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





Riverside CA

Space Wolf Synergy: 6th Edition Redux [Warning way Long]

I thought that Space Wolves in 6th Edition and the Synergy and your Army List and Tactics that would be fun to talk about. I know some of this stuff is obvious, but it is there for completeness sake. After running multiple times I feel that he is worth it unless you are running out of Troop Choices and still want more.


1st is: Logan Grimnar; The Great Wolf: He is a lot of points, but I feel that he is still viable all the way down to a 500 point list.

Special Rules:
Acute Senses:
Allows you to Re-Roll what table edge you come in on when you come in from reserves using outflank.
ATKNF: This makes him a great MEQ leader, but if any unit he has joined may get cought in a Sweeping Advance, leaving Logan alone.
Counter-Attack: With Logan’s LD he will usually make this roll.
Eternal Warrior: This makes him Immune to Instant Death.
Independent Character: This lets him join any unit and lets him Challenge other Characters and use “Look Out Sir” on a 2+.
Stubborn: This will make him hard to push off an objective.

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

Living Legend: Reminder this only works on Space Wolves, not their Allies.
>18” +1 Attack for one turn, combining this with some of the others out there can really shift a battle in ONE turn.
>Ragnar now gives his unit +1d3+1 Attacks
>MotW now gets 1d6+2 Rending Attacks
>Blood Claws/Skyclaws/Swiftclaws now get +3 Attacks
>Kick this off with a Thunderwolf Calvary Unit near each armed with 2 Close Combat Weapons that is 7 [or 35 for a full 5 man unit] Rending Attacks.

The High King: Choose Fearless, Tank Hunter Relentless or Preferred Enemy each Turn. Reminder this only works on Space Wolves, not their Allies.
Fearless: You won’t run away. It also makes you immune to pinning vs. those snipers and ordinance.
Tank Hunters: You can re-roll Penetrating Hit Damage Results. This changes the whole Dynamic of him with Long Fangs and Close Assault Wolf Guard.
Relentless: This allows you to move and not Snap Shot when moving. This is a real bonus when having Logan leading both Long Fang and Bolter armed Units.
Preferred Enemy: Re-Roll 1s for both Shooting and Close Combat. Think about Long Fangs with Wolf Guard and Logan.

The Axe Morkai: Combi-Frost Axe/Power:
>With the Frost Blade Attack you go off on I5 with 5+ S5 AP3 Attacks. This is great for Challenges vs. most units. With Tank Hunters he should be able to take down a Transport in one turn by himself.
>With the Power Fist he will be able to take care of what ever you need him to do. With some good rolls and Preferred Enemy he might be able to take out a Land Raider in one Turn by himself.
-----------------------------------------------------------------------------------------------------------------------------------
Now for the Synergy
Wolf Guard Packs:
Fluff wise these are the only Pack he should be attached to. He is a natural leader for them.
Living Legend: With the Extra Attacks this can make an Assault Devastating when combined with the mix of weapons they can bring together.
Fearless: They won’t run from battle, you should only be using this vs. enemies that cause Fear.
Tank Hunters: This could make those armed with Frost Axes, Power Axes, Power Fist, Thunder Hammers and Chain Fist Devastating to most Vehicles. This will also make the Combi-Melta, Combi-Plasma, Assault Cannon, Cyclone Launcher and even Heavy Flamers Deadly vs. Vehicles.
Relentless: This will make Bolter and Combi-Bolter Weapons good at Medium Range Fire Support. If they are in Terminator Armor, this is a ability that is not needed.
Preferred Enemy: This will make them better at Close Assault and with shooting.

Wolf Scout Packs: Fluff wise these: Why? Though with the change in the wording of Outflank and Stealth he could scare a lot of armies, I know this will cause a lot of debates. Personally I would not bother unless he is by himself and only a Wolf Scout Pack is nearby.
Living Legend: With the Extra Attacks this can make an good in Assault, but remember they can’t Assault out of Reserves.
Fearless: They won’t run from battle, you should only be using this vs. enemies that cause Fear.
Preferred Enemy: This will make them better at Close Assault and with shooting.
Relentless: This will make Bolter and Heavy Bolter better.
Tank Hunters: Good if they have a Melta Gun or Plasma Gun. Could also be good with Melta Bombs.

Grey Hunter Packs: While not a bad choice Wolf Guard would be a better Choice.
Living Legend: With the Extra Attacks this can make an Assault Devastating when combined with a Power Fist, MotW and the Wolf Standard.
Fearless: They won’t run from battle, you should only be using this vs. enemies that cause Fear.
Preferred Enemy: This will make them better at Close Assault and with shooting.
Relentless: This will make Bolters and Plasma Guns good at Medium Range Fire Support. If they are in Terminator Armor, this is a ability that is not needed.
Tank Hunters: This could make those armed with a Power Axe, Power Fist and/or MotW good at Transport Hunting.

Blood Claws Packs: Fluff wise these: Why?
Living Legend: With the Extra Attacks this can make an Assault Devastating.
Fearless: They won’t run from battle, you should only be using this vs. enemies that cause Fear.
Preferred Enemy: This will make them better at Close Assault and with shooting, besides this is why you have a Wolf Priest.
Relentless: Why? Unless you gave them a Plasma Gun it’s worthless and if you did you should be slapped.
Tank Hunters: Why? Unless there is a Power Fist involved it’s not really worth it.

Long Fang Packs: While not exactly Fluffy it is a disturbing combination.
Living Legend: This is a waist on Long Fangs unless its an emergency.
Fearless: They won’t run from battle, you should only be using this vs. enemies that cause Fear.

Preferred Enemy: This will make them even more killy.
Heavy Bolter: Makes them more effective vs. Hordes.
Las-Cannon: Will Hit More, a Good Mix for both Anti-Armor and Anti-Air
Missile Launcher: The Multi-Tool of Choice, but I think ML-SPAM is going to go away. Though it will make Skyfire more Deadly.
Multi-Melta: This will increase your chance of hitting.
Plasma Cannon: This will make them kill Transports, MEQs and MC’s easier.

Relentless: This will allow you to move and fire, not Move and Snap Fire.
Heavy Bolter: Vs. Hordes, 5 Relentless Heavy Bolters will cause a lot of damage. As Transport Hunters they [with Split Fire] have a chance of Wrecking 2 Rhinos a Turn.
Las-Cannon: Mobile Las-Cannons vs. 2 Land Raiders a Turn.
Missile Launcher: Mobile Jack of Trades, Master of None.
Multi-Melta: Mobile Searing Hot Death.
Plasma Cannon: Mobile MEQ Killers.

Tank Hunters: Oh my Freaking God, this is way he is here.
Heavy Bolter: Only so-so unless you can hit AV10
Las-Cannon: Make Tank Dead!
Missile Launcher: Becomes very Deadly if you can get a Pen.
Multi-Melta: Land Raider Go Boom!
Plasma Cannon: Ork Truck Remover!

Warlord Traits: These are the Special Traits that One HQ must choose. I will go through and see which ones are Best and those that are a Complete Waste of time.
COMMAND TRAITS
Inspiring Presence: With his LD10, this will make even Blood Claws behave themselves, mostly.
Intimidating Presence: This is a Very fluffy as Logan should inspire Fear in his enemies.
The Dust of a Thousand Worlds: This is great for when you are Footslogging Him.
Master of the Vanguard: Ok; to me it seems very un-fluffy for Logan to Run.
Target Priority: This make putting Logan with “Tactical” Teminators even better, especially with Assault Cannons.
Coordinated Assault: Logan with a 3” to 13” Assault Range, basically Good.

PERSONAL TRAITS
Master of Defense:
A complete Waste, you have it already.
Master of Offence: Logan whips out his Axe and feeds someone some S6 Attacks or S9 Power Fist Attacks.
Master of Maneuver: Outflanking Logan and his Wolf Guard , “This is the last time I use Map-Quest.”
Legendary Fighter: This is the only time I would not put Logan with Arjac, but his would make him a Profitable Dueler.
Tenacity: Logan with FNP
Immovable Object: Just put him in the Pod with Long Fangs and claim those Objectives.

STRATEGIC TRAITS
Conqueror of Cities:
More Maneuvering for Logan though Cover.
Night Attacker: I see you, but you can’t See Me.
Master of Ambush: We already have Acute Senses.
Strategic Genius: Re-Roll Reserves, good.
Divide to Conquer: Make his Reserves take for ever.
Princeps of Deceit: Re-Deploying some of you Units is always good.

Fluff Wise I would give Logan Command or Strategic Traits.
If you want him to become a front line Power House go with Personal Traits.

This message was edited 7 times. Last update was at 2012/08/10 13:52:32


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

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

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





Riverside CA

Space Wolf Synergy: Njal

This time it’s Njal
I find him a very useful and a game changer. His Lord of Tempest keeps you opponent off guard most of the game, if you remember to use it.

Wargear
Staff of the Stormcaller:
24” 3+ Psychic Hood, put him in the middle and protects everyone on your side of the table and vs. Daemon Lords you hit on a 3+ and it wounds Daemons on a 2+. As an itersting note it never says it hast to be a staff, but infers it heavly.
Nightwing: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army.
Saga of Majesty: Any unit within 6” of his Unit can reroll failed Moral Test. [Blood Claws and Wolf Packs hear that]
Terminator Armor: Depending on the situation.

