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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy: Dreadnaught/Venerable Dreadnaught

Now we are starting to see normal (?) units. This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s].

First we need to look at the Two Types
>Dreadnaught
>Venerable Dreadnaught

1st is the basic Dreadnaught
>It is basically the same as most on the surface, everything is the same cost, but there are some differences.
>All Dreads have 3 Hull Points

2nd is the Venerable Dreadnaught
It is basically the same as most on the surface, everything is the same cost, but there are some differences, notably better WS and BS.
>You may ask to have your Opponent to Re-Roll Damage Results, I would only suggest using this option if you get a Wrecked or Explosion Result.
War Gear
>Saga of Majesty:
6” Re-Roll Failed Moral Checks.


War Gear
>Assault Cannon [Standard Issue]:
It’s an Assault Cannon, 24” of rending doom.
>Dreadnaught Close Combat Weapon [Standard Issue]: A way to smack your enemies down and it come with a Storm Bolter. You can also rip apart other Vehicles Quickly.
>Smoke Launchers: 5+ Cover Save Good.
>Searchlight: Great for night games, witch is going to become more common now.
>Heavy Flamer [Replaces Storm Bolter]: Great for Assaulting, as a Dread you need to thin down the unit before you Assault and there will probable not have an overkill problem. This is also good for when you are Assaulted.
>Multi-Melta [Replaces Assault Cannon]: This makes you a killer close in Tank Hunter, if you can catch that Land Raider in a dark alley there will be a mugging. Also good out of a Drop Pod.
>Twin Linked Heavy Flamer [Replaces Assault Cannon]: Just like the Heavy Flamer, but twice as good, and its free.
>Twin Linked Heavy Bolter [Replaces Assault Cannon]: This will give your Dreadnaught the biggest Storm Bolter on the Board, great for fighting hordes and killing Transports and Skimmers.
>Twin Linked Auto-Cannon [Replaces Assault Cannon]: No wait! This is the Biggest Storm Bolter and it works against Vehicles.
>Plasma-Cannon [Replaces Assault Cannon]: {Insert Evil Laugh here} 36” of S-7 AP-2 Blast sized flaming death, with an average scatter of 3” it is best used against Hordes, but works on MEQ’s too. The only problem is now you have the “Gets Hot” problem.
>Twin Linked Las-Cannon [Replaces Assault Cannon]: This is a Battle Master and I mean the BattleTech kind. This is a long range Tank Hunter. Its also good for Sniping MCs. Being Twin-Linked it might be a ok choice for Anti-Aircraft Weapon.
>Twin Linked Auto-Cannon [Replaces Dreadnaught Close Combat Weapon]: Mix it with the other TL-AC, now you have a Rifleman with twice Light Armor fighting ability as before. With the combined RoF and the Twin-Linked the Rifleman Dread will be good vs. Flyers.
>Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: It’s a Missile Launcher, either you love it or loathe it. Mix it with the TL-BH/TL-AC/PC and you can really mess up large formations. With the TL-LC you got a really flexible fire base.
>Extra Armor: This is always worth it.
>Wolf Tooth Necklace: Close Combat 3+ S-10 AP2 Attacks. Worth it if you are not making it a Weapons Platform.
>Wolf Tail Talisman: This will give you a 5+ Save vs. Psychic attacks, for 5 points, worth it.


Transport
>The Drop Pod:
Use at least 3 Drop Pods if you are going to use Drop Pods.

Well now let’s look at them.
The Basic Model:
With the Assault Cannon and DCCW they are relatively cheep “Jack of Trades” with the ability to take on all infantry types, and able to Glance most Vehicles to Death. In close combat you can still be a terror. However they become a “Master of None”; vs. Hordes you lack the ability to kill enough at both range and in Close combat. Verses some Vehicles and MCs you will have to rely on your Rending Ability.
>Heavy Flamer [Replaces Storm Bolter]: If you take this option it relegates you to Close Range Combat to make use of it. I would take it and the Twin-Linked Heavy Flamer out of a Drop Pod and into a Command Squad or the back of a Counter Assault Unit.
>Multi-Melta [Replaces Assault Cannon]: Another choice for the Drop Pod Dread. Just drop behind a Vehicle and let go. However this is most likely going to be a Suicide Run so don’t drop him alone.
>Twin Linked Heavy Flamer [Replaces Assault Cannon]: See the above Heavy Flamer. This will though make you a descent Horde Fighter. As an interesting note, this will also make you a decent Transport and Skimmer Killer.
>Twin Linked Heavy Bolter [Replaces Assault Cannon]: When combined with the Storm Bolter you will do ok at fighting Infantry and Bikes. While not as powerful as the Assault Cannon it will give you a 50% increase in range. It will also be good vs. Transports and Skimmers.
>Twin Linked Auto-Cannon [Replaces Assault Cannon]: If you take one take two and just make it a Rifleman Dred. This is most likely going to be the standard variant out there. It will do good vs. everything that is not AV14. In the Rifleman Configuration you are almost guaranteed at least one hit on a flyer and the S7 hit can cause damage.
>Plasma-Cannon [Replaces Assault Cannon]: This is another JoT weapon. It can kill most modes and if you get a Pen it will increase your chance of wrecking a Vehicles with its AP-2. It is also a good choice if killing Terminators.
>Twin Linked Las-Cannon [Replaces Assault Cannon]: This will turn you into a Walking Sherman Firefly, you will hit what you aim at and will most likely hurt it if not outright kill it.
>Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: Team it up with one of your long range weapons. With the Auto-Cannon you will become a good JoT. With the Las-Cannon it can deal with most Vehicles. With the Plasma Cannon you will do well vs. most Infantry types and Transports and Skimmers. Now when you can get Flack Missile combine this with the TL-AC and you will have Anti-Aircraft Supreme.

What can they do for others?
>They will both draw a lot of Anti-Armor weapons until they have no weapons left.
>Make you Terminators look small.
>Give a Moral Boost; with the Saga of Majesty this can be big. Especially when mixed with Björn.
-----------------------------------
Grey Hunters
>5”
Björn [60mm]
>5”
Blood Claws
>5”
Venerable Dreadnaught with Saga of Majesty [60mm]
>5”
Grey Hunters
-----------------------------------
This will give you a really good and stubborn gun line.

What others can do for them?
>Ulric: Give the Venerable Dreadnaught a WS of 6 and with the 2 Heavy Flamers he becomes a Close Combat Monster.
>Canis: This can give him a good cheep living shield to follow into combat.
>Iron Wolf: Keep him running.

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




I think the codex has a better format to scan read and get an idea for units then the tl;dr; format you have here.
Especially as a lot of it is going to repeated.
Then the entries take elements in isolation.
The only players who will prefer not to buy the codex will be the ones looking for an ally, which you have not addressed here at all.


However, that is not why I am replying. I just wanted to say you have underestimated the wolf priest. Preferred enemy and fearless is pretty great for any unit. Then there are a good number of options available to him as wargear each makes him nicely specialised to partner most units. This is especially important when thinking about battle brother allies.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

MFletch wrote:However, that is not why I am replying. I just wanted to say you have underestimated the wolf priest. Preferred enemy and fearless is pretty great for any unit. Then there are a good number of options available to him as wargear each makes him nicely specialised to partner most units. This is especially important when thinking about battle brother allies.

I don’t think I had written in as to under estimate the Wolf Priest… I will have to re-read it and fix it.

Also: Curse You! I was trying to avoid Allies until I was done with all of the Units, now people are going to start talking about it!
No really I do plan on talking about Allies eventually once I get a chance to sit down an think about it. Either that or start another Thread.

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

Space Wolf Synergy: Iron Priest

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s].
One thing to remember about the Iron Priest, his is NOT and Independent Character, he is just a Character. He can not join units, but can be joined. This will allow him to make use of the “Look out Sir” on a 4+.

You get 3 things with the Iron Priest
>Iron Priest
>Up to 4 Cyber Wolves
>Up to 3 Servitors

War Gear
>Runic Armor [Standard]:
2+ [5+ Psychic Attack Save]
>Thunder Hammer [Standard]: 2 Thunder Hammer Attacks
>Servo-Arm [Standard]: An extra “Power Fist” Attack
>Bolt Pistol or Bolt Gun [Standard]: Go for the Bolt Pistol, if you are close enough to shoot it deservers to be shot and then assaulted, unless you are going with the Gun- Servitors.
>Space Marine Bike: You now have a 12” Storm Bolter and good movement.
>Thunder Wolf Mount: Only 10 points more than a SM-Bike, but you gain a 3d6” take the best Assault, S10 Thunderhammer and Immune to most Instant Death.
>Wolf Tooth Necklace: If you plan on Assaulting Allot take this.
>Wolf tail Talisman: 5+ Psychic Power Save.
>Saga of the Iron Wolf: Add 1 to Repair roll and the vehicle you are on moves +1d3” [You now Repair stuff on a 4+]. If you have more than one “Vehicle in you list this can be worth it. As a note the +1”d3” of movement is free movement. [To bad Space Wolves normally can’t take Stormravens.]

Special Rules
-Battlesmith:
Repair Damaged Vehicles on a 5+

The Cyberwolves:
>Vicious Attack Meat-Shields with metal bits. If plan on taking the Thunderwolf Mount or getting into Close Combat take these all 4 of them.

Servitors
>Each one comes with a Servo-Arm:
+1 to Repair Rolls. [Iron Priest with Saga of the Iron wolf and 3 Servitors gives you a +4 on repair rolls needing only 1+ to succeed.]
>Up to 2 of them may replace their Servo-Arm with a Heavy Bolter/Multi-Melta/Plasma Cannon

What you can do with them
>The Ultimate Pit Crew:
Take your Iron Priest with the Saga of the Iron Wolf and 3 Servitors and follow your Vehicles in and keep them running.
>Extra Mini-Long Fang Pack: Take the Iron Priest and 3 Servitors and give two of them there heavy Weapons.
>Give the Iron Priest the Space Marine Bike and Saga .of the Iron Wolf and then motor around the battlefield and fix things.
>Give the Iron Priest a Thunderwolf Mount and prance around the Battlefield Fixing things.
>Take the Thunderwolf Mount, 4 Vicious Attack Meat-Shields with metal bits and Assault like mad. If you don’t want the 12” move, add the 3 Servitors.
>Attach one or more Characters to him. “You Thunder Lord/w Frost Blade + His two Wolves + Iron Priest + his 4 Wolves will set you back around 400 points, but would make a really cool Mini-Death Star.
>Put him in your Land Raider to give it extra movement and keep it running. As a note you can put him on his Thunder Wolf, his 4 Cyberwolves and his 3 Servitors in a Land Raider Crusader now. You can spend the 1st Turn and Charge that Land Raider forward 15” and still fire stuff or move another 6”. You can also Move 7”-9”, Disembark 6” And Assault up to 12” giving you an Assault Range of 15”-27”, giving a possible 1st Turn Assault.

They are one of the units that benefit from Synergy not really give it out.
-Logan:
Take the Mini-Long Fang, Pack and use Relentless; Favored Enemy and Assault.
-Njal: Saga of Majesty
-Ragnar: Be Close when he…Waaaag!
-Ulric: Assault Big Things
-Canis: Vicious Attack Meat-Shields with metal bits become Rabid Vicious Attack Meat-Shields with metal bits.
-Björn: Let’s just run over to him and cast Cure Light Wounds
-Saga of the Wolfkin: See Canis.

I have been running two, one on a Thunder Wolf with 4 Cyberwolves and the other on foot with the 3 Servitors with 2 Multi-Meltas. I have not gotten a chance to run them in 6th yet, but the 2+ Save looks like it is going to make a big change. I think the next time I take him out it will be as the anchor my Three Top Gear Thunderlords.


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

Space Wolf Synergy: Wolf Scouts

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model[s] does for my unit[s].

What you get with the Scouts:
>5-10 Wolf Scouts

War Gear
>Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Scout Armor
>Any Scout can replace his Bolt Pistol and/or Close Combat Weapon with either a Bolt Gun [Free] or a Sniper Rifle [Cost a little].
>The entire Pack can take Melta-Bombs. [Now here are your dedicated close combat Tank Hunter and MC Killer]
>One can take MotW: Once more I see no reason not to take it.
>One Scout may replace his Bolt Pistol with one of the following: Flamer, Heavy Bolter, Melta-Gun, Missile Launcher, or Plasma-Gun. This is something good for your MotW.
>Two Scouts may take a Power Weapon or Plasma Pistol. This lets you take a Power Sword, Bolt Pistol and a Sniper Rifle.

Special Rules:
>Infiltrate:
Give you and any attached Character the ability to deploy in the middle of the battlefield after both armies have set up.
>Move through Cover: Roll 3d6 to move though Difficult Terrain.
>Scouts: May make one move before the game starts.
>Behind Enemy Lines: Have a 4 in 6 chance of coming anywhere on the board with the outflank ability. With your acute Senses you can re-roll this roll.
>Acute Senses: This now lets you re-roll your Outflank Die.
>Remember you Can Not Assault with Infiltration or coming out of Reserves.

What you can do with them. They have many different ways of using them.
>Urban Tank Hunters:
Load them up with Melta-Bombs, 2 Plasma Pistols and a Melta Gun and remember cover is your friend not theirs.
>Long Range Tank Hunter: Take the Plasma Gun or Missile Launcher and look for the high ground. Take Bolt Guns or Sniper Rifles.
>Scout Sniper: Take the Missile Launcher or Plasma-Gun and Sniper Rifles and look for the high ground.
>Close Combat Specialist: Flamer, 2 Power Weapons and of course MotW.
>Mass Scouts and Outflankers: Take 3 Scouts Packs and a Wolf Guard Battle Leader with Saga of the Hunter with a Grey Hunter Pack [and Redmaw (IA 11)] and have 4 Outflankers out there.
Variations:\
-Replace the Grey Hunters with Blood Claws.
-Make the WGBL a Thunderlord with Thunderwolf Cavalry.
-Put the WGBL on a bike to take along with your Swift Claws.
-Take a Character with a Jump Pack and put your Skyclaws in Reserve.


