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Made in au
Ancient Space Wolves Venerable Dreadnought






Huskar123 wrote:
just play 2 games got destroyed by tau and primaris. any suggestion against shooty army?
i play with
Arjac
5 termies (2shield/th,1assault cannon, 1 wolf claws, 1 combi melta chain fist)
5 wulfen ( 2th/ss 2 axe and 1 leader)
rhino carrying:
Ragnar
rune priest
5 melta long fang


turn 2 most of my army gone, 2 termies, 2 wulfen, ragnar and all long fangs left


What was your opponent running?


Automatically Appended Next Post:
 Blackie wrote:
 Dakka Wolf wrote:


In actual use against Eldar and Tau the Lucius Pod delivery service was stupidly good, my favourite memory is still putting a pod down beside those jump when you target them for shooting...Striking Scorpions? I'm strugglng to remember their name and aiming three Heavy Flamer templates at a vehicle behind them "Oh, your jumpy dudes got caught in the crossfire? Oh, oops."


They're Warp Spiders, the most annoying unit in the history of 40k


Thank you - totally agree.

This message was edited 1 time. Last update was at 2017/07/08 22:26:26


I don't break the rules but I'll bend them as far as they'll go. 
   
Made in it
Waaagh! Ork Warboss




Italy

Huskar123 wrote:
just play 2 games got destroyed by tau and primaris. any suggestion against shooty army?
i play with
Arjac
5 termies (2shield/th,1assault cannon, 1 wolf claws, 1 combi melta chain fist)
5 wulfen ( 2th/ss 2 axe and 1 leader)
rhino carrying:
Ragnar
rune priest
5 melta long fang


turn 2 most of my army gone, 2 termies, 2 wulfen, ragnar and all long fangs left


I see 3 HQs listed but only a few units in total. Maybe you can try to make use of fast units like wolf guard bikers and TWC dropping ragnar and the priest. Keep arjac and take the second HQ with a thunderwolf mount, bike or jump pack. Scouts can be useful against static shooty armies as they can be deployed quite far from your deployment zone and have access to some nice weapons. Long fangs are great if positioned in cover and equipped with lascannons, plasma cannons or missile launchers, multi meltas have a short range.

 
   
Made in au
Fresh-Faced New User




 Dakka Wolf wrote:

What was your opponent running?


the primaris basically from dark imperium set, the tau take some stormsurge, fire warrior in devilfish alot of drones. re roll 1 really hurts, and they can all overwatch when i charge their mate.

 Blackie wrote:

I see 3 HQs listed but only a few units in total. Maybe you can try to make use of fast units like wolf guard bikers and TWC dropping ragnar and the priest. Keep arjac and take the second HQ with a thunderwolf mount, bike or jump pack. Scouts can be useful against static shooty armies as they can be deployed quite far from your deployment zone and have access to some nice weapons. Long fangs are great if positioned in cover and equipped with lascannons, plasma cannons or missile launchers, multi meltas have a short range.


yeah want to add scout to my army, is 10 sniper scout enough? or i need to equip them differently?
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Arjac Rockfist
UNIT COMPOSITION: 1 Model
WARGEAR:
Terminator Armor (T4, W5, 2+/5++)
Foe Hammer
>Mêlée 4, Hits on a 2+, S10, AP-3, Damage 1d3, When Attacking a Character or Monster Damage is 3.
>12” Assault 1, Hits on a 3+, S10, AP-3, Damage 1d3, When Attacking a Character or Monster Damage is 3.

Anvil Shield: Save 2+/3++ and all Damage taken by Arjac is reduced to 1, minimum of 1.

Options: None

Special Abilities:
Champion of the Kingsguard
>Re-Roll failed Rolls to to hit vs Characters.
>Any Wolf Guard unit within 6” Gains 1 Attack...this includes Arjac.

Teleport Strike...what needs to be said.

Thane to the Thane High King: Re-Roll Wounds for any Space Wolf unit within 6”


Overview/How I would use them: Thor...sorry Arjac is a brutal beast. With his 12” range with Mjölnir...sorry again, Foe Hammer having a range of 12” he can even attack with a Teleport Strike. His ability to take his are...amazing with the damage absorption and 3++ save.

Wolf Guard: Any are great when they are near him, though Wolf Guard Terminators are the Wolf Guard of choice. A mix of Storm Shields, Thunder Hammers and paired Wolf Claws should make short work of most things.[i]

Wolf Priest in Terminator Armor: I would see about how to get one with him if you are doing a Deep Strike, just to take care of those little big bites.

