fist]: His 2+/3++ and Eternal Warrior makes him a Tank. Team him up with some Terminator Wolf Guard to give Arjac for some real staying Power.
PEDRO KANTOR [Crimson Fist]: His biggest thing would be his making Sternguard OS Unit.
HIGH MARSHAL HELBRECHT [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader.
CHAPLAIN GRIMALDUS [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader.
THE EMPEROR'S CHAMPION [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader. He is also brutal in Challenges.
CHAPTER MASTER: He may nor add anything Specific other than any bennies from Chapter Tactics you can get from having him as part of your Unit. Though he can make Bakes Troops and an Orbital Strike. He also unlocks the Honor Guard.
HONOUR GUARD: A solid 2+ Save unit. This could make a good Body Guard for a Character.
CAPTAIN: Well he is a good HQ Choice. If he takes a Bike he can also make Bikes Troops.
TERMINATOR CAPTAIN: Similar to the Captain, thou he fits well with Terminator Wolf Guard.
COMMAND SQUAD: These could really add something to Your Space Wolves. Either as a Plasma/Melta Unit or a Close combat Unit. A Close Combat Kit with Champion, Apothecary in a Drop Pod could make a nice Bodyguard for your Wolf Lord. You can also take Bikes and Grav-Guns to go with your Thunderlord [Just go with White Scars for Hit and Run].
LIBRARIAN: This is a way to add Pyromancy to your Army or just to add 1-2 Warp Charges. One in Terminator Armor can also take a Storm Shield.
CHAPLAIN: A good cheap way to give you a 4++ Save as a HQ.
MASTER OF THE FORGE: This is a great choice for an HQ. He opens up Dreads as a Heavy Slot and Bolster Defenses.
TECHMARINE: As you can take one for each HQ you can take a MotF and a TechMarine and bolster a second Ruin.
Troops: TACTICAL SQUAD: There use depends on what you want to do with them. It also gives a option to take a Grav-Weapon or two.
SCOUT SQUAD: Nice and Cheap objective holders. You can tool them up three basic ways.
>Assault Scouts: Bolt Pistols and Close Combat Weapons or Shotgun. Put 5 of them in a Land Speeder Storm and ho hunting for Objectives. [I would take White Scars]
>Bolter Scouts: Just let them keep their Bolt Guns. Put them in a Land Speeder Storm and perform Drive-By-Shootings, A Heavy Bolter might be good to. [Imperial Fist would be a good choice.]
>Sniper Scouts: Take Sniper Rifles and Camo Cloaks and park yourself in that Bolstered Ruin with an objective. Both a Heavy Bolter and Missile Launcher are good Choices.
>SERGEANT TELION [Ultra-Marines]: A good choice for Scout Snipers. You could also take a Missile Launcher with Flakk to deal with Fliers using a BS6 or the Heavy Bolter for dealing with Hordes.
CRUSADER SQUAD: An interesting choice. A good choice for them might be to throw them into a Stormwolf to get them into Close Combat Quickly.
Dedicated Transports: The Rhino, Razorback and Drop Pod are just like the Space Wolves ones.
Land Speeder Storm: Can only be taken by the Space Marines Scouts, but one could always after deployment put your Wolf Scouts in it. I would suggest if you are going to that take the 2 Plasma Pistols and a Melta-Gun for Tank Hunting.
Elites: VANGUARD VETERAN SQUAD: Similar to Wolf Guard set up for Close Combat work. They would probably be best when kept cheap or as an Elite Body Guard with Storm Shields. They would also go good with a Stormwolf.
STERNGUARD VETERAN SQUAD: Once more a good choice to use like Wolf Guard. One option could be putting a 5-6 model Squad loaded with Grav, Melta or Plasma in a Stormfang for dropping off as some point.
DREADNOUGHT: This is a good place add one more to your list.
IRONCLAD DREADNOUGHT: This gives you an option to take a nasty Close Combat Dreadnaught.
LEGION OF THE DAMNED: Why not add them. It is a nasty 3+/3++ Relentless Squad that Deep Strikes in at some point. This can be a great Unit to soak up damage while at the same time taking down primary targets.
TERMINATOR SQUAD: Well it may not be as cheap as basic Wolf Guard Terminators, but if you want lots of Power Fist and Chain Fist this is a cheaper way to go. You can fit 5 in a FA Pod for 1st Turn entry.
TERMINATOR ASSAULT SQUAD: If you want lots of Thunder Hammer/Storm Shield Terminators this is the way to go. You can fit 5 in a FA Pod for 1st Turn entry.
CENTURION ASSAULT SQUAD: Maybe not the greatest choice, but Space Wolves can take great advantage of them. Put 4-5 of them in a Stormwolf along with a Space Wolf Character like a Rune Priest or Wolf Lord. This will let them Assault at they leave and Counter Attack.
Fast Attack: ASSAULT SQUAD: This will give you an alternate for Skyclaws.
LAND SPEEDER SQUADRON: Give you access to more Land Speeders.
STORMTALON GUNSHIP: This give you access to an Air-Superiority Fighter that could come in with your Stormwolf.
BIKE SQUAD: Gives you an alternate or addition to your Swiftclaws. You can also take 2 Grav-Guns.
ATTACK BIKE SQUAD: Gives you the 1-3 independent Attack Bikes. I would suggest going with Multi-Meltas and Vulcan for real tank hunting.
SCOUT BIKE SQUAD: A good alternate to Swiftclaws.
Heavy Support: I am not going to bother with the Predator, Whirlwind, Vindicator and Land Raiders. They are just like the normal Space Wolf Ones.
Sergeant Chronus [Ultra-Marines Tank Commander]: Chronus is always bought HS an upgrade and starts tl1c game a.~ commander of an Ultra-Marines Tank (sec the army list). Use the tank commander model of Chronus to represent this. Chronus. Tank has the It Will Not Die .special n 1k. Furthermore. It ignores the effects Crew Shaken or Crew Stunned results, though it .still loses a Hull Point as normal. The Tank uses Chronus' Ballistic Skill of 5.
DEVASTATOR SQUAD: Like your Long Fangs, but less big guns and more possible bodies. One option is to take a few extra bodies, an ADL and a Quad Gun with Flakk Missiles for a decent AAA unit. Add a Divination Priest for lots of Re-Rolls.
CENTURION DEVASTATOR SQUAD: There are three basic ways to use them with Transport options.
>Base: Just keep the Heavy Bolters and Hurricane Bolter. This makes a good Anti-Swarm/Horde unit.
>Anti-Armor: Take the Grav-Cannons and Missile Launcher. This should deal with most MEQ, TEQ and MCs.
>Anti-Tank: Go with the Las-Cannons and Missile Launchers.
>Foot: This is a good choice to hold Objectives, maybe for walking fire.
>Drop Pod: Just three in a Drop Pod. Add Character of choice and go hunting.
>Stormwolf: This option can carry up to 5 Centurions and a Character.
