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Made in us
Slippery Scout Biker



Wassertown

Hmmm... Don't usually see a lot of SW players around. But our Tau player is picking up a SW army, and is bragging that he's, "going to show me how to play marines."

Pffft. Any one have info on the Wolves? What are their strengths, what are their weaknesses?

I play vanilla marines, so think in those terms. But IG advice wouldn't be bad. Then my pal and I can alternate beating him.

Battles are usually around 1500 to 2000 at my club.

This message was edited 1 time. Last update was at 2009/01/23 04:54:33


Screamin' Banshees 23-9-2 5th Ed. 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

what do you play?

Looking for games in Shanghai? Send a PM 
   
Made in us
Slippery Scout Biker



Wassertown

Vanilla Marines, like I said in the first post.

This message was edited 1 time. Last update was at 2009/01/23 05:12:54


Screamin' Banshees 23-9-2 5th Ed. 
   
Made in cn
Blackclad Wayfarer





From England. Living in Shanghai

oops...sorry. Hmmm, SW, when I played (back in 4th) were essentially better at cc. Their extra attacks make them a bit more lethal than your average marine. Also, if the codex I had was up to date, then long fangs can target 2 targets in the shooting phase, making their heavy support choices a bit more dangerous too. Basically their infantry units are slightly better at what they do instead of using all manner of combat tactics and nifty tricks to deal with an opponent. This also means that they generally rely on less vehicles, though not definately.

Hopefully someone with a bit more up-to-date experience can help you out a bit more.

Looking for games in Shanghai? Send a PM 
   
Made in us
Fixture of Dakka






on board Terminus Est

Not much to go on here.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Slippery Scout Biker



Wassertown

Well, what do you want? I prefer shooty armies, usually revolving around 2-3 Devestator squads with missiles or HB. Not sure what information you'd require to tell me about Space Wolves..

Screamin' Banshees 23-9-2 5th Ed. 
   
Made in us
Regular Dakkanaut





I believe SW are some of the best marines out there right now. They have the ability and potential to take on and win against any build. Here are some of my thoughts of Space Wolves in 5th:

Fenrisian Wolves

Ok, prior to 5th edition the SW FAQ said to ignore the second paragraph in the Fenrisian Wolves entry.

The 5th edition FAQ says to just use the rule as written.

Now what the lovely second paragraph says, at the end of it, is that the wolves "...may be removed as casualties in place of the character or in place of models in the unit which they have joined."

For obvious reasons, we were told to ignore this part in the last FAQ. By the codex now I can roll armor saves as normal for my marines, and just remove the wolf instead as a casualty. Daemonhunters can do this too. Acolytes for the Inquisitors.

Power Fist Attacks, Counter Attack, and more

If you play power armor you are at least slightly saddened by not getting that extra P.fist attacks. I suppose Orks are too, but who cares about them. They don't need any more advantages.

So CA in 5th gives you the +1 A for counter-charging if you've been charged. So the first round of combat you always getting 2 attacks per guy. The wonderful thing about SW is that you can take at 3 (sometimes more) fists in each squads by adding in Wolf Guard.

Wolf Guard: Give em a Wolf-Pelt for a measly 3 points. This gives them an additional +1 attack when they use their counter charge skill. Put one in every unit because they are throwing 4x P.Fist attacks for being charged.

Having all this counter-charge is great when coming out of pods.

Blood Claws: Get +2 attacks when they CA. If you had a squad of 10 (2 w/ fists) including a Wolf Guard (who also gets +2 with the pelt), your throwing 10 power fist attacks, and 28 regular attacks even if someone charges you!

Vehicles and Wargear

Unlike their sad cousins Blood Angels and Dark Angels, SW get most of the cool stuff in the new SM dex. The SW FAQ and dex specifically says see the SM Codex for rules on these vehicles.

The FAQ specifically says:

"Space Wolves vehicles: Use the point costs and
rules from Codex: Space Marines for
Dreadnoughts, Land Speeders, Attack Bikes,
Whirlwinds, Predators, Land Raiders and
Vindicators. All of the different variants and
options available to these units in a Space Marine
army are also available to the Space Wolves. The
exception to this is the Venerable Dreadnoughts,
which must be chosen from the Space Wolves
army list (as detailed on page 7), and not the
Space Marines army list."

And:

"Drop Pods: Use the rules for Drop Pods in
Codex: Space Marines. Follow the Codex: Space
Wolves list of models that can utilize Drop Pods."

