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Made in us
Longtime Dakkanaut





The saga of the bear brought back memories of the discussion of if you could RAW shoot your own units. Start of the game shoot your warlord with a crappy little pistol just so he passes his save so you get the aura of 6+++. I like the tools you can kit out your librarians with. Primaris with the armor of russ using the fury of wolf spirits would be a scary dude. Lone wolf stratagem looks really cool and I see it getting a lot of play. Cloaked by the storm will be used a great deal alongside storm caller to protect a package of wolf dreads and thunder wolves.

I see a healthy amount of options for getting your guys into combat through -1s to hit and the like. The psychic phase will ironically be a very big part of the game for space wolves.

As for Primaris elements go I don't see too much synergy. Primaris want to shoot and scoot as they don't really have much kick in melee. A librarian sitting back with a gaggle of hellblasters and a banner could be a solid firebase though as they move up the board providing danger close fire support. Aggressors could also have some fun due to being a bit more reliable in CQC, but nothing amazing.

 
   
Made in us
Pyro Pilot of a Triach Stalker





The Eternity Gate

 Tibs Ironblood wrote:
The saga of the bear brought back memories of the discussion of if you could RAW shoot your own units. Start of the game shoot your warlord with a crappy little pistol just so he passes his save so you get the aura of 6+++.


If anyone tried that nonsense with me I'd find the heaviest old pewter 40k model I could find and smack them with it.

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 us
Longtime Dakkanaut





 buddha wrote:
 Tibs Ironblood wrote:
The saga of the bear brought back memories of the discussion of if you could RAW shoot your own units. Start of the game shoot your warlord with a crappy little pistol just so he passes his save so you get the aura of 6+++.


If anyone tried that nonsense with me I'd find the heaviest old pewter 40k model I could find and smack them with it.


I'd applaud them for finding such a silly thing to argue and laugh with them because surely they are making a joke. If they actually insisted on doing it I would tell them that kind of RAW abuse is not going to happen if they want to play the game. I do find it fun to think about however.

 
   
Made in us
Stealthy Space Wolves Scout





Florida

I know we don't have the whole picture but I have a jumppack Rune priest I converted that's going to see some play in our 1 k tournaments. I'll give him armor of Russ and runic axe. With the spell that gives him 6 more attacks at S 5 AP-1. this lets him hold up big baddies with the armor in cc and the big baddie attacks last. Charge in for plus 1 to hit, and if we get an attack again strat like marines that means he'll be attacking 6 times With the axe and 6 with the spell. Use beastslayer saga for +1 to wound.
   
Made in us
Regular Dakkanaut






Funny thing about the lone wolf strategem, the lone wolf target will gain the character keyword, so it will be able to hide and become untargetable for the rest of the game. So I can imagine hilarious situations where an objective holding unit get blasted down to 1 man, then you pop the lone wolf on him and he just becomes invisible while still holding the objective


Automatically Appended Next Post:
Not being able to cast Cloak of Storm on the opponent's turn hurts, a lot. Marine transports are brittle and fragile things so if a shooty army manages to go first then we are going to take a real hammering with the lack of defensive options.

My game store play with large LOS blocking terrains in deployment zones so I might be able to hide for my first turn but that will push my deployment far back, which means I might not get into combat until turn 3.

This message was edited 1 time. Last update was at 2018/08/17 17:31:36


 
   
Made in ca
Fresh-Faced New User




 Continuity wrote:
Funny thing about the lone wolf strategem, the lone wolf target will gain the character keyword, so it will be able to hide and become untargetable for the rest of the game. So I can imagine hilarious situations where an objective holding unit get blasted down to 1 man, then you pop the lone wolf on him and he just becomes invisible while still holding the objective.


Ooo - I like the surprise of a well-placed powerfist heroic intervention.
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

The Lone Wolf strat is very cool, very fluffy and actually has good tactical applications. 100% approve

   
Made in us
Regular Dakkanaut






The 6'' heroic intervention combos very well with characters inside transports, when a transport gets destroyed the characters will get a 3'' movement forward, then during the opponent's charge phase the characters will heroic intervention an additional 6''. This gives every transports with characters in it a 9'' combat threat range on the OPPONENT's turn. Nothing major but it makes stormwolf even more powerful imo
   
Made in us
Haemonculi Flesh Apprentice






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


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


Well if that's the case it had to have been a misprint, every other dread in the game moves at least 8" with some FW dreads moving 10"


   
Made in ca
Fresh-Faced New User




 Continuity wrote:
The 6'' heroic intervention combos very well with characters inside transports, when a transport gets destroyed the characters will get a 3'' movement forward, then during the opponent's charge phase the characters will heroic intervention an additional 6''. This gives every transports with characters in it a 9'' combat threat range on the OPPONENT's turn. Nothing major but it makes stormwolf even more powerful imo


6'' heroic intervention also combos well with the lone wolf strat
   
Made in us
Steadfast Grey Hunter





I'm going to be over here with my lone wolf long fang... just... spamming away while camping this objective. While my rune priest rips your dudes apart with ghost wolves straight out of Warcraft.