THUNDERFIRE CANNON: This gives you a nice Fire Support Unit + a TechMarine. The Cannon itself give you the ability to attack multiple types of targets at 5'. The TechMarine also give you another chance to Bolster Defenses.
HUNTER AAA Tank [60”, S7, AP2, Heavy-1, Armor Bane, Savant Lock, Skyfire]: This weapon will hit Fliers, MCs and Skimmers Hard. If you miss a Flier or FMC it will continue to chase it around until it hits or the target leaves the board. Just think about that Dark Eldar Raider being hit by a 7+2d6AP Attack. A Divination Priest will help a lot with hitting.
Stalker AAA Tank [One Target at BS4, 48”, S7, AP4, Heavy-4, Skyfire, Twin-Linked or Two Targets at BS-2, 48”, S7, AP4, Heavy-4, Skyfire: This is a good AAA Unit for taking on multiple targets. It can make quick work of Fliers and Skimmers. Add a Divination Priest to make shooting at two targets more Reliable.
Stormraven Gunship: Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
Psychic Powers:
BIOMANCY: A good choice if you want to be involved in Close Combat.
PRIMARIS POWER:
SMITE [Warp Charge 1]
Smite is a Witchfire Power [18”, S4, AP2, Assault-4]
This Biomancy Power is cheap to cast and can wreck havoc on most models, it could even pop Transports.
#1 IRON ARM [Warp Charge 1]
Iron Arm is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker has +3 to his Strength and Toughness and he gains the Smash special rule.
This is a brutal Power. It quickly makes your Force Axe S8 and your Toughness 7, 8 on a Bike.
>Force Axe [S8, AP2, Force, Unwieldy]
>Force Staff [S9, AP4, Force Concussive]
>Force Sword [S7, AP3, Force]
#2 ENFEEBLE [Warp Charge 1]
Enfeeble is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit suffers a -1 penalty to both Strength and Toughness, and treats all terrain (even open ground) as difficult terrain.
A nasty power. If it takes affect though it can make a big difference. Most T3 armies are not being ID by your S4 Attack and makes T4 Armies vulnerable to ID to your Plasma or Frost Axes.
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
#4 WARP SPEED [Warp Charge 1]
Warp Speed is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker has +3 to his Initiative and Attacks and he gains the Fleet special rule.
Another nasty Power to buff your Rune Priest giving you I7 and 5 or 6 Attacks.
#5 ENDURANCE [Warp Charge 2]
Endurance is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, all models in the target unit gain the Eternal Warrior, Feel No Pain (4+) and Relentless special rules.
While not cheap he can make a unit hard to kill.
>Bikers or Thunderwolf Cavalry: Makes them Real Hard to kill, Requiring S10 Weapons to bypass the FNP.
>Long Fangs: A pack of 6 Relentless FNP Long Fangs can be real nasty, especially out of a Pod.
#6 HAEMORRHAGE [Warp Charge 2]
Haemorrhage is a focused Witchfire power with a range of 18". The target must pass two separate Toughness tests or suffer a Wound with no Armor or cover saves allowed for each test that was failed. If the target is removed as a casualty, randomly select another model (friend or foe) within 2" of him. That model must pass a single Toughness test or suffer a Wound with no Armor or cover saves allowed. If that model is removed as a casualty, continue the process of selecting another model and taking a single Toughness test until a either a model survives or there are no more suitable targets within range.
This can be a real nasty power. A little hard to cast, but harder to deny. It is also a good one to follow Enfeeble with.
Think about that now Grot Mob that are now T1. Not that I would waist the 6 Warp Charges other than for the WTF moment.
Tricks and Tips: Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 because you are going to want more than Smile and Hemorrhage. You will also need the Warp Charges for Endurance.
Weapon Choices: Keep is quick, You will be kicking yourself if you are wielding your Force Axe and roll Warp Speed. I would just go with the Staff in case you pull off Iron Arm for some S9 Whacking Power.
Armor Choices: I would go with Terminator Armor or Runic Armor as there is a good chance you are going to find yourself in a lot of Melee/Challenge situations.
Wargear Choices: >Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially if you have a Staff and Iron Arm.
>Digital Weapons: As you are probably going to spend a lot of time in Melee, these are a good choice.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang: >The Armor of Russ: This is probably the best choice of the Relics as it give you a 4++ Save and Gives you Opponent a I-5 in challenges. This makes the Axe worth it, but with Warp Speed and Iron Arm making your Staff S9, I7 making the combo worth it as you will always go off first.
>The Bite of Fenris: A good choice as a ranged weapon, though I think you would be better off with just your Bolt Pistol or Storm Bolter.
>Black Death: An interesting choice, but can be worth giving up your ranged weapon for it, that means in Terminator Armor you will need to but a Storm Bolter first. However when mixed with Warp Speed it will give you 9 Attacks. Iron Arm gives you S9 Attacks. With Both Iron Arm and Warp Speed that makes it 9 S9 AP2 I1 Attacks! This is the only Axe I would take for a Biomancy Rune Priest. As a Not you could make it 9, S9, S9, AP4, I7 Attacks. As for a ranged Attack, you always have a Grenade if you are not in Terminator Armor.
>Helm of Durfast: I don't see this one as big a need as you only have 3 Powers that truly need the bonuses it gets. You also have to weigh Survivability vs To-Hit Rolls.
>Fangsword of the Ice Wolf: Similar to the Back Death, but not a good. I would take this on only if I was set on taking the Runic Axe.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planing on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry. The Furious Charge could take your Iron Arm Runic Staff to S10 and give everyone +2 Attacks on the Assault.
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
What do you mean by easily denied? How easy a power will be to deny only depends on how many warp charges you are willing to risk using to get it going. The opponent must succeed on a number of deny dice equal to or greater than the number of successes you had when rolling to activate the power. The required number of warp charges for the power is not really relevant for denying. I mean, if you really want a power to go off and not be denied you can put a lot of charges into it and make it extremely hard to deny.
As far as I know, Helm of Durfast allows rerolls also for close combat hit rolls, making it a solid option for a Biomancer, even if you're not using the ignore cover part. Ignore Cover on Smite is quite nice.
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
What do you mean by easily denied? How easy a power will be to deny only depends on how many warp charges you are willing to risk using to get it going. The opponent must succeed on a number of deny dice equal to or greater than the number of successes you had when rolling to activate the power. The required number of warp charges for the power is not really relevant for denying. I mean, if you really want a power to go off and not be denied you can put a lot of charges into it and make it extremely hard to deny.
This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.
As far as I know, Helm of Durfast allows rerolls also for close combat hit rolls, making it a solid option for a Biomancer, even if you're not using the ignore cover part. Ignore Cover on Smite is quite nice.
Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
What do you mean by easily denied? How easy a power will be to deny only depends on how many warp charges you are willing to risk using to get it going. The opponent must succeed on a number of deny dice equal to or greater than the number of successes you had when rolling to activate the power. The required number of warp charges for the power is not really relevant for denying. I mean, if you really want a power to go off and not be denied you can put a lot of charges into it and make it extremely hard to deny.