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

Psychic Powers
He is a Level-2 Psyker.
Fury of the Wolf Spirits:
Short Range, maximum 5 wounds, but it can force a Moral Check. Geri can also punch Terminator Armor.
Jaws of the World Wolf [Psychic Shooting Attack]: The supposedly most broken power in the book, but with Njal it dips to the bottom of the list of useful powers for me.
Living Lighting [Psychic Shooting Attack]: Unlimited Range, great for light armor and MCs [S7, AP5 Assault d6]
Murderous Hurricane [Psychic Shooting Attack]: to me this is one of the better ones [18” 3d6 S3 AP- Wounds] this has the potential to force a Moral check for all but the largest units.
Strom Caller: All of us old SW players will recognize this one, and you can use it at the start of your turn. Mobile Cover Save
Tempest Wrath: One more reason to put him at the Center of the Battle Field, 24” “No-Fly-Zone”.
Thunderclap [Psychic Shooting Attack]: This is a great power to soften up “Soft” units before the Assault [S3 AP5]
As for Trading in his Powers for Random Ones: If you do you deserve the Smack Down you will get.

Now how do we use him?
Njal the Protector

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

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

Njal the Close Quarters Fighter
Terminator Armor if you are putting him with Terminators, Runic Armor for Power Armor units
Remember he gets 4 Attacks even in Terminator Armor, Bolt Pistol and Rune Staff.
Load him and some Terminators into a Drop Pod or any Land Raider.
Wolf Guard in Power Armor with a Land Raider Redeemer
Go after big things [Dreads, Tanks MCs or Command Squads].
Once again use your low Strength Powers to soften them up for “Soft” Targets like Thunderclap, Murderous Hurricane, maybe Jaws of the World Wolf.
Against “Hard” targets, use Living Lighting or JOTWW.
Lord of Tempest [Driving Gale]: 24” -1 BS all enemy Models, this is good for when you step out of the Drop Pod.
Lord of Tempest [Living Hurricane]: 24”r all enemy models are in difficult terrain and
Lord of Tempest [Vengeful tornado]: 18” High Strength, Low Model Count Attack, will Instant Death MEQ’s
Lord of Tempest [Chain Lighting]: 12” High Strength, Low Model Count Attack, but it can effect all enemy units within 12” not engaged in close combat. This can become really nasty after a drop pod landing.

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

Warlord Traits:
These are the Special Traits that One HQ must choose. I will go through and see which ones are Best and those that are a Complete Waste of time.

COMMAND TRAITS
Inspiring Presence:
Works great with his Saga of Majesty
Intimidating Presence: Njal should inflict fear in his enemies.
The Dust of a Thousand Worlds: good if you plan on a mobile Njal
Master of the Vanguard: Also Good for a mobile Njal
Target Priority: This one is perfect for how I use him, sitting in back with Long Fangs.
Coordinated Assault: Once more, great for a mobile Njal

PERSONAL TRAITS
Master of Defense:
We already have it.
Master of Offence: This would be great for a mobile Njal or if you are part of a Grey Hunter Gun Line
Master of Maneuver: An Outflanking Njal, that could change a lot, other than you loose out of 1+ Turns of you Lord of Tempest.
Legendary Fighter: Great if you are using Njal as a Dueler.
Tenacity: Great for putting him with Long Fangs and putting him on a Objective in you Deployment Zone.
Immovable Object: Njal as a Scoring Unit, see Tenacity.

STRATEGIC TRAITS
Conqueror of Cities:
A limited version of Dust of a Thousand Worlds
Night Attacker: Njal Sees All, while hidden from the Enemy.
Master of Ambush: Ye already have Acute Senses.
Strategic Genius: This will work well with Njal in the Controller mode.
Divide to Conquer: You Lord of Tempest is now working off board.
Princeps of Deceit: This can always be useful.

Fluff Wise I would give Njal Command or Strategic Traits.
If you want him to become a front line Power House go with Personal Traits.




This message was edited 1 time. Last update was at 2012/07/17 13:58:01


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

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

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





Riverside CA

Space Wolf Synergy: Wolf Lord Ragnar Blackmane

Well let’s look at him. He is a real beast in close combat and that is were you want him.

Wargear
>Frost Blade:
S5 AP3
>Bolt Pistol: 12” S4 AP5
>Frag and Krak Grenades: I would not bother using it as a thrown weapon, the Bolt Pistol is Better.
>Melta Bombs: Great for Anti-Tank and Monster work, but its Unwieldy.
>Power Armor: 3+ Save
>Wolf Tail Talisman: 5+ Psychic Save
>Wolf Tooth Necklace: Hit in Melee on a 3+
>Saga of the Warrior Born: Adds his last Assault Phase Kill Total to this turns Attacks. [Counter Attacks and gets 6 Attacks 4 hit, 3 kills, nest turn he gets 8 Attacks and 4 kills, next turn he gets, 9 Attacks and gets 5 kills finishing off a Squad and then charges an new unit and gets 11 Attack and manages to get 8 kills his next attack will 13 Attacks…and he tells two friends and then he tells two more and so on]
>Up to 2 Fenrisian Wolves: Vicious Attack Meat-Shield that will “Look out Sir” on a 2+.


Special Rules
-Insane Bravado:
Adds 1d3 Attacks to him and a Space Wolf Pack he is leading charges.
>Incredible: Reflexes: Fancy Named Belt of Russ/Iron Halo

He needs a little Synergy in his direction if you are taking the 2 Vicious Attack Meat-Shield. Someone should take Saga of the Wolfkin, and then he has 2 Rabid Vicious Attack Meat-Shields. Other than that he is a one man army himself. Like most Marines it takes a S8 Weapon to kill him in one shot other wise it will take 6 wounds to kill him [4+ invulnerable Save].

What do you do with him and what does his synergy do?
Wolf Guard:
This is a good place to put him; you can load them up Power Weapons, Frost Blades and Wolf Claws.
>Terminator Armor: I would not bother putting him in with Wolf Guard Terminators, its expensive and you will loose your Sweeping Advance.
>Mark of the Wolfen: On you Assault you can get 3-11 S4 Rending Attacks

Wolf Scouts: With the changes to Outflank he might be do good, other than you wont get to Assault coming out of Reserves.
>Mark of the Wolfen: On you Assault you can get 3-11 S4 Rending Attacks

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

Blood Claws: Oddly this is also the place he belongs and it’s fluffy to. You can get an extra 2-3. Waaaarg!!! does give you an average of 58-74 S5 Attacks. The only other thing is if he is with them they will still try to Assault if they can, he just allows them to shoot 1st.

Fenrisian Wolves: This is a fun place to put him. If you do it right you will get almost 58-112 Attacks with Ragnar, his two Wolves and the full Wolf Pack.

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

Warlord Traits: These are the Special Traits that One HQ must choose. Ragnar is know for his Ferocity and Cunning and Leadership so all the would be good, though I might just stick with Personal Most of the Time.

COMMAND TRAITS
Coordinated Assault:
This is a great one for an Assaulting Army.
Inspiring Presence: A good one, especially when mixed with LD 10 and “Saga of Majesty”.
Intimidating Presence: Great for the Warlord who leads from the front or a Thunder Lord.
Master of the Vanguard: Once more a Good one For Foot-Sloggers or a Thunder Lord
Target Priority: Re-Rolls “1s” for shooting, this make him good for Gun-Lines and with your Long Fangs. Though a Pod List would also benefit.
The Dust of a Thousand Worlds: This one would work best with a Foot-Slogging Army.

PERSONAL TRAITS
Immovable Object:
Your Warlord is a scoring unit, even if he is a vehicle. This is a good one for Mechanized List and Pod Wolves. A Thunder Lord now as a Scoring unit.
Legendary Fighter: This one will be great. you do lead from the Front.
Master of Defense: This one is a Complete Waist of time, you already have Counter Attack.
Master of Maneuver: Out Flanking Thunder Wolves or Wolf Guard Terminators. [Evil Smile]
Master of Offence: Furious Charge with Thunder Wolves [Evil Smile]
Tenacity: Another one that would be great for Wolf Guard Terminators.

STRATEGIC TRAITS
Conqueror of Cities:
This one is great, just like The Dust of a Thousand Worlds unless there are no Ruins.
Night Attacker: This one will make Space Wolves Shine in the First Turn, I can see you, but you can’t see me!
Master of Ambush: Another completely useless Trait, all of your Outflanking Units already have Acute Senses.
Strategic Genius: This is a great one for Drop Wolves or Outflanking Armies.
Divide to Conquer: Great vs. any Drop Pod or Outflanking Army.
Princeps of Deceit: Just a good Trait that lets you Re-Deploy Units.

Use and Abuse:
Keep him simple:
Take his two Wolves and put him and a WGPL with some Grey Hunters. Use him to take Objectives. If you feel you need to give him a Transport, take a Land Raider Crusader.
Pack of Terror: Ragnar + Two Wolves + WGPL + Wolf Priest + 15 Blood Claws. If you want to add a Wolf Guard Battle Leader and his two Wolves. This huge 20+ Boyz Mob should scare most things.
Drop Pod Ragnar: Ragnar and 9 [or 8 with an Assault Cannon] Wolf Guard Buddies in a Pod. I would suggest at least one be a MotW, but other than that go hog wild with the Wargear for the Wolf Guard. You could also make it 6 Wolf Guard in Power Armor and two In Terminator Armor and Heavy Weapons, but you would need to bleed off 4.