Now for your leaders: You have no Transports so squad size is not an issue.
>Logan: Forget about it a waste.
>Njal: Forget about it a waste; you want him on the Table from Turn 1
>Ragnar: Be Close when he…Waaaag!
>Ulric: Another that should be high and visible, not skulking around in the shadows.
>Canis: Forget about it a waste, he can’t join you.
>Björn: Forget about it a waste, he can’t join you.
>Wolf Lord: just tool him up for the job, but to me he is Above this skunking around, or he is a Tactical Genius depending on your point of view.
>Rune Priest: This could make for an interesting Surprise when he shows up.
Good Powers to use:
-Murderous Hurricane: This can shot down his Counter Assault Units.
-Storm Caller: Will give you a 4+ Cover Save
-Tempest’s Wrath: Just think about all of those Skimmers coming in from Reserves, you could easily funnel them into your Long Fangs.
-Presence: Re-Roll all of those Sniper Shots.

>Wolf Priest: With the Oath of War you can focus in on your Targets.
>Wolf Guard Battle Leader: This is a good place for them, if they don’t show until turn 4 you don’t feel like you are wasting to many points. This is also the kind of bold action that gets noticed by the Wolf Lord.

Character Weapon Load Outs:
Urban Tank Hunters:

You want to take things like Melta-Bombs, Power Axes, Power Fist, Power Mauls, Frost Axes and Thunder Hammers for Close Combat Work. For the Range work Plasma Pistols, Combi-Meltas and Combi-Plasmas.
Long Range Tank Hunter:
You want to take a Combi-Plasma or maybe a Combi-Melta
Scout Sniper:
You should take a Bolt Gun, Combi-Plasma or Storm Bolter.
Close Combat Specialist:
Load them up for taking down leaders; there is not much you can do wrong here.

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

Space Wolf Synergy: Lone Wolves

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this Model does for my unit[s].
Except for Logan's Legendary Leader and Ragnar’s Waaaag! There is not much Synergy here he actually is the Anti-Synergy Character in this Army.
Only some of the Warlord Gifts can help. I just keep thinking of my Half Crazed Lone Wolf with MotW in Terminator Armor wilding a Storm Bolter in each hand screaming out of reserves on turn 3.

What you get with the Lone Wolf:
One Space Wolf with a Death Wish

War Gear
>Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
>Terminator Armor: Comes with Storm Bolter and Power Weapon. However you loose Sweeping Advance, this can be BIG.
>Up to 2 Fenrisian Wolves [Take them, 2 extra wounds and a bunch of attacks cheaply].
>Chain Fist: May only be taken with Terminator Armor, good for mixing with another “Special Weapon” Like a Wolf Claw.
>Combi-Weapon: I would only take this if you chose Power Fist/Chain Fist or Thunder Hammer. The Combi-Plasma I would only take with Terminator Armor.
>Frost Blade: Good Choice and Fluffy best taken with a Storm Shield or a second weapon
>Frost Axe: Another Good Fluffy Choice, mix it with a Plasma Pistol and you have a Terminator Killer.
>Plasma Pistol: Good for MEQ’s and to inflict a wound on yourself. With Gunfighter it might be worth taking 2 along with MotW.
>Power Fist: Good mixed with a Combi-Weapon, Storm Bolter or in Pairs. Good for mixing with another “Special Weapon” Like a Wolf Claw.
>Power Sword: Good for all occasions and relatively cheep and it comes free with Terminator Armor
>Power Maul: This can be a Brutal choice, especially when facing T3 armies. Mix this with a Power Axe or Frost Axe and there is not much you can’t take down.
>Power Axe: Thunder Hammer on the Cheep, just like the Frost Axe, mix it with a Plasma Pistol for TEQ killing.
>Storm Shield: 3++ Save, hard to beat for Power Armor, it just makes you 3+/3++, you don’t have to worry about remembering what you need to save.
>Thunder Hammer: You now have the power to stun your opponent, assuming he survives. To me works best with a Storm Shield, if a little Boring.
>Wolf Claw: Take in Pairs or with a second “Special Weapon” Like a Chain Fist or Thunder Hammer. I would suggest taking Terminator Armor for this one.
>Melta-Bombs: Cheep Tank/MC Hunter
>MotW: Always an option just be prepared with quotes like: “I did not know that is was possible to stick an arm in the human ear up to its elbow”, “Grots do make great clubs” and “A Pulse Rifle should not go there!”. Guardsman Marbo will think “Now that was overkill.

Special Rules
>Fearless:
He will not run away.
>Pack of One: No one can join him; he can not join anyone, just like Nids.
>A Glorious Death: Eternal Warrior and Feel-No-Pain [at least he does not], if he dies he is not a Victory Point, if he lives he gives your enemy a Victory Point. This last one can make for some interesting games.
>Beast Slayer: Favored Enemies: MCs, Walkers and anything with T-5 or better.

The Different Builds:
>Quick and Dirty:
MotW, this is a nice and Fluffy way to build The Angst Driven Lone Wolf. He just picks up his trusty Bolt Pistol and Chain Sword and Dives into the Mouth of Morkai.
>Savage Berserker: MotW, Storm Shield. This is the one I use; actually I have 2 bothers [Muzzle and Blitz] that only have the Storm Shield, Close Combat Weapon and MotW most of time with the two wolves each. This build is a not a Lawn Mower it’s a Lawn Mover built with a 351 Cleveland complete with cup holders. You charge them around the field and the stuff trying to kill you. I suggest at least try them out once or twice.
>Powered Armor Monster Hunter: Give him a Thunder Hammer and a Storm Shield and point him at the Daemon Prince. He may not win, but the DP is going to feel it, and that is what you want.
>Terminator Monster Hunter: Give him a Wolf Claw and a Chain Fist. this will make him easier to kill [this is not a bad thing], but gives you the Option of I4 or I1 depending on what you are fighting.
>Crazed Wolf Guard: Just take Terminator Armor and MotW. Think of him just loosing his best friend for the last 200 years, he tosses his Axe to the side, picks up a second Storm Bolter and charges Ork horde.
>Tuff: Terminator Armor, with a Storm Bolter and a Power Weapon of some sort.
>Chuck Tuff: Terminator Armor, Storm Shield, Thunder Hammer.

How do you use him?
>Like the crazed psycho he is. You point him at something big and give the command “Kill” and then cover the eyes of the Blood Claws so they won’t get traumatized. This is especially true with the MotW Lone Wolves.”

Some Notes:
>Remember one thing:
It is impossible for you to loose in Close Combat. If you can inflict 1 wound most of the time you have won, then if he fails his moral you have a chance of catching him in a Sweeping Advance. If you loose nothing happens. If you loose your last wound you just stole a VP from your opponent.
>He Needs to Die at some Point!: The funny part is that in the first few turns of the game you pray for good saves. Then as the game move on you should start to get really aggressive and trying to get him killed with thing like. “I Charge the Hive Tyrant and his full Guard!” 3 turns later you may be looking for something else like a Fex and just stop 1 inch away and to quote Joe Swanson and shout “BRING IT ON!”
>You Cannot Loose with a Lone Wolf on the Board: Here is something else to think about, lets say you are having one of those games were everything is going wrong. Only two thing can happen with the Lone Wolf he Lives or Dies. If he lives that means he has still wrought carnage and destruction onto the field. If he dies you can stick your tongue out at your opponent and say “You just lost a VP!” Either Way you win.
>Modeling: Here is your chance to go Hog Wild and Over the Top. My example is Muzzle and Blitz, I made both of them using old Chaos Warrior/Beastman Models. [Pictured Below]. I am even going to include their back story.

Maulkorb [Muzzle] and Blitz [Lone Wolf Brothers]
Maulkorb and Blitz as they have been named or the years are a competitive set of twins. They competed for everything as they grew up. They competed for who could higher, run faster throw farther and as they grew older kill more. This developed into a trait of trophy collecting, everything from teeth, ears heads and even fingers.
One day something crawled out of the sea and attacked there village, the both of them picked up sword and shield and charged forward to be the fist one to lay a blow and then it was who could kill it. The both of them were drug under the water never to bee seen by there village again.
They both woke up in an infirmary on Asaheim. Here there completive streak was once more invoked as they almost got into a fight over who was the closest to death. The Iron Priest and the Wolf Priest looking over them then looked over at each other at the same time and said Ragnar at the same time.
There fights during there initiation rights almost became legendary. They would get into fight over things like who cleaned there weapon first, who could be the first one selected for the next phase of training. Once there fighting got so bad the Lukas had to beat them both unconscious just to get some quiet and then they fought over he when unconscious fist. The Test of Morkai did not help much, one was the first back, but the other had made a large kill.
As Blood Claws they excelled in close combat, they spent time as Skyclaws and as Swiftclaws. They did have the habit if left unsupervised on the battle field to go out with there Blood Claw Pack and go on unauthorized “Field Trips” behind enemy lines looking for “Trophies”.
It was decided early on that when they finished there time as Blood Claws that they were going to the Wolf Scouts. This suited them fine as it gave them opportunity to go on “Trophy Hunts”. This did however focus their energies in a positive direction. Their Wolf Guard Pack Leader convinced them that if they documented their “Trophy Hunts” that they could get more glory and honor over it. They may have gone out more than once on a hunt only to come back with invaluable information.
The fate came in. during the “Eye of Terror” Campaign there scout pack got isolated behind enemy lines. As they continued there gorilla war the pack was slowly shrinking, eventually it was just the two of them.
When they would run low on supplies and they would just get more from the enemy. If a piece of equipment broke they would just replace it from one of their trophy collections. It was this habit that would be there down fall.
They had replaced most of there armor with that of fallen traitor marines and were in an enemy camp looking for some supplies when they spotted a Traitor Marine Capitan. They jumped him with all of their might and slew him, but both of them lost there weapons in the struggle. They grabbed the nearest weapons, a pair of Power Swords from the weapons rack nearby and got out of there. The swords turned out to be minor demonic weapons, but they did not relies this until years later.
After the campaign they when back to there old ways of fighting and bickering constantly. Nobody noticed the slow change coming over them. Many thought it was the Mark of the Wulfen, but this was a little different. During battle they would start out normal, but by the end of the battle they would both be in a berserk state that could take hours for them to come out of.
One day something happened onboard one of there war ships one of them pulled a knife on his brother. It took both Ragnar and Lukas to pull them apart. There fights had always been with fist, but never with weapons. They were both put in isolation until they returned to Fenris.
On Fenris the Wolf Priest and Iron Priest examined them and then there trophy collections. They found that many of there “Eye of Terror Trophies” had a level of taint to them. Njal was called in.
Njal spent many weeks studding everything and determined a few things. They and their Trophies were tainted with the blood of Khorne. This was the corrupting force behind there escalating violence and would corrupt them eventually. This would also eventually kill them if they if they were separated from them to long.
The two of them for once blamed them selves instead of there brother of their failing. Ulric then stepped in. and ask how long would this corrupting force take to consume them. Njal said about a hundred years or so. Ulric took the two of them to go and cool off on opposite side of Asaheim.
Njal and Ulric consulted with Logan and Ragnar on what to do with them. After many days of discussion the solution was simple let them have the warriors death they deserved. Let them also wear there shame.
It took weeks for the Wolf scouts to find the two of them. They were both found living with packs of wolves. The two of them had found a level of piece in there feral existence, but the chance to die the warriors death also gave them new focus.
Currently they run with the wolves when not at war. In times of war they don their armor, shields and pick up their swords and seek the howl of Morkai.


[Thumb - Maulkorb [Muzzle] and Blitz.JPG]

[Thumb - Maulkorb [Muzzle] and Blitz_2.JPG]


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

I just wanted to thank those who have been giving input both in front and behind the scenes. I want to try to turn this into a Living Document. If you have input, please give it to me here or PM me. It might take some time to get back to it, but I will. I am still working on posting once a Day and tomorrow should be Grey Hunters.

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 de
Speedy Swiftclaw Biker




Germany

I read your thread on the Space Wolves and it gave me some thoughts for my own army, thanks

I thought I would mention something that could be added for the Wolf scouts.

After them not being able to asault after outflanking I have tried a different approach with them that has some potential I think. I play them in packs of 10 and give them all bolters, a plasma gun and 2 plasma pistols. This outload gives them some great possibilities to take advantage of the new wound allocation.
Devastor squads with disposable marines as a meat shield in front, or an IC like a librarian in the back of an enemy unit? Me and my rapid firing buddies behind you would like to thank you
Also they could really damage a squishier unit hiding behind an Aegis line, no cover saves for them from behind. The bolters really mitigate not being able to assault in the first turn they arrive, if you're already standing there, you might as well shoot some guys

Also if an enemy has a fortification and the scouts manage to get to it they can wreak havoc on anyone hiding inside with the grenades. A fortification suddenly being held by Wolf scouts could be quite a shock to the enemy

Just some thoughts I would like to share, keep up the good work with the thread
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Space Wolf Synergy/Tactics: Grey Hunters

Troop Choice: Grey Hunters
Positive Qualities: These should be the core of most Space Wolf Armies. They hare some of the most flexible and mobile Troop choices you can take. With a each having Bolt Guns, Bolt Pistols and Close Combat Weapons and the ability to take template weapons [Flamers], hard hitting medium range weapons [Plasma Guns] and short range anti armor weaponry [Melta-Guns, Plasma Pistols] they can make a good gun line. With the ability to take Power Weapons, Power Fist and Mark of the Wulfen, they can brawl with the best of them. Toss in a Wolf Standard and you wont miss a lot that 1st turn.
Negative Qualities: Leadership 8 [that’s bad?] the inability to put 10 of them in a Drop Pod or Rhino and take a Squad Leader. Once you start to put together some Grey Hunter Packs you start to spam a little [this is also bad?]