This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.
The section on how many warp charge points are harnessed and therefore how many are required to be nullified couldn't be more clear. I simply wouldn't tolerate an opponent who tried to scam that rule.
Every 4+ casting = 1 "Harnessed" WCP.
To deny - you must counter ALL "Harnessed" points.
The number of WCP required to cast a power has nothing to do with the number of WCP required to deny (except, of course, that you don't have to deny failed casts)
Personally, I took "easily denied" to mean that witchfires and maledictions target enemy units, and therefore modifiers apply to Deny the Witch - lowering the dice roll required and therefore making them easier to deny.
Conjurations and Blessings don't target enemy units, so they may only ever Deny on a natural 6
As far as I know, Helm of Durfast allows rerolls also for close combat hit rolls, making it a solid option for a Biomancer, even if you're not using the ignore cover part. Ignore Cover on Smite is quite nice.
Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.
I don't really understand why you're talking about your own armour saves.... we're talking about the Helm of Durfast right? Re-roll to hit?
karlosovic wrote: Nice write-up Anpu. So do you think Biomancy would be a solid choice for say... Njal, leading a pack of Melee terminators out of a LRC ?
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
What do you mean by easily denied? How easy a power will be to deny only depends on how many warp charges you are willing to risk using to get it going. The opponent must succeed on a number of deny dice equal to or greater than the number of successes you had when rolling to activate the power. The required number of warp charges for the power is not really relevant for denying. I mean, if you really want a power to go off and not be denied you can put a lot of charges into it and make it extremely hard to deny.
This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.
The section on how many warp charge points are harnessed and therefore how many are required to be nullified couldn't be more clear. I simply wouldn't tolerate an opponent who tried to scam that rule.
Every 4+ casting = 1 "Harnessed" WCP.
To deny - you must counter ALL "Harnessed" points.
The number of WCP required to cast a power has nothing to do with the number of WCP required to deny (except, of course, that you don't have to deny failed casts)
Personally, I took "easily denied" to mean that witchfires and maledictions target enemy units, and therefore modifiers apply to Deny the Witch - lowering the dice roll required and therefore making them easier to deny.
Conjurations and Blessings don't target enemy units, so they may only ever Deny on a natural 6
As far as I know, Helm of Durfast allows rerolls also for close combat hit rolls, making it a solid option for a Biomancer, even if you're not using the ignore cover part. Ignore Cover on Smite is quite nice.
Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.
I don't really understand why you're talking about your own armour saves.... we're talking about the Helm of Durfast right? Re-roll to hit?
Warp Charges: I got some editing to do then.
Helm and Saves: Why I brought up saves is you still have to be alive on I4 to get your Re -Rolls. Now it might be me being Gun-Shy after a pair of games where I was taking on Dark Eldar and dealing with a Multi-I7 AP3 Poisoned model that I never got a swing off. I even had the Divination Power Precognition and Force Going, but without the Invulnerable Save going it did not mater I was killed off on I7 both times and the rest of the Pack was mostly whipped out on I5 from his Bodyguard, the only survivor both time was the WGPL with a Storm Shield.
I think it change my priorities to Survival First, Re-Rolls Second.
Anpu42 wrote: Helm and Saves: Why I brought up saves is you still have to be alive on I4 to get your Re -Rolls. Now it might be me being Gun-Shy after a pair of games where I was taking on Dark Eldar and dealing with a Multi-I7 AP3 Poisoned model that I never got a swing off. I even had the Divination Power Precognition and Force Going, but without the Invulnerable Save going it did not mater I was killed off on I7 both times and the rest of the Pack was mostly whipped out on I5 from his Bodyguard, the only survivor both time was the WGPL with a Storm Shield.
I think it change my priorities to Survival First, Re-Rolls Second.
I agree with that, but Helm of Durfast doesn't prevent you taking Runic/TDA
Automatically Appended Next Post: I'm not sure if it's worth the 20pts on a Biomancy guy... rerolls are certainly good, though
Yeah, you're right that the Helm may not come into effect with challenges in play. I normally run my biomancer RP on a bike with a TWC unit+Iron priest+Cyberwolves, so I normally don't take the challenges on the RP (I don't think I've ever had the RP in a challenge actually). And for normal wound allocation having multiple characters in the unit makes it very easy to make the Look out sir rolls. But the Helm is one of the first things to go if I'm swamped for points.
Note: generally don't reply after 6:00PM PST because of the Automatic Amended thing.
DAEMONOLOGY: Both of these are very dangerous to cast, but can be a good choice to create Fallen Wolves, Rune Priest with a very Shamanistic background or even the lost 13th Company..
DAEMONOLOGY: SANCTIC POWERS These can very good for you, though I would just take Grey Knight Allies if you really wanted to use these powers.
PRIMARIS POWER
BANISHMENT [Warp Charge 1] Banishment is a malediction that targets a single unit with the Daemon special rule within 24". Whilst this power is in effect, all models in the target unit suffer a -1 penalty to their invulnerable save (normally reducing it to 6+). This is cumulative with any other modifiers to a Daemon’s invulnerable save, but cannot make it worse than 6+.
This a good power for dealing with Daemons.
#1 GATE OF INFINITY [Warp Charge 1] Gate of Infinity is a blessing that targets the Psyker. Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.
A quick way to get any unit across the table. Mixes real well with Drop Pods with Locator Beacons.
#2 HAMMERHAND [Warp Charge 1] Hammerhand is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +2 Strength.
A Good choice for adding some extra Strength to your Thunderwolf Cavalry. Also great for most other units.
#3 SANCTUARY [Warp Charge 1] Sanctuary is a blessing that targets the Psyker. Whilst the power is in effect the Psyker and all models in his unit receive a +1 bonus to their invulnerable save (models that do not have an invulnerable save gain a 6+ invulnerable save whilst this power is in effect instead). In addition, all units with the Daemon special rule (friend or foe) treat all terrain, including open ground, within 12" of the Psyker as dangerous terrain.
This is probably one of the better powers to get.
>Runic Armor: Becomes 5++
>Terminators: Become 4++
>Belt of Russ or Armor of Russ: Become 3++
>Storm Shields: Become 2++
With all of that who cares about the secondary effect.
#4 PURGE SOUL [Warp Charge 1] Purge Soul is a Focused Witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the target’s total is greater than the Psyker’s total, nothing happens. If the Psyker’s total is greater than or equal to the target’s total, the target model suffers an automatic Wound with no Armor or cover saves allowed. Purge Soul has no effect on vehicles.
This is a good way to Snipe Characters and Special Weapons.
#5 CLEANSING FLAME [Warp Charge 2] Cleansing Flame is a Nova power [9”, S5, AP4, Assault 2d6, Ignores Cover, Soul Blaze.