Logan: I would only try to team him up with the Footslogging Logan either out of a Land Raider or Deep Strike.

The most successful use I ever had with him was in a Land Raider Crusader with 5 Wolf Guard Terminators, Logan, a Wolf Priest and Njal in Terminator Armor. They alone took down 3 Chimeras and their Squads, a Leman Russ, and a Hydra. Arjac took down most of the vehicles and survived 3 in the face Vehicle Explosions. I sort of expect his to be the same in 8th.





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
Hardened Veteran Guardsman




Georgia

Arjac is a beast. I run him, a wolf priest, and a melee focused Wolf Guard terminator pack in a stormwolf and they absolutely destroy large swathes of the enemy.

 
   
Made in us
Longtime Dakkanaut




@huskar123

I'm really not a fan of sniper scouts. They output very little damage and you can't really rely on rolling 6s. I'd tool the scouts up with short range shooting / melee and a pack leader and pop then behind enemeny lines, ideally in cover, to shoot and attempt to assault an anemy backline unit. That being said, in not sure scouts really solve any of the problems you're been having.

Anytime you make a list, you nee to make sure you have the tools to handle the variety of threats you are likely to encounter. This edition, ive found those things to as follows:

1. Heavy infantry (anything with 2 wounds or more, and tsons)
2. T7 and T8 vehicles.
3. Mass infantry.

There isn't one right way to handle these things, really, but some solutions may generally work better than others depending on what your list is made up of.

For killing heavy infantry, such as terminators, primaris, tsons, or tau suits, you really want a way to deal 2+ damage to them, at ideally a high rate of fire. I've found overcharged plasma on grey hunters, wolf guard, and wolf scouts to be very effective. A dreadnought with twin autocannons also works well. In close combat, thunder hammers and dreadnoughts are the most reliable solution here. Heavy weapons like las, missiles, and meltas work too, but have a lower number of shots so are not very reliable. The alternative solution is to simply drown them in armor saves, making storm bolters, assault cannons, blood claws, and wolf guard pretty decent at it, however i would be hesatant to fully rely on these methods since it is not very efficient to kill heavy infantry one wound at a time.

Against vehicle heavy lists, such as 6+ razorbacks, you need to be able to either kill 1-2 in shooting each turn, or quickly be able to assault them. Las cannons and missiles are the most obvious solution, making long fangs, predators, and razorbacks good choices here, but assault units like blood claws, TWC, or wolf scouts work too, though i feel like assault might be the harder solution. You just need to get past whatever bubble wrap is protecting the vehicles, and make sure you take full advantage of the assault move and consolidation rules to lock up as many units as you can. Things like not declaring a charge against a unit, but still moving within 1" during your assault move or consolation to just lock it up works well. You really don't even have to kill the vehicles outright, as forcing a 100+ point vehicle to fall back and not shoot for a turn is usually good enough while you actually throw attacks againts units that can hurt you. I also feel like rhinos are important in an assault oriented list, as they are basically big overwatch soaking monstrous creatures and are great for throwing into armies like tau to shrug off overwatch and lock as many units as possible into assault with them. Probably the only vehicles this doesn't work great against are Knights, which really do need d6 damage shooting, mortal wounds, thunderhammers, or at the very least lots of s5 attacks (twc with wolf claws or frost blades will do some damage, and although it's not ideal by any means, its better than s4 attacks wounding on 6s).

Infantry are handled with lots of weak shots, making storm bolters, frag missiles, and flamers good shooting options, and blood claws, power armor wolf guard with chainswords, and twc all good choices. Arjac and wulfen also notably buff these units to be even better at killing infantry. Some fun anti infantry units that come to mind for me are wolf guard bikes with storm bolters and chainswords (8 shots and 3 melee attacks each!), landspeeders with double heavy flamers (also great for locking a unit that has a hard time killing it in close combat), and double chainsword wolf guard.

To me the hard but also fun part of building a list is figuring out how to handle all three of these things at once, and finding units that are good at 2+ of them at once, such as Long fangs with missile launchers are good vs tanks and infantry, dreadnoughts with autocannons being good vs heavy infantry, light vehicles, and decent at killing infantry, or grey hunters being good at killing heavy infantry with plasma and decent at killing infantry in assault with their chainswords.