This message was edited 1 time. Last update was at 2012/07/19 18:56:41


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

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

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





Riverside CA

Space Wolf Synergy: Ulric the Slayer

Well let’s look at him.

Wargear
-Frag and Krak Grenades: Pull pin go boom.
-Plasma Pistol: 12” S7 AP2
-Fang of Morkai: Units he is with are Fearless
-Wolf Amulet: 4+ Invulnerable Save
-Wolf Tooth Necklace: Always hit with a 3+ in Melee
-Wolf Helm of Russ: Space Wolves within LoS Re-Roll Failed Moral Test
-Power Weapon: As Modeled it’s a Power Maul; I5 S6 AP4 Concussion, not bad, this will make him great for taking down most ICs and MCs.
-Power Armor: 3+ Save

Special Rules
-Acute Senses: Re-Roll Outflank Entry Die
-Fearless: Fearless is Good now, no Moral Rolls
-Independent Character:
-Mentor: One Non-Unique Space Wolf Character can have a +1 to his WS to a maximum of 6. Give it to one of your HQ’s, a Dreadnaught or a Lone Wolf. Giving it to someone with a WS of 5 is like a free Wolf Tooth Necklace with benefits [they are now going to have a harder time hitting you].
-Slayers Oath: You and the Space Wolf Pack he has joined can re-roll To Hits failed rolls To Wound vs. T5+.
-Oath of War: HE DOES NOT HAVE IT [Nerf or is that Narf]

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

-Wolf Scouts: With the change on Outflank it could be worth it as an MC/HQ Hunter.

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

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

-Long Fangs: He could be more worth it than one would think, vs. MCs with his Slayers Oath. Also with him on a high point [so your Long Fangs can see many targets] might make his Wolf Helm More Effective.

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

I used to think they really dropped the [red rubber] ball on this one but looking at him in 6th I might actually use his model as him not just a Wolf Priest.


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

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

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Frenzied Berserker Terminator




In your squads, doing the chainsword tango

my eyes, my poor eyes

Each post requires a TL;DR and cleaning up. until then- WTFL;DR (Way to en' long;didn't read)

   
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Grim Rune Priest in the Eye of the Storm





Riverside CA

Jihallah wrote:my eyes, my poor eyes

Each post requires a TL;DR and cleaning up. until then- WTFL;DR (Way to en' long;didn't read)

TL;DR ?

Space Wolf Player Since 1989
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Leutnant





Hiding in a dark alley with a sharp knife!

Anpu42 wrote:
Jihallah wrote:my eyes, my poor eyes

Each post requires a TL;DR and cleaning up. until then- WTFL;DR (Way to en' long;didn't read)

TL;DR ?


TL;DR is kiddie speak for "I'm too lazy/ADHD to read a couple of paragraphs".

TR

Former Kommandant, KZ Dakka
"I was Oldhammer before Oldhammer was cool!"
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

If I could do shading it world look a lot better
I also did warn you that it was Loooooong

Space Wolf Player Since 1989
My First Impression Threads:
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I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
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Veteran Wolf Guard Squad Leader





Massachusetts

I appreciate you spending the time to write all of this up Anpu.

However, before I discuss the content of your novel, let me ask you this; How many Aderol did you eat before you typed this up?



Edited the emoticon.


Automatically Appended Next Post:
I started playing 40K in the Rouge Trader days, but never had enough $ to be serious until 3rd edition. In those days, the codecies would print rules for all of the special characters but no tournament would EVER let you take them. In fact, if you were to take say Logan Grimnar in your list back then, the chances are that no one would play with you. Combine that with the fact that Logan was like 425 points, and you never ever saw people take him - or any other special characters from any other codex either.

I'm not saying that was a good thing. It wasn't. What I am saying is that because I sort of "grew up" in the days when special characters were essentially considered illegal, I just can't stomach taking a special character in my list now. I feel you can be just as effective with a stock Wolf Lord who is tricked out to do something special. For example, the classic Thunderwolf Lord + TWC close combat death star.

So while it's good that you've posted these thoughts about the characters, what I would rather see is an equivalent post about things that EVERY space wolf army has. How are Grey Hunters and Long Fangs affected by the rules changes? How will we employ them now? Write about that stuff.

This message was edited 2 times. Last update was at 2012/07/13 13:07:25


2500 pts

Horst wrote:This is how trolling happens. A few cheeky posts are made. Then they get more insulting. Eventually, we revert to our primal animal state, hurling feces at each other while shreeking with glee.



 
   
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I think that it is good to see where the characters fall in with 6th. The current game is loaded with Characters so I think it is a good idea to touch on some of the ones that would be considered worth taking. Perhaps not a whole post dedicated to each as some probably still are not worth their weight, perhaps just:

X Characater - Not effective in 6th

I do however GREATLY appreciate you taking your time you write this and I have read the entire thing thus far. Since I am just getting into the wolves after inheriting a very large force I like to pick the brains of any veteran players so that I can become as effective as possible with my army even if they are less than conventional.

On a side note I would like to hear your thoughts on Bjorn, the thought of running an HQ dread just sounds awesome but with the changes to vehicles I am worried there is no truly effective way to run him. Hopefully I am wrong!

Thanks again for the hard work!

 
   
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Riverside CA

I will get to everything eventualy
1] I am limiting my self to One Posting a Day
2] I am just taking them in order from the Army List.

Space Wolf Player Since 1989
My First Impression Threads:
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I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

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





Riverside CA

Space Wolf Synergy: Canis Wolf Born

Well let’s look at him. Recently there has been a lot who think he is a waist of points. If feel different, he is one of the better “Lawn Mower” units out there.

Wargear
-Fangir: Makes him Calvary, Move 12”, Assault 3d6” choose the best two, that’s a 13”-24”
-Saga of the Wolfkin: This makes your Vicious Attack Meat-Shield into Rabid Vicious Attack Meat-Shields
-Wolf Tooth Necklace: Hit on 3+ in Close Combat.
-Wolf Tail Talisman: 5++ Psychic Save.
-Frag and Krak Grenades: He now has something to throw before Assaulting.

Special Rules
-Wolf Claws: I5 S5 AP3, Shredding [They ended the argument about them Rending in the FAQ: NARF!]
-Wrath of the Savage: Can Attack anything in base contact, Swarms=Kibbles and Bits
-Lord of the Wolfkin: All the Rabid Vicious Attack Meat-Shields within 12” can Re-Roll and of their LD 8.
-The Wolf King: Fenrisian Wolves become Troops.

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

Give him a Body Guard:
-With the 2+ “Look Out Sir” I would suggest giving him a Fenrisian Pack, that would give him a possible 15 extra wound, 17 with his Two Wolves. He might be susceptible to Challenges, but with the I5 he should go off before most Armies.

-Wolf Guard Battle Leader: They can take Saga of the Hunter, which will give him [and his unit Outflank and Stealth. This will allow you to take Canis, put him reserve with either a Thunderwolf Cavalry or Fenrisian Wolf Pack and have him show up a few turn in near your opponents rear area. This is a quick way to take an Objective in “The Scourging”.

-Thunder Wolf Cavalry would also be a good choice. With a Thunder Hammer, this gives you Anti-Armor.

Here is another Fun List:
>Canis
>Multiple Iron Priest: Thunder Wolf Mount and 4 Cyberwolves: 110 Points
>Multiple Fenrisian Wolves: get as many as you can, a pack of 14 lead by a Cyberwolf: 128 points
>Multiple Thunder Wolf Cavalry: He is a strong leader, and actually it is them that gives the Synergy with a few Storm Shields. Maybe a Thunder Hammer for Monster Killing. 5 Thunder Wolf Cav with no Upgrades: 250 Points

When the whole 2,500 128 Model Count Army is Assaulting The Infiltrating Genestealer Army on the 1st Turn: >Priceless



Space Wolf Player Since 1989
My First Impression Threads:
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In your squads, doing the chainsword tango

Trench-Raider wrote:
Anpu42 wrote:
Jihallah wrote:my eyes, my poor eyes

Each post requires a TL;DR and cleaning up. until then- WTFL;DR (Way to en' long;didn't read)

TL;DR ?


TL;DR is kiddie speak for "I'm too lazy/ADHD to read a couple of paragraphs".

TR


I actually read the whole thing. There's so much to edit.

For example, Ulric the slayer


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

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

So we have a empty line, GH, empty line, BC, empty line. 5 lines.
We could edit this to-

-Grey Hunters/bloodclaws: Could work with either unit, but I think you would get more mileage normal Wolf Priest

And suddenly, 5 lines have been cut to 3- empty, GH/BC entry, empty line, next entry.

Every piece of wargear is listed. For example- frag and krak grenades. apparently, you pull the pin and it goes boom. This is text that has nothing to do with synergy or actually using the wargear. AND it is repeated word for word the next time frag and krak grenades listed as the next characters wargear. Also, if this basic piece of wargear is being described, it's function and purpose of the wargear is more informative than "pull the pin on a grenade and it goes boom!" describing why assaulting into cover sucks without assault grenades (i wonder if thats changed in 6th... ), or how a krak grenade means you can at least do SOMETHING to that dreadnought.