An Expensive and Dangerous Power to cast, but worth it when it goes of right. With it being a Nova Power you can cast it while in Melee.
#6 VORTEX OF DOOM [Warp Charge 3] Vortex of Doom is a Witchfire Power [12”, SD, AP1, Assault-1, Blast, Vortex.]
If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.
An Very Expensive and VERY Dangerous Power to cast. If it scatters wrong you are in trouble yourself. I would not Assault the targeted unit as you never know where it is going to be in a few moments. I would toss it and RUN the other way!
Tricks and Tips: Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 just in case you get Vortex.
Weapon Choices: I don't think it really matters, though the Runic Axe is worth it if you get Sanctuary
Armor Choices: I would go with Terminator Armor or Runic Armor are both worth it, just because of Sanctuary.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary if you don't plan on getting close. Though if you are going to get close to Big things, I would consider it.
>Digital Weapons: If you think you might be getting into Close Combat they might be worth it.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang:
>The Armor of Russ: This is probably the best choice of the Relics as it give you a 4++ Save and Gives you Opponent a I-5 in challenges. Once more Sanctuary is a good reason to take it.
>The Bite of Fenris: A good choice as a ranged weapon, though I think you would be better off with just your Bolt Pistol or Storm Bolter.
>Black Death: Not a real good choice unless you are planning on being Assaulting a lot.
>Helm of Durfast: I don't see this one as big a need as you don't really have any powers that can benefit from it unless you are planning on getting into challenges.
>Fangsword of the Ice Wolf: Similar to the Back Death, but not a good. I would take this on only if I was set on taking the Runic Axe.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planning on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.
Automatically Appended Next Post: Njal and Biomancy: It is very doable, but I see some issues.
>You are not taking advantage of one of his Special Abilities, The Ability to Re-Roll a Tempest Power.
>His Runic Armor, it is only a 6++ save, I would only go this route with him in Terminator Armor because you will be spending along of time in close combat most likely.
>Mobility: Biomancy is best with an "Assault Unit". He his the option of Runic Armor or his Terminator Armor forcing him to use a Transport, an Expensive Transport if you plan on him being in his Terminator Armor or Deep Striking.
In my original question I suggested using him with a pack of Wolf Guard Terminators (TH/SS & LCs) riding in a Land Raider Crusader.
In fact... I'd consider Araj's Shield Brothers as well.
I often like a pack of melee focussed Terminators in a LRC.
So i guess the real question is - what's a good character to lead them?
I was thinking Njal in TDA with Biomancy
DAEMONOLOGY: Both of these are very dangerous to cast, but can be a good choice to create Fallen Wolves, Rune Priest with a very Shamanistic background or even the lost 13th Company..
DAEMONOLOGY: MALEFIC POWERS This makes a great set of powers to really create the 13th Company. It also will challenge you to come up with Models to represent what is summoned.
PRIMARIS POWER
SUMMONING [Warp Charge 3]Summoning is a conjuration with a range of 12" that creates one of the following units (your choice):
>10 Bloodletters of Khorne {Wolf Guard}
>10 Pink Horrors of Tzeentch {Blood Claws}
>10 Plaguebearers of Nurgle {Grey Hunter}
>10 Daemonettes of Slaanesh {Wolf Guard}
>5 Flesh Hounds of Khorne {Wolves}
>3 Flamers of Tzeentch {Skyclaws}
>3 Nurgling Swarms {Wolf Swarms}
>5 Seekers of Slaanesh {Thunderwolf Cavalry}
An Very Expensive, Very Dangerous Power to cast. It can easily represent calling more 13th Company from the Warp.
#1 CURSED EARTH [Warp Charge 1] Cursed Earth is a blessing that targets the Psyker. Whilst the power is in effect, all models with the Daemon special rule (friend or foe) within 12" of the Psyker have a +1 bonus to their invulnerable save (normally increasing it to 4+). This is cumulative with any other modifiers to a Daemon’s invulnerable save. In addition, whilst the power is in effect, friendly units with the Daemon special rule will not scatter when arriving from Deep Strike Reserve so long as the first model is placed within 12" of the Psyker.
A Good way to boos your incoming 13th Company.
#2 DARK FLAME [Warp Charge 1] Dark Flame is a Witchfire Power [Template, SW4, AP5, Assault-1, Soul Blaze, Torrent]
This is a very good ranged power. Defiantly a keeper.
#3 INFERNAL GAZE [Warp Charge 1] Infernal Gaze is a beam [18”, S3, AP4, Assault-1, Armorbane, Fleshbane]
Ok...this is an odd one. Is ok vs Vehicles and Non-Vehicles. This might be a good way to attack a number of different targets reliable, and Snipe Specific ones. {For us old School Wolves this is the closest we are going to get to the JotWW.}
#4 SACRIFICE [Warp Charge 1]
Sacrifice is a conjuration with a range of 6" that creates one of the following units (your choice): >1 Herald of Khorne
>1 Herald of Tzeentch
>1 Herald of Nurgle
>1 Herald of Slaanesh
With up to 30 points’ worth of options. Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, one friendly model within 6" of the Psyker (or the Psyker himself) immediately suffers a single Wound with no saves of any kind allowed.
This is one of the safer ones to cast to give you a “Wolf Lord”.
#5 INCURSION [Warp Charge 3] Incursion is a conjuration with a range of 12" that creates one of the following units (your choice):
>3 Bloodcrushers of Khorne {Thunderwolf Cavalry}
>3 Screamers of Tzeentch {Sky Guard or Jet-Bikers}
:3 Plague Drones of Nurgle {Jet-Bikers}
>3 Fiends of Slaanesh {Terminator or Wolf}
Rules for these units can be found in Codex: Chaos Daemons.
An Very Expensive, Very Dangerous Power to cast, but worth it if the Models look cool.
#6 POSSESSION [Warp Charge 3] Possession is a conjuration with a range of 6" that creates one of the following new units (your choice):
>1 Bloodthirster
>1 Lord of Change
>1 Great Unclean One
>1 Keeper of Secrets.
Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, the Psyker is immediately removed as a casualty (if the Psyker was part of a unit with the Brotherhood of Psykers/Sorcerers special rule, remove the entire unit as casualties). If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.
An Very Expensive, Very Hard to Deny and VERY Dangerous Power to cast. I would either use a Dreadnaught or a giant Wolf Model to represent this one.
Tricks and Tips: Rune Priest Mastery Level: You need to take Level-2 Mastery or take Njal as you are going to need the Warp Charges.
Weapon Choices: I don't think it really matters.
Armor Choices: I would not bother upgrading as you are going to be removed Quickly as a Casualty.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I would not bother.
>Digital Weapons: I would not bother.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang: I would not bother.
Automatically Appended Next Post:
karlosovic wrote: In my original question I suggested using him with a pack of Wolf Guard Terminators (TH/SS & LCs) riding in a Land Raider Crusader.
In fact... I'd consider Araj's Shield Brothers as well.
I often like a pack of melee focussed Terminators in a LRC.