So far I've had success bringing what i consider to be a redundant variety of units, usually with at least 2 solutions to each unit type so losing one unit doesn't mean i can't handle something anymore. The easiest way to do this is to take x2 or x3 of a unit, but i think it's also possible to take even more variety as long as they are similarly hard to kill (you don't want any obvious targets in a list, if possible) and output good damage for their points.

My last list had 2 rhinos to soak overwatch and tie things up, 3 grey hunter units to plasma things, 2 razorbacks with twin assault cannons to kill infantry, 3 long fangs with missiles as anti armor/infantry, 2 twin autocannon dreads as anti heavy infantry/light vehicles, 5 shooty wolf guard terminators to mess up the enemy back line, a rune priest to give my tanks a cover bubble, a wolf lord to let my tanks and grey hunters reroll 1s to hit, and 2 wolf guard battle leaders to let my army reroll 1s to wound (I've found these rerolls to be worth taking so many HQs, and smite is worth taking the rune priest imo). I think the main thing i'd have trouble with is 3-4 knights, but i think i can handle most other things pretty well.

I think there are tons of different ways to make a good list (mine is no where near perfect, I'm sure) but i think the core principles stay pretty much the same no matter what kind of list you want to make, be it shooty, assaulty, deep striking, or whatever. Then it's just playing the game smartly, and getting used to the nuances of 8th (mostly involving the assault phase, i think), but that's a different post lol as this one is already too long as it is.

This message was edited 1 time. Last update was at 2017/07/09 16:12:53


 
   
Made in au
Fresh-Faced New User




Yea, in this edition you need vehicle. My plan for my army is to use least vehicle, 2 tanks(rhino,razorback or land riders) and 1 stormwolf or stormfang. But I need more than that.

After you state we have to handle 3 problems, long fangs are really good they can handle all 3. Just bring 3 squad, 1 with all plasma, 1 all melta, 1 missile launcher/ bolter, put them in 3 razorback. You can put character each. What do you think?

And 15 bloodclaws is very good against mass model(ork boys or pox walker) you run them with lucas and/or wolf priest. I want to try bring them inside stormwolf

Oh yea model inside vehicles counted as in the battlefield right? For the purpose of deployment.

Btw I played with power so far, not with point. May be this effect the game outcome.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Huskar123 wrote:
just play 2 games got destroyed by tau and primaris. any suggestion against shooty army?
i play with
Arjac
5 termies (2shield/th,1assault cannon, 1 wolf claws, 1 combi melta chain fist)
5 wulfen ( 2th/ss 2 axe and 1 leader)
rhino carrying:
Ragnar
rune priest
5 melta long fang


turn 2 most of my army gone, 2 termies, 2 wulfen, ragnar and all long fangs left


Me I'd swap Ragnar for an Iron Priest, change the Long Fangs from Melta to a combination of Missile Launchers and Heavy Bolters and get some mobility and Storm Caller for the Rune Priest. Then I'd trade the Wulfen in for Wolf Guard on Bikes with Combi-Bolter Boltguns, Chainswords and Storm Shields.
Crazy as it sounds keep your distance and do what you can to keep the Long Fangs and Iron Priest behind the Rhino and the Rhino in cover until after you've picked off his longer ranged weaponry or the drones, although both would be nice.
Be patient, Tau just fly away from combat and Primaris Marines are no slouches at it either - use Arjak and the Termies and later the Bikers to force your opponent to turn away from the Rhino as often as possible so the Iron Priest gets a chance to repair it.
Same story with the Termies and Bikers, keep them in cover as often as possible, use the Rune Priest to keep the cover on the Bikers if there isn't enough natural protection.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in it
Waaagh! Ork Warboss




Italy

Huskar123 wrote:

And 15 bloodclaws is very good against mass model(ork boys or pox walker) you run them with lucas and/or wolf priest. I want to try bring them inside stormwolf



One of my fav combo Just take ulrik instead of a normal wolf priest, he's much better. But 16 blood claws or 15 blood claws + lukas are solid either. 14 blood claws + lukas + ulrik/priest is too expensive though, remember that also the flyer (or eventually the land raider crusader) is a huge point sink.

