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Made in us
Stealthy Space Wolves Scout





Florida

So thinking about what we know so far. Perhaps power fists would be a good slightly cheaper alternative to hammers if your tight on points. I play a mostly 1k tournaments and below. If I want a high S power weapon for cheaper it may be the fist.
   
Made in us
Longtime Dakkanaut




Yeah, the enemy doesnt get a charge move during your turn so they can never get to the end to "complete their charges" to allow you to heroicly intervene. Guys, we are proud space wolves! We dont need to try and make ourselves better than we already are, we already are going to be awsome!

But yeah, this should be discussed in ymdc.



As for power fists, i have started adding them back in to my 10 man tacticals and they have been doing wonderful. For some reason my opponents see the power fist and freak out. Last game vs a tyranid player i had a 10 man squad that got focused down to one guy and the wolf guard battle leader with a powerfist after the hive tyrant hit the squad in cc. Powerfist did 2 wounds back, then i backed out and fired 2 longfang squads at it killimg it. Next turn enemy fired 4 warriors at the 2 guys killing one. Powerfist went full wolf, charged in, killed a warrior. Next turn he survived and killed another warrior during their turn. Then he killed a 3rd one on my turn then died. Point was he survived a lot and definatly made his points back, he became a "i don't care, that one guy has to die!" For my opponent.

Hidden power fists. Still worth it in 8th edition.

This message was edited 1 time. Last update was at 2018/08/15 21:23:40


 
   
Made in us
Stealthy Space Wolves Scout





Florida

I'm thinking I'll add a wolf guard leader to my troops with TH/SS and put the fist on the Sgt. then charge everything that needs smushing. Hopefully there is some cool strats.
   
Made in us
Pulsating Possessed Chaos Marine




Seattle, WA

Justyn wrote:
Can you heroic intervene on your own turn? Could pull some sneaky beaky business with that one.


You have to be charged.


At the moment this is not entirely true. You can't heroically intervene during your own turn. However you don't need to be charged to do it during your opponent's turn. Once your opponent has completed their charge moves you can go ahead and intervene into a unit that's within 3 (or in wolves' case 6) inches even if that unit didn't charge.
   
Made in us
Dakka Veteran





You can't heroically intervene during your own turn.


I looked for that restriction and didn't find it anywhere. Could you point out where it is please so I can show it to others when needed?
   
Made in us
Regular Dakkanaut






I hope they include something that helps with thunderwolf cavalry's movement and charging, currently the cavalry keyword is a huge hindrance because they can't go up ruins or move through walls, so it's quite trivial to keep thunderwolves out of close combat, same goes for the dreads. The reason that the blood angel smash captain is so powerful is because it's a single infantry sized model that can go anywhere, hit anything and murder it like a heat seeking missile

I suspect that our current most powerful combo of wulfens in stormwolf will continue to be our go-to army core if everything just get cheaper

Outflanking aggressors have the potential to be powerful because their powerfists will now be hitting on 3+, so for their relatively low point cost they will be clearing chaff and punching vehicles if not dealt with. They are still fragile as hell, but definitely the strongest aggressor variant.

Here's hoping for a way to regain command points

Unless we see a strategem at the same level blood angel's 3D6 charge or psychic powers that straight up cheats like soulburst and warptime, I don't think SW will bring any meta changes, which is fine by me, 8th edition by its nature doesn't favor marines.
   
Made in nz
Regular Dakkanaut





Index games my vips were already arjac.harald.wulfen and either jp wolfguard or aggressors so im happy.
   