So i guess the real question is - what's a good character to lead them?
I was thinking Njal in TDA with Biomancy
Njal In Terminator could work
A Rune Priest in Terminator Armor with the Wulfen Stone could be a real good choice.
Also a Wolf Priest in Terminator Armor with the Wulfen Stone.
DIVINATION Probably best when used in a Backfield unit, especially with Long Fangs.
PRIMARIS POWER
PRESCIENCE [Warp Charge 2] Prescience is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls.
A little Pricy to cast, but worth it most of the time.
#1 FOREBODING [Warp Charge 1]: Foreboding is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch using their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.
This is only a Good Power, but not Great. The reason is one of the USRs you already have. However the Overwatch at full BS could be real big. This would work best if you are going to be close to the action.
#2 FOREWARNING [Warp Charge 1] Forewarning is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit has a 4+ invulnerable save.
A Great Cheap Power. This is the one you want for your Long Fangs or Deep Striking unit.
#3 PERFECT TIMING [Warp Charge 1] Perfect Timing is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit’s weapons have the Ignores Cover special rule.
This is a good Power especially for Long Fangs or Grey Hunters.
#4 PRECOGNITION [Warp Charge 1] Precognition is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker re-rolls all failed To Hit and To Wound rolls. In addition, while the power is in effect, the Psyker re-rolls failed saving throws.
A good cheap power. It would be best either for taking wounds for your unit or in a Close Combat Unit to take on challenges.
#5 MISFORTUNE [Warp Charge 2] Misfortune is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all attacks that hit the target unit have the Rending special rule.
An Expensive to cast, but worth it. No mater where you place it, that unit will become an Bullet Magnet.
#6 SCRIER’S GAZE [Warp Charge 2] Scrier’s Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can re-roll the dice when rolling for Reserves, Outflank and when any of your units identifies a Mysterious Objective. In addition, if the mission has the Tactical Objectives special rule, you can immediately choose to discard one of your active Tactical Objectives and generate a new one.
This is not a cheap power to cast. This can be a good one, especially if you are using Wolves Unleashed or Maelstrom missions.
Tricks and Tips: Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 if you feel need it, but not necessary.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: I don't think it really matters any could do.
Wargear Choices: >Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang:
>The Armor of Russ: This is a choice if you plan on being in Challenges or taking wounds for Long Fangs.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: I would pass on this one, there is not really any need for it.
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planing on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.
TELEKINESIS Looks to be a great class of powers for Drop Pod Assault List if you get the right combination.
PRIMARIS POWER
ASSAIL [Warp Charge 1]
Assail is a beam [18”, S6, AP-, Assault-1, Strikedown]
This looks to be a very useful power to target specific Models and Disrupts them.
Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.
#1 CRUSH [Warp Charge 1]
Crush is a Focused Witchfire power with a range of 18". Roll 2D6. The target model suffers a hit with a Strength equal to the result (a result of an 11 or 12 wounds automatically or, in the case of a vehicle, causes an automatic penetrating hit) with an AP equal to the result of a separate D6 roll.
This can be an effective [though not reliable] way to take down specific Models. Figure the Average of S7, AP4, but it would be against the model of your choice.
#2 OBJURATION MECHANICUM [Warp Charge 1]
Objurgation Mechanicum is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all of the target’s ranged weapons have the Gets Hot special rule. In addition, if the target is a vehicle (or vehicle squadron), each vehicle in the unit suffers a single Strength 1 hit with the Haywire special rule.
This one probably looks like ti would be best for Large Units [Boyz Mob] or ones with a Huge RoF [Leman Russ Punisher].
#3 [SHOCKWAVE [Warp Charge 1]
Shockwave is a Nova Power [9”, S4, AP-, Assault-2d6, Pinning]
This is a great power best suited to getting into Close Combat with, possibly on a Rune Priest Biker with Thunderwolf Cavalry.
#4 LEVITATION [Warp Charge 1]
Levitation is a blessing that targets the Psyker. Unless the target is Zooming, Swooping or is locked in close combat, the Psyker and his unit immediately make a move of up to 12". This move cannot end up on top of another unit or impassable terrain, but ignores intervening units, terrain etc. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The Psyker and his unit cannot charge in the same turn that they use this power, and all models count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.
An interesting way to get models across the battlefield. Probably some of the better units for this power are Wolf Guard or Grey Hunters for grabbing Objectives. It can sloe bee a good way to get the Terminator Wolf Guard who scattered off target closer to the targeted Unit.
#5 TELEKINE DOME [Warp Charge 2]
Telekine Dome is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker, and all friendly models within 12" of the Psyker, have a 5+ invulnerable save against any shooting attack.
This helps most units near your Rune Priest. Some of the good choices would be Blood Claws of all types and Long Fangs. Though as part of a Mechanized for he could benefit Rhinos to Land Raiders to Dreadnaughts. This might just what your Drop Podding force was needing.
#6 PSYCHIC MAELSTROM [Warp Charge 2]
Psychic Maelstrom is a Witchfire Power [12”, S10, AP1, Assault-1, Barrage, Large Blast]
This can be a big one, though dangerous to everyone near it. Another good power for Assaulting with, very few things can stand up to it.
Tricks and Tips: Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 if you feel need it, but not necessary.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: Terminator Armor looks to be the best. Most of the powers look to be best suited to Deep Striking units. The only power that this sort of become useless looks to be Telekine Dome, though with a mixed Terminator/Dreadnaught Drop Pod List could still benefit.
Wargear Choices: >Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang:
>The Armor of Russ: This is a choice if you plan on being in Challenges. The other reason I could suggest this one is it looks like you are going to spend a lot of time close to the enemy.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: This could be a real good choice, especially considering you are going to be running around close to the action.
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planing on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.
Kavish wrote: Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.
Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where
Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards
Sorry for the delay, my Wi-Fi finally kicked the bucket and I just got my new one
TEMPESTAS DISCIPLINE
Primaris Power
Living Lightning [Warp Charge 1]
Living Lightning is a Witchfire Power [18”, S7, AP-, Assault-3, Shock]
This looks to be an nasty power for dealing with most targets. With its Shock Power you can pull off up to 6 Wounds.
Shock: For each To Hit roll of 6 made with Living Lightning, the target suffers an additional 2 hits, unless those To Hit rolls were Snap Shots.
#1 Storm Caller [Warp Charge 1]
Storm Caller is a blessing that targets the Psyker and his unit. Whilst the power is in effect, the target unit has the Shrouded special rule.
A good way to protect most units. A good choice for protecting units in Ruins.
>Power Armored Wolves [3+ Cover Save]
>Sniper Scouts [2+ Cover Save]
In the open
>Powered Armored Wolves crossing the Battlefield [5+ Cover]
Sniper Scouts: 4+ Cover
#2 Tempest’s Wrath [Warp Charge 1]
Tempest’s Wrath is a malediction that targets a single unit within 18". Whilst the power is in effect, models in the target unit suffer a -1 penalty to their Ballistic Skill (to a minimum of 1) and treat all terrain, even open ground, as difficult terrain. In addition, unless they are Immobilized, all models in the target unit that have the Jump, Jet Pack, Jet-Bike, Flying Monstrous Creature, Flyer or Skimmer unit type must immediately take a Dangerous Test.