What you get with the Grey Hunters
5-10 Grey Hunters

Special Rules
>And They Shall Know No Fear: Auto Regroup.
>Acute Senses: Bring on the Night
>Counter-Attack: Bring it ON!

War Gear
>Standard Issue: Bolt Gun, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
>One Grey Hunter may replace his Bolt Gun with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, or If the Pack is 10 Grey Hunters strong add a second for FREE! {You’re Killing Larry!!!!!}
>One Grey Hunter can replace his Bolt Pistol for a Plasma Pistol.
>One Grey Hunter may replace his Close Combat Weapon with a Power Weapon or Power Fist.
>One Grey Hunter may be given a Wolf Standard. This is one those Must Have Items even if you are planning on running a Gun Line.
>One Grey Hunter may be given Mark of the Wulfen. There is no justification in my mind for not taking this one. If its points; loose a man, he will make up for it.
Transports: Rhino, Razorback, or Drop Pod.

Notes of Special Weapons
>Take the same one for both choices. When you build your Pack you have a concept for what its job is most of the time. Taking the Flamer to get the free Melta-Gun mathematical makes since, but what is the Packs job now?
>Twin Flamers: This is a good combo for most opponents, it hit lots of numbers, there is no to hit roll and then you can assault. The only issue it you will need to get within 6”-8” to effectively use it. Especially when firing on Overwatch now! To me Flamers are for the Blood Claws.
>Twin Melta Guns: You now have a dedicated Armor/MC hunter. You can take down just about everything and still Assault. The only issue you will have is you need to get within 12” of your target.
>Twin Plasma-Guns: This is probably your best utility weapon; it is the same range as your Bolt Guns, but with many times the killing power. You can take on most Vehicles and have good chance of killing it, even if it is just glancing them to death. Vs. Monstrous Critters and Terminators you will both be bypassing armor and wounding on low numbers. With the changes to Rapid Fire Weapons you can effectively walk you way across the battle field keeping up a constant RoF. Just think of the end of Full Metal Jacket. [Yes you should now all be stuck with the image of a Space Wolf Gunline Marching down the field singing the Mickey Mouse theme.]

Notes on the Power Weapon/Power Fist debate an there use with Grey Hunters. The use of these weapons should depend on your opponent.
>If you are fighting GEQ’s it might not be worth spending the points on a Power Weapon. The Power Fist is worth it for anti-armor work.
>If you are fighting MEQ’s one Power Weapon is worth it. However the Power Fist will give you both Anti-Armor and Instant Death capability.
>If you are fighting Mechanized or high Toughness go for the Power Fist.
>True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 2 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. >With the Wolf Standard and all of the re-rolls any hits with the Power Fist are going to wound 5 out of 6 times.
>Mix a PW/PF/MotW and the Wolf standard makes for a vicious combination. The 1st time you get 4 Power Weapons hits and 3 MotW rends in the same Assault you’ll wonder why you never took them before.


What you can do with them. They have many different ways of using them.

The 10 Man Pack Options:
>Quick and Dirty and cheep:
10 Grey Hunters, MotW, 2 Flamers and a Wolf Standard.
-Quick and Dirty not so cheep: 10 Grey Hunters, Power Weapon/Power Fist, Plasma Pistol, MotW, 2 Flamers, Wolf Standard and a Rhino/Drop Pod
>You want Anti-Tank; Take a Pair of Melta-Guns.
>You want Anti-Most Everything; Take a Pair of Plasma-Guns

The 8-9 Man + Wolf Guard Pack Leader so I can fit in a Rhino/Drop Pod Option [The same as the 10 man, but you loose one of the Special Weapons].
>Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. He should be packing a Combi-Weapon that matches
>Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away.

The 5 Man + Wolf Guard Pack Leader so I can fit in a Razorback Option, just make sure his Combi-Weapon matches your Special Weapon.

A note on Wolf Guard Pack Leaders: I really don’t think they are that necessary. Think about why you are taking one before taking him.
>For Moral: If you are going for LD9 you need to ask; do I need it? If I am putting them in a Drop Pod they will be most likely landing behind enemy lines and if they break they will move towards your lines and at some point you should be able to automatically regroup. If you are in a Rhino, you are most likely making a Rhino Rush and will be in the middle of the board, if you break you retreat into your lines and regroup.
>For the Close Combat Ability: A Power Fist and MotW aren’t enough for you. If you are in a Drop Pod or Rhino what the Wolf Guard gives you is one more Attack than normal, admittedly usually with a really cool weapon, but it is still 1 more attack at the expense of an extra FREE Weapon. Now if you are running a Gunline, go for it,
>For Challenges: This is were Grey Hunters and Blood Claws become unique, they have no Characters. There for your Sergeant can not be called out by the Necron Lord. You add a Wolf Guard and now you are venerable to “Assassination”. If this is your thing go for it, but if not just look at the Ork Nob, show your toothy grin and yell “Get him mates.”

How do you use [abuse] them?
>Give as many of your Grey Hunter Packs HQ’s or WGPLs as possible.
>Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points.
>Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points.
>The best Character is Ragnar: Put him in a LRC with his two Wolves and a full outfitted Grey Hunter is killer.
Ragnar
WGPL with MotW
Grey Hunter with MotW
Mark of the Wolfen mixed with the Wolf Standard has the right Synergy
Pop the Wolf Standard
-Both the MotW can Re-Roll their 1d6+1
-Everyone can Re-Roll any ones on to hits
-Everyone can Re-Roll any ones to Wound
-Everyone can Re-Roll any ones on Armor Saves
But only during that Assault Phase

>Ulric: You make them fearless Monster Hunters.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out of the Wolf Standard, if you set him up with Paired Wolf Claws just make the Re-Rolls for Damage, because he is going to hit 5 out of 6 times with the Wolf Standard.
>Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless without the bad side effects.
>Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with my normal guys?” Also you can take Saga of the Hunter and you really have some Heavy Scouts.
>Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Combi-Weapon and Power Weapon or MotW is relatively cheep.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle of a Rhino Rush a Leader is not required as much.
>Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your Rhino Rush. Also they can tie up one unit while you take out a second.
>The Land Raiders: This may seem like an odd choice for a Troop Choice, but you can fit a full 10 man Grey Hunter Pack, One Wolf Guard Pack Leader and a Wolf Priest in a Redeemer. Just replace Ragnar for the Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRR and LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields.

Some Tactical Notes on Rhinos
>First you must ask yourself: Is that Rhino a Battle Taxi or an AIFV Armored Infantry Fighting Vehicle?
>If you are using it as a battle Taxi you can probably get away with not taking any extras. Run them in groups leap froging them and taking turns popping smoke to get and give cover saves. The other way to use them is to charge forward 18” and move 6” unload on turn two.
>If you are going to go with the AIFV option, take everything. Just stay onboard and put you special weapons out the hatch. Running around the battlefield letting loose with 2 Storm bolters and 2 Plasma Guns will put a hurt on somebody.
>If you are running 3-4 Rhinos go ahead and mix the 2 concepts.

Some Tactical Notes on Drop Pods
>First you must ask yourself: Do I use a few or a bunch?
>If you are going to use a few take a minimum of 3, this give you both tactical flexibility and makes sure 2 show up together on turn 1 and not get isolated.
>If you are going to take a bunch go for broke.
>Don’t just put them down during the initial drop, place each one, one at a time. This will give you a chance to see how your landing is going and adjust.
>No-Man’s-Land Drop: Drop everything in the center of the board. This will let you take center of the board and put everything close to your lines and put the pacing of the game in your favor

Simple Basic Grey Hunter Wolf Standard Gun Line Tactics

Put a Wolf Guard with them with a Close Combat load out [Paired Wolf Claws, Thunder Hammer, Power Fist, Frost Blade ect].
Maybe a Wolf Priest
Other Good Weapon for the Characters: Combi-Plasma, Storm Bolters
Get 4 things
-Plasma Guns/Pistol Pistol
-Power Weapon/Power Fist
-MotW
-Wolf Standard

On your turn wait until your Assault Phase the turn Before he is most likely going to Assault you and Activate your Wolf Standard. This is a great Tactic if you are Podding in or after that 24” Rhino Rush.

He now has 2 Choices
1] Charge into you, if you succeed in your Counter Attack Roll is will still be as if you Assaulted him, You will go 1st and Re-Roll any “Ones”, this includes To Hit Rolls, Damage Rolls, the number of Attacks on your MotW, Armor Saves and Overwatch!
2] Wait one turn for the Standard to wear off and that gives you one more turn of Plasma fire

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

Space Wolf Synergy: Blood Claws

What you get with the Blood Claws
5-15 Blood Claws
0-1 Lukas the Trickster [Unique]

1st lets look a Lukas
War Gear
>Power Armor:
3+ Save
>Wolf Tooth Necklace: 3+ hit in Close Combat
>Wolf Tail Talisman: 5+ Psychic Save.
>Plasma Pistol: Not bad, this can give you 2 in the Pack
>Wolf Claw: Cool, but wait WTF only 1. He looses the extra attack for a second weapon.
>Pelt of the Doppegangrel: Makes Successful to hit Rolls aimed at him must be Re-Rolled. This could make him an exhalent Dueler.

Special Rules
>ATSKNF:
Always good
>Acute Senses: Cool Night Vision
>Counter Attack: “Bring it On!”
>Rebellious: Max Leadership 8 for the Pack and that it. OK?
>The Last Laugh: “Kill Me at your won risk”
>Nothing Else, No Berserk Charge, no Headstrong, he does not even count as an IC for Head Strong.

I am still trying to wrap my head around him. As keep looking he is only a upgrade for Blood Claws, but I can find nothing that says anything that lets him challenge or accept challenges except for one line in the FAQ asking about the Pelt of the Doppegangrel. I have not been able to bring myself to use him. I think he would have been better as a HQ choice so he could also be use with Blood Claws, Skyclaws and Swiftclaws like in his fluff. If anybody could prove me wrong about him tell me why.


The Blood Claws
War Gear
>Standard Issue:
Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
>One Blood Claw may replace his Bolt Pistol with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 15 Blood Claws strong add a second for FREE!
>One Blood Claw can replace his Bolt Pistol for a Plasma Pistol.
>One Blood Claw may replace his Close Combat Weapon with a Power Weapon or Power Fist.
>Transports: Rhino, Razorback, or Drop Pod.

Special Rules
>And They Shall Know No Fear:
Auto Regroup.
>Acute Senses: Bring on the Night
>Counter-Attack: Bring it ON!
>Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
>Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by a Independent Character or a Wolf Guard Battle Leader.

What you can do with them. They have many different ways of using them.
The 15 Man Pack Options
>Quick and Dirty and cheep:
15 Blood Claws with 2 Flamers.
>Quick and Dirty not so cheep: 15 Blood Claws, 1 Power Weapon/Power Fist, Plasma Pistol, and 2 Flamers.
>You want Anti-Tank: Take a Pair of Melta-Guns and a Power Fist.
>You wand Anti-MEQ: Take a Pair of Plasma-Guns and a Power Weapon.
The 5-14 Man Pack: [Gibbs Slap] Why? I would not bother; all you end up with is 4-13 Meatshields for your 1 Flamer and 1 Power Weapon. This is one those units you want at full strength or not at all. In number of 10 or less just take Grey Hunters, they are just as cheep and better.

How do you use [abuse] them?
>I would not use them as you only Troop Choice most of the time, use a 1-2 Grey Hunter to 1 Blood Claw Pack. Though a 90 crazed Get of Fenris charging at the Tau army would be worth the expression. Just give them the Two Free Flamers, you will never regret it.
>Just use them at full 15 Blood Claws Packs. They are a Horde Unit; they will either scare you opponent to throw a lot of fire power at your 3+ save unit. If your opponent spends 3-4 turns hitting them with artillery it is not hitting you elites. If he ignores them soon he will have deal with a massive assault.
>Give as many of your Blood Claws Packs HQ’s or WGPLs as possible.
>You should build your list around them, if try to tack them on they will never feel right, at least for me it seems that way.

Decide that there job is and use them for that job only. There jobs are Anti-Infantry, Anti-Armor/MC, Tar Pit and Objective Holders.
>Anti-Infantry: This is what they do best. Find units in there size category and go after them. As MEQs you can even do ok vs. Nids having that 3+ save.
>Anti-Armor/MC: With the change on how Grenades work you can do this job well now. A pair of Melta-Guns or Plasma-Guns will help, I would go with the Melta-Guns though as they have the same range profile as your Bolt Pistols and you can Assault with them. It would suggest also taking a Power Fist or Power Maul [I will get into this later].
>Tar-Pit: This is another perfect job for Blood Claws. You should be at 16 models with your Wolf Priest or WGPL. Just find a unit to Assault and you should be able to hold them up for turns, this even works vs. Terminators.
>Objective Holders: Blood Claws are Troops this means Scoring Units. Just get yourself of an objective and stay there. It should take a lot to push you off of it.

Who should you take with them?
>Logan:
Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack.
>Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack.
>Ragnar: Can be good, you can use his Waaaag! [And Fluffy To], but when you use his Insane Bravado you have only a 1in 3 chance of getting extra attack.
>Ulric: Another waste, yes you make them fearless and a great Monster Hunters, but this will just get your Blood Claws Killed and there are better things to this than them. Though 58 Attacks vs. those Carnifex with Re-Rolls on Hits and Damage could be good. You also want him if you have Lukas to get past Rebellious.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him just with up with Paired Wolf Claws.
>Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless.
>Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless. You also want him if you have Lukas to get past Rebellious.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these young pups?” You can also take Saga of the Hunter and Outflank with them.
>Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. If take a Combi-Weapon, take the same type as the squad or a Combi-Melta. A Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your charge. Also they can tie up one unit while you take out a second.
>The Land Raiders: This may seem like an odd choice for a Troop Choice, but, a Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields.