Besides having the wonderful new Ironclad Dreadnoughts and Land Raider Redeemers this including Drop Pods as they work in the new dex! This is awesome. SW were always one of the best drop-podding lists out there. Now half of their stuff comes in turn 1.

Another cool thing you can do is put scouts (who are way more assaulty than SM scouts what with power weapons and stuff) into the new scout transport speeder for a nifty, fairly inexpensive, super-fast assault unit.

Wargear: You get access to the new rules in the new SM dex for certain wargear. Most notably Storm Shields. Why would you not give a 3+ INV to your characters for 10pts?

Venerable Dreadnoughts: One of the only vehicles that you have to use the SW dex for. But who cares? Even though you only get one, they are cheaper than the new Ven Dreads, and you still get that +1 to go first! Yes, in 5th you roll to see who goes first and who picks their zone all in one roll. However, the Ven Dreads "Old and Wise" rule states that if the mission being played has a dice roll to see who goes first, then you may re-roll it. Is the 5th edition roll a dice roll? Yes. Does it determine who goes first? Yes. So by RAW, I would say you get the re-roll. Though I could be mistaken, as these are all just initial thoughts.

Another unique vehicle the wolves get is the Lemun Russ Exterminator. Another FAV 14 in a marine army is certainly welcome by the marine player. Not to mention this tank is great at shredding infantry.

Misc.

To sum up, these are just some of the cool things you can do with the wolves in 5th. They still have lots of sweet stuff (chooser of the slain stopping units from outflanking by blocking their infiltrate skill) and cool combos (healing potions and balms letting you re-roll your 3+ INV storm shield) that can be pulled out. A few are mentioned here. Not to mention some of this great stuff like HQ's and some of the weapons (P.fists at 15pts) are still quite cheap.

Hope that helps a bit.

This message was edited 1 time. Last update was at 2009/01/23 16:27:12


Some are glass as glass half-full type of person.

Some are a glass half-empty.

I'm a glass half broken and shoved into someones face kinda guy... 
   
Made in us
Fixture of Dakka






on board Terminus Est

The problem with SW is their new rules will be out soon. I would not start a new army until I had the new rules. They are great as is now and so were DA before their new codex was released. Oh well.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
Made in us
Speedy Swiftclaw Biker





Maine

I'm a Wolves player and WhiteDevil made a great write up of the strengths of a SW army. They cost a bit more than your average marine but have different options. Personally I run a Mech/Drop Pod list and drop Blood Claws and a Ven Dread with a follow up pod later and move in with the rest of my mech force.
   
Made in us
Slippery Scout Biker



Wassertown

Whats so special about the Ven. Dread? I'm pretty sure he's running one, and he said it was better than a normal dread. What gives?



Screamin' Banshees 23-9-2 5th Ed. 
   
Made in us
Speedy Swiftclaw Biker





Maine

Any damage roll on the vehicle damage chart you can make your opponent reroll if you so choose. Also Wolf Ven Dreds have BS & WS 5 and base 3 attacks.
   
Made in us
Perturbed Blood Angel Tactical Marine






OP, shoot at them with big guns. Devastators, predators, terminators with assault cannons, vindicators and attack bikes are all good at this.

Don't charge them. Play keep away.

You will do fine.

Hi, I'm Mike Leon. You may remember me from such totally metal action adventure novels as KILL KILL KILL and RATED R 
   
Made in ca
Stubborn Dark Angels Veteran Sergeant




Ontario

Pretty much to beat them you have to keep them at arms length. Always take a Vindi or two, nothing ruins deepstrike more than vindis. (Especially when assaulting said deepstriek will get you assraped like no tommorow.)

Shoot the longfangs, the sergeant generally goes first and the unit is only 5 man max. Kill him it gets rid of theri rule to seperate fire. Always shoot bloodclaws, they are the most dangerous of their infantry aside from Termies. Grey Hunters, for the most part, can be ignored. Just don't let anything in this list get close to you, thats how you win. Their long range support sucks.

DCDA:90-S++G+++MB++I+Pw40k98-D+++A+++/areWD007R++T(S)DM+ 
   
Made in us
Fixture of Dakka






on board Terminus Est

SW don't need HS as they can take meltaguns and combi meltas in drop pods. They have solid assault units for troop choices plus good ICs. The one that hurt them is the loss of True Grit but I think this will be addressed when they get their new rules. I am hoping Wulfen make a comeback.

G

ALL HAIL SANGUINIUS! No one can beat my Wu Tang style!

http://greenblowfly.blogspot.com <- My 40k Blog! BA Tactics & Strategies!
 
   
 
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