Made in dk
Regular Dakkanaut




Practically, there’s nothing but wulfen dreads and Björn in the SW dreadnought department now. Who’s ever going to field a normal or venerable dread? xD
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

So, with the newly released "Chapter Tactic" for Wolves, I'm thinking Blood Claws just became hilarious. And TWC, depending on point cost or other unseen tweaks, are probably going to be pretty solid too. Even humble Gray Hunters with chainswords are going to have some serious teeth in CC. And I'm also wondering if with the new longer range for Heroic Intervention, we should field our own SmashWolfLords with jump packs! 6" HI range plus the FLY keyword seems pretty good. Maybe not as good on offense as the Blood Angels version, but as a counter assault/deterrent, could be okay.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in ca
Commander of the Mysterious 2nd Legion





Northern85Star wrote:
Practically, there’s nothing but wulfen dreads and Björn in the SW dreadnought department now. Who’s ever going to field a normal or venerable dread? xD


depends on the cost and the weapons load outs, it sounds like wulfen dreads won't be able to get shields (makes sense to me, they're our bezerkers) so depending on movement profile and cost I mean if a wulfen dread is 2 times the cost of a venerable dread, just for example.

Opinions are not facts please don't confuse the two 
   
Made in us
Dakka Veteran





depends on the cost and the weapons load outs, it sounds like wulfen dreads won't be able to get shields (makes sense to me, they're our bezerkers) so depending on movement profile and cost I mean if a wulfen dread is 2 times the cost of a venerable dread, just for example.


Its actually clearly readable that the Wulfen Dread can exchange its axe or its claw for the Blizzard Shield.
   
Made in ca
Commander of the Mysterious 2nd Legion





Justyn wrote:
depends on the cost and the weapons load outs, it sounds like wulfen dreads won't be able to get shields (makes sense to me, they're our bezerkers) so depending on movement profile and cost I mean if a wulfen dread is 2 times the cost of a venerable dread, just for example.


Its actually clearly readable that the Wulfen Dread can exchange its axe or its claw for the Blizzard Shield.


well daaaaaaaamn, wolf my wolf to wulfen...

Opinions are not facts please don't confuse the two 
   
Made in us
Stealthy Space Wolves Scout





Florida

So unless they change some wording in the dex thunder hammer wolf guard leaders and pack leaders in a blood claw squad supported by Lukas are +2 to hit when they charge? So TH and P fists hitting on 2s hidden in a squad of bloodclaws? Yes please. Oh and if within 12 of wulfen they get extra attacks.

This message was edited 2 times. Last update was at 2018/08/16 01:53:54


 
   
Made in us
Dakka Veteran





So unless they change some wording in the dex thunder hammer wolf guard leaders and pack leaders in a blood claw squad supported by Lukas are +2 to hit when they charge? So TH and P fists hitting on 2s hidden in a squad of bloodclaws? Yes please. Oh and if within 12 of wulfen they get extra attacks.


That all looks correct. Its also the way 8th edition is meant to work. Stack up your aura benefits. But you would want to try to get more than one unit of Blood Claws benefiting from that to make it worth it. Or try it with Wolf Guard/Thunderwolves and Arjak for +2 attacks (One from Arjak and one from the Wulfen) and +1 to hit. Remember however you only get the +1 attack from the Wulfen if you were not in range to benefit from their re-roll charges effect. Lots of good synergy there. Hopefully the Warlord Traits, Strategems and Artifacts also look as good.
   
Made in dk
Regular Dakkanaut




I hope fenrisian wolves get better leadership. LD4 is too low on fragile units. Why? So we can use packs of 5 independently.
   
Made in us
Dakka Veteran






Praise be to the Allfather! He has deemed to give us news about our incoming stratagems, psychic powers and relics! I am now extra hyped. Everything in here is very fluffy and thematic! I love it!

https://www.warhammer-community.com/2018/08/17/17th-aug-codex-space-wolves-preview-stratagems-warlord-traits-relics-and-psychic-powersgw-homepage-post-2/

This message was edited 1 time. Last update was at 2018/08/17 14:35:55


 
   
Made in ca
Fresh-Faced New User




Iron Priest with an extra 6 S5 -3 D1 in CC on successful cast. Interesting.
   
Made in us
Longtime Dakkanaut




That spell only effects the rune priest that cast it. Still thats a lot of attacks in cc, he will crush enemy units in cc with that spell.

I love the lone wolf stratagem. It happens quite a bit in my games where i end up with a wolf guard with a powerfist left. Pop that and suddenly you have real threat sitting in your enemys face thats much tougher to kill.