A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws especially with the Addition of Power Axes and Power Mauls being added. The use of these weapons should depend on your opponent.
>Power Axe [S5 AP2, Unwieldy]: This is a good choice for Monster Hunting and Tar-Pitting. You get your 2 attacks and can punch 2+ Armor. On the Assault this could give you 4 wounds that would force Terminators to make there invulnerable save. I could see this as a go to option for Blood Claws.
>Power Fist [S8 AP2, Specialist Weapon, Unwieldy]: Just like the Power Axe but you can add Anti-Armor to the list of targets.
>Power Maul [S6 AP4, Concussive]: This is a great choice for Monster Hunting and Anti-Vehicle Work. I have used it well vs. Dreadnaughts and Transports. I could see this as the other go to option for Blood Claws.
>Power Sword [S4 AP3]: This is always a good choice.

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

Space Wolf Synergy: Thunderwolf Cavalry

What you get with the Thunderwolf Cavalry
>1-5 Thunderwolf Cavalry

Notes:
>You have an S-5, T-5 and W-2 and a 3+ Save. You are a tough as a Terminator Squad and two times as fast.
>You are on a 60mm Base, which is a lot of Acreage you are covering if you can get that Pack near an objective it will be hard for your opponent to bypass you.

War Gear
>Standard Issue:
Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
Any Thunderwolf Cavalry may replace there Bolt Pistol with one of the following.
>Bolt Gun: Personally I don’t see the point, if you move you can take 2 shots at 12”, but no Assault.
>Plasma Pistol: You can Assault and works good against MEQs, the “Gets hot is not that bad with the 2 Wounds
>Storm Shield: 3+ Invulnerable Save. Think about 5 of them on an objective.
All of the Thunderwolf Cavalry can take Melta-Bombs: “Reverse Tank Shock”
One Thunderwolf Cavalry can replace his CCW with one of the following:
>Power Sword: [Meh] I4 S5, AP3 Possible Extra Attack. If you take one, don’t take a Storm Shield
>Power Axe: [Perk up Ears] I1 S6 AP2 Possible Extra Attack if you don’t take the Storm Shield. If mixed with the Plasma Pistol you have a great Terminator killer.
>Power Lance: S6/5 AP 3/4, this is one of those interesting choice. I will probably experiment with it; it should make a good Transport/Munster Hunter and look cool at the same time.
>Power Maul: [Thunder Light] I4 S7 AP4 Concussion Possible Extra Attack. Once more I would not take with a Storm Shield, but a Plasma Pistol might be worth it. This would be a great combination for hunting Dreadnaughts, Transports and MCs.
>Wolf Claw: Its ability to choose to Re-Roll Attacks or Wounds makes it useful. I would mix this with the Storm Shield as you are loosing the extra attack anyways.
>Frost Blade: I4 S6 AP3 Possible Extra Attack if you don’t take the Storm Shield. Great for hunting Transports and MCs.
>Frost Axe: I1 S7 AP2 Possible Extra Attack if you don’t take the Storm Shield. The only thing that should not fear you is AV14, but that is why you are carrying Melta Bombs.
>Power Fist: I1 S10 AP2, for my points though…
>Thunder Hammer: I1 S10 AP2 Concussion and you might as well team it up with Storm Shield.
>Storm Shield: see above
One may take Mark of the Wolfen: It cost nothing practically and you get what you pay for. 2 in 6 chances of fewer attacks, 3 in 6 chances of better and you already have Rending. It is however Fluffy
>Plasma Pistol: You could take this for some good effect.
>Storm Shield: 3+ Invulnerable Save. You are not getting that extra attack for a second weapon, so you might as well.
>Plasma Pistol and Storm Shield: Think about this, you have a 3+/3++ Save and a ranged AP Attack, this could be vicious.

Special Rules:
>And They Shall Know No Fear:
Auto Regroup. At your speed you should not have this problem.
>Acute Senses: With a WGBL and Saga of the Hunter [Grin]
>Counter-Attack: Bring it ON!
>Rending [Close Combat Only]: This is what makes the Power Weapon Meh.
>Wolfkin: 12” Re-Roll Moral with Fenrisin Wolves.

What you can do with them. They have many different ways of using them.
The Pack Options:
>Taking only One:
Give him the Thunder Hammer or Frost Weapon and Storm Shield. After the 1st Assault he will be a giant Bullet Magnet.
>Quick and Dirty and cheep: 1-5 Thunderwolf Calvary with no upgrades [A 5 model pack around the cost of most full strength Assault Squads.]
>Quick and Dirty not so cheep: 1-5 Thunderwolf Cavalry with Storm Shields. [This will set you back as much as a full 10 man squad of Terminators.]
>Conservative: Take only 1-3 Storm Shields. The only issue I see it with the ability for Blast, Templates and many other methods to choose your Target it don’t see the advantage of this. I would either just go for 1 or 5.
>You want Anti-Tank: Melta-Bombs and/or a Thunder Hammer.
>You want Anti-MEQ: Take Plasma-Pistols and a Frost or Power Axe.

How do you use [abuse] them? You do have to ask yourself, what is there job?
>As Assault Troops:
Assault, Assault, Assault, Assault, and Assault some more. Remember you have a 14” to 24” Assault Range.
>Tank/Monster Hunters: Take your Storm Shield Thunderwolf Cavalry and go after MEQs, Terminators, Transports and Monstrous Creatures. They will draw a lot of fire and absorb it well and with you immunity to most Instant Death and the 3++ save there is not much that can hurt them. With here T-5 a lot of weapons may have a hard time hurting you. Most you your pack is going to go off early with Rending Attacks. You can kill most MEQs with ID with a Thunder Hammer.
>Give them a “Light Touch” and use them as a Multi-Task Unit: Leave them basically alone other than Melta-Bombs as far as gear goes. Take the one with the Special Weapon and give him a Frost Axe. This will give you a quick and deadly unit for 300 points. It will be able to handle every unit out there and the only thing you have to worry about is S10 Weapons.
>Use them to take objectives: The only one that can get to one faster are Drop Pods, Bikes and Jump Packs.

What the Characters can do for them:
>Logan:
His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
>Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
>Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
>Ulric: He can give you great moral. Also see Ragnar
>Canis Wolfborn: What he does oddly is not affect the Thunderwolf Cavalry, but the Fenrisian Wolves. This opens up 3 Slots for 3 Thunderwolf Calvary Packs.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need.
>Rune Priest: Actually can be a great supporting Character. Give him Mobility, Bike or Jump Pack just to keep up, Master of Runes and use Storm Caller to give the TWC a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running.
>Wolf Priest: What is does best is if you don’t have Canis it gives you someone to take Saga of the Wolfkin.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these guys?” otherwise see the Wolf Lord.
>Wolf Guard Pack Leaders: Nope can’t have them, I look at it as TWC are a form of Wolf Guard
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Fenrisian Wolf Pack: Now that you have the upgraded Wolf Packs thanks to Canis, you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. If you do not have Storm Shields put them in front of you for the cover save. If you have Storm Shields put them behind you to give them the cover saves that will never be used because they will be firing at the Thunder Wolf Calvary. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Kibbles and Bits you can move onto which ever one of the other two is having problems, or the other way around.

After working on this one I am going to be completely rebuilding my Thunderwolf Cavalry. Currently I have all of them with Melta-Bombs and Storm Shields along with one Thunder Hammer. Now I think I am going to go with one with a Frost Axe and Plasma Pistol and the Rest just Melta-Bombs. I think I will get to play them more as now they are going to be MUCH cheaper.

This message was edited 1 time. Last update was at 2012/07/29 14:48:11


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

Space Wolf Synergy: Swiftclaw Bikers

What you get with the Swiftclaw Bikers
3-10 Swiftclaws
0-1 Attack Bile

Notes:
>Remember Bikes make you Relentless.
>Twin-Linked Bolt Guns: I like to think of them tactically as a 12” Storm Bolter, with an additional 12” Range.

War Gear
>Standard Issue:
Space Marine Bike [with Twin-Linked Bolt Gun], Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
One Swiftclaw may replace there Bolt Pistol with one of the following.
>Flamer: Good if you are going Infantry Hunting.
>Melta-Gun: Good for Tank Hunting.
>Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets, and then you can Assault.
>Plasma Pistol: It’s like having half a Plasma-Gun; you only get 1 shot with it. Take it if you feel you really need the extra attack, but I think the Plasma-Gun is a better Option.
One Swiftclaw Biker can take one of the following:
>Power Axe:
S5 AP2 I1 and +1 Attack, this could be a good choice if you think you need to take on Terminators. This can also be a good choice for Transport/MC Hunting.
>Power Fist: S8 AP2 I1, if you are going to go Tank/MC Hunting not much is better other than the low number of attacks; Melta-Bombs might work better.
>Power Lance: S5/4 AP3/4, this is an interesting idea that I am going to look into. I am not completely sure about its performance, but it should look cool.
>Power Maul: S6 AP4 I4 this is a good choice for fighting anything but MEQs. With the Concussive Quality this will be a good choice for fighting Dreadnaughts and MCs.
>Power Sword: S4 AP3 I4 and +1 Attack always good.
You can add One Attack Bike armed with a Heavy Bolter: Good for Infantry/Transport Hunting
>Replace Heavy Bolter for Multi-Melta: Now you are a Tank/MC Hunter
All of the Swiftclaw Bikers can take Melta-Bombs: This will make you excellent Vehicle/MC Hunter, I see no reason not to take them.

Special Rules
>And They Shall Know No Fear:
Auto Regroup.
>Acute Senses: Great for Outflanking
>Counter-Attack: Bring it ON!
>Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
>Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character or a Wolf Guard.

What you can do with them.
>Quick and Dirty and cheep:
3-10 Swiftclaws with no upgrades.
>Quick and Dirty not so cheep: 3-10 with Special Weapons and an Attack Bike.
>You want Anti-Tank/MC: Melta-Bombs, a Melta-Gun, Power Fist and a Multi-Melta on the Attack Bike
>You want Anti-MEQ: Take the Flamer or Plasma-Gun, Power Fist, and a Heavy Bolter on the Attack Bike.
>If you plan on not taking a Wolf Guard Pack Leader or a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range.
>Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Jump Packs.


How do you use [abuse] them? As a note, this is another Unit you need to build your list around. You will need a Character to keep them under control and they can quickly eat up points.
>Assaulting: This is what they do best.
>Flankers: You could try to skirt the enemy and shoot at them from range, but you are Space Wolf Blood Claws it’s not in your nature.
>Tank/MC Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance.

How Characters interact with them:
>Logan:
His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
>Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
>Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
>Ulric: He can give you great moral. Also see Ragnar
>Canis Wolfborn: What he does oddly is not affect the Swiftclaw Bikers, but the Fenrisian Wolves. This opens up 3 Slots for 3 Swiftclaw Biker Packs.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him with his own Space Marine Bike, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws. Not as good as a Thunderlord, but nothing beats a moding challenge like a Big Space Wolf on a Bike.
>Rune Priest: Actually can be a great supporting Character. Give him Space Marine Bike, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry running.
>Wolf Priest: You can give him a Space Marine Bike, one Oath of War and you ready to go.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord.
>Wolf Guard Pack Leaders: Take one if you can. This can easily give you a Combi-Weapon and a Thunder Hammer and watch the carnage.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Swiftclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assault you can move onto which ever one of the other two is having problems, or the other way around.

I have been using one, a full 10 model pack with a Power Sword, Plasma Gun, Heavy Bolter Attack Bike and Melta-Bombs. I have a Wolf Guard Battle Leader armed with paired Wolf Claws and Melta-Bombs along with a Wolf Priest that goes with them. They have only performed So-So because they are a Dreadnaught Magnet, no mater how I used them a stupid Dread would Assault them and with the 5th edition rules I could not hit him and if I did it was a Venerable with Extra Armor. The rest of the game they would sit there and do nothing.
Now with 6th Edition I have a chance of glancing it to death at the very least if not just outright killing it. I am thinking of changing the Power Sword with a Power Axe or Power Maul for better Anti-Transport/MC ability.


This message was edited 1 time. Last update was at 2012/07/29 14:45:50


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




Saga of the hunter is infantry only.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

MFletch wrote:Saga of the hunter is infantry only.

I keep forgeting that. It's one of thise that makes no sense it think that is why I keep forgeting it. i will be fixing it in time.

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

Space Wolf Synergy: Skyclaw Assault Packs

What you get with the Skyclaw Assault Packs
3-10 Skyclaws

Note:
>Remember with Jump Packs you can Deep Strike.

War Gear:
>Standard Issue:
Jump Pack Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.

One Swiftclaw may replace there Bolt Pistol with one of the following:
>Flamer:
Good if you are going Infantry Hunting. One of the two real choices for Skyclaws with there BS3 it also mixes well with their Counter-Attack Ability.
>Melta-Gun: Good for Tank Hunting. It is only really worth is if you take a Wolf Priest and his Oath of War: Vehicles.
>Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets. Normally I advocate Plasma Guns, but you cant Assault after firing.
>Plasma Pistol: It’s a good MEQ killer and LAW. This is the other good choice weapon.
>All of the Skyclaw Assault Packs can take Melta-Bombs: I feel this is one of those mandatory choices.

One Skyclaw can take one of the following:
>Power Axe:
S5 AP2 Unwieldy, this is a good choice for taking on TEQs and MCs.
>Power Fist: S8 AP2 Unwieldy, if you are Munster or Tank Hunting this is the go to choice. I would give this one the Flamer as he is only getting 1 Attack.
>Power Lance: S5/4 AP 3/4, this is one of those odd choices. I am not sure it is a good competitive choices, but it would look cool.
>Power Maul: S6 AP4, This good choice for Monster and Transport Hunting.
>Power Sword: S4 AP3, this is just a good solid choice.