 
   
Made in gb
Longtime Dakkanaut





UK

I don't really see Flyers/LRC as being point sinks. They ensure your blender unit gets where it is going safely. After that is can contribute significant firepower and will require focussed effort by your enemy to bring it down.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Intercessor Squad
UNIT COMPOSITION: 5 Models (Sargent +4)
WARGEAR:
>Bolt Rifle (30’ Rapid Fire 1, S4, AP-1, Damage 1)
>Bolt Pistol (12” Pistol 1, S4, AP-, Damage 1)
>Frag and Krak Grenades



Options: None

Special Abilities:
>ATSNKF:



Overview/How I would use them: At first they seem underwhelming, but I think that has to more with their static build. I think they can fill a small niche as a long range fire support unit. The fact that they are troops make them easy to SPAM Light them. Take 2-3 Intercessor Squad to act as a buffer for your Long Fangs or Bjorn with the Las-Cannon/Plasma Cannon. Sitting them about 6”-12” from the edge of the deployment zone still lets them fire at most units for most of the game. They may not be spectacular especially with all the other more Flashy Units like Grey Hunters or Storm Bolter/Combi-Weapon Wolf Guard, but they look to be solid. We may have wait till the Marine book or Space Wolf book to get them some real options. I think if you keep them in cover they should be more durable depending on who your opponent thinks is the biggest threat. Odds are the Wolf Guard (Any Flavor) is going to be the focus for most of the game letting the Intercessor Squad be still there at the end of the game holding the Objective you put them on in the early part of the game.



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
Ancient Space Wolves Venerable Dreadnought






They'd probably be more tempting for us if Terminators or Wulfen didn't fill their jobs much better.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Longtime Dakkanaut





UK

 Dakka Wolf wrote:
They'd probably be more tempting for us if Terminators or Wulfen didn't fill their jobs much better.

I don't really see Termies or Wulfen overlapping with Intercessors as they Elites while Intercessors are Troops. Intercessors want to be hunkering down on an objective and whittling down the enemy at range while Termies and Wulfen both want to close with the enemy quickly to maximise the killing.

Now Hellblasters walking up the field with Bjorn is a combo I am looking forward to running.

This message was edited 1 time. Last update was at 2017/07/11 09:13:16


I stand between the darkness and the light. Between the candle and the star. 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Karhedron wrote:
 Dakka Wolf wrote:
They'd probably be more tempting for us if Terminators or Wulfen didn't fill their jobs much better.

I don't really see Termies or Wulfen overlapping with Intercessors as they Elites while Intercessors are Troops. Intercessors want to be hunkering down on an objective and whittling down the enemy at range while Termies and Wulfen both want to close with the enemy quickly to maximise the killing.

Now Hellblasters walking up the field with Bjorn is a combo I am looking forward to running.


It's not a case of what slot they fill, it's what they do. They don't do anything particularly special.

If you're making an extremely balanced list that's mostly troops they'd probably fit in well, me I'd rather spend my troops on Grey Hunters or even Bloodclaws and take dedicated units for bashing, sponging or shooting.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Land Speeders
UNIT COMPOSITION: 1-3 Models
WARGEAR:
Heavy Bolter (36” Heavy 2, S5, AP-1, Damage 1)

Options:
Replace heavy Bolter with:
>Heavy Flamer (8” Heavy 1d6, S5, AP-1, Damage 1)
>Multi-Melta (24”, Heavy 1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 for damage, take the best.

The Land Speeder can take a:
>Assault Cannon (24” Heavy 4, S6, AP-1, Damage 1)
>Heavy Flamer
>Heavy Bolter
>Multi-Melta
>Typhoon Launcher
>>Frag (48” Heavy 2d6, S4, AP-, Damage 1)
>>Krak (48”, Heavy 2, S8, AP-2, Damage 1d6)

Special Abilities:
>ATSKNF

>Anti-Grav Upwash: If you have three Land Speeders your speed goes from 16” to 20”

>Explodes: ...

Overview/How I would use them: These are a great flanking unit. With their 16” or 20” Move you can get there where you need them most quickly. Not quite as good in the Anti-Transport role as they used to be without side or rear armor they still have a punch.

>Anti-Infantry: Twin-Heavy Flamers are probably the way to go. Don’t be afraid to get in close, something you need to do. With 2d6 Auto-Hits and Fly close combat should not be a problem to deter. Run Up, give 2d6 Attack worth of Flaming Death, Get Assaulted, 2d6 Fire on the Overwatch and then just run away. Unless they are set up to take you down they should only try to do this once or twice. As a Squadron of three that become 6d6 Fire.