Brb, dusting off my army...
   
Made in us
Longtime Dakkanaut





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


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


Well if that's the case it had to have been a misprint, every other dread in the game moves at least 8" with some FW dreads moving 10"



No idea where you are getting that from. All standard dreads like venerables, mortis, ironclads, chaplain and librarian dreads all move 6 inches. Only contemptors and melee focused ones (like death company dreadnoughts) move more than 6.

 
   
Made in us
Regular Dakkanaut






It is now my goal in life to create a scenario where my wolf guard terminator squad gets wiped to the last man during the shooting phase, the surviving terminator goes long wolf super saiyan and then heroic intervenes during the combat phase, and lunges at the unit that shot him for sweet vengeance.

The absolute madman



   
Made in dk
Regular Dakkanaut




Wow!

If the “saga of the warrior born” is still a warlord trait in the codex, we can create a warlord that always striks first in CC! Armour of russ makes the enemy strike last, saga of the warrior born makes us strike first! The only way to counter this would be to multicharge him.
   
Made in ca
Commander of the Mysterious 2nd Legion





Northern85Star wrote:
Wow!

If the “saga of the warrior born” is still a warlord trait in the codex, we can create a warlord that always striks first in CC! Armour of russ makes the enemy strike last, saga of the warrior born makes us strike first! The only way to counter this would be to multicharge him.


yeah but then you don't get that AMAZING 6+++ aura!

Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




I dont see the 6+++ aura coming up much honestly. I expect our opponents are either going to just ignore our warlord until they want to kill it or focus on it heavily to make sure that it dies right away. I really think the wounding a vehicle or monster will be easier, especially give him a thunder hammer and thunderwolf. Instant fun time.
   
Made in dk
Regular Dakkanaut




What i wonder now is:

Will Long Fangs retain the “fire discipline” ability, now that there’s a re-roll stratagem? I think likely not.

What is going to happen with the points cost of BCs and GHs? Currently 13 pts each, after the FAQ.

Will Lukas retain the +1 to hit ability for BCs, with the new chapter trait?

Are all helfrost weapons doing a mortal wound on 4+ instead on 6+, as exampled by the relic?

Also, rumors from people who watched the live sneak peak is that blizzard shields are down to 4++, and that we get a warlord trait that extends warlord auras by 3” - if you kill the enemy warlord, his 9” aura increases all auras withing by 3”. Murderfang gets +2 A on charge.

   
Made in ca
Commander of the Mysterious 2nd Legion





Northern85Star wrote:
What i wonder now is:

Will Long Fangs retain the “fire discipline” ability, now that there’s a re-roll stratagem? I think likely not.

What is going to happen with the points cost of BCs and GHs? Currently 13 pts each, after the FAQ.

Will Lukas retain the +1 to hit ability for BCs, with the new chapter trait?

Are all helfrost weapons doing a mortal wound on 4+ instead on 6+, as exampled by the relic?

Also, rumors from people who watched the live sneak peak is that blizzard shields are down to 4++, and that we get a warlord trait that extends warlord auras by 3” - if you kill the enemy warlord, his 9” aura increases all auras withing by 3”. Murderfang gets +2 A on charge.



I hope long fangs do maintain it, if not I'm gonna be a bit sad that my Plasma Cannon Long fangs are now less useful :(


Automatically Appended Next Post:
Azuza001 wrote:
I dont see the 6+++ aura coming up much honestly. I expect our opponents are either going to just ignore our warlord until they want to kill it or focus on it heavily to make sure that it dies right away. I really think the wounding a vehicle or monster will be easier, especially give him a thunder hammer and thunderwolf. Instant fun time.


I think the trick will be not to give them a choice, but yeah you're right, the auras are going to be intreasting for how they impact our enemies choices, I could see the Aura being used in a way to dischourage folks taking the odd snipe at the character if they oppertunity arises, which could be handy in and of itself. eager to see the full traits

This message was edited 1 time. Last update was at 2018/08/17 22:04:23


Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




I will be sad if the shields get hit to 4++ but its still a great option.
   