One Skyclaw can take
>Mark of the Wulfen:
You have to have one of these, for both the combat capabilities and the modeling possibilities. He is also a good choice for the Flamer.

Special Rules
>And They Shall Know No Fear:
Auto Regroup.
>Acute Senses: Bring on the Night
>Counter-Attack: Bring it ON!
>Berserk Charge: You initiate the Assault get +2 Attacks instead of +1.
>Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character.

What you can do with them. They have many different ways of using them.
>Quick and Dirty and cheep:
3-10 Skyclaw Assault Packs with no upgrades.
>Quick and Dirty not so cheep: 3-10 Skyclaw Assault Packs Special Weapons.
>You want Anti-Tank: Melta-Bombs, a Melta-Gun, and Power Fist
>You want Anti-MEQ: Take the Flamer, Plasma-Gun or Plasma Pistol, Power Fist, and MotW.
>If you plan on not taking a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range.
>Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Swiftclaws

How do you use [abuse] them? As a note, this another unit that you need to build your list around.
>Assaulting: This is what they do best. It should be in there name.
>Monster/Tank Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance. I personally have had bad luck Tank-Hunting with them, so I don’t recommend it, but how things work in 6th it might be worth looking into.
>Deep Strikes: This one of the few ways to do it.

What Characters give them:
>Logan:
His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
>Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
>Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract.
>Ulric: He can give you great moral. Also see Ragnar
>Canis Wolfborn: What he does oddly is not affect the Skyclaw Assault Packs, but the Fenrisian Wolves. This opens up 3 Slots for 3 Skyclaw Assault Packs.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him with his own Jump Pack, though this would be a very un-fluffy. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws.
>Rune Priest: Actually can be a great supporting Character. Give him a Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry running.
>Wolf Priest: You can give him a Jump Pack, one Oath of War and you ready to go.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord.
[This might be an interesting way to represent Lukas the Trickster. Wolf Claw, Plasma Pistol, Runic Armor, WTT, WTN and a Jump Pack.]
>Wolf Guard Pack Leaders: Don’t get one. [And they say this army is completely nuts]
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Skyclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assault you can move onto which ever one of the other two is having problems, or the other way around.

My normal Skyclaw pack is a full 10 with MotW, Power Fist/Flamer, and Plasma Pistol with Melta-Bombs. There are lead by a Wolf Guard Battle Leader with Paired Wolf Claws and a Wolf Priest with a Power Sword. I usually Deep strike with them, buy I might change that in the future. I have had mixed luck with them so I am rethinking their use. I usually also team them up with my Swiftclaws and a Thunderwolf Pack, but his is only for 2k plus games.



Automatically Appended Next Post:
I have made Edits to:
>Björn
>Thunderwolf Cavalry
>Swiftclaws

This message was edited 1 time. Last update was at 2012/07/29 15:32:26


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

Space Wolf Synergy: Land Speeder Squadron

What you get with the Land Speeder Squadron:
1-3 Land Speeders

War Gear
Standard Issue:
Heavy Bolter

Any Land Speeder may replace its Heavy Bolter with:
>Heavy Bolter:
This is a Heavy Machine Gun. It is great for kill infantry, Skimmers and most Transports.
>Heavy Flamer: “I smell BBQ!” If you are planning on fighting Hordes this is not a bad choice.
>Multi-Melta: This is your best choice for Anti-Vehicle work, the only problem is you need to get close to your target to get its full effect.

Any Land Speeder may be upgraded to a Tornado and take one of the Following:
>Heavy Bolter:
Dakka-Dakka-Dakka
>Heavy Flamer: I smell BBQ
>Multi-Melta: I love the smell of Melting Tanks in the morning
>Assault Cannon: “What’s that Whirring Sound?” The Assault Canon is an excellent choice for both Anti-Infantry and Anti-Infantry work.

Any Land Speeder can be upgraded to a Typhoon:
>Typhoon Missile Launcher:
Long Range High Tech Destruction, now that’s what I’m talking about. This give you something else none of the other options give you, Range. With the ability to fire Frag or Krak Missiles this will make your Land Speeder a excellent Multi-Tasker.

Special Rules:
>Hull Points:
2 This is the lowest you can get, so you are very Fragile.
>Deep Strike: This is one the few Space Wolf units that can Deep Strike. With your 2 Hull Points be carful.

What you can do with them. They have many different ways of using them.
The Squadron Options
>As a Squadron:
You need to decide if you are running a suicide unit or not. Taking one is one way to get yourself knocked off quickly as only 2 Glances and you are out, with three it will last a little longer.
>Quick and Dirty and cheep: 1-3 Land Speeders with no upgrades.
>Quick and Dirty not so cheep: 1-3 Land Speeders Tornados.
>Quick and Dirty not so cheep: 1-3 Land Speeders Typhoons.
>You want Anti-Tank: Multi-Melta, Tornados
>You want Anti-MEQ: Heavy Bolter, Assault Cannon, or Typhoons.

How do you use [abuse] them?
>Deep Strikes:
This one of the few ways to do it.
>Assaulting: ARE YOU NUTS!
>Tank Hunting: Take those Multi-Melta Tornados. Spend the first turn at full speed and get behind the lines, or use Deep Strike to get there. Remember Cover Is Your Friend.
>Close Fire Support: Load them up with Assault Cannons, Heavy Bolters, and start humming “Flight of the Valkuries”. Stay close to one unit and fire on its target until it is engaged in Close Combat and then find something else to shoot at.
>Long Range Fire Support: Heavy Bolters and a Typhoon. Hang back and fire from cover. If you find a good place you can fire and still get cover, stay there until something gets close and then scoot away and fire at that unit.
Some observations about “Weapons Packages” and 6th Edition:
>I have not tried the HF/HF trick, but I think the HF/HF one is gone as you loose the ability to move and fire the second Heavy Flamer.
>The Heavy Flamer/Multi-Melta makes a good Multi-Tasker, but now it is now a Suicide Unit. to make full use of them you have to get close and with the new Vehicle Assault Rules, you are Dead.
>Double Multi-Melta looks good on paper, but once more you will become a Suicide Unit.
>Double Heavy Bolter looks real good as a Fire Support Platform with lots of shooting.
>Assault Cannon is going to make a Land Speeder an excellent Light Armor Killer. Mix it with the Heavy Bolter and you will have a decent Horde killer and the Multi Melta and Decent Tank Hunter. I would go with the Multi-Melta.
>The Typhoon Launcher changes the job of the Land Speeder. When mixed with any weapon, but the Heavy Bolter you still need to get close. With the Heavy Bolter you never have to even leave your deployment zone to kill stuff.


What Characters do for them:
>Logan:
He is something else for the bad guys to shoot at.
>Njal: Tempest Wrath, Murderous Hurricane and Lord of Tempest will make sure you are the only game in town.
>Ragnar: He is something else for the bad guys to shoot at.
>Ulric: He is something else for the bad guys to shoot at.
>Canis Wolfborn: What he does oddly is not affect the Land Speeder Squadrons, but the Fenrisian Wolves. This opens up 3 Slots for 3 Land Speeder Squadrons.
>Björn: He is something else for the bad guys to shoot at.
>Wolf Lord: He is something else for the bad guys to shoot at.
>Rune Priest: He is something else for the bad guys to shoot at.
>Wolf Priest: He is something else for the bad guys to shoot at.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord at giving them something else for the bad guys to shoot at.
>Venerable Dreadnaughts: He is something else for the bad guys to shoot at.

I have recently been using the HB/Typhoon Squadron of three. They have proven themselves as excellent Transport Hunters. I load them up with just the Heavy Bolter and the Typhoon Missile Launcher and use them in my backfield flitting about as combat speed taking out a different target each time. I usually fire the Pair of Krak Missiles or Frag Missiles at Full Ballistic Skill and Snap Fire the Heavy Bolters.
Attacking Transports: This gives me 6 Krak Missile Shots; that 4 should hit and 9 Heavy Bolter shots that 2 usually hit. That comes up to 6 solid hits, this usually gives me 2-3 Glancing hits and a penetrating hit. This is usually is all you need.

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

Space Wolf Synergy: Fenrisian Wolf Pack

What you get with the Fenrisian Wolf Pack
5-15 Fenrisian Wolves

War Gear
>Vicious Claws and Teeth:
You Need More?
>One can be upgraded to a Cyberwolf: “Great now I have both Rabies and Tetanus.”

Special Rules
>Counter-Attack:
Bring it ON!
>Beast: 12” Move, Fleet, 3d6 Take the Best Assault and ignore Difficult Terrain.
>Supernumerary: Can Not Claim Objectives even as Troops, but this is not what you are taking them for. Also remember while they may not be able to Claim an Objective, they can Contest It! [and with that 40mm base cover it.]

What you can do with them: They have two different ways of using them.
>Quick and Dirty and cheep:
5-15 Fenrisian Wolves
>Quick, Dirty and Still cheep: 14 Fenrisian Wolves and one Cyberwolf. [This will cost less than half that of a Grey Hunter Pack with a Rhino]

How do you use [abuse] them?
>Assaulting:
Isn’t this what you got them for?
>Meat Shields: Yes they make good ones, but think of giving you enemy something else to shoot at like a LRC or Thunderwolf Cavalry with Storm Shields. Then instead of them running away from gun shots, you can hit the other guy with a full pack[s] of them.
>Second Assault Wave: Roll 2d6 and choose the high one and put them than many inches behind on of your assault units. This should put them in assault range after your initial assault. If you can make your 10 man grey Hunter Pack only one deep vs. there “TAC Squad” then the Wolf pack will still be in the fight.
>Transport Hunting: This might seem to be an odd job for them, but with all of their Attacks and S4 they can take down AV10 quite quickly.

What Characters can do for them:
>Logan:
His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. A second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan.
>Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic.
>Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract. They will also look cool with him leading them.
>Ulric: He can give you great moral. Also see Ragnar
>Canis Wolfborn: The Fenrisian Wolves become troops, and Gain I-5, LD-7. If they are within 12” they can use his LD8. They make a great “Body Guard” for Canis, with “Look Out Sir!” working on a 2+ this will keep Canis alive for a while.
>Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight.
>Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws. You can also make use of “Look out Sir” on a 2+.
>Rune Priest: Actually can be a great supporting Character. Give him a Bike or Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry running.
>Wolf Priest: If you have not taken Canis [Shame on you] use him to take Saga of the Wolfkin.
>Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord. You can also make use of “Look out Sir” on a 2+. With the changes to Outflank and Stealth Saga of the Hunter changes the whole bouncing rubber ball game.
>Wolf Guard Pack Leaders: Don’t get one.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle.
>Iron Priest: Another on of those why is it here units. You can outfit him with a Thunder Wolf Mount and 4 Cyberwolves. He carries a Thunder Hammer and “Power Fist”, this give you additional Tank Hunting Ability.
>Thunderwolf Cavalry: Isn’t this why you took Canis to clear up those Fast Attack Slots. If you using the Fenrisian Wolf Horde list this is you Anti-Tank so take Thunder Hammers.

Note on Thunderwolf Mounts and Independent Characters:
>They Can only Join Thunderwolf Calvary and Fenrisian Wolf Packs. [This is not a bad thing]

The Wolf Horde Army
HQ
-Canis
[2 Wolves]
-Wolf Lord [Belt of Russ; Melta Bombs; Runic Armor; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Frost Weapon; and Saga of Majesty]
-Wolf Guard Battle Leader [Melta Bombs; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Close Combat Weapon.]
-Wolf Guard Battle Leader [Melta Bombs; Thunderwolf Mount; Fenrisian Wolf; Bolt Pistol; Close Combat Weapon.]
Elite
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
-Iron Priest [Thunderwolf Mount, 4 Cyberwolves]
Troops
- Fenrisian Wolf Pack
[1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
- Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves]
Fast Attack
-Thunder Wolf Cavalry
[5 TWC, Thunder Hammer x1, Storm Shield x1]
-Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1]
-Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1]

This list is just under 3,000 points with a model count of 132 [And Not A Single One A Scoring Unit!]




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

Space Wolf Synergy: Long Fangs Pack

Now 6th has changed them so much [along with normal Devastators] I almost don’t know were to start. I have using 3 Long Fang Packs, the 1st is 5 Missile Launchers [I know, how original]. The 2nd is 2 Missile Launchers, 2 Las-Cannons and 1 Heavy Bolter. The 3rd is 3 Plasma Cannons. I have finding it to a very useful combination. In my last game with them, my opponent had three Razorbacks and a MM Dread, and manage to take all of them out quickly using my 2nd [and now go to pack] Long Fang Pack, a Rifleman Dread and 3 Land Speeders.