>Anti-Tank/MC: Go with the Multi-Meltas and use the same tactic, Rush up, fire both the big guns and then move on to the next target, that should net you 1-3+ hits depending on the squadron size.

>Fire Brigade: This is how I use them, give each a Typhoon to go with the Heavy Bolter and just flit around in your backfield, this works best with a Full Squadron. With 36” Split Fire you can target just about everything. If I have a horde of bugs, feed them 9 Heavy Bolter Shots and 6d6 Frag Missiles. A Boyz mob backed up by a Killer Can, the Boyz get the Heavy Bolters and the Killer Can gets the Krak. Turn one you feed the Guard Blob the Heavy Bolters and Frag and then run across the board to deal with the Chimera filled with Vets before heading back on turn three to finish off the Blob.

>The Assault Cannon: I don’t know why, but to me it sort of...I don’t know, it just does not seem to fit with Land Speeders, especially now that rending is gone as we know it. It has the same range as the Multi-Melta, but not the Punch. It has three times the range of the Heavy Flamers, but if you are going with the Heavy Flamer you are going to use your speed to get in close anyways so you might be better off with the second flamer. With the Typhoon it has half the range and if you are going for ranged combat more than half the time out of Assault-Cannon Range.

>Multi-Melta/Typhoon: This is a range discrepancy mix I am ok with. You have the Multi-Melta that is going to be doing 1×1d6 Damage Shot...that will miss half the time, but you will also have 2×1d6 Damage shots, something is going to hit. If you find yourself being Assaulted by infantry you will have 2d6+1 Overwatch Attacks before you just flit away to a safer distance.


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 gb
Longtime Dakkanaut





UK

Cheaper weapons like Heavy bolter and Assault Cannon work out cheaper if the "Twin" variant (on platforms that can access it like the Razorback). This leaves the single version a little anaemic on things like the Landspeeder so I can see why MMs and the like are more appealing. Use your speed to get into Melta Range.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Karhedron wrote:
Cheaper weapons like Heavy bolter and Assault Cannon work out cheaper if the "Twin" variant (on platforms that can access it like the Razorback). This leaves the single version a little anaemic on things like the Landspeeder so I can see why MMs and the like are more appealing. Use your speed to get into Melta Range.

The only issue I have with the Duel Multi-Melta is the 4+ to hit. You used to have a good chance to hit with both, now you have a good a chance at hitting with both as missing with both.
A Squadron could do a lot, but you are looking at an average of 3d6 damage...I just don't know about that combo yet.

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
Ancient Space Wolves Venerable Dreadnought






Land Speeders were great in the Ironwolves detachment, Multi-melta and Typhoon Missile Launchers for free! I've been list punching and Land Speeders with Heavy Bolters make a good stop-gap for trying to nab the Brigade Detachment and still have good units, long ranged easily put into cover and highly mobile to get from cover to cover.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Speedy Swiftclaw Biker





Norfolk, VA

I would go with double flamers, that is very scary on the flanks especially with their great speed. You just have to either be careful with them or accept them as a sacrificial unit to slow down the enemy because of how close you need to be. The other options are really expensive (the double heavy flamers is still pretty expensive) for a unit that is pretty easy to kill. Easy to kill, but still very useful if used right.

2700 - The Fierce Eye's Hammer
2000 - Grukk's Wrekkin Krew
1850-Hellcrusha's Fist 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I know I never used it much but I wonder why they lost their deepstriking ability.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 biggie_reg wrote:
I would go with double flamers, that is very scary on the flanks especially with their great speed. You just have to either be careful with them or accept them as a sacrificial unit to slow down the enemy because of how close you need to be. The other options are really expensive (the double heavy flamers is still pretty expensive) for a unit that is pretty easy to kill. Easy to kill, but still very useful if used right.

Yes they are fragile, but they are also usually a low priority target most of The time. Who would fire their big guns at the little speeders while the TWC is in their face. That is how mine usually survive till the end of the game as they snipe choice targets or now suddenly dump 6d6+9 shots on the infantry unit that got to close to your Long Fangs.

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
Longtime Dakkanaut




 Karhedron wrote:
Cheaper weapons like Heavy bolter and Assault Cannon work out cheaper if the "Twin" variant (on platforms that can access it like the Razorback). This leaves the single version a little anaemic on things like the Landspeeder so I can see why MMs and the like are more appealing. Use your speed to get into Melta Range.


