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Made in us
Longtime Dakkanaut




St. George, UT

pretre wrote:Wolf Guard can't take runic.

edit: Unless you're talking a Battle Leader.


My bad, I'll be putting him in termi armor then, which may not work for everyone, but I use my guys in drop pods, so I only loose 1 guy.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in gb
Regular Dakkanaut




Aberdeen Scotland

Lukas the trickster in a unit of bloodclaws, challenge someone in CC, characters, MC, necron lords, fateweaver.

If they kill him, they have to roll higher than me on a d6, or all models in base contact die!

OOF!

 
   
Made in au
Frenzied Berserker Terminator






yeppers. Whats that, your full wounds Swarmlord issues a challenge, I accept .

Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.


http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
 
   
Made in us
Dakka Veteran





Well lets look at the big picture of what we are trying to do in 6th edition.

primary missions
1. similar to 5th with d3+ 2 objectives worth 3 victory points each.
2. the 5th ed kill points = victory points
3. d3 + 2 objectives worth 3 victory points each with heavy support (even vehicles) able to claim objectives but cough up a victory point when killed.
4. 6 objectives worth 4,3,3,2,2, and 1 victory points each but are turned up side down and laid out randomly and only revealed when the seize roll is made. Each fast attack (even vehicles) able to capture but also cough up victory points when killed.
5. the draw mission from 5th 2 objectives, 1 per player. each is worth 3 victory points.
6. The relic or 40k bloodbowl mission. The football can only move 6 inches.

Secondary missions worth 1 victory points each
1. Kill the warlord
2. first blood or get the first kill
3. get in the opponents deployment zone.

deployments
1. pitch battle in 5th or long table edges with 24 inches between each other
2. short table edges with 24 inches between each other
3. triangle deployment with 24 inches between each other.

With 5 objective missions and 3 of them having 4 or more it looks like you want to max out on troops and be mobile to get those objectives. Some Fast attack and heavy support choices probably should be taken for those missions where they can score.

HQ
Rune Priest is still good with good powers and runic weapon for negating psykers.

Wolf Lord is worth a try as a combat warlord with a thunderwolf unit or terminator unit.

Battle Leader is cheaper then a lord but has one less wound and less leadership could also be used as a combat warlord but is easier to kill with one of the missions being kill the warlord maybe the lord is worth the extra points.

Elites
Wolfguard with power fist and combi melta to join grey hunter packs are still good. Wolfguard terminators with cyclones to join the objective camping grey hunters may be worth taking with vehicles taking a hit from hull points. 2-4 Wolfguard with combi meltas either in a drop pod or rhino are worth considering since there will be more av14 things to kill with bastions and fortresses around that we might not want to use our grey hunters to attack with as many as 6 objectives.

Wolf scouts got hit with the nerf bat since they can't assault on the turn they arrive from reserves. Acute senses now makes them more likely to arrive where you want them. The value of 2 melta gun shots really depends on how many fortifications and back field vehicles we still see. Being unable to to assault something like a devastator squad, long fangs or lootas makes them not as good.

Troops
6 Units of Grey hunters seems like the choice here. 4 in rhinos to go get objectives and 2 either in Razorbacks or joined by Cyclone Terminators to camp your home objectives.

Bloodclaws are even worse with 6th being the shooty edition of 5+ cover, random charges and snap fire we don't want to be charging things with our troops unless they are more squishy then a marine thats what snapfire + counterattack is for. If the enemy is more squishy then a marine then blood claw extra attacks are not needed.

Fast attack seems like it might be worth taking some to have more scoring units for the 6 objective mission to make sure we get the more victory point objectives.
Speeders still don't seem worth taking as they can't contest anymore in most missions and are just a liability in the fast attack gives up a kill point.

Thunderwolves look like they deserve another look with beasts moving 12 and ignoring difficult terrain for movement plus fleet rerolling the charge distance and impact hits. Moving 12 is pretty big as they can keep up with the rhino cover wall no more rolling a 1 for your run roll and ignoring terrain for movement is nice. Also fairly resilient if joined by a 2+ save character who can also buy ablative wolves.

Transports
Razorbacks might not be worth taking as you might want to increase your squad size and with 3 hull points they might not last as well as gun platforms like the old las/plas seems decent still but costs 75 points has 3 hull points and now the plasma gun gets hot. At least its twin linked.

Rhinos are likely still worth taking to move your troops around with 5 objective mission unless you like walking the whole way.

Heavy Support
Long fangs are still great and the heavy support to take. Most Wolf lists take 3 units of heavy support missle long fangs for fire support. These are still good. I used to take Las cannon twin linked plasma gun razorbacks as long fangs transports in 5th edition for the dawn of war mission to position my long fangs optimally with 12 inch movement and a 2 inch disembark and run and provide additional fire support. Razorbacks for long fangs in 6th seem like a liability with mission 3 and heavy support units being victory points if killed.