I have better things to do than edit this ridiculous wall of text, and to be honest it isn't doing much to inspire me on space wolf synergy. I can find much more useful information on this topic online via a quick google search, and it will be better formatted and easier to read and will convey its ideas much clearer.
In other words- TL;DR (for the OP- too long; didn't read)

   
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Grim Rune Priest in the Eye of the Storm





Riverside CA

Jihallah: Said Stuff
Anpu42: Said Stuff

Thank You;
This is kind of input I have been looking for. I will take the next few days to go back and do some editing.
As far as the Wargear goes, I was only putting all of the Wargear in for completeness sake. You think I sould leave the “Mundane” Wargear [Like Bolt Pistols and CCW’s out?

I may also Start Adding Pictires of the ones I have Models of, what do you think of that?

This message was edited 1 time. Last update was at 2012/07/15 14:20:04


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

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

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
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Riverside CA

Space Wolf Synergy: Björn Fell Hand

Well let’s look at him.
I have found him a monster, though I have only used the Assault Cannon version. He has only failed me once when he was wrecked in the bottom of the last turn of the game, so I could not get anyone to him. I ended up giving away 3 Kill points.

Wargear:
>Assault Cannon [or Plasma Cannon or, Twin-Linked Las-Cannon]:
With his BS-6 the AC is just cruel. The Assault Cannon can be fired on Overwatch.
>The Plasma Cannon is also cruel, average deviation, 1”. That and the 5++ Save will help with “Gets Hot”. Take the Plasma Cannon with Care.
>The Las-Cannon is not the special for him, it cost and you can get the same firepower on a normal Venerable Dreadnaught, its Twin-Linked so you have the choice of re-roll needing a 6 or a 2+ so his BS-6 is no help here, but This will make him a excellent Tank Hunter. The Las-Cannon can be fired on Overwatch.
As much as I love Plasma Cannons I think I will leave him with the Assault Cannon [mine is the original with the Assault Cannon and Lighting Claw, I wish they left him with it.]. I think he will be best with the Twin-Linked Las-Cannon.

>Dreadnaught Close combat Weapon: With his WS-6, he won’t miss much, however he is slow I-3. [Originally in 2nd Edition it was a Lighting Claw, in friendly games I sometimes ask if it is ok if I use it as such, in 6th I think I would look like this I3, S7 AP3 Shredding]
>Heavy Flamer: Good, not great his WS does nothing here, but as a Template Weapon it can inflict 1d3 wounds on Overwatch.
>Wolf Tail Talisman: This can be very useful vs. many of the new Psychic Powers.
>Smoke Launchers: 5+ Cover Save good, No Shooting Bad
>Saga of Majesty: 6” Re-Roll Failed Moral Checks, good.
>Oddly enough he has no Drop Pod Option [Bad knees I guess.]
>Front Armor 13: Immune to Krak Grenades!

Special Rules:
>Hull Points:
There were none given to him so I am going to assume 3 Hull Points. I do believe he should be 4, but until an FAQ comes out…
>Venerable: Re-Roll that Destroyed result always worth it.
>Ancient Tactician: Re-Roll the Roll-Off to see who goes first, good.
>Ward of the Primarch: 5+ Invulnerable Save. “I am just the Biggest Freaking Terminator you have ever seen!”
>Living Relic: “Avenge Me!” my Space Wolf Army is now Fearless, but does give away 1d3 kill points. This is not as hard to do as it used to be, with only 3 Hull Points, and if he was killed by long range fire you have an objective in your camp.

How to use [Abuse] him:
>Infantry Hunting:
The Assault Cannon will allow inflict 3wounds with Regularity, and the Heavy Flamer will let you Target Characters and Special Weapons.
>Mechanized Infantry Hunter: The Assault Cannon will be great for Opening up Transports; even the Heavy Flamer can open up most transports on a good roll. Then you can assault the meaty goodness inside.
>Monstrous Creature Hunter: The all the primary weapons are good choice for this. With the high Strength of the Plasma-Cannon and Las-Cannon and their AP’s I would choose them over the not so reliable Rending of the Assault Cannon, remember his does not miss much so you don’t need the 4+ to hit rolls.
>Sniping: Give him the Plasma-Cannon and use him for long range Sniping. With his average scatter of 1” you can use him to Snipe Characters and Special Weapons.
>Tank Hunting: With the Killing Power of the Las-Cannon you can easily Damage or Kill most Tanks Reliably.
>Long Range Fire Support: With the Plasma Cannon or Las-Cannon you can put him in the rear with your Long Fangs and this will giver you 4 good Fire Support Units for your opponent to contend with.

>The Saga of Majesty helps with Wolf Guard, Grey Hunter/Blood Claw Pack Armies. So he is a good choice for Mechanized Armies.
>Now if you take a Venerable Dreadnaught also with Saga of Majesty you can have a really good stubborn line with a lot of Frontage.
Grey Hunter Pack
>5”
Björn [60mm]
>5”
Blood Claw Pack
>5
Venerable Dreadnaught [60mm]
>5”
Grey Hunter Pack]

Keeping Him Alive
>You can put an Iron Priest near him to keep him working. I would suggest 1 Iron Priest and 3 Servitors if you are using him for Long Range Fire Support, and the add a Thunder Wolf Mount the 4 Cyberwolves if you are planning on using him as a Up-Close-Fighter.
>Stay behind cover: Remember you can take the cover save then your Ward of the Primarch Save and then if necessary you Wolf Tail Talisman Save.
>Take a Rhino with some Wolf Guard or Grey Hunters and do a modified Rhino Rush.
>Put a Pack of Blood Claws or Fenrisin Wolf in front of him as “Meat Shields” or Cover. If you are using the Plasma-Cannon, they will not get cover saves for your mobile cover.

>What he does more than anything I think is affect your List Building. With him you know he will be a good solid commander, for a few turns. You don’t want to make him your only HQ, you want to take at least one other. I like to team him up with Logan and Njal.

Warlord Traits: These are the Special Traits that One HQ must choose. I will go through and see which ones are Best and those that are a Complete Waste of time.
COMMAND TRAITS
Inspiring Presence:
Oddly enough does nothing; he does not have a listed LD Score
Intimidating Presence: He should instill fear in those around him.
The Dust of a Thousand Worlds: You now can have those Grey Hunters with you keep up with you.
Master of the Vanguard: I don’t see Björn Running.
Target Priority: Giving those around you Re-Rolls is always good.
Coordinated Assault: 3”-13” Assault Range is always good.

PERSONAL TRAITS
Master of Defense:
Most of your army already have it.
Master of Offence: This is actually useless for him.
Master of Maneuver: Outflanking Björn “Bleep you Map-Quest”
Legendary Fighter: Björn the Duelist “This brings back long ago memories” [However he can’t challenge, he is not a Character]
Tenacity: This will have no effect on him.

STRATEGIC TRAITS
Conqueror of Cities:
Björn hanging out in dark allies waiting to mug units’ sound like fun.
Night Attacker: Björn the Sniper of the Dark.
Master of Ambush: We already have it.
Strategic Genius: Re Rolling Reserves is always good.
Divide to Conquer: “Is that Björn over there, I don’t think I want to join the battle”
Princeps of Deceit: “You Blood Claws go there, those Long Fangs move a meter to the left, YOU! Wolf Guard, get me a Beer!.

I would use Command and Strategic Warlord Traits with him.

I got to play him finally in 6th and he is not the Monster he once was he was glanced to death by turn 2. He has defiantly changed a lot. This is going to force me to get a new Venerable Dreadnaught to turn into Björn with the Twin Linked Las-Cannon. This reason for the purchase is the Björn I have was purchased and I don’t think I can build a proper match for it.


This message was edited 2 times. Last update was at 2012/07/29 15:30:42


Space Wolf Player Since 1989
My First Impression Threads:
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I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

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In your squads, doing the chainsword tango

Anpu42 wrote:>The Plasma Cannon is also cruel, average deviation, 1”. That and the 5++ Save will help with “Gets Hot”. Take the Plasma Cannon with Care.

Don't vehicles ignore gets hot ?

   
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Veteran Wolf Guard Squad Leader



DC Metro

Jihallah wrote:
Anpu42 wrote:>The Plasma Cannon is also cruel, average deviation, 1”. That and the 5++ Save will help with “Gets Hot”. Take the Plasma Cannon with Care.

Don't vehicles ignore gets hot ?


Now vehicles only ignore "Gets Hot" on a 4+. Otherwise, they eat a glancing hit.
   
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In your squads, doing the chainsword tango

DaddyWarcrimes wrote:
Jihallah wrote:
Anpu42 wrote:>The Plasma Cannon is also cruel, average deviation, 1”. That and the 5++ Save will help with “Gets Hot”. Take the Plasma Cannon with Care.

Don't vehicles ignore gets hot ?


Now vehicles only ignore "Gets Hot" on a 4+. Otherwise, they eat a glancing hit.

:O!

Cooooooooooooooooool (hey, i play meq! more dangers for plasma weapons means goodness for me )


I just told one of my mates and he's all "nooooooooooo" as he just finished his plasmaruss xD

This message was edited 1 time. Last update was at 2012/07/16 01:55:22


   
Made in us
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St. George, UT

Just some comments on Ulric the Slayer.

