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Made in us
Longtime Dakkanaut





Looking for the Rest of the II Legion

Great analysis! I'll be interested to hear your thoughts on the Thunderwolves; pricey but I'm really tempted to keep taking them as line-breakers. Also torn on what HQ to bring to the table.


 
   
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What do you mean about using CP to have wolves outflank?
   
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ArmchairArbiter wrote:
What do you mean about using CP to have wolves outflank?


I heard something a while back about spending command points to buy special rules but since I haven't had a full rulebook to browse through so I'm not sure if that's a thing or not.

I don't break the rules but I'll bend them as far as they'll go. 
   
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Looking for the Rest of the II Legion

 Dakka Wolf wrote:
ArmchairArbiter wrote:
What do you mean about using CP to have wolves outflank?


I heard something a while back about spending command points to buy special rules but since I haven't had a full rulebook to browse through so I'm not sure if that's a thing or not.


I haven't seen anything specifically allowing a unit to outflank...


 
   
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Germany, Frankfurt area

 Aetare wrote:
 Dakka Wolf wrote:
ArmchairArbiter wrote:
What do you mean about using CP to have wolves outflank?


I heard something a while back about spending command points to buy special rules but since I haven't had a full rulebook to browse through so I'm not sure if that's a thing or not.


I haven't seen anything specifically allowing a unit to outflank...

I think it's only possible in specific missions. But maybe SW will get it as a special strategum in their codex. It's agood candidate, as well as something with Counter Attack

 
   
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Too bad Accute Senses has lost its purpose, not that its had much since it got linked to outflank rather than overwatch.

Losing Counter Attack and Counter Charge stung.

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

Thunderwolf Cavalry
UNIT COMPOSITION: 3-6 Models
WARGEAR: Chainsword, Bolt Pistol, Frag Grenades, Krak Grenades, Teeth And Claws

1st lets get the bias part out of the way, I love Thunderwolf Cavalry!!!

Ok now that that is out of the way onto the review. They look to be a tough hard hitting melee force at first glance and they fit that role well. With a good move (Bikes are still faster), good save and multiple wounds. With a wide mix of weapons they can take there is not much that can encounter them and not feel their punch.
Keeping them Cheap...ish they will still have an insane number of attacks between their 3 Attacks with their Chain Sword and 3 Attacks from Teeth and Claws.
Options: I will go over these in some detail.
>Chain Sword: Good, with the extra Attack you will chew through most basic infantry quickly.
>Frost Axe: Gives you S6, AP-2 Attacks, a good choice for most things, unless it has a T13+ you will be wounding on at least a 5+ and T3 armies on a 2+. It has good armor Penetration too so it is also good for most Monsters and Vehicles.
>Frost Sword: A S5, AP-3 weapon, while not as good at wounding as the Frost Axe, the Penetration is what you are looking for.
>Lighting Claw: Cool a Re-Roll...just get a Wolf Claw.
>Power Axe: Just use a Frost Axe, you are a Space Wolf
>Power Fist: S8, AP-3, 1d3 Damage Weapon. It takes you to a 50/50 chance of hitting, but it might be worth it.
>Power Maul: S6, AP-1...sort of good. I would have to think twice about using one, but if done right would look cool.
>Power Sword: Just use a Frost Sword
>Storm Shield: For a 3++, good to have a few to take those Las-Cannons that Thunderwolves tend to attract.
>Thunder Hammer: S8, AP-3, Damage 3. I would just take these over a Power Fist if you are planing on Monster or Vehicle Hunting. They will hit hard.
>Wolf Claw: S1, AP-2, Re-Roll for wounds...but you would loose any extra attack from not being able to a second one.

Note: I know a lot are feeling dissed that we lost the base S5 from last edition, but it is not necessary. With ID being a relic of the past and the fact that Thunder Hammers now wound 99.9999999% of the things out there on a 5+ I don’t think we are going to miss it a lot.

Bodyguards:
I think Thunderwolves will make a great bodyguard for most any model, especially those on Thunderwolves and Bikes, though they will slow down the bike. There are some Characters who will be really good to be near.
>Canis Wolfborn: He gives you an Additional Attack with Teeth and Claws. A few Storm Shields will give Canis that Invulnerable Save he Needs.

>Logan Claws: Stormrider can keep up with the Thunderwolves and give them Re-Rolls, though they will nor be able to take shots for him this will give your an opponent the choice of the Pimped out Sleigh of death or the Thunderwolf Cavalry.

>Herald Deathwolf: Giving you both Re-Rolls and Leadership 9 can make a bid difference.

>Wolf Priest on a Bike: He can keep up with you, give you Re-Rolls, Leadership 9 and can heal you up. (I personally think this is the best choice).