What you get with the Long Fangs Pack:
1 Long Fang Pack Leader
1-5 Long Fangs

War Gear:
Standard Issue:
Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.
The Long Fang Pack Leader may replace his Bolt Pistol and/or Close Combat Weapon with 1 of the following:
>Flamer: Crispy Critter Time. This is a good choice if you are expecting Assaults, a good choice to mix with a Power Fist.
>Melta-Gun: Extra Crispy. If you are expeting a lot of Armor in your backfield or have taken a Power Fist this is a good choice. [See “The Logan Gambit” Below]
>Plasma Pistol: Ok, I know it is a standard “Sergeant” Weapon, but it is out of place with them unless you are looking to Assault or just want that extra punch with your Power Weapon. [See “The Logan Gambit” Below]
>Plasma-Gun: 24” S-7, AP-2, hard to beat for a static unit. this is also a good choice to mix with a Power Fist. [See “The Logan Gambit” Below]
>Power Axe: S5 AP2 Unwieldy, if you are expecting 2+ Saves this is a good choice, it also mixes well with a Plasma Pistol.
>Power Fist: S8 AP2, Specialist Weapon Concussive, Good Anti-Armor Weapon [Another Good Choice for “The Logan Gambit” especially when mixed with a Melta-Gun]
>Power Lance: S5/4 AP3/4, this is an odd choice, but would make a cool looking model.
>Power Maul: S6 AP4 Concussive, this is turning out to be a good choice for taking on Transports or MCs.
>Power Sword: S4 AP3, this is your basic Sword. It should be antiquate for most of your games.
The Long Fang Pack Leader may take:
>Melta Bombs:
Great for “The Logan Gambit”

Each Long Pack member [Not the Pack Leader”] Must Replace hit Bolt Pistol with one of the following. [Note: I rearranged the order they are listed to make the points of the reviews]:
>Missile Launcher:
This seems to be a popular choice that I have seen, and I think they can work well if you don’t know what you will be facing. Other than that it is a Jack-of-Trades, Master-of-None.
>Heavy Bolter: Good Anti-Infantry, it can even make a good Anti-Transport Transport Weapon. A good Option for “The Logan Gambit”
>Plasma Cannon: Great Anti-MEQ, Anti-Swarm, Anti-Light Armor Weapon, heck Anti-Everything Weapon.
>Multi-Melta: Great Short Range Anti-Tank Weapon. A good Option for “The Logan Gambit”
>Las-Cannon: Long Range Hot Death, a hard to beat Anti-Armor Weapon
Transports: Rhino, Razorback, or Drop Pod.
>The Rhino: This a ok choice, I would only take one for a Mixed Weapon Long Fang Pack, but other than that all it is good for is cover or to put your Lone Wolf in.
>The Razorback: This is a good choice for some extra Fire Support. I would take the Twin-Linked Las-Cannon version.
>Drop Pod: I would only take this for the “Logan Gambit” other than that I would not bother.
>The Land Raiders: This is a good option for an alternative to the Drop Pod “Logan Gambit” or just place the basic one with the added Multi-Melta and you have a great mobile firebase.

Special Rules:
>And They Shall Know No Fear:
Auto Regroup.
>Acute Senses: Bring on the Night
>Counter-Attack: Bring it ON!
>Fire Control [Long Fang Pack Leader Only]: If the Long Fang Pack Leader Does Not Fire, you may Split Fire between Targets.

What you can do with them. They have many different ways of using them.
>Quick and Dirty and cheep:
Long Fang Pack Leader and 1-5 Missile Launchers.
>Quick and Dirty not so cheep: Long Fang Pack Leader with a Powered Close Combat Weapon and a Gun Upgrade, and 1-5 Las-Cannons.
>You want Anti-Tank: Take Multi-Meltas or Las-Cannons.
>You want Anti-MEQ: Take Missile Launchers or Plasma-Cannons
>You want Anti-Swarm: Take Heavy Bolters, Missile Launchers or Plasma-Cannons
If you want to utilize your Fire Control take 2 different Weapons, but not more. [I am leaving this here even though I have proven myself wrong with this philosophy]
>You want Anti-Tank: Take 2-3 Multi-Meltas and 2-3 Las-Cannons.
>You want Anti-MEQ: Take 2-3 Missile Launchers and 2-3 Plasma-Cannons
>You want Anti-Swarm: Take 1-3 Heavy Bolters, 1-3 Missile Launchers and/or 1-3 Plasma-Cannons.

How do you use [abuse] them?
>Logan:
Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points.
<Special: “The Logan Gambit”: Redux>
1] You take Logan and a bunch of Long Fangs armed with 3 Las Cannons/Multi-meltas, 2 Heavy Bolters and a Flamer and a WGPL in Terminator Armor and an Assault Cannon [Or Arjac].
2] Take another 2 Pods Armed Similarly with Wolf Priest armed with a Combi-Flamer and WGPL also Armed with a Combi-Flamers.
3] Make sure you have at least 5 Drop Pods overall.
4] Drop the Three Long Fangs in the Rear Aria. Have Logan set on Relentless and use the Wolf Priest to take Favored Enemies: Vehicles.
5] Split Fire the Las-Cannons into the Vehicles of your Choice and use the Heavy Bolters, Storm Bolters and the Assault Cannons on anything Squishy or Transports. With the Snap Fire Rules you can fire Everything, but the Flamers. The Oath of War will allow you to Re-Roll 1s you should Hit well.
6] Be Ready for the Counter Assault: This is were all of the Flamers come in.

>Just place them in a position to see most of the Battlefield and you are good to go.
>Make sure you have at least one with a Weapon with Snap Fire Ability or at least a Flamer to use on Overwatch. This will give you the ability to adjust what weapon is were and still fire it off.

What Characters do for them:
>Njal:
His Saga of Majesty he will keep them in the fight. Put him min his TDA use Tempest Wrath to keep Deep Strikers away. Make use of Fire Control for Living Lighting.
>Ragnar: All the Long Fangs should see is his backside as he charges away from them.
>Björn: while he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. Putting him next to them with the Plasma-Cannon or TL-LC gives them a really big body guard just incase someone gets to close.
>Wolf Lord: He will not be much use for them unless you put him min Runic Armor and send him with “The Logan Gambit”. Then I would give him Saga of the Bear, a Storm Shield Comb-Plasma, and Melta Bombs, to absorb hits and give some more Anti-Tank Support
>Rune Priest: Tempest Wrath to keep Deep Strikers away and make use of Fire Control for Living Lighting. Or Go for Divination and take Prescience for the Re-Rolls.
>Wolf Priest: He gives them Favored Enemy, this can be good for Re-Rolls. This will give you some Anti-Flyer capability.
>Wolf Guard Battle Leader: He will not be much use for him unless you give him Saga of the Hunter so they can Outflank, with Snap Fire and 5 Heavy Bolters it might be worth it.
>Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Terminator Armor; Storm Bolter, Storm Shield, Melta-Bombs and a Cyclone Missile Launcher. I would have only 2 Missile Launchers in my go to Long Fang Pack and 3 other Weapons. With fire control you can put 4 Missile into a single target each turn.
>Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points.
>Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good cover for your. Just place a pack nearby either as cover or as a counter charge option. If something gets close the wolves can tie them up.

Some opinions on Long Fang Missile SPAM, Fluff and Flexibility:
I know it’s hard to beat 5x Missile Launcher SPAM, but it’s both boring and un-fluffy. Every time I see 3x Long Fangs with MLx5 I just cringe. As a Space Wolf Player I know it’s good and cheep, but for the Love of Russ, Stop it, JUST STOP IT! This is why we are called an “Over Powered Cheese Army”. You don’t have to tell my why is good, I know it’s good, but show some individuality and creativity, I think you will find an extra 25-50 points somewhere to mix it up a little. Remember Long Fangs have been doing this for Centuries and each one has developed his personal taste in weapons that have nothing to do with flexibility, its all about what feels good in his hands. He is going to choose his Trusty Heavy Bolter “Lorain” over Missile Launcher #59450 every time he is given the choice.
My most useful Long Fang Pack was build out of my bits box as I was trying to create three Long Fang Packs; I found I had 7 Missile Launchers [3 of witch were Scout Missile Launchers], 2 Las-Cannons, 5 Plasma Cannons and a Scout Heavy Bolter. So I created my three Long Fang Packs out of that. The Missile Launcher Pack usually just fires all 5 weapons at Target A and the Plasma Cannon Pack into Target B, while the mixed weapon Pack is shooting at two targets most of the time. The ML and PC Packs are boring to me, they are just SPAM. The mixed Pack is dynamic; I never know from turn to turn what they are going to do.
Space Wolves are about individualism, not what is the Best Units on the board. I also feel ML-SPAM is taking away the strongest ability you have, your flexibility. My example is my now Go To Long Fang Pack, it is 2 Missile Launchers, 2 Las-Cannons and a Heavy Bolter. I have so much flexibility it is unbelievable. When I mix them with one of my Rune Priest with Presence I don’t miss. I can fire my 2 Las-Cannons into the Ork Battle Wagon at 40” and have the choice of adding my 2 Krak Missiles also or a pair of Frags with my Heavy Bolter into the Boyz Mob at 30”. To me this is the strength of Long Fangs, not buckets of Missile, especially in 6th were we will be seeing a lot more Infantry.

<Rant Off>


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 ca
Stealthy Space Wolves Scout






Space Marines are immune to Fear as as one person in the unit has ATSKNF, so pulling logans fearless is really only sensible when major pinning is imment, so basically with his stubbornness Fearless on logan is mostly useless.

My purpose in life is to ruin yours. 
   
Made in us
Deathwing Terminator with Assault Cannon





Gillette Wyoming

Just a thought, but how does lukas the trickster pull into the synergy of blood claws, I would think he would be nice in 6e due to challenges, he issues a challenge on some big nasty, and if he dies there is a chance he kills the big nasty


DA 4000 points W/L/D 6e 3/2/0
IG 1500 points W/L/D 6e 0/2/0
And 100% Primed!  
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Grey elder wrote:Space Marines are immune to Fear as as one person in the unit has ATSKNF, so pulling logans fearless is really only sensible when major pinning is imment, so basically with his stubbornness Fearless on logan is mostly useless.

Basically yes, unless you are good a rolling 11s and 12s on Moral Checks. How ever [something I should add to him] is that you can give the Fearless to Unit A and then leave that Unit and Join Unit B. Unit B is now Stubborn.

Wardragoon wrote:Just a thought, but how does lukas the trickster pull into the synergy of blood claws, I would think he would be nice in 6e due to challenges, he issues a challenge on some big nasty, and if he dies there is a chance he kills the big nasty

The problem with Lukas, is that is all he seems to be good at. If you take him there is no reason to take any other Leader and he reduces your Leadership to 8, even Logan or Ragnar, you Have to take Ulric or a Wolf Priest to get the Fearless to not run away.
If I am missing something let me know.

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

Now that I am done with all of the units that can take them, Dedicated Transports.

Space Wolf Synergy: Dedicated Transports

What are the Dedicated Transports?
>Rhino:
M113
>Razorback: Warrior APC
>Drop Pod: E-Ticket Ride

1st the Rhino
War Gear for the Rhino
>Storm Bolter: .
30 cal Machine Gun
>Smoke Launchers: Cover Is Good! With the Night Fighting Rules this could give you a 3+ Cover Save.
>Search Light: Now I See You! If you have second turn during a Night Fight, you will have a good Cover save and then, you can turn on your Spotlights with no fear.

Can get the following Options
>Dozer Blade:
A Must for Difficult Terrain.
>Additional Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: A One Shot ATGM [Anti-Tank-Guided-Missile]. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good especially now, you can always at least Snap Fire.

Special Rules
>Hull Points:
3
>Transport: Can transport up to 10 Models [No Terminators]
>Repair: It can repair it self a little.
>Firing Ports: Up to 2 models may fire from inside.
>Access Points: A Door on each side and a ramp out the rear.

The Option
>Quick and Dirty and cheep:
One Rhino with no upgrades.
>Quick, Dirty and not so cheep: One Rhino with all the upgrades

How do you use [abuse] them? Here is why the Space Wolves love Rhinos more the most other Marines.
>Take Grey Hunters and put 2 out the top with Bolt Guns, if you have the 2 Storm Bolters that’s 8 shots at 12” and 6 at 24”. This also works well with Wolf Guard and 2 with Storm Bolters.
>Take a full pack of Grey Hunters and put the 2 Melta-Guns out the top hatch. If you have .30 cal MGs going off and 2 Anti-Armor Weapons going off at 12”
>Take a full pack of Grey Hunters and put the 2 Plasma Guns out the top hatch. You have .30 cal MGs going off and 2 .50 cal MGs going off at 24”.
>If out are planning on being mechanized, go for it, just get one for everyone.

Character Interaction:
>Logan:
TDA can’t use it.
>Njal: If in TDA can’t use it.
>Canis Wolfborn: Nice for Cover. You could get him and his 2 Wolves in it.
>Björn: Nice for Cover.
>Wolf Lord: If in TDA can’t use it, but you could get him and 9 Wolf Guard into it.
>Rune Priest: If in TDA can’t use it, but you could get him and 9 Wolf Guard into it.
>Wolf Guard Battle Leader: If in TDA can’t use it, but you could get him and 9 Wolf Guard into it.
>Venerable Dreadnaughts: Nice for Cover.
>Iron Priest: Can keep them running.


2nd the Razorback
War Gear for the Razorback
>Twin-Linked Heavy Bolter:
Good Heavy Dakka. This will make you a decent Infantry Hunter and a decent Transport Hunter. With its Twin-Linking an only so-so Anti-Flyer Weapon. [I personally think this is your best choice if you are not sure what you want.]
>Smoke Launchers: Cover Is Good! With the Night Fighting Rules this could give you a 3+ Cover Save.
>Search Light: Now I See You! If you have second turn during a Night Fight, you will have a good Cover save and then, you can turn on your Spotlights with no fear.
May Replace the Twin-Linked Heavy Bolter for 1 of the Following:
>Twin-Linked Heavy Flamer:
“I love that smell, that smell, it smells like…BBQ” [Bonus Points if know were I got this quote from]. As your primary weapon you can still fire it at Combat Speed, but not at Cruising Speed.
>Twin-Linked Assault Cannon: “Buy one Terminator in a Can get the second for free!” this choice will make you a great Anti-Transport and MC hunter, though the range could be an issue. With its Twin-Linking an only so-so Anti-Flyer Weapon.
>Twin-Linked Las-Cannon: “When I grow up I want to be a Predator.” This will make you a premier Tank/MC Hunter.
>Las-Cannon with Twin-Linked Plasma-Gun: Ok? It’s a Plasma Weapon I will find a use, though with the new Gets Hot rules I am not sure about this one. However anything that get to close is going to die!
Can get the following Options
>Dozer Blade:
A Must for Difficult Terrain.
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Call me Mr. Bradley [With the Randomization of Weapon Hits I would take one just to take a hit.]
>Extra Armor: Always good.

Special Rules
>Hull Points:
3
>Transport: Can carry up to 6 Models [No Terminators]
>Access Points: A Door on each side and a ramp out the rear.