His Mentor ability doesn't need to go onto an HQ guy. They already have pretty high weapon skills. Where it rocks is on the TWC model that has either the Thunderhammer or P-fist. This model will have the most attacks out of any non-IC model in the army, and you get the squishy S10 on damage. Which has gotten even more important as many models have been buffed up to T5, and for getting rid of most all models (that have it) FNP rolls.

I too agree that elevated positions combined with Long Fangs is a good thing. Especially now that we can bring our own bastions/landing platforms etc. Your not going to have to rely on the preset terrain and hope there is a ruined building on it.

He also can be a points saver (to help offset his higher cost (but that cost is also made up in his wargear, so its just bonus time)) Because with the reroll of moral checks we can save some points on not necessarily needed WG on all of your squads for the LD boost. It will make getting that second free special weapon easier if your sticking guys in drop pods or rhinos and you save a minimum 18 points per squad. Which can add up if you have enough squads.

This message was edited 1 time. Last update was at 2012/07/16 04:36:34


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





Riverside CA

Space Wolf Synergy: The Wolf Lord

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

Well let’s look at them.

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

Wolf Lord
Close Combat:
He has a WS of 6, there is not a lot out this good other than other Leaders.
Ranged Combat: He has a BS of 5, giving him the ability to hit what he wants most of the time.
Wounds: 3, normal for most Imperial Force Commanders
Initiative: 5, better than most.
Attacks: 4: Good, but they can get better
Leadership: 10, this is what you would expect.

Wargear:
Must Haves
Belt of Russ or Storm Shields:
Give him that invulnerable save
“Power/Frost Weapons”: Power Sword, Frost Axe, Thunder Hammer, just give him something.
A Saga: He is your Wolf Lord, he has earned it.
Good Choices
Saga of the Bear:
Immune to Instant Death.
Saga of the Warrior Born: Buckets of Attacks, a good choice for Thunder Lords.

Not so necessary, but worth it.
Wolf Tail Talisman:
This gives him a 5++ Save vs. Psychic Powers
Wolf Tooth Necklace: Know what you are facing, don’t need it vs. Tau and Guard.
Fenrisian Wolves: If you are going to take one, just take 2.
What to Avoid
Mark of the Wolfen:
Yes you can get more attacks, but odds are you will get the same or less.

Warlord Traits: These are the Special Traits that One HQ must choose. I will go through and see which ones are Best and those that are a Complete Waste of time.

COMMAND TRAITS
Coordinated Assault:
This is a great one for an Assaulting Army.
Inspiring Presence: A good one, especially when mixed with LD 10 and “Saga of Majesty”.
Intimidating Presence: Great for the Warlord who leads from the front or a Thunder Lord.
Master of the Vanguard: Once more a Good one For Foot-Sloggers or a Thunder Lord
Target Priority: Re-Rolls “1s” for shooting, this make him good for Gun-Lines and with your Long Fangs. Though a Pod List would also benefit.
The Dust of a Thousand Worlds: This one would work best with a Foot-Slogging Army.

PERSONAL TRAITS
Immovable Object:
Your Warlord is a scoring unit, even if he is a vehicle. This is a good one for Mechanized List and Pod Wolves. A Thunder Lord now as a Scoring unit.
Legendary Fighter: This one will be great for Wolf Lords/Thunder Lords and any other you have lead from the Front.
Master of Defense: This one is a Complete Waist of time, you already have Counter Attack.
Master of Maneuver: Out Flanking Thunder Wolves or Wolf Guard Terminators.
Master of Offence: Furious Charge with Thunder Wolves.
Tenacity: Another one that would be great for Wolf Guard Terminators.

STRATEGIC TRAITS
Conqueror of Cities:
This one is great, just like The Dust of a Thousand Worlds unless there are no Ruins.
Night Attacker: This one will make Space Wolves Shine in the First Turn, I can see you, but you can’t see me!
Master of Ambush: Another completely useless Trait, all of your Outflanking Units already have Acute Senses.
Strategic Genius: This is a great one for Drop Wolves or Outflanking Armies.
Divide to Conquer: Great vs. any Drop Pod or Outflanking Army.
Princeps of Deceit: Just a good Trait that lets you Re-Deploy Units.

Some of the Builds
The Marine Commander:
Give him a “Power Sword” and a Belt of Russ, maybe a Combi-Bolter. Best Sagas would be Saga of the Bear or Saga of Majesty. For Command Traits I would suggest either the Command or Strategic.
The Storm Lord: Thunder Hammer and Storm Shield; give him Terminator Armor or Runic Armor. Best Sagas, Warrior Born or Bear. For Command Traits I would suggest Command or Personal.
Thunderlord: Thunder Hammer and Storm Shield, Power Armor or Runic Armor and a Thunderwolf Mount. Best Sagas, Warrior Born and Beast Slayer [Saga of the Bear is still usable, but how many S10 attacks are you going to take is the question you should take before taking this one.] For Command Traits I would suggest Command or Personal.
Thunder Lord Variations:
>No Special Weapons, relying on your Rending, if you do this just take a Storm Shield.
>Wolf Claws: They are Strength 5 Attacks with Re-Rolls for Damage
>Frost Blade: Strength 6 Attacks
>Frost Axe: Strength 7 Attacks
Biker Lord: Load him up like a Thunderlord, but I would take the Saga of the Bear, he will be a Bullet Magnet. For Command Traits I would suggest Command or Personal.
Sky Lord: Very Un-Fluffy, but Very Deadly, once more load him up like the Thunderlord. For Command Traits I would suggest Command or Personal.




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

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

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





Riverside CA

Space Wolf Synergy: The Rune Priest

6th Edition has taken Rune Priest to a Whole Other Level. He has become the most versatile and useful choice out there. He has the ability to take on many rolls at the same time and do them all well. Just remember you will gain the ire of all who oppose you and call you WAAC and Cheese, just grin at them and remember: Cheese goes well with anything, only Bacon is more versatile.


Well let’s look at Him.

Rune Priest
Close Combat:
He has a WS of 5 Good, but you are not a Wolf Lord.
Ranged Combat: He has a BS of 4, giving him the ability to hit what he wants most of the time and with a Chooser of the Slain you get even better.
Wounds: 2, ok that’s not bad
Initiative: 4, ok that’s not bad
Attacks: 2, ok that’s not bad
Leadership: 10, this is what you would expect.

Special Abilities
Acute Senses:
Allows you to Re-Roll what table edge you come in on when you come in from reserves using outflank.
ATKNF: This makes him a great MEQ leader, but if any unit he has joined may get cought in a Sweeping Advance, leaving Logan alone.
Counter-Attack: With your LD he will usually make this roll.
Independent Character: This lets him join any unit and lets him Challenge other Characters and use “Look Out Sir” on a 2+.
Psyker: The Rune Priest is a Level-1 Psyker

Standard Wargear:
Power Armor:
3+ Save
Runic Weapon: Saves vs. Psychic Powers, and a 2+ Kill Daemons. Remember this can be either a Axe, Maul or a Sword.
Bolt Pistol: 12” S4 AP5 Pistol
Frag and Krak Grenades

Options
Replace Bolt Pistol with a Bolt Gun, Plasma Pistol, or Storm Bolter: The only one I would Trade for is the Plasma Pistol, and then only if you take no Attack Powers or Expecting a lot of AP2 out there.
Runic Weapon Choice: Each ahs their own Advantages/Disadvantages. My Self I would make my choice to what looks Cool as WYSIWYG.
>Runic Sword: I4 S4 AP3 Force Weapon
>Rune Axe: I1 S5 AP2 Force Weapon, Unwieldy
>Rune Staff/Maul: I4 S6 AP4 Force Weapon, Concussive
Chooser of the Slain: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army. 18” no Infiltrate [Creeeeed!!... No! Wait! What!!! Were did that stupid bird come from?] He also can improve your Ballistic Skill.
Master of Runes: Become a Level-2 Psyker, that’s 2 Psychic powers a turn.
Melta-Bombs: The Perfect Anti-Tank especially if you need a “Different Piece of Wargear”
Wolf Tooth Necklace: Hit on a 3+ in Melee, Count me in.
Wolf Tail Talisman: 5+ Psychic Save, this is different than your Psychic Hood, So Psychic Hood, the Wolf Tail Talisman and then your Runic/Terminator Armor Save.

May choose one of the Following
Bike:
Gets around the field quickly and teaming up with Swift Claws and Wolf Guard Baker Gangs.
Jump Pack: Happy Happy Joy Joy! Skyclaws with an Invulnerable Save [Storm Caller]
Runic Armor: Save becomes 2+ and you get a 5+ Psychic Save.
Terminator Armor: You Exchange everything for Terminator Armor, Strom Bolter and Runic Weapon.
>You may upgrade the Strom Bolter to a Combi-Bolter: If you got the Points Go for it, you have got nothing to loose.

Sagas:
Saga of the Warrior Born:
# kill in last Assault Phase adds to the number of Attacks this Assault Phase.
Saga of the Beast Slayer: Good for Monster Hunters.