Made in us
Regular Dakkanaut






I think the reasoning behind nerfing blizzard shield is because wulfen dreads can take it now, 3++ on a movement 8' 5+++ dread is way more devastating. But the nerf to the dreadnaught axe was unnecessary imo.

Feels like the best load out for a wulfen dread is claw + shield, if it also has smoke launcher then it will be the go-to dread for SW.
   
Made in us
Fresh-Faced New User




 Continuity wrote:
I think the reasoning behind nerfing blizzard shield is because wulfen dreads can take it now, 3++ on a movement 8' 5+++ dread is way more devastating. But the nerf to the dreadnaught axe was unnecessary imo.

Feels like the best load out for a wulfen dread is claw + shield, if it also has smoke launcher then it will be the go-to dread for SW.


With that loadout you can take two heavy flam ers, or two storm bolters, too. So you have a potential of 12, auto hitting, S5, AP -1, 1 damage and then four pretty great claw attacks.

I'm peeved though, as I put my heart into painting my Ven dread a few weeks ago, turns out great, and then they just take a heaping gak on that unit in particular, despite it being a player favorite, to try and force us to use wulfen dreads. Which are probably going to be overcosted and gunned down turn one.
   
Made in dk
Regular Dakkanaut




 Continuity wrote:
I think the reasoning behind nerfing blizzard shield is because wulfen dreads can take it now, 3++ on a movement 8' 5+++ dread is way more devastating. But the nerf to the dreadnaught axe was unnecessary imo.

Feels like the best load out for a wulfen dread is claw + shield, if it also has smoke launcher then it will be the go-to dread for SW.


I think we will see nothing but wulfen dreads in the dread department. Increased move, re-roll charges, and if it has 5+++, increased defence. All depending on cost, ofc. With the axe, it is good against all targets. Claw leaves it vulnerable to hordes. Difficult to say without knowing all its abilities, but sword and board dread was the way to go before - and the wulfen dread seems strictly better melee wise, apart from WS.


Automatically Appended Next Post:
Indeed, two heavy flamers is possible when taking the claw. Only one if taking axe. So finally those stupid looking dread axes are going to get competition! I prefer claws much more than axes aesthetically.

This message was edited 1 time. Last update was at 2018/08/17 23:25:34


 
   
Made in us
Longtime Dakkanaut




It might also have to do with the other defensive abilities available to SW. A 3++ is amazing enough normally, but might be too good if you also have access to -1 or more to hit and +1 to armor save on your first turn.
   
Made in au
Fresh-Faced New User




Based on the review pictures I’d wager wolf guard bikers will be index only at best though it looks like wolf scouts might be troops, sadly haven’t heard anything about a jump pack Ignoring overwatch or a way to get our wolf lord into combat turn 1 so I doubt the book will be making much of a splash in the tournament meta
   
Made in ca
Commander of the Mysterious 2nd Legion





Shinymarine wrote:
Based on the review pictures I’d wager wolf guard bikers will be index only at best though it looks like wolf scouts might be troops, sadly haven’t heard anything about a jump pack Ignoring overwatch or a way to get our wolf lord into combat turn 1 so I doubt the book will be making much of a splash in the tournament meta


I can't imagine why wolf scouts would be troops. that'd give space wolves 4 troop choices, which might be a bit much

Opinions are not facts please don't confuse the two 
   
Made in us
Regular Dakkanaut





1st Review.

https://war-of-sigmar.herokuapp.com/bloggings/3200
   
Made in ca
Commander of the Mysterious 2nd Legion







looking at the unit listing looks like Long fangs keep their inate re-roll of 1s. thats a good sign.

Wolfguard Bikes are indeed Index only (I knew it :( )




intreasting lore tidbit there. looks like Cawl didn't do as good as he'd hoped.

This message was edited 1 time. Last update was at 2018/08/18 04:21:27


Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




Weird that the warlord traits don't mention their bonuses. Is this maybe a review of the alpha?
   
Made in ca
Commander of the Mysterious 2nd Legion





jcd386 wrote:
Weird that the warlord traits don't mention their bonuses. Is this maybe a review of the alpha?


could be, or the deed of legend was removed at the last minute (which if it's the case'll be a PR gak storm for GW)

Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




BrianDavion wrote:
jcd386 wrote:
Weird that the warlord traits don't mention their bonuses. Is this maybe a review of the alpha?


could be, or the deed of legend was removed at the last minute (which if it's the case'll be a PR gak storm for GW)


Seems unlikely they'd announce it today if it wasn't in there lol.
   
 
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