Predator with las cannon sponsons is worth considering now because the AP2 las cannons get +1 on the damage table for killing vehicles but the long fangs can get more shots and have a frag mode.

Whirlwind is still bad they needed to get AA missles or some new reason to take it as they now have 3 hull point liability.

Fortifications
The Aegis Line gives you a good amount of potential cover but you can not hide a unit inside and its quad gun is more vulnerable being a toughness 7 2 wound emplacement that can be targeted vs having to shoot an av14 building. Quad gun vs las cannon really depends on if you see more av 10 dark eldar fliers or flying demons versus av12 vendettas/storm ravens.

The Bastion with Quad Gun or las cannon seems like the best choice below 2000 points. This gives you solid anti air with a quad gun and you can hide one long fang unit inside and fire from fire points with the pack leader operating the quad gun and put another long fang pack on the top ramparts for the 4+ cover or 2+ if you go to ground. The Bastion also protects your long fangs from assaults although the enemy can throw grenades at them.

Fortress of Redemption is huge and might not be allowed in tournaments but if it is it might be worth taking at 2000+ points or so. Gives you lots of 4+ cover ramparts to put your long fangs on or inside with fire points. The missle silo helps you deal with hordes a bit with a large blast weapon which have been traditionally a pain for wolves.

Allies ideas.
Dark Angels
Belial with 2 units of 5 thunder hammer storm shield terminators with cyclone and chainfist for objective holders.

Grey Knights
Coteaz + Purifiers with psy cannons in a rhino, Deathcults in a Rhino maybe a storm raven or psyrifleman dread
Grandmaster with rad and pychotroke grenades + death cults in a land raider

Imperial Guard
Company command with meltas in chimera for killing land raiders and bastions. Vendetta and maybe a Hydra for anti air.
   
Made in it
Infiltrating Broodlord





Italy

Avariel I do quitely agree with the most of your message.

I will eventually add that Eldars (guided and Runed Farseer + 2 units of Pathfinders) or Necrons (nightfight + Overlord on CBB + 15 warrior in a croissant) could be very good allies.

As Fast attack units, point wisely, what do you'll suggest?
TWC are as alwais invitating, Skyclaws may eventually have a place.

Wouldn't be better consider some ultra-huge-fast moving eldar bikes or something similar? Raged BA bikers or DoA Jump Packers?

Besides, when you talk about the 6x troops selection from the SW codex, do you still mean MSU? Do you consider them still viable?

I can't see how it could be possibile to put in 4 Rhinoed 8x GH+WG units, 2x footslogging 10x GH+WG in TDA unti, a PA or TWC Wolf Lord well tooled, at least 2x Rune Priests, a couple of Bastions with Quad Cannons, the almost mandatory 3+ units of Long Fangs, eventually a unit of TWC as a body guard for the eventual TWC Lord or a unit of WG terminators, one suicide drop-pod unit of -melta WGs, one little allied regiment (like the Eldars that will hugely boost the anti-psychic defenses), etc in "just" 2000 pts.


May you give us an ideal list of what you're considering the must-have nowadays?

I already posted a couple of lists in the Army List section.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Fresh-Faced New User




So just out of curiosity everyone seems to be talking about how Rapid Fire no longer restricts you from firing your full range if you move, if this is true can someone point me to the page it specifically states this as the visual chart they give looks the same. Also if this is the case does this mean Plasma guns are going to be much more viable than Meltas especially with the Hull Points addition?

Just wondering if I should swap out my Meltas on my Grey Hunters for Plasma guns.
   
Made in ca
Sure Space Wolves Land Raider Pilot




Cornwall, Ontario

mickeymacattack wrote:So just out of curiosity everyone seems to be talking about how Rapid Fire no longer restricts you from firing your full range if you move, if this is true can someone point me to the page it specifically states this as the visual chart they give looks the same. Also if this is the case does this mean Plasma guns are going to be much more viable than Meltas especially with the Hull Points addition?

Just wondering if I should swap out my Meltas on my Grey Hunters for Plasma guns.


Page 52-53. In 5E Rapid Fire weapons could fire one shot at full range if they didn't move (like Heavy weapons) or two shots at half range if they did. Under 6E rules, Rapid Fire weapons can shoot one shot at full range even if they did move. It's still two shots at half range and can't assault.


Regarding the Wolf Priest, he's equipped with a Crozius Arcanum, which is a power weapon with no other special rules. According to the rulebook, it would count as a power maul. Since the book says to look at the model to determine whether his weapon is a power axe, power sword, power maul or power staff, is anyone considering giving their Wolf Priest an axe or sword for the AP boost?

This message was edited 1 time. Last update was at 2012/07/05 03:44:30


Proud member of CanHammer. Listen to our podcasts here: http://www.canhammer.com/.

Space Wolves: 2000+ points 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

If your opponents let you use Forge World models, us Space Wolves players should get in on the Flyer action with a Stormeagle gunship without having to buy Allies. I think that's probably what I'm going to do.

   
 
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