Now onto why you want him: Runic Powers:
1st there is the Standard Powers.
Fury of the Wolf Spirits:
Short Range, maximum 5 wounds, but it can force a Moral Check. Geri can also punch Terminator Armor.
Jaws of the World Wolf [Psychic Shooting Attack]: Great for dealing with Low Initiative models like Orks and MCs. The supposedly most broken power in the book, but with me it dips to the bottom of the list of useful powers for me.
Living Lighting [Psychic Shooting Attack]: Unlimited Range, great for light armor and MCs [S7, AP5 Assault d6]
Murderous Hurricane [Psychic Shooting Attack]: To me this is one of the better ones [18” 3d6 S3 AP- Wounds] this has the potential to force a Moral check for all but the largest units.
-Strom Caller: All of us old SW players will recognize this one, a god old fashion Mobile 5+ Cover Save and you can use it at the start of your turn.
Tempest Wrath: One more reason to put him at the Center of the Battle Field, 24” “No-Fly-Zone”.
Thunderclap [Psychic Shooting Attack]: This is a great power to soften up “Soft” units before the Assault [S3 AP5]

Now for the 6th Edition Powers: You have Access to Biomancy, Divination and Telekinesis:
1st Biomancy
PRIMARIS POWER] SMITE:
A 4 Shot AP2 Bolt Pistol
1] IRON ARM: +d3 S&T and gain EW
2] ENFEEBLE: Give your Opponent a -1 to S&T and now everything is difficult Terrain
3] ENDURANCE: Give a Friendly Unit FNP, WND and Relentless
4] LIFE LEECH: 12” AP2 attack that can heal you.
5] WARP SPEED: Gain +d3 to I&A
6] HAEMORRHAGE: Inflicts a horrible death to one model and then maybe others.

2nd Divination
PRIMARIS POWER] PRESCIENCE: Make a Squad “Twin Linked”
1] FOREBODING:
Gives a Unit Counter Attack [Have it] and Overwatch at full Ballistic Skill.
2] FOREWARNING: Gives a Unit a 4+ Cover Save
3] MISFORTUNE: Force a Unit to Re-Roll Saves
4] PERFECT TIMING: Give a Unit Ignore Cover Special Rule.
5] PRECOGNITION: You can Re-Roll Hits, Wounds and Saves.
6] SCRIER'S GAZE: Gain 3d6 for various rolls.

3rd Telekinesis
PRIMARIS POWER] ASSAIL:
18” S6 knock your opponent down.
1] CRUSH: A Random Power Level Attack on a Single Target
2] GATE OF INFINITY: Teleport
3] OBJURATION MECHANICUM: Another Single Target Attack, but this one just messes them up.
4] SHOCKWAVE: Pin a bunch of Enemy in a 12”r
5] TELEKINE DOME: 5++ Save and may cause shots to ricochet.
6] VORTEX OF DOOM: 12” Range Blast of DOOM!

Now what does this all of this mean? It depends on the Role of your Rune Priest. Remember if have the points, go ahead and make him a Master of Runes.

The Warrior:
Take Runic Armor or Terminator Armor and a Runic Sword or Runic Axe.
Take JotWW and/or Thunderclap also conceder Storm Caller and Tempest Wrath
Trade out for Biomancy Powers: I would be happy with most of the Powers.
Trade out for Telekinesis Powers: Many of these could be handy for dealing with a potential Challenger.
Put him with Wolf Guard, Skyclaws or Swiftclaws.

The Protector
Take Storm Caller and or Tempest Wrath should be one of your powers.
Trade out for Divination Powers: Misfortune if you get it will be worth its weight in gold.
Trade out for Telekinesis Powers: About half the powers could be used for protecting.
Put him with any Powered Armor Pack.

The Controller
Trade out for Divination: Take the PRIMARIS POWER: PRESCIENCE
Put him with:
Wolf Guard: I would only add him to Sternguard or Tactical Terminator Wolf Guard.
Grey Hunters: With a Pair of Plasma-Guns with a Re-Roll, this will make them a good unit to put in the center front like and give you a strong Fire-Base.
Long Fangs: This will make them even better.

Warlord Traits: These are the Special Traits that One HQ must choose.
COMMAND TRAITS
Inspiring Presence:
Works great with his LD10.
Intimidating Presence: Rune Priest should inflict fear in his enemies.
The Dust of a Thousand Worlds: Good if you plan on using your Rune Priest as a Front Line Warrior.
Master of the Vanguard: Worlds: Good if you plan on using your Rune Priest as a Front Line Warrior.
Target Priority: This one is perfect for sitting in back with Long Fangs or with Blood Claws, Skyclaws or Swift Claws. This could also be great with Wolf Guard set up like Sternguard or Tactical Terminators.
Coordinated Assault: Worlds: Good if you plan on using your Rune Priest as a Front Line Warrior.

PERSONAL TRAITS
Master of Defense:
We already have it.
Master of Offence: Worlds: Good if you plan on using your Rune Priest as a Front Line Warrior or if you are part of a Grey Hunter Gun Line
Master of Maneuver: An Outflanking Rune Priest could change a lot especially when teamed up with some Wolf Guard or Grey Hunters.
Legendary Fighter: Great if you are using your Rune Priest as a Dueler.
Tenacity: Great for putting him with Long Fangs and putting him on an Objective in you Deployment Zone.
Immovable Object: Rune Priest as a Scoring Unit, see Tenacity.

STRATEGIC TRAITS
Conqueror of Cities:
A limited version of Dust of a Thousand Worlds
Night Attacker: Rune Priest Sees All, while hidden from the Enemy.
Master of Ambush: Ye already have Acute Senses.
Strategic Genius: This will work well with the Rune Priest in the Controller mode.
Divide to Conquer: It is always good to mess with their Reserves.
Princeps of Deceit: This can always be useful.

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

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

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Deathwing Terminator with Assault Cannon





Gillette Wyoming

Man, I wish there were threads like this for every army, enjoy your exalt good sir.

This message was edited 1 time. Last update was at 2012/07/18 08:06:01



DA 4000 points W/L/D 6e 3/2/0
IG 1500 points W/L/D 6e 0/2/0
And 100% Primed!  
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: The Wolf Priest

Wolf Priest:
Close Combat:
He has a WS of 5 Good, but you are not a Wolf Lord.
Ranged Combat: He has a BS of 4, giving him the ability to hit what he wants most of the time.
Wounds: 2, ok that’s not bad
Initiative: 4, ok that’s not bad
Attacks: 2, ok that’s not bad, and that’s 3 if you take a Pistol.
Leadership: 10, and Fearless

Special Abilities, Powers and Wargear:
Power Armor:
3+ Save
Crozius Arcanum (Power Weapon): So it seems you can make it a Power Maul, Power Sword or Power Axe.
Wolf Amulet: 4++ Save
Fearless: No Moral Problems
Oath of War: This is a big one, at the start of your game you look at your opponent’s army. If he has a lot of infantry, Choose Infantry, if you are facing Blood Angels Choose jump Infantry, and so on. Now for the rest of the game the Wolf Priest and the Pack he is with gain Preferred/Favored enemy.
Melta Bombs: You are going to get close, besides this a Quick Point of Difference.
Wolf Tail Talisman: A Quick Point of Difference and with the new Psychic Powers tis might become a mandatory piece of gear.
Runic Armor: This will give you a 2+/4++, 5+ save vs. some Psychic Powers and keep your Sweeping Advance.
Terminator Armor: This will allow you to play with Wolf Guard Terminators, if you take more than one look at Combi-Weapons for points of Difference.
Saga of the Hunter: Fearless Scouts, and with the Now Rules you can add Outflank and Stealth to any Unit you are attached to.
Saga of the Beast Slayer: This is great if you are planning on using Oath of War: Anything but MCs
Saga of the Wolfkin: This is a good place to stick your Saga of the Wolfkin. It just bums me that they can’t take a pair of wolves, though you could take a Fenrisian Wolf Pack for him to lead.

Warlord Traits: These are the Special Traits that One HQ must choose. I will go through and see which ones are Best and those that are a Complete Waste of time.
COMMAND TRAITS
Inspiring Presence:
Works well with your LD10
Intimidating Presence: You should inflict the fear of the Death Wolf!
The Dust of a Thousand Worlds: Blood Claws with Move Though Cover
Master of the Vanguard: This could be good with your 12” Range Blood Claws.
Target Priority: This will be great for your Blood Claws to take and Hold Objectives.
Coordinated Assault: 3”-13” Assault Range with Blood Claws.

PERSONAL TRAITS
Master of Defense:
You already have it.
Master of Offence: You Grey Hunters now come close to a Blood Claw in Assault.
Master of Maneuver: Outflanking Blood Claws Cool.
Legendary Fighter: Great for you as a Blood Claw Leader
Tenacity: FNP Blood Claws

STRATEGIC TRAITS
Conqueror of Cities:
You are the Masters of Urban Warfare.
Night Attacker: Great if you are with Long Fangs.
Master of Ambush: Have it.
Strategic Genius: Always good for Wolf Scouts
Divide to Conquer: Always good to mess with their Reserves.
Princeps of Deceit: Re-Deployment is always good.

A Fluffy Choice would be to take the Command Traits
A Duelist Choice would be to take the Command Traits
A Non-Fluffy Choice would be to take the Command Traits

How to Use or Abuse your Wolf Priest
Put him with your Blood Claws:
This will solve a few of their problems.
>Fearless: No Moral Issues
>Independent Character: Now they will Shoot before Assaulting and gives you a “Look Out Sir” on a 2+
>Oath of War: Your Blood Claws now have a Favored Enemy, this will offset their low WS & BS.