Another Protective Power. It can quickly shut down very mobile movements and even work as Air Defense.
#3 Thunderclap [Warp Charge 1]
Thunderclap is a Nova Power [12”, S3, AP-, Assault-2d6]
A nice power, probably best when used as part of Drop Pod Assault. While not very Powerful [S3], but covers a lot of territory.
#4 Murderous Hurricane [Warp Charge 2]
Murderous Hurricane is a Witchfire Power [18”, S4, AP-4, Assault-1, Large Blast, Rending.
Looks to be a nice decent ranged Power. With its Large Blast and Rending it could easily ruin targeted unit's day. Might even do well vs some Vehicle Squadrons.
#5 Fury of the Wolf Spirits [Warp Charge 2]
Fury of the Wolf Spirits is a Witchfire Power. Each time this power is manifested, the Psyker shoots using both of the profiles given below, one at a time, in any order. Both attacks must target the same unit.
Fury of Freki the Fierce [18”, S6, AP-, Assault-4]
Fury of Geri the Cunning [18”, S5, AP4, Assault-2, Precision Shot]
An interesting power that could cause a lot of damage to a unit, even taking out Special Character and/or Wargear.
#6 Jaws of the World Wolf [Warp Charge 2]
Jaws of the World Wolf is a Focused Witchfire power that targets a single non-vehicle unit within 18". A model hit by Jaws of the World Wolf must take an Initiative test. Monstrous Creatures automatically pass this test. If the test is passed, nothing happens, but if the test is failed the model is removed from play.
A good power for targeting a specific Model. It works better on some Armies [Orks] and not so good vs others [Eldar]
Tricks and Tips: Njal Storm-Caller: These are the best powers for him with his re-Roll.
Rune Priest Mastery Level: I would choose to go for Mastery Level-2, partial because it is good for the flexibility and these are the Space Wolf Powers and you should share them with your enemy as much as possible.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: All are good.
Wargear Choices: >Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang:
>The Armor of Russ: This is a good choice if you are going to getting into challenges or getting close the the enemy.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: This could be a really good choice to as many of your powers will benefit from them, especially Living Lighting [Gives you more chances at getting the Shock Power] and Fury of the Wolf Spirits [Gives you more chances at getting the Precision Shot Effect].
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planning on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.
Kavish wrote: Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.
Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where
Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards
Generally speaking, the main entry in the rule book overrides all of the others, but I don't know right now and The Current FAQs and it is not addressed in either one.
Kavish wrote: Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.
Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where
Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards
Generally speaking, the main entry in the rule book overrides all of the others, but I don't know right now and The Current FAQs and it is not addressed in either one.
The problem is that there's now 4 different official versions of "the rule book" - Hard Copy, Epub, Mobi, ipad..... and it looks like they're not all consistent
Well, I got another game in and some of my concepts worked well.
The Good!
Landing Pad + Stormwolf: Basically worked other than I got a little arrogant and left it the middle of the table in hover mode rather than making the "Run" move to get in a better position [I wanted to fire the Helfrost Weapon to much], though it did take an the entire Guard Army to take it down.
Long Fangs: I tried my 4x ML, 1x LC combo with Ulrik, it was brutal, but I never missed with much [I even hit with a 3 out of 4 Snap Shot with the Missile launchers] only to keep rolling 1s and 2's for pens.
Landing Pad + Typhoons: Worked great, though I missed about 3/4 of my saves. I had a great field of View from atop it and the 4++ really helped, I will defiantly be doing this more often.
The Bad
Blood Claws with a Bio-Priest: Had my normal First time out of the Gate bad luck. When the Stormwolf was Wrecked they all ended up in the middle of the field before I could get my Endurance off, though it realy did not matter as I was fed a lot of really accurate Basilisk Fire. Then the next Turn failed a 6" Assault.
Vindicare Assassin: I could not miss [That was the no brainer], but I could not roll a Pen to do anything. I inflicted one, repeated ONE Hull Point the whole game and that was against the side of a Chimera.
The Ugly:
Knight Paladin: First time out and it was brutal. The Two Battle Cannon shots inflected horrible damage to the Basilisk Squadron CCS when the Pie drifted and caught all three. That one shot killed everyone but Creed and Both Basilisk. The it assailed a Pair of Chimera and Stomped, Stopped, Stomped for Justus wrecking one and then when the 2nd Exploded and killed off most of the Squad from the first one, they ran off the table in fear.
Plasma Hunters: Did great as usual. From the inside of a Mid-Field Building never needed to fire anything but the Two Plasma Guns to leave a field of Exploded and Wrecked Chimera Hulks!
Well I finally got my hands on the Champions of Fenris
Part 1: CHAMPIONS OF FENRIS SPECIAL RULES
SAGABORN Characters that are part of a Detachment or Formation presented in this book must always issue and accept a challenge whenever possible. If you have several models in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge.
Well this makes Space Wolves be The Heroic Figures they should be. I would always make sure that each Pack had a Wolf Guard Pack Leader just to take up the slack if you don't want to waist your Wolf Lord against to Grot Runt Herder.
FIRST AMONG EQUALS All Wolf Guard Battle Leaders, Wolf Guard Pack Leaders, Wolf Guard Terminator Leaders and Thunderwolf Cavalry Pack Leaders that are part of a Detachment or Formation presented in this book have the Preferred Enemy (characters) special rule when fighting in a challenge.
Well this just makes your Sagaborn all that much better.
RELICS OF THE GREAT WOLF Any character that is part of a Detachment or Formation presented in this book that can select Relics of the Fang cannot select from those listed in Codex: Space Wolves, but can instead select from Relics of the Great Wolf, presented in their own section.
ARMOUR OF ASVALD STORMWRACK: The Armour of Asvald Stormwrack confers a 2+ Armour Save and a 4+ invulnerable save. The wearer also has the Bulky, Deep Strike, It Will Not Die and Relentless special rules, but cannot make Sweeping Advances.
Really Good Armor for your Wolf Lord, though I would consider it for a Wolf Guard Battle Leader or Rune Priest.
>Wolf Lord Wolf Priest: Give you IWND, but that is the only advantage.
>Wolf Guard Battle Leader and Rune Priest: While he does have as many wounds to take advantage of IWND it will give him the 4++ Save.
FROSTFURY: 24”, S4, AP5, Assault-4, Helfrost
I Like this one. It is not to expensive, but has a punch. I am personally thinking about giving one to one of my Rune Priest in Terminator Armor with Tempest Powers, This would give him a double punch, first in the Physic Phase and then the Assault Phase.
Helfrost: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.