What you can do with them. They have many different ways of using them.
The Razorback Option
>Quick and Dirty and cheep
: One Razorback with no upgrades.
>Quick, Dirty and not so cheep: With all the upgrades including Twin Linked Las-Cannon.
>GEQ Hunting: Twin-Linked Heavy-Bolter, Twin-Linked Heavy Flamer, or Twin-Linked Assault Cannon and the Storm Bolter.
>MEQ Hunting: Twin-Linked, Assault Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun.
>Tank Hunting: Twin-Linked Las Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun.

How do you use [abuse] them?
>You should make use of all of the cover you can. Don’t forget to use your Smoke Launchers.
>Blitzkrieg: If you want an Armored Company grab one for each squad that can have one. Remember the Squad does not have to fit in them to buy them.
>Tank Destroyers: Think of them as M-18 Hellcats: Give them the Twin Linked Las-Cannons and move quickly in Pairs. Move one at Flank Speed and the other Fires at a Target using the 1st one or other cover and then do the opposite for the turn.
>Attack out of the Darkness: If you are going 2nd and you are going to start in Darkness put all of your Razorbacks in cover to take advantage of the Shrouding Cover Save Bonus, which could be up to a 2+ if you are in ruins. Then Turn on the Spotlights with no fear and blast away, this works best with the Twin-Linked Heavy Bolters, Twin Linked Las-Cannon and the Las-Cannon/Twin-Linked Plasma Gun Version.
>Wall of Fire: If you are using the Twin Linked Heavy Flamers you want to go First. Put them up as close as possible to the edge of the Deployment Zone. Then rush forward at Flank speed and everyone pop smoke. You will probably have a 5+ Cover Save or even more if you can get into Ruins. Then on turn 2 just move enough to get the Flamers in range.
>Point Defense: Just place one or two on an objective in your Deployment Zone and sit on it. If you can get a Pack there this will work good to, you probably want the TL-HB, TL-AC or the Plasma version. Then just sit there and blast anything that gets into your range.
>Long Range Sniping: This one is simple, take the Twin-Linked Las-Cannon. Hide in some Cover and go after High Priority Targets. If you have three or four of them this could be devastating.

3rd the Drop Pod
War Gear for the Drop Pod

>Storm Bolter
>May replace the Storm Bolter for a Deathwind Missile Launcher.

Special Rules
>Hull Points:
3
>Inertial Guidance System: Fail Safe Landings.
>Immobile: Once its there, its there.
>Drop Pod Assault: One half of your Drop Pods Show on your 1st Turn, the rest are placed in Reserves.
>Can Transport 10 Space Wolves in Power Armor, 5 in Terminator Armor or 1 Dreadnaught.

What you can do with them. They have many different ways of using them.
The Drop Pod Options:
>Quick and Dirty and cheep:
One Drop Pod with no upgrades.
>Quick, Dirty and not so cheep: One Drop Pod with a Deathwind Missile Launcher.

How do you use [abuse] them?
>Wolf Guard:
Load 5 of them up with Comb-Weapons, Power Weapons, Terminator Armor and an Assault Cannon and go nuts. Load 10 of them up with Combi-Weapons, Power Weapons and go nuts. Load up with Storm Shields and yell Bring it on when they try to clear you out.
>Load it up with Gray Hunters and go nuts.
>Logan: “The Logan Gambit” See Long Fangs.
>Njal: “The Logan Gambit” See Long Fangs.
>Canis Wolfborn: “Look at the pretty red ball, now every one fetch!” See Thunderwolf Cavalry
-Björn: “They won’t give me one.
>Wolf Lord: E-Ticket Ride, with your Wolf Guard Friends
>Rune Priest: E-Ticket Ride, with your Wolf Guard Friends
>Wolf Guard Battle Leader: E-Ticket Ride, with your Wolf Guard Friends
>Venerable Dreadnaught: E-Ticket Ride. See “The Logan Gambit” under the Long Fangs.
>Iron Priest: See Björn.

Notes on the Drop Pod Assault:
>Bring them all or Bring None:
If you are going to use Drop Pods you have to use The Drop Pod Assault, don’t use just one or two make it 5+, this way at least 3 will come in the 1st turn and you will not find yourself isolated.
>Taking Objectives: If your opponent puts half his army is reserve to counter your Drop Pod Assault take that opportunity to take ONE objective. Put Everything on it. He will then have to spend all of his time trying to get you out of that hole he left. Put the 3+ Drop Pods in a Circle and use them as terrain in your benefit. A note on the scatter, lets say you try to land 10” from the objective, place the second pod between the Objective and the 1st Pod, this will actually reduce your scatter, keep this up until it get a little crowded.
>This brings me to the Deathwind: Yes is has only a 12” Range, Yes it has no penetration, but it is a S5 Large Blast that will on average only scatter 3”. So if you have circled the Drop Pod Wagons you can place 2 of them on any unit coming in. that is a lot of S-5 wounds to save against. If he looses a hand full of models to them he will spend the next turn targeting them not you Packs. You might want to conceder taking a few of them. On your first turn land the Deathwinds first, this will give you a few turns of firing before he blast it.


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

Space Wolf Synergy: Armored Fighting Vehicles

What are the Armored Fighting Vehicles?
>Predator:
M4 Sherman
>Vindicator: Hummel
>Whirlwind: RUSSIAN BM-13 KATIUSHA ROCKET
>Land Raider: Merkava [Will be discussed tommorow]

What Characters do for them: Not much Actually.


1st the Predator
War Gear for the Predator
>Auto-Cannon:
Good Super Heavy Dakka.
>Smoke Launchers: Cover Is Good! With the Night Fighting Rules this could give you a 3+ Cover Save.
>Search Light: Now I See You! If you have second turn during a Night Fight, you will have a good Cover save and then, you can turn on your Spotlights with no fear.
Options:
>Replace the Auto-Cannon with a Twin-Linked Las-Cannon: Now I am a Sherman Firefly. This is a major upgrade for the Predator. It can now kill most things.
May take Side Sponsons with two of the following, one on each side:
>Heavy Bolters:
Good Dakka. This will make you a excellent Transport and Infantry Hunter, especially when mixed with the Auto-Cannon.
>Las-Cannon: “Shhhh…I’m Hunting Dreadnaughts.” When mixed with the Twin-Linked Las-Cannon you can kill most things in one volley.
Can get the following Options:
>Dozer Blade:
A Must for Difficult Terrain.
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.

Special Rules
>Hull Points:
3
>I’m a Tank: “I don’t need no special rules.”

What you can do with them. They have many different ways of using them.
The Predator Options:
>Quick and Dirty and cheep:
One Predator with no upgrades.
>Quick, Dirty and not so cheep: One Predator with Twin Linked Las-Cannons and two on the side.

How do you use [abuse] them?
>You should make use of all of the cover you can. Don’t forget to use your Smoke Launchers.
>Blitzkrieg: Take a number of them and some Razorbacks and just Advance wile firing letting your Grey Hunters and their Power Fist and Krak grenade finish off what you bypass.
>Sherman Swarms: Think of them as M-4 Sherman’s: Give them the Twin Linked Las-Cannons and move to outflank your Target. One faces him head on [don’t forget to use cover] while the second pops smoke and moves at flank speed. The next turn the second one should have a side shot. If you have three let the terrain determine who is the flanker, if you have enough cover flank with two.
>Attack out of the Darkness: If you are going 2nd and you are going to start in Darkness put all of your Razorbacks in cover to take advantage of the Shrouding Cover Save Bonus, which could be up to a 2+ if you are in ruins. Then Turn on the Spotlights with no fear and blast away, this works best with the Twin-Linked Auto-Cannons, Twin Linked Las-Cannon and the Las-Cannon Sponsons.
>Point Defense: Just place one or two on an objective in your Deployment Zone and sit on it. If you can get a Pack there this will work good to, you probably want the TL-AC/HB version. Then just sit there and blast anything that gets into your range.
>Long Range Sniping: This one is simple, take the Twin-Linked Las-Cannon. Hide in some Cover and go after High Priority Targets. If you have three or four of them this could be devastating.


The Vindicator
War Gear for the Vindicator:
>Demolisher Cannon:
Big Boom Gun [24”, S-10, AP-2, Ordinance-1, Large Blast]. With the rule Snap Fire you won’t always get a chance to fire it. However with the change to Blast Templates you now get your Full Strength if you can get it under the template, you should kill more things now.
>Storm Bolter: Dakka.
>Smoke Launchers: Cover Is Good! With the Night Fighting Rules this could give you a 3+ Cover Save.
>Search Light: Now I See You! If you have second turn during a Night Fight, you will have a good Cover save and then, you can turn on your Spotlights with no fear.
Can get the following Options:
>Dozer Blade:
A Must for Difficult Terrain, but the Siege Shield is better by a 1,000%.
>Storm Bolter: Never have enough Dakka. With the Snap Fire Rules take it, two Storm Bolters are better than one and you can still provide some fire support.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.
>Siege Shield: Bulldozer, you now ignore Dangerous Terrain. Points should be the only reason not to take this and I would look for points else ware for those points. It also looks cool.

Special Rules
>Hull Points:
3
>I’m a Assault Gun: “I don’t need no special rules.”

What you can do with them. They have many different ways of using them.
The Vindicator Options
>Quick and Dirty and cheep:
One Vindicator with no upgrades.
>Quick, Dirty and not so cheep: Vindicator with all the upgrades including the Siege Shields.

How do you use [abuse] them?
>Hidden Fire:
Just find some cover and Bulldoze your way in. You have good armor, but a Ruin is better especially if you go second during a night game. You should not have to move much at all. This is a good choice for a Gunline.
>Mobile Assault Gun: This is an Assault Gun; don’t move and fire the Demolisher Cannon and nothing else. Move 6” and you can fire the Demolisher Cannon and nothing else. This movement can either be forward to follow your troops or in reverse to react to a Leaf-blower List,


The Whirlwind

War Gear for the Whirlwind
>Whirlwind Multiple Missile Launcher:
With Castellan and Vengeance Missiles.
>Smoke Launchers: Cover Is Good! With the Night Fighting Rules this could give you a 3+ Cover Save.
>Search Light: Now I See You! If you have second turn during a Night Fight, you will have a good Cover save and then, you can turn on your Spotlights with no fear.
Can get the following Options:
>Dozer Blade:
A Must for Difficult Terrain.
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.

Special Rules
>Hull Points:
3
Can fire one of each type of missile, but may only fire once per turn:
>Castellan Missiles:
[12”-48”, S-4, AP-5, Ordinance-1, Barrage, Large Blast, Ignores Cover]
>Vengeance Missiles: [12”-48”, S-5, AP-4, Ordinance-1, Barrage, Large Blast]

What you can do with them. They have many different ways of using them.
The Whirlwind Options
>Quick and Dirty and cheep:
One Whirlwind with no upgrades.
>Quick, Dirty and not so cheep: Whirlwind with all the upgrades.

How do you use [abuse] them?
>Hidden Fire:
Deploy them in cover if you can, LoS is unimportant. Just find some cover move in. You have poor armor so a Ruin is best especially if you go second during a night game. You should not have to move much at all. Find a Building or hill to hide behind if necessary.
>Mobile Artillery: This is an Ordinance Weapon; don’t move and fire the Whirlwind Multiple Missile Launcher and nothing else. Move 6” and you can fire the Whirlwind Multiple Missile Launcher and nothing else. This movement can either be forward to follow your troops or in reverse to react to a Leaf-blower List,
> Castellan Missiles: Use the Castellan Missiles vs. Soft targets in cover only [IG, Kroot or Orks]. If fighting Toughness 3 Targets don’t worry about getting the missiles to near you own Marines, You have a good save and they don’t most of the time. With the Change to how Blast work against Armor this might be a good choice vs. most Skimmers as it will also deny their Jink Save. This also is a good choice for Jet Bikes as most are only T4.
> Vengeance Missiles: Use Vengeance Missiles vs. everything else. With the change to how blast templates react to Armor you can even take our Transports.

This message was edited 1 time. Last update was at 2012/08/03 15:40:45


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

Space Wolf Synergy: Land Raiders

What are the Land Raiders?
>Land Raider “God Hammer”:
Merkava
[b]>Land Raider Crusader: Large Terminator Squad in a Box.
>Land Raider Redeemer: [/b]Terminator Squad in a Box.

1st The Land Raider
War Gear for the Land Raider
>Twin-Linked Heavy Bolter:
Good Heavy Dakka. This has sort of got a boost as it can take out Skimmers and Transports now. With it being Twin Linked it might even make an ok Anti-Flyer Weapon.
2 Sponsons Mounted Twin-Linked Las-Cannon: 48” of the Emperor’s Holy Light of Searing Death, with a Re-Roll. This is one of the better Anti-Tank Weapons and with PotMS it can fire at two Tanks per Turn. The fact they are Twin-Linked could make them ok for Anti-Flier work.
>Smoke Launchers: Cover Is Good! Especially on the 1st turn of a Night Fight
>Search Light: Now I See You! Brutal for Night Fighting
Can get the following Options
>Melta-Melta: For when the Emperor’s Holy Light of Searing Death is not enough. Mixed with the 2 Twin-Linked Las Cannons there is a good chance if you want it Dead, it will die. Remember Kiddies, there is no such thing as Overkill!]
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.

Special Rules
>Hull Points:
4
>Transport: Can transport up to 10 Models [5 Terminators]
>Access Points: A Door on each side and a Assault ramp out the Front.

What you can do with them. They have many different ways of using them.
The Land Raider Options
>Quick and Dirty and cheep:
One Land Raider with no upgrades.
>Quick, Dirty and not so cheep: Land Raider with all the upgrades.