Put him with your Long Fangs: This will make them even more deadly
>Fearless: No Moral Issues
>Oath of War [Bikes]: You won’t miss those bikes much, I’m thinking Heavy Bolters Las Cannons
>Oath of War [Flyers]: You now double your chances of hitting Flyers; I’m thinking Missile Launchers or Las Cannons.
>Oath of War [Infantry]: Great for Snap Fire, I’m think heavy Bolters.
>Oath of War [Skimmers]: Make them make more Cover Saves, I’m thinking Heavy Bolters and Las Cannons.
>Oath of War [Tanks]: You now double your chances of hitting Flyers; I’m thinking Las-Cannons.


Automatically Appended Next Post:
Wardragoon wrote:Man, I wish there were threads like this for every army, enjoy your exalt good sir.

i had started to do it with the Dark Angels, but did not get far and with the posibilty of a new DA Codex before the end of the Year i think I will Wait.
I am thinking of doing this for another, but I am not sure witch one. I am currently going to limit myself to Armies I play.
>Imperial Guard
>Grey Knights
>Space Marines
>Blood Angels

This message was edited 1 time. Last update was at 2012/07/18 13:11:45


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

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

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Lord of the Fleet





Texas

Anpu42 wrote:
Crozius Arcanum (Power Weapon): So it seems you can make it a Power Maul, Power Sword or Power Axe.


All Crozius Arcanum's are Power Mauls, yes the Space Wolf FAQ does not say that but all the other Space Marine FAQs say that so someone probably goofed

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





Riverside CA

kenshin620 wrote:
Anpu42 wrote:
Crozius Arcanum (Power Weapon): So it seems you can make it a Power Maul, Power Sword or Power Axe.


All Crozius Arcanum's are Power Mauls, yes the Space Wolf FAQ does not say that but all the other Space Marine FAQs say that so someone probably goofed

Space Wolves are not Space Marines. By RAW until a later FAQ comes out thay can be any Power Weapon.

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

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

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Lord of the Fleet





Texas

Anpu42 wrote:
kenshin620 wrote:
Anpu42 wrote:
Crozius Arcanum (Power Weapon): So it seems you can make it a Power Maul, Power Sword or Power Axe.


All Crozius Arcanum's are Power Mauls, yes the Space Wolf FAQ does not say that but all the other Space Marine FAQs say that so someone probably goofed

Space Wolves are not Space Marines. By RAW until a later FAQ comes out thay can be any Power Weapon.


But by RAI, they should no?

When it comes to say how Eldar Harlequins work then theres a debate since theres only 2 codexes so it can go either way. But when all but one space marine faqs say "Wargear A=B" and wargear A is in the leftout FAQ, it is reasonable to assume by RAI the Crozius Arcanum is a power maul

 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

Wardragoon wrote:Man, I wish there were threads like this for every army, enjoy your exalt good sir.

You can find similar rundowns in certain personal blogs. But regardless of whether its a blog or thread, I always enjoy reading through well thought out (and well written) tactica.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: The Wolf Guard Battle Leader.

This is one of the ones I am going to talk a little bit more on than others. Wolf Guard Leaders are more than just a secondary “On the Cheep” required HQ. Every one of them should have some sort of real personality. They have been around for centuries and are now close to being truly being Space Wolf of Legend. They should not be in the rear leading Long Fangs, many of them most likely older than him and still call him “Pup”. He should be in the front trying to impress the Wolf Lord.
They are also a good choice to lead Thunder Wolf Cavalry if you are only taking one. Putting one on a Thunder Wolf won’t set you back to badly and with the T5 you won’t need to take a Storm Shield as much.
I currently have only one Wolf Guard Battle Leader that I always use as a WGBL. He is one the old school Metal Space Wolves, the one in Runic Armor and the Wolf Head. I got him way back in 2nd Edition and used him for years as my Wolf Lord, but when the new sculpts came out he went on the self for a while. Then I did a little rebuild on him, I replaced the Bolt Pistol with a Combi-Melta and gave him a Power Fist. I then started to use him as a Wolf Guard Pack Leader with my Wolf Scouts. Then when the 5th Edition Space Wolf Codex I made him a Wolf Guard Battle Leader with Saga of the Hunter. Now with 6th Edition I don’t need to give him a Saga of the Hunter, so I am still going to leave him with my Wolf Scouts and use him with my Redmaw List [I will go over the FW stuff after I am done with the Codex Material]. To me this is one of the most Fluffy Characters I have.

Wolf Guard Battle Leader:
Close Combat:
He has a WS of 5, good, you will find most secondary leaders are similar.
Ranged Combat: He has a BS of 5, giving him the ability to hit what he wants most of the time.
Wounds: 2, normal for most Imperial Force Secondary Commanders
Initiative: 5, better than most.
Attacks: 3, good, but they can get better.
Leadership: 9, this is what you would expect for second tier Leader.

Wargear:
Must Haves
“Power Weapon”:
Power Sword, Frost Axe, Thunder Hammer, just give him something.
If not a “Power Weapon “Mark of the Wolfen: Yes you can get more attacks, but you will occasionally get the same or less, but maybe worth the Rending.

Not so necessary, but worth it.
A Saga:
He is on his way to be your Wolf Lord, he has earned it.
Wolf Tail Talisman: This gives him his Save vs. Psychic Powers
Wolf Tooth Necklace: Know what you are facing, don’t need it vs. Tau and Guard.
Fenrisian Wolves: If you are going to take one, just take 2.
Runic Armor: If you are going to do an Armor Upgrade this is a good choice.
Terminator Armor: This to me is the Realm of the Wolf Lord unless you are planning on having him lead Wolf Guard Terminators. To me if you are taking a single HQ and choosing to take a WGBL, you are doing it because you can’t afford a Wolf Lord. If you need to put your HQ in Terminator Armor, you might want to consider a Rune Priest or Wolf Priest. If you are running a Loganwing, then go for it.

Warlord Traits: These are the Special Traits that One HQ must choose. To be honest most Wolf Guard Battle Leaders are looking to become Wolf Lords so Fluff wise I would just go strait to the Personal Traits with some exceptions.
COMMAND TRAITS
Coordinated Assault:
This is a great one for an Assaulting Army.
Inspiring Presence: A good one, especially when mixed with LD 10 and “Saga of Majesty”.
Intimidating Presence: Great for the Warlord who leads from the front or a Thunder Lord.
Master of the Vanguard: Once more a Good one For Foot-Sloggers or a Thunder Lord
Target Priority: Re-Rolls “1s” for shooting, this make him good for Gun-Lines and with your Long Fangs. Though a Pod List would also benefit.
The Dust of a Thousand Worlds: This one would work best with a Foot-Slogging Army.

PERSONAL TRAITS
Immovable Object:
Your Warlord is a scoring unit, even if he is a vehicle. This is a good one for Thunder Wolf Battle Lords as now they are Scoring unit. [Smile]
Legendary Fighter: This one will be great for Wolf Lords/Thunder Lords and any other you have lead from the Front.
Master of Defense: This one is a Complete Waist of time, you already have Counter Attack.
Master of Maneuver: Out Flanking Thunder Wolves or Wolf Guard Terminators.
Master of Offence: Furious Charge with Thunder Wolves
Tenacity: Another one that would be great for Wolf Guard Terminators.

STRATEGIC TRAITS
Conqueror of Cities:
This one is great, just like The Dust of a Thousand Worlds unless there are no Ruins.
Night Attacker: This one will make Space Wolves Shine in the First Turn, I can see you, but you can’t see me!
Master of Ambush: Another completely useless Trait, all of your Outflanking Units already have Acute Senses.
Strategic Genius: This is a great one for Drop Wolves or Outflanking Armies.
Divide to Conquer: Great vs. any Drop Pod or Outflanking Army.
Princeps of Deceit: Just a good Trait that lets you Re-Deploy Units.

How to use and abuse him.
>Keep him Cheep:
Just give him MotW or a Power Weapon or Frost Weapon and put him with some Grey Hunters to take advantage of the Wolf Standard.
>Tank Hunter: Give him a Combi-Melta or Combi-Plasma and a Power Fist or Thunder Hammer. Put him with some Wolf Scouts. When he shows up you be behind your opponent’s armor thanks to your Acute Senses.
>Monster Hunter: Give him a Frost Sword, Storm Shield, Melta-Bombs, Thunder Wolf and Saga of the Beast Slayer. That will give him 3 I5 S6 AP3 Attacks, this should be enough to wound most Monsters on a 4+. Give him either a Thunder Wolf Cavalry or Fenrisian Wolf Pack as a Body Guard.
>The Duelist: Take the Saga of the Warrior Born, Runic Armor, Wolf Tooth Necklace, Frost Sword and a Storm Shield or a Pair of Wolf Claws.
>Bloodclaw/Skyclaw/Swiftclaw Leader: This is a great place to put them without the “Why is my Best Guy Leading the Pup’s” syndrome. I run a pair like this, one for my Skyclaws and the other with my Skyclaws each with a Wolf Priest. It’s not cheep, but its fun.
>Wolf Guard Leader: This is a good choice and Fluffy to. To take full advantage of them you might need to shove them in a Crusader to take everything. Take a full 5 man Wolf Guard to get the Assault Cannon, but only four in Terminator Armor and Bleed one off and put the remaining 4 and the WGBL in his Terminator Armor and shove them in a Pod.