I think you are also paying for the ability to split fire. Is it great? No...but it is a thing that is useful sometimes.

That being said I think double flamer is the main good landspeeder weapon option, but it is still very expensive, and if the enemy is scared of it, it will die. It is good at flaming and locking a unit in combat, though, so I think taking 1 is somewhat viable to just be annoying and go after enemy shooty infantry.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I wouldn't limit it to shootie infantry, bugs can still field enough fast models to tarpit regardless of abilities to withdraw, no reason not to trim them back a bit with some Heavy Flamers.

Any Daemons got an immunity to flamer weapons?

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Ragnar Blackmane
UNIT COMPOSITION: 1-3 Models
WARGEAR:
Frostfang (Mêlée 5, S5, AP-4, Damage 2)
Bolt Pistol (12” Pistol 1, S4, AP-, Damage 1)
Frag and Krak Grenades
Belt of Russ (3+/4++ Save)
Svangir & Ulfgir (Mêlée 3 each, S4, AP-1, Damage 1

Options:
>Svangir & Ulfgir

Special Abilities:
>ATSKNF

>War Howl: Friendly Space Wolves within 6” can Re-Roll failed Charges.

>Jarl of Fenris: 6” Re-Roll 1s to Hit

>Insane Bravado: 6” Heroic Intervention.

Overview/How I would use him: He is the only one who really got a personal Bodyguard with Fangy and Bites-A-Lot. However I can not find any rules that let you take them on a transport...I would love to find I am wrong. With Frostfang he can make short work of any 2+ saves and Mulit-Wound Models as with his 2+ to hit with Re-Rolls you can expect 6-10 Wounds on anything of T4 or Less. Great for killing off other Characters.

> Blood Claws: Ragnar makes a good leader for Blood Claws giving them the Re-Rolls to hit. With is Heroic Intervention he can also protect them from anything to big for them to handle. He also Fluff wise hangs around them. Him and 15 Blood Claws in a LRC or Stormwolf could prove to be nasty and gets them into Mêlée where you want him/them anyways.

>Grey Hunters: Of the three Infantry choices I put this one at the bottom, but not in a bad way, more like while Grey hunters can fill the role of Assault Troops they fit better in the fire support roll. Now saying that Him, a Wolf Guard Battle Leader in a Redeemer with a Grey Hunter Pack could be amazing. If you want to footslog him with some Grey Hunters that will work too.

>Wolf Guard. My second favorite choice. Put him with a Wolf Guard Battle Leader and 8 Powered Armored Wolf Guard in a Pod (Along with two other Pods full of Power Armored Wolf Guard) and/or Wolf Guard in Terminator Armor. With the Re-Roll on the Charge you have a good chance of someone making it. The same things works with a Rhino, but will not have the same impact.

>Storm Guard: I was taking Ragnar with Fangy and Bites-A-Lot and a 10 Model Power Armored Wolf Guard Pack with only the Wolf Guard Pack Leader having a Frost Axe and leaving the rest with just a Bolt Pistol and Chainsword. I had great success with this combination, it hit like a ton of bricks, especially with using the Skyshield Landing Pad to get the Stormwolf on to the table for turn 1. Now it looks like Fangy and Bites-A-Lot can’t come along for the ride, but this now leaves room for a Wolf Guard Battle Leader, a Rune Priest, Wolf Priest, some of them you could even put one or two in Terminator Armor.

This message was edited 1 time. Last update was at 2017/07/12 17:15:21


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
Ancient Space Wolves Venerable Dreadnought






Always the trade off.
Take the bodyguards and footslog or take the transport and lose the bodyguards.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Longtime Dakkanaut




 Dakka Wolf wrote:
I wouldn't limit it to shootie infantry, bugs can still field enough fast models to tarpit regardless of abilities to withdraw, no reason not to trim them back a bit with some Heavy Flamers.

Any Daemons got an immunity to flamer weapons?


Sure, I guess anything you want to tie up for a turn. I say shooty because most shooty units can't kill a landspeeder in one or 2 turns of melee, whereas more assault oriented units might be able to do so.


Automatically Appended Next Post:
As for Ragnar, I see his main benefit being the re-roll to charge. Otherwise you might as well take a normal Wolf Lord.

Thus it would make sense to take him in an army with either a lot of melee units, or a few units that you really want to make a charge roll like deep-strikers.