KRAKENBONE SWORD: S+1, AP2, Melee, Mastercraft.
Not Cheep, but you get what you pay for. There are very few Auto-Takes in my opinion, but this come close. This on a Thunderlord becomes 5-6 S6, I5, AP2 Attacks.
A Wolf Lord with Bolt Pistol, Krakenbone Sword, and a Thunder Wolf is 190 Points. This would make him a very Tough Puppy. 210 with Runic Armor.
MORKAI’S CLAWS: [S+1, AP3, Melee, Maul, Rending, Shred, Specialist Weapon.] Morkai’s Claws are a pair of unique wolf claws that replace all of a model’s ranged and Melee weapons.
This is what Canis should have. Once more not Cheap, but I think you get what you pay for. I would only put these truly on a Wolf Lord for maximum effect.
>Wolf Lord: You are talking 5-7 S5 AP3 Rending, Shredding Attacks.
>Thunderlord: You are talking 6-8 S6 AP3 Rending, Shredding Attacks.
This is without any Force Multiply Add-Ons like a Wulfen Stone, Wolf Priest or Hammer Hand.
Maul: In close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).
THE PELT OF BALEWOLF: The wearer of the Pelt of Balewolf has the Fear special rule. Furthermore, enemy units with the Beasts, Cavalry or Monstrous Creature unit types that are in base contact with the wearer or his unit automatically fail any Fear tests they are required to make unless they have the And They Shall Know No Fear or Fearless special rules.
All I have to say is I want to listen to the story form the Wolf Lord talking about how the he could hear the Girlish Scream as the Riptide ran away.
FELLCLAW’S TEETH: The bearer of Fellclaw’s Teeth re-rolls all failed To Hit rolls in close combat.
>Well, this is a good Replacement for the Wolf Tooth Necklace. It is a good choice almost any Model that you plan on getting into Melee. Will mesh well Wolf Claws.
WARLORD TRAITS 1. Fire in the Blood: The Warlord can re-roll a single failed saving throw every turn.
A Good Trait, but not my first choice. If I had a Storm Shield though I would defiantly conciser it.
2. Thread-cutter: When fighting in a challenge, the Warlord re-rolls all failed To Wound rolls.
Another good one, especially for your Thunderlord with a Thunder Hammer or other high Strength Attack..
3. Gatekeeper: Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to any Relics of the Great Wolf.
Well if you don't have a Relic of the Great Wolf, go for it. Or if you or packing a Combi-Weapon this could be a good one.
4. Blessing of the Wolf: The Warlord and any unit he joins during deployment have the Outflank special rule.
A Wolf Lord a Wolf Priest, Arjac and 5 Hammernators Outflank in an LRC. Sounds like a bad joke, but you still get the point.
5. Thane to the King: The Warlord has the Fearless special rule.
Not bad, A Fearless Thunder Wolf Pack sounds good.
6. Deeds Beyond Counting: The Warlord has the Preferred Enemy special rule.
Like Thread Cutter and Gatekeeper, but only better.
COMPULSORY 1 HQ 2 Elites OPTIONAL 3 HQ 3 Troops
6 Elites
3 Fast Attack
3 Heavy Support
1 Fortification
1 Lords of War Bjorn: Take Bjorn and 8 Dreadnaughts for that all Dreadnaught Army [In 9 Pods]
Harald: Take Harald, Canis or any Thunderlord, 2 Iron Priest and 3 Thunderwolf Cavalry [or Fenrisian Wolves] for an all Wolf Army.
Logan: Take Logan and Njal in Terminator Armor and as many Wolf Guard Terminators as you wish, now you have a Loganwing.
Ragnar: Ragnar, Ulrik and Powered Armored Wolf Guard Drop Pod Army. Without a lot of Special Wargear this army can be relatively cheap.
This is real big for those who feel Troops are a Tax, you don't need them.
RESTRICTIONS All units in this Detachment (except fortifications) must have the Space Wolves Faction.
COMMAND BENEFITS Grimnar’s Right Hand: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Champions of Fenris Warlord Traits Table.
Kingsguard: The following models have +1 WS on their profile when chosen as part of this Detachment:
>Wolf Guard
>Wolf Guard Pack Leader
>Wolf Guard Terminator
>Wolf Guard Terminator Leader
>Thunderwolf Cavalry
>Thunderwolf Cavalry Pack Leader This is a good Detachment if you want to play the Space Wolves as an Elite Army from a Melee Focused Culture. It is even a good choice for a Grey Hunter focused List. Each Unit is impact in different ways, mostly it is the WS5 makes a big impact as most units you will need only a 3+ to Hit in Assaults.
Wolf Guard: Now the Expensive Wargear will Hit more making a bigger impact. Also some armies might have a harder time hitting you.
>Wolf Guard Bikers and Jump Wolf Guard: These will hit hard even without Special Wargear. This also lets you take them in smaller number for a bigger impact reducing there cost.
>Wolf Guard Pack Leader: Having a WS5 “Sargent” Has a big impact when involved in Challenges.
>Wolf Guard Terminators and Wolf Guard Terminator Leader: WS5 Terminators, is there anything that needs to be said. This makes even “Tactical Terminators” very dangerous in Melee even vs other elite Infantry and Monstrous Creatures. This will even put you on equal footing with a lot of HQs.
Thunderwolf Cavalry and Thunderwolf Cavalry Pack Leader: Once more WS5 is a big “Game Changer” for them. With the ability to hit more, you don't need as much Special Wargear.
FORMATION: Logan Grimnar
1 unit of Wolf Guard Terminators
1 Land Raider (any type)
1 Stormfang Gunship RESTRICTIONS: Logan Grimnar must be equipped with Stormrider.
The Wolf Guard Terminator unit must include 5 models and must take the Formation’s Land Raider as a Dedicated Transport.
SPECIAL RULES: First Among Equals, Kingsguard, Sagaborn.
First Into the Fray: On any turn that they disembark from this Formation’s Land Raider, the Wolf Guard Terminator unit has the Furious Charge special rule, and can re-roll failed charges.
Wrath of the Stormfang: As long as Logan Grimnar is alive, the controlling player can choose whether to pass or fail any Reserve Rolls for this Formation’s Stormfang Gunship.
This looks to be a fun one to add to any Detachment. With the Stormfang Gunship showing up when you need it to, Logan and a Land Raider it can punch a hole in most armies on turn two. Adding a few Characters to either the Stormfang or Land Raider can even make a bigger punch.
Some Thoughts I have had: Land Raider: I think this is a good mix with the Stormfang as both are Anti-MC/Anti-Tank units.
Land Raider Crusader: 5 Wolf Guard Terminators, Arjac and 2 other Terminator Characters. This will be a Giant Hammer to throw at something you want dead.
Land Raider Redeemer: 5 Wolf Guard and Arjac, this looks like all you would need.
Stormfang: I am thinking Ragnar with 5 Wolf Guard would be a good choice or a Long Fang Pack to take an Objectives.