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

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

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





Riverside CA

Space Wolf Synergy: The Wolf Guard

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

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

1st is Arjac God of Thunder: The best picture I can giver you is if you have ever read the Justus League Avengers Crossover Graphic Novel. Superman in “Kill Mode with Cap’s Shield and Thor’s Hammer, then you have a clue about how devastating he can be.
>Pricy, but hard to beat his punch.
>Saga of the Bear/Eternal Warrior: This makes him a candidate for the 1st Las-Cannon wound in the Wolf Guard.
>Look out Sir: While he may be a Character he would only get it on a 4+.
>Wolf Tooth Necklace: hits on Close Combat on a 3+ [Ranged is a 2+]
>Foe-Hammer: Better known as Mjöllnir will make him the winner of any WaM [Whack-A-Monolith] Contest out there. First it’s a Range: 6 S10 AP-1 Assault-1 Concussion Weapon. If that didn’t work he can then Assault with a S10 Thunder Hammer with 3 Attacks, 5 if he Assaults. He will kill a Monolith 50% of the time when he penetrates.
>Anvil Shield: A Storm Shield that he can Smack people with, I gives him an additional Attack on the first turn of the Assault.
>Grimnar’s Champion: Favored Enemy Independent Characters and Monstrous Creatures. This will make him a brutal Dueler.
>Stubborn: No Negative for Close Combat Moral Checks, not that I see this happening much.
>Terminator Armor: 2+/3++ Save, this will make him hard to kill.

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

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

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

Well now let’s look at them.
Wolf Guard:
As the Leader of a Wolf Guard Pack there is no real difference between the others. In the BRB it list Wolf Guard as Characters. Whether they are or not within the Wolf Guard Pack, when they join another Pack they become one.

Wolf Scouts: This option can be very advantages to Wolf Scouts. As Would Scouts there are no Transports, so go ahead make the Wolf Scouts a full 10 man Pack.
>Combi-Weapons: The Combi-Melta or Combi-Plasma and give a good Anti-Armor Punch.
>Power Weapon/Frost Blade/Wolf Claw(s): This gives you a good Anti-MEQ attack.
>Power Fist/Thunder Hammer: This also gives you a Good Anti-Armor Punch.
>Storm Shield: Give you a chance vs. there Anti-Armor/MEQ/MC Attacks.
>Melta-Bombs: For that extra Anti-Armor/MC Punch, but will not work with the MotW.
>Mark of the Wulfen: Take this get out the yellow rain coats.

Grey Hunters [Mostly See Scout with some exceptions]
>Terminator Armor:
This gives you a Veteran Sergeant armed with a Storm Bolter and Power Weapon with a 2+/5++ Armor Save. You will loose the ability to Sweeping Advance and Rhino/Razorback Transports. You are limited to 8 Grey Wolves in a Drop Pod, but you can have a full squad in a Land Raider Redeemer [Sad I know]. In smaller point games a Land Raider Redeemer has its own power to scare the…you know what out of them and can be worth the 240 points.
>Mark of the Wolfen: This is a brutal combo with the Grey Hunters and there Standard and cheep too. In if the Grey Hunters have their MotW, that becomes 2d6+2 Rending Attacks that have the chance of Re-Rolling Ones. There are only 3 ways to make this sicker, Ragnar, Wolf Guard Battle Leader and/or a Wolf Priest all shoved in a LRC.

10 Grey Hunters in Transports vs. 9 Grey Hunters + Wolf Guard Pack Leader in a Transport: This is always a big debate. I think I will torture you all and wait until I discuss the Grey Hunters to talk about this.

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

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

Long Fangs: You have to think differently about this one.
Power Armor Wolf Guard Pack Leader: If you are taking one here it is to give you Meat Shield so keep him cheep, maybe a Combi-Weapon and/or a Power/Frost Weapon.
Terminator Armor: Just put one in this and just give him a Cyclone. This combination gives you so much firepower and staying power you will not believe it. It’s like having 2 more Missile Launchers.
>Assault Cannon: This could be a good option for if you are going to fight a Horde Army.
>Heavy Flamer: Don’t it will do you no good other than when you are Assaulted.
>Strom Bolter: Just that little bit of extra shooting.
>Storm Shield: Worth it just to watch the Rail Guns Bounce.
>Combi-Weapon: If you take a Cyclone don’t bother as per RAW you can’t fire it and the Cyclone at the same time.
>Chain Fist/Thunder Hammer: Beats a Melta-Bomb and has a higher intimidation factor.

Wolf Guard Pack
Were to start, you have 3 ways of doing it and all of them are good. Then you have got to ask, what is their job? Are they going to be your focus or just an add-on? How much are you planning sinking into them? Are going to SPAM them are try to make each an individual? Are you taking them for there skill or for the Modeling Possibilities?

Conservative and Simple: The Conservative and simple Wolf Guard will actually deceive your opponents sometimes. They will look out at the battle field and see a 10 man Space Wolf Pack and not relies that they are a “Vanguard Squad”. The Rhino pulls out and 9 Space Wolves jump out armed with Bolt Pistols and Frost Swords lead by a Wolf Priest and then you Assault with 36, not 27 Attacks. Or when 3 Drop Pods land in the mitts of the Ork mob in a 1500 point game with 3 Terminator Packs armed with Power Weapons lead by Arjac and Logan.
Powered Armored: These Wolf Guard fill the Roles of Sternguard and Vanguard Veterans.
>I would just load them out with “Power/Frost Weapons” or a Comb-Weapon or Plasma Pistol. A 10 Man Pack will run around 300 points.
>Consider giving one MotW.
>If you are planning on using them as Assault Troops consider a Rhino or Land Raider.
>For Deep Striking take a Drop Pop.
>If you want Razorback SPAM take one, remember you do not have to ride on it so you can take a full 10 Man Pack.
Terminator Armor: They fill the Role of most Terminators. As a basic note remember you cant Teleport in so if you want to Deep Strike, your going to have to Pod in, but that limits you to Packs of 5.
>If 5 Man Packs just leave them with there Power Swords or Give them Power Axes and tack on a Heavy Weapon. With an Assault Cannon or Cyclone this will cost you less than 200 points, 230 with a Drop Pod or around 450 with a Land Raider.
>Full 10 Man Pack will run you less than 400 points.
>Throw in a few Chain Fist and/or Melta-Bombs for some Anti-Tank/MC work.

Middle Ground: The Middle Ground is what most people play with. You replace both weapons with Wargear maybe take a few special things like Melta-Bombs and Bikes, but mostly they end up leading another Pack or as Terminators.
Powered Armored: These Wolf Guard fill the Roles of Sternguard and Vanguard Veterans.
>I would just load them out with “Power/Frost Weapons” and Comb-Weapon or Plasma Pistol. A 10 Man Pack will run around 350+ points.
>Give one MotW and a Storm Shield.
>If you are planning on using them as Assault Troops consider a Rhino or Land Raider.
>For Deep Striking take a Drop Pop.
>If you want Razorback SPAM take one, remember you do not have to ride on it so you can take a full 10 Man Pack.
Terminator Armor: They fill the Role of most Terminators. As a basic note remember you cant Teleport in so if you want to Deep Strike, your going to have to Pod in, but that limits you to Packs of 5.
>If 5 Man Packs just leave them with there Power Fist or Power Chain Fist and tack on a Heavy Weapon. With an Assault Cannon or Cyclone this will cost you around 250 points, up to 300 with a Drop Pod or around 500 with a Land Raider. Maybe tack on some Combi-Weapons.
>Full 10 Man Pack will run you around 500 points.

As Body Guards: I think this one of the Common ways they are being used and it’s a good use.
>Take up to 10 with the plans of bleeding them as Wolf Guard Pack Leaders.
>Take whatever is left and use them as a Bodyguard for one of the Characters.
>Make sure they have whatever are the Character has. If he is in Terminator Armor upgrade them in Terminator Armor.
>Keep there Wargear Simple, Power Weapons/Power Fist/Frost Weapons along with Combi-Weapons.

Over the Top: Over The Top will both confuse and scare your opponents. If you field a 1500 point 13 Figure army and only one of them is a Dreadnaught he will either be afraid of engaging you or drop the kitchen sink on you. Either way it will be an exiting game.
>10 Man SS/Frost Blades [580 points]
>10 Man Biker Gangs with Thunder Hammers/Storm Shields [810 Points]
>10 Man Jump Packs with Parried Wolf Claws [730 Points]
These can be fun, but point sinks.

Use and Abuse:
>Take Logan and make them Scoring Units.
>Just gear them up like a Grey Hunter Pack and use them to Take and Contest Objectives.
>Add a character with Saga of the Hunter and use them as “Heavy Scouts”
>Take as many units as you can to bleed off Wolf Guard Pack Leaders, throw you Wolf Lord, Arjac, 1 Wolf Guard with a Storm Shield and two With Assault Cannons and Pod them in with two other Wolf Guard Loaded with Combi-Plasmas and a Assault Cannons.
>Replace the Wolf Lord with a Rune Priest in Terminator and PRESCIENCE.
>Take 10 Man Pack, 8 in Power Armor and 2 in Terminator Armor And Assault Cannons. Bleed of 2 and shove them in a Pod.
>Put the above Pack, but don’t bleed any off and shove them in a Crusader or Redeemer.

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

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

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