I am also liking the stormbolter relic. Str 4, assault 4, ap-1, 2dmg. Add the warlord trait +1 to wound and you could realistically finish off a weakened vehicle with it popping the aura ability.
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

Living lightning looks like a scary counter to msu chaff.

01001000 01100001 01101001 01101100 00100000 01101111 01110101 01110010 00100000 01001110 01100101 01100011 01110010 01101111 01101110 00100000 01101111 01110110 01100101 01110010 01101100 01101111 01110010 01100100 01110011 00100001  
   
Made in ca
Fresh-Faced New User




Azuza001 wrote:
That spell only effects the rune priest that cast it. Still thats a lot of attacks in cc, he will crush enemy units in cc with that spell.


Really, very fine with it just being about the rune priest... don't have the index in front of me (may change anyway), but iirc Njal has iron priest keyword. True?

   
Made in gb
Longtime Dakkanaut




So, the Saga's seem interesting to say the least. Pass an armour save, and i presume every unit within 6" gets a 6+++. The +1 to wound vs vehicles and monsters is also pretty interesting, but waaaaay harder to pick up. HOWEVER, we now have a potentially new Smash Captain replacement that can potentially buff other units.

   
Made in us
Dakka Veteran






Kdash wrote:
So, the Saga's seem interesting to say the least. Pass an armour save, and i presume every unit within 6" gets a 6+++. The +1 to wound vs vehicles and monsters is also pretty interesting, but waaaaay harder to pick up. HOWEVER, we now have a potentially new Smash Captain replacement that can potentially buff other units.



Depends on who you're fighting. I have two buddies I play with who play Nids and Daemons and both have a large amount of monsters. The nids guy also plays DG with bloat drones that run at me so... shouldn't be too hard to pick up. Especially with the +1 to hit and whacking everything with thunder hammers with ease now.

As for the save, run into some chaff and you've got yourself a 6++ aura ability. lol
   
Made in us
Longtime Dakkanaut




Rune priests seem pretty decent.

Assuming storm caller is still the same, it's possible to get a 6" bubble of +1 armor save and -1 to hit with the 3cp cloaked by the storm strat.
   
Made in us
Dakka Veteran






jcd386 wrote:
Rune priests seem pretty decent.

Assuming storm caller is still the same, it's possible to get a 6" bubble of +1 armor save and -1 to hit with the 3cp cloaked by the storm strat.


They do indeed... a rune priest on a bike, escorting 3 Rhinos full of bloodclaws. +1 to armor save, so they're 2+ armor save. Spend the 3cp minus to hit strat. Rhinos pop smoke.

-2 to hit, 2+ armor rhinos. Rinse/repeat with our shield dreads stomping forward. Who now, as wulfen dreads, move 8"+advance.
   
Made in us
Longtime Dakkanaut




I didn't think the cover from the storm spell worked on vehicles. Vehicles say to count as in cover you also have to be 50% obscured... does the power over ride that? If so i have been playing it wrong.
   
Made in us
Haemonculi Flesh Apprentice






Every dread moves 8" and can advance.

   
Made in us
Ferocious Blood Claw



Michigan

Azuza001 wrote:
I didn't think the cover from the storm spell worked on vehicles. Vehicles say to count as in cover you also have to be 50% obscured... does the power over ride that? If so i have been playing it wrong.

"Any friendly spacewolf unit.... gains cover" Yeap it affects vehicle too.
Lone wolf looks great used on a wolfguard or a long fang (untargetable heavy weapon. Sitting on back objective with reroll hits and wound...)


Bits box, I ain't got no bits box...I have a bits room...
 
   
Made in us
Dakka Veteran






 Red Corsair wrote:
Every dread moves 8" and can advance.


No, Ven dreads move 6". Least in my index entry they do.

This message was edited 1 time. Last update was at 2018/08/17 16:17:47


 
   
Made in us
Longtime Dakkanaut




Thats.... awsome! I was thinking of a lone wolf agressor but lone wolf with a heavy bolter just popping off d3 mortal wounds a turn? Oh yeah....
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

That Long Fang Strat seems pretty nice.

   
 
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