Thunderwolf Cavalry and/or Fenrisian Wolves: These could make a good Bodyguard/Shield for Logan.
FORMATION: Bjorn the Fell-Handed
2 Dreadnoughts
RESTRICTIONS: All Dreadnoughts must be upgraded to Venerable Dreadnoughts.
SPECIAL RULES: Adamantium Will, Sagaborn.
Blessing of Russ: As long as a Dreadnought from this Formation remains within 6" of Bjorn the Fell-Handed, it has a 5+ invulnerable save.
Warriors of Legend: Whilst Bjorn the Fell-Handed is alive, all units in this Formation re-roll all failed To Hit rolls in close combat.
This is worth taking just because of it being Bjorn and two of his drinking buddies.
With the Blessing of Russ and Adamantium Will they get a 5++ for most things out there.
Drop Pod Assault: Take Bjorn with either the Assault Cannon or Helfrost Cannon. One Dread should take the Axe and Shield if not both. Taken with a bunch of Podding Grey Hunters or Wolf Guard should create a lot of Havoc in their backfield.
Long Range Fire Support: Take Bjorn with wither the Plasma-Cannon or Las-Cannon. Give the other a mix of Auto-Cannons, Las-Cannons and/or Missile Launchers and look for the high ground. With the Twin-Linked-Auto-Cannons and Twin-Linked-Las-Cannons they could even make a tough to kill Add-Hock Air Defense Unit, I know Skimmers won't like them.
Iron Priest: Have one hang close for quick repairs.
I am probably going to be going with: Bjorn: Plasma Cannon
Venerable Dreadnaught: Twin-Linked-Auto-Cannon/Twin-Linked-Las-Cannon.
Venerable Dreadnaught: Twin-Linked-Auto-Cannon/Twin-Linked-Las-Cannon.
FORMATION: 1 unit of Wolf Guard Terminators
RESTRICTIONS: All models in this Formation’s squad of Wolf Guard Terminators must be equipped with one pair of wolf claws.
The squad of Wolf Guard Terminators must include at least 5 models.
SPECIAL RULES: First Among Equals, Kingsguard, Sagaborn.
Coordinated Assault: As long as at least one model from this Formation is still alive and on the table, the controlling player can re-roll any Reserve Rolls.
If Needs Must: When units from this Formation arrive by Deep Strike, you can re-roll the scatter dice if you wish.
Spearhead Strike: All units from this Formation begin the game in Reserves, and must arrive by Deep Strike in their controlling player’s first turn.
This looks to be a great Supporting Formation. When attached to a Wolves Unleashed Detachment it can get your Army quickly onto the field. It also looks to be a good choice for any Pod List.
I see two basic ways to build them: 5 Model Pack [240 Points]: This is a way to get them in place and hope that you survive to get in some reserves.
10-Model Pack [480 Points]: This should survive until Turn Two in decent numbers.
Adding Characters: I have seen both sides of the argument on if a Character could be attached or not. Our group sees no reason why not.
Logan or Arjac: A good solid choice. He gives the Pack Stubborn and someone to Soak Wounds.
Njal: They make a good choice to get your Tempest Powers into the Battle Quickly.
Wolf Lord [or WGBL] in Terminator Armor: Add a Storm Shield to give a 3++ save.
Rune Priest in Terminator Armor: With Biomancy or if you can pull off Hamerhand will give your a big boost.
Wolf Priest: He gives you a 4++ Save and Preferred Enemy.
My issue with the Void Claws is the prohibition on assaulting on the turn they arrive. As they don't have ranged weapons or an inv save (to speak of), it means your opponent gets a free turn of killing them.
They are a complete waste of points unless you opt for a threat overload tactic, and even then, I'd prefer some flexibility on weapon load-outs
Also keep in mind, they're foot-sloggers with no guns once they arrive, so as well as having a turn to kill them, your opponent also has a turn to get away from them.
For my money, they're the weakest unit in the book (although not quite as bad as my initial impression)
Automatically Appended Next Post: A single well-aimed plasma cannon will wipe them out instantly
karlosovic wrote: My issue with the Void Claws is the prohibition on assaulting on the turn they arrive. As they don't have ranged weapons or an inv save (to speak of), it means your opponent gets a free turn of killing them.
They are a complete waste of points unless you opt for a threat overload tactic, and even then, I'd prefer some flexibility on weapon load-outs
Also keep in mind, they're foot-sloggers with no guns once they arrive, so as well as having a turn to kill them, your opponent also has a turn to get away from them.
For my money, they're the weakest unit in the book (although not quite as bad as my initial impression)
Automatically Appended Next Post: A single well-aimed plasma cannon will wipe them out instantly
I had the same thoughts, basically. I would be mostly taking them for all of the Reserve Re-Rolls and just hoping to make it a few turn with a bunch of Pods. The other thought I was having it bringing them with a Grey Knight's Nemesis Strike Force. Also Adding Arjac or Njal to the mix could help. Remember though some groups wont allow Characters to join them.
Automatically Appended Next Post: Here is my thought:
2000 Pts - Supplement: Champions of Fenris Roster - Logan's Void Claws
Company of the Great Wolf Detachment Logan Grimnar, 250 pts (Warlord)
Njal Stormcaller, 180 pts (Terminator Armor)
Arjac Rockfist, 115 pts
Wolf Guard Void Claws, 240 pts
>Wolf Guard Terminator Leader (Two Wolf Claws)
>Wolf Guard Terminator (Two Wolf Claws)
Bjorn the Fell-Handed, 280 pts (Helfrost Cannon)
>Drop Pod (Locator Beacon; Deathwind Missile Launcher)
Wolf Guard Terminators, 290 pts
>Wolf Guard Terminator Leader (Thunder Hammer and Storm Shield)
>3x Wolf Guard Terminator (Wolf Claw; Chainfist)
>Wolf Guard Terminator (Power Maul; Assault Cannon)
>FA Drop Pod, 60 pts (Locator Beacon; Deathwind Missile Launcher)
Wolf Guard Terminators, 195 pts
>Wolf Guard Terminator Leader (Storm Bolter; Frost Sword)
>Wolf Guard Terminator (Storm Bolter; Power Axe)
>Wolf Guard Terminator (Storm Bolter; Power Lance)
>Wolf Guard Terminator (Storm Bolter; Power Sword)
>Wolf Guard Terminator (Storm Bolter; Power Maul)
>FA Drop Pod, 50 pts (Deathwind Missile Launcher)
Dreadnought, 170 pts (Storm Bolter; Extra Armor; Smoke Launchers; Great Wolf Claw and Storm Bolter; Twin-Linked Heavy Bolter)
>Drop Pod (Deathwind Missile Launcher)
Powered Armored Wolf Guard, 170 pts
>Wolf Guard Pack Leader (Combi-Plasma-Gun x1; Wolf Claw)
>Wolf Guard (Bolt Pistol; Chainsword)
>Drop Pod (Deathwind Missile Launcher)