His wolves are relatively useless in my opinion, so i would either put him in a rhino with a mech assault list, or in a drop-pod with a number of other units also deep-striking in. Fliers seem okay, but i have a hard time seeming them last that long once they get close enough to unload and charge the next turn, and I don't think Ragnar is worth taking unless he is benefiting multiple units with his charge re-roll which can be tricky if he is far ahead of anyone.

This message was edited 1 time. Last update was at 2017/07/13 01:43:55


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






After you've given them a round or two of Heavy Flamer a Gaunt unit has about the same punching power as your average Guard unit.
Admittedly any Nid player who tried their bugs in 7th is quite used to leaving units to their fate but that FLY keyword means if the bugs don't off the Speeder it's going to zip off and put the Flamers on something else.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Longtime Dakkanaut





UK

jcd386 wrote:
Fliers seem okay, but i have a hard time seeming them last that long once they get close enough to unload and charge the next turn.


Take a Rune Priest in TDA or with Jump Pack and have him Deep Strike just behind a couple of Fliers after they have moved, then cast "Storm Caller". Both fliers now have a 2+ save, that should keep them around a bit longer.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Skyshield Landing Pad
UNIT COMPOSITION: 1 Model
WARGEAR: T8, W20, 4+


Options: None


Special Abilities:
Landing Pad Configuration: If a model is within 1” and there are no enemies models within you can change its configuration at the Start of the Turn.
>Shielded: All Models on it have a 5++ save, this does not count the landing Pad.
>Unfurled: Any unit with the Battlefield Flier Role that spends a turn regains 1d3 Wounds.

>Immobile: Just as it says, once placed there it stays.


Overview/How I would use it: Towards the end of 6th I always took one of these. It proved to be to useful. (As a note I can not find the Keyword ‘Building’ so if this makes some of what I am writing about invalid, then it is...)

>Stormwolf/Stormfang: This is the perfect place to start the game on if you are going second. With the ‘Shields up it adds a 5++ to your save. You could go with the Long range weapons and never move if you want, but I would save this for the Stormfang.

>Land Speeders: I had great success with my Heavy Bolter/Typhoon Land Speeders parking on it after my Stormwolf left it. It will give you some height advantage and a 5++ Save.

>Long Fangs/Rifleman Dreads: Do you know how many Long Fangs you can fit on one of these, a lot...it gives you a 5++ save and height advantage. Put a Wolf Lord (I will probably be going with the Wolf Lord in Gravis Armor) and a Wolf Guard Battle Leader or Primaris Lieutenant (I would probably go with the Primaris Lieutenant myself) and you have a good fire-base to work with.


Note: This will probably be the only piece of Terrain I am going to talk about, but I thought I should get it out there as a lot of players are talking about how their fliers are getting shot off the table on turn one and this is how would deal with it.

This message was edited 1 time. Last update was at 2017/07/13 14:36:41


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

Krom Dragongaze
UNIT COMPOSITION: 1 Model
WARGEAR:
>Wyrmclaw (Mêlée 5, S6, AP-2, Damage 1d3)
>Bolt Pistol (12” Pistol 1, S4, AP-, Damage 1)
>Frag and Krak Grenades
>Belt of Russ (3+/4++ Save)


Options: None

Special Abilities:
>ATSKNF

>Jarl of Fenris: 6” Re-Roll 1 Bubble

>The Fierce-Eye: 3” Enemy -1 Leadership Bubble

Overview/How I would use him: He looks to be a good Wolf Lord choice with his Fierce-Eye Special Ability you want him in Mêlée either at the front of an Assault or as a Counter Charge Unit. Though with the number of ways to make Moral a mute point. Where he does stand out is the chance to do 3 wounds per hit and mixed with his Jarl of Fenris he is not going to miss often.

>Blood Claws: He does not have the Wolf Guard Keyword so he can not keep their Headstrong under control.

>Grey Hunters: I think this would be a good choice for the more aggressive Grey Hunters, especially Flamer or Melta Hunters.

>Wolf Guard: Will make a great Bodyguard for Krom when tolled up for Assault either or as a Counter Charge Unit.

>Wulfen: They could mix well with him giving him a good distance on a charge or the Extra Attack.

>Wolf Guard Battle Leader or Primaris Lieutenant: Again someone you want near Krom and the other Units.

Note: I have never used him...

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/ 
   
 
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