How do you use [abuse] them?
>Assault:
You Have the Best Armor in the Game and an Assault Ramp. With your 4 Hull points you should be able to get were you are going.
>Tank Assault: If you want an Armored Company grab one 1-4 [1 Wolf Guard and 3 Heavies]. Remember the Squad does not have to fit in them to buy them. If all of them are “God Hammers” you should be able to kill anything you want, quickly.
>Land Raider Rush: Run them in Pairs or Trios: One Moves 6” and fires the other[s] move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other[s] and the next does the same for the other[s].
>Mass Missile Barrage: Take the Hunter Killers Missile for each Vehicle you have and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, Monoliths and Monstrous Creatures. Alternatively you could dump everything into a normal Unit sitting near the rear and try to force a Moral Check, nothing beats the expression on the guys face when his Devastator Squad Runs off the Board on the Top of Turn 1.

2nd the Land Raider Crusader
War Gear for the Land Raider Crusader:
>Twin-Linked Assault Cannon:
What 3,000 rounds per minute was just not enough, you had to go for 6,000? This should be able to hurt most things; with its Twin-Linking it should be able to hurt Fliers.
>2 Sponsons Mounted Hurricane Bolters: The Dakka output impresses Orks. You should be able to take out most infantry and skimmers quickly.
>Smoke Launchers: Cover Is Good! Especially on the 1st turn of a Night Fight
>Search Light: Now I See You! Brutal for Night Fighting
>Frag Launchers: Frag Grenades for your Terminators, like these matters for you Power Fist.
Can get the following Options
>Melta-Melta:
Well how did you think you would keep some tank hunting ability with the loss of the Las-Cannons? This would be good to use just before Assaulting a Bastion.
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.

Special Rules
>Hull Points
: 4
>Transport: Can transport up to 16 Models [8 Terminators]
>Access Points: A Door on each side and a Assault ramp out the Front.

What you can do with them. They have many different ways of using them.
The Land Raider Crusader Options
>Quick and Dirty and cheep:
One Land Raider with no upgrades.
>Quick, Dirty and not so cheep: Land Raider with all the upgrades.

How do you use [abuse] them?
>Assault:
This is what the LRC was built for. You can easily fit Logan and his Wolf Guard in one.
-If you want a Armored Company grab one 1-4 [1 Wolf Guard and 3 Heavies]. Remember the Squad does not have to fit in them to buy them, just to mount up.
>Run them in Pairs or Trios: One Moves 6” and fires the other[s] move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other[s] and the next does the same for the other[s].
>Puppies in a Box: You can fit a Character in Power Armor and it along with 15 Blood Claws. One might have a hard time with the idea of a Wolf Priest leading some Pups in the venerated LRC, but after the 1st time those feeling of guilt will pass.
>Rabies in a Box: You can put Ragnar with his 2 Wolves, a Wolf Priest and 10 Grey Hunters in one. [See Above on those feeling guilt.]
>Boxed Lighting: Logan, with 7 Wolf Guard in Terminator Armor and remember if you bleed off 3 as Wolf Guard Pack Leaders this give you 2 Assault Cannons. Bleed off a 4th and throw in Njal in TDA.



3rd the Land Raider Redeemer
War Gear for the Land Raider Redeemer
>Twin-Linked Assault Cannon:
What 3,000 rounds per minute was just not enough, you had to go for 6,000? This should be able to hurt most things; with its Twin-Linking it should be able to hurt Fliers.
>2 Sponsons Mounted Flame-Storm Cannons: “How do you like your Kroot, Regular or Extra Crispy” These sort of took a Nerf hit. You will need to use one as you primary and PotMS to fire the second if you move.
>Smoke Launchers: Cover Is Good! Especially on the 1st turn of a Night Fight
>Search Light: Now I See You! Brutal for Night Fighting
>Frag Launchers: Frag Grenades for your Terminators, like this matters for you Power Fist.
Can get the following Options
>Melta-Melta:
Well how did you think you would keep some tank hunting ability?
>Storm Bolter: Never have enough Dakka.
>Hunter Killer Missile: Long Range High Tech Destruction, this can make it so you can kill a lot of things anywhere on the board and it does not have to be a Vehicle. With the Randomization of Weapon Hits I would take one just to take a hit.
>Extra Armor: Always good, this is almost a Must Have Option.

Special Rules
>Hull Points:
4
>Transport: Can transport up to 12 Models [6 Terminators]
-Access Points: A Door on each side and a Assault ramp out the Front.

What you can do with them. They have many different ways of using them.
The Land Raider Redeemer Options
>Quick and Dirty and cheep:
One Land Raider with no upgrades.
>Quick, Dirty and not so cheep: Land Raider with all the upgrades.

How do you use [abuse] them?
>Terminator Assault:
You Have the Best Armor in the Game and an Assault Ramp. Shove Logan and 5 Wolf Guard Terminators in it.
>Powered Armor Assault: Ragnar, a Wolf Priest and a Grey Hunters Pack. Yes I know this looks like the start of a bad joke.
>Transport Hunting: The Flamestorm Cannons are S6 so they will punch the armor of most transports and they will ignore the Jink save of the Skimmers.

My 6th Edition Experience with Land Raiders is tainted with my 1st time Bad Luck I have in a Spearhead Game. I was attempting the Land Raider Rush with my Redeemer and my “God Hammer”. I rushed forward and blast the snot out some Grot Tanks with the Redeemer and shoot the Gargant with the “God Hammer” knocking out his Shield. Then one of the Stupid little Grot Tank Blows up the Redeemer. Grumbling, My Sternguard climes out of the Burning Wreckage and Combi-Plasma’s the Grot Tanks out of Existence and the “God Hammer Rolls over the Crater and throws a Track! ty So the rest of my Sternguard get out of the “God Hammer” to hoof it over to the Gargant with all of my Combi-Melta’s and the Gargant deicide they are the threat and just keeps dropping Pie Plates on them. Before I know it I am down to 2 guys hiding behind the “God Hammer”, who is ignoring everything that is slamming into him. At least the Swarm of Dreads from my partner take the objective and finally kill off the Gargant. So I cant give you an opinion at the moment.



I’M DONE, FINALY DONE!!!!!!!!!

I will probably add the Imperial Armor stuff in the near future here, like Redmaw and Chuck.

I enjoyed doing this and will probably do this for another Army, matbe the new Chaos Marines or the Dark Angels when they come out. I have considered Guard and Grey Knights, but that is a lot of Reserch.

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

Space Wolf Synergy: Allies

Now I am going to delve into now ground; Allies. This will not be a daily as the last one because some of the Codex’s I am completely unfamiliar with, but here is the simple Overview.

Battle Brothers:
>Black Templars:
This is one is one that I don’t completely understand, with the Black Templars opinion on Witches and the Rune Priest.
>Blood Angels: I guess they get along because of there love of Chain Swords.
>Imperial Guard: This fits with the Space Wolves believing they are protectors of humanity, and the Guard probably loves the fact that the Space Wolves don’t look down upon them.
>Space Marines: They are the Space Wolves Brothers in Battle.

Allies of Convenience:
>Dark Angels:
With there history I can se why.
>Eldar: I will really have to go through all of the fluff and see. Once more I see the Eldar getting along with Space Wolves because lack of total “Earthiness” of the Space Wolves.
>Grey Knights: With the rowdiness of the Space Wolves and Grey Knights No-Non-Sense approach to things it no wonders they don’t get along.
>Sisters of Battle: I figure the Space Wolves have no clue to why they don’t get along with the Emperors’ Valkuries.
>Tau Empire: Space Wolves are pragmatic and are probably impressed with there Rail Guns and the fact that they are still in the fight after this make them worthy to hang out with them.

Desperate Allies:
>Dark Eldar:
There disregard for others is probably why they are low down on their list of allies. Otherwise there Fighting Prowess would get then to at least get along.
>Necrons: Freaky Space Robot Skeletons, but at least they fight the forces of Chaos.
>Orks: One day Space Wolves and the Orks had a Drinking contest and it was never finished because the beer ran out. they each blame the other.


Comes the Apocalypse:
>Chaos Daemons:
Those things are Daemons that’s the only reason we need to kill them.
>Chaos Space Marines: They are just jealous that we have a better Codex.
>Tyranids: Both just keep having the same though “All we need is 50lbs of butter and some Garlic.”



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

Space Wolf Allies: The Black Templars

You will have to forgive me I am still working out a template for this. I would like C&C on how to make this look and read better. Also feel free to add to what I have said here, I have never dealt with the Black Templars before.


Battle Brothers: The Black Templars: This is one is one that I don’t completely understand, with the Black Templars opinion on Witches and the Rune Priest.

Why Ally: Space Wolves would see them as worthy warriors. Especially the Emperors Champion, he Represents the Black Templars Best or he Best in close combat.
>Both are out to save the Empire of Humanity even from itself. Both Space Wolves and the Black Templars seek out the Enemies of the Empower and will do everything in there power to destroy them. Both of them perceive the same threat; and both team up to destroy it.
>The two of them, being spread through out the galaxy end just up in the same place.
>Having a cool army of Viking and Knights fighting together. This would be a great way to have colorful and dynamic army.


As Space Wolf Allies:
To give the Space Wolves some Teleporting Terminators.

>Why this seems good, lets look at the overall cost. You will need a HQ, a Castilian with Terminator Armor is going to run you 90 points, the bare bones 5 man Crusader Squad will run you 95 points [185 points] and then the 200 points for the 5 Terminators will run that up to 385 for the 5 Terminators you wanted. For that I could put 5 Wolf Guard in a Pod with Arjac.
Some of the other Allied Black Templars units that would bring something to the Space Wolf Army that they don’t already have.
>Elite:
Venerable Dreadnaught with Twin-Linked Las-Cannon and Tank Hunter.
>Fast Attack: Assault Squads
>Fast Attack: Bike Squadrons
>Fast Attack: Attack Bike Squadrons

Space Wolves as Allies:
Give Black Templars those so called cheep and better Long Fangs. This might not be a bad idea as they have no Devastator Squads.

>While that looks good on paper lets look at the cost. A Wolf Priest [The Rune Priest is a Witch] will run you 100 points, the 5 Grey Hunters will run you 75 points [175 points] and the 5x ML Long Fang will run you 140 points for a total of 315 points. that’s a lot of points for 5 Missile Launchers.
Some of the other Allied Space Wolf units that would bring something to the Black Templar Army that they don’t already have.
>Elite/Troops [with Logan]: More Terminators.
>Elite: Wolf Scouts, these could be a great boon to a Black Templars with their lack of Scouts.
>Elite: Thunder Wolf Cavalry is a great way to give Black Templars a fast assaulting force.


My Ally force would actually be a Wolf Battle Leader with Saga of the Hunter, Combi-Melta, Power Fist, wolf Tail Talisman, Wolf Tooth Necklace and Runic Armor [150 points], 10 Grey Hunter Squad, with Plasma Pistol, 2x Plasma Guns, Power Fist, MotW and a Wolf Standard [225 points] and a Long Fang Pack with 2x Missile Launchers, 2x Las Cannon and a Heavy Bolter and the Pack Leader with a Power Axe [180 points]. For a total of 555 points, this gives me the ability to engage a multiple of targets with the Long Fangs and I can outflank with my Grey Hunters.





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

[b]Space Wolf Allies: [/b]The Blood Angels:

Battle Brothers: The Blood Angels: This is one can make sense with the whole “We Love Close Combat” thing and all. The only reason would not is the whole Space Vampires vs. Space Werewolf thing.

Why Ally: Space Wolves would see them as worthy warriors. I also think they would see the Black Rage and feel a form of kinship with them.
>Both love a good fight and I think would turn it into a competition.
>The two of them, being spread through out the galaxy end just up in the same place.
>To annoy every one with Command Edward and Wolf Lord Jacob.

As Space Wolf Allies:
To give the Space Wolves some Jump Troops and Storm Ravens.

Some of the other Allied Black Templars units that would bring something to the Space Wolf Army that they don’t already have.
>Elite:
Sternguard, Teleporting Terminators and Tech-Marines with there Bolster Defenses for your Long Fangs.
>Troops: Assault Marines, Death Company, more Land Raiders
>Fast Attack: Vanguard Veterans, Baal Predators, Scout Bikers
>Heavy Support: Fast Predators, Fast Vindicators, Storm Ravens and more Dreads.

Space Wolves as Allies:
>Elite/Troops [with Logan]:
More Terminators, Wolf Scouts, Iron Priest on Thunderwolves to keep up with all of the “Rhino” Variants.
>Troops: Grey Hunters
>Fast Attack: Thunderwolf Cavalry
>Heavy Support: Long Fangs


My Ally force with Blood Angels would actually be a Thunderlord and his TWC Body Guard, my Iron Priest on his Thunderwolf and 2 Squads of Plasma Grey Hunters to hold Objectives.






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
Unrelenting Rubric Terminator of Tzeentch





 Malthor wrote:
I read your thread on the Space Wolves and it gave me some thoughts for my own army, thanks

I thought I would mention something that could be added for the Wolf scouts.

After them not being able to asault after outflanking I have tried a different approach with them that has some potential I think. I play them in packs of 10 and give them all bolters, a plasma gun and 2 plasma pistols. This outload gives them some great possibilities to take advantage of the new wound allocation.
Devastor squads with disposable marines as a meat shield in front, or an IC like a librarian in the back of an enemy unit? Me and my rapid firing buddies behind you would like to thank you
Also they could really damage a squishier unit hiding behind an Aegis line, no cover saves for them from behind. The bolters really mitigate not being able to assault in the first turn they arrive, if you're already standing there, you might as well shoot some guys

Also if an enemy has a fortification and the scouts manage to get to it they can wreak havoc on anyone hiding inside with the grenades. A fortification suddenly being held by Wolf scouts could be quite a shock to the enemy

Just some thoughts I would like to share, keep up the good work with the thread


I love doing this with scouts. Slap on a 23 pt Wolf Guard with a combi-plas and that's 6 searing hot bolts of plasma to toast anything within 18" of a board edge

"Backfield? I have no backfield." 
   
 
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