>Bjorn The Fell-Handed: Now here you have a tough model to be a bodyguard for. He can mostly keep up and give you that heavy weapon you are missing.

>Murderfang: You will really be his bodyguard as he gives you nothing but you give him a better chance of making it into Melee.

As for me I will keep mine mostly tooled up the way I always have, everyone with a Storm Shield and most with Chainswords. One with a Thunder Hammer and one with a Frost Sword.

Space Wolf Player Since 1989
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Don't forget the Wolf Priest heals wounds - that is epic.

I don't break the rules but I'll bend them as far as they'll go. 
   
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Indiana

One thing I would highlight is that at present 10 wulfen can fit in a drop pod unless I missed something. Good way to get them up field.

People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

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Wulfen already get up the field fast. I'd leave the Drop Pods to Grey Hunters and Long Fangs.
Nothing likes it when five Heavy Bolters land nearby.

I don't break the rules but I'll bend them as far as they'll go. 
   
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Indiana

 Dakka Wolf wrote:
Wulfen already get up the field fast. I'd leave the Drop Pods to Grey Hunters and Long Fangs.
Nothing likes it when five Heavy Bolters land nearby.


100 points for like 500 points to first turn charge, I will take it.

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A Protoss colony world

Now I'm kicking myself that I modelled two of my TWC models with bolt pistols instead of chainswords. Oh well, at least I didn't pain them yet so I can still fix them. While we're on the subject of weapons, what weapons would be really good on a Thunderwolf Lord? In 7th, I was thinking Wolf Claw/Powerfist, but now, perhaps a Thunder Hammer and Shield?

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
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Riverside CA

 ZergSmasher wrote:
Now I'm kicking myself that I modelled two of my TWC models with bolt pistols instead of chainswords. Oh well, at least I didn't pain them yet so I can still fix them. While we're on the subject of weapons, what weapons would be really good on a Thunderwolf Lord? In 7th, I was thinking Wolf Claw/Powerfist, but now, perhaps a Thunder Hammer and Shield?

Th/ss is still good on a thunderlord. With the re-rolls it will offset the 3+ to hit. If you want to keep the 2+ to hit go for a frost weapon depending on if you want high strength or AP decides which one.

Space Wolf Player Since 1989
My First Impression Threads:
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 ZergSmasher wrote:
Now I'm kicking myself that I modelled two of my TWC models with bolt pistols instead of chainswords. Oh well, at least I didn't pain them yet so I can still fix them. While we're on the subject of weapons, what weapons would be really good on a Thunderwolf Lord? In 7th, I was thinking Wolf Claw/Powerfist, but now, perhaps a Thunder Hammer and Shield?


Same.
Mine got Storm Shields and Bolt Pistols, wish I'd given them Chainswords.

I don't break the rules but I'll bend them as far as they'll go. 
   
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Sioux Falls, SD

 Dakka Wolf wrote:
 ZergSmasher wrote:
Now I'm kicking myself that I modelled two of my TWC models with bolt pistols instead of chainswords. Oh well, at least I didn't pain them yet so I can still fix them. While we're on the subject of weapons, what weapons would be really good on a Thunderwolf Lord? In 7th, I was thinking Wolf Claw/Powerfist, but now, perhaps a Thunder Hammer and Shield?


Same.
Mine got Storm Shields and Bolt Pistols, wish I'd given them Chainswords.
Sounds like you need to perform a Below the Elbow Amputation on your Marines.

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Magnetize everything, guys! Then you can change TWC loadouts as much as you want.

I think the best TWC basic loadout / combo is a Wolf Priest with a bike or jump pack, 3-6 TWC with Wolf Claws, and some (at least half, i'd say) Storm Shields.

The Wolf Claws give them S5 (important for wounding things on 3s) and lets them re-roll wounds, so they don't need to have a WGBL around to buff them. Since the Priest lets them reroll hits, this makes them more deadly than any other loadout I know of, except having 2 Wolf Claws, but i don't know if 4 more points is worth the 1 additional attack.

One interesting thing i noticed that i will probably try out, is that the normal Space Marine Psychis Powers can effect any Adeptus Astartes unit, meaning that it's not hard to throw in a SM lib and get access to a somewhat reliable re-rollable charge with their first power. It's probably not something you need if you have Wulfen in the list, though even then you could use the power and Curse of the Wulfen (Kill) on one of the units.

Drop podding a unit of Wulfen could be fun if you also have Terminators or Skyclaws arriving with them, as that is potentially a lot of re-rolling charges.
   
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Indiana

4 points is definately worth the points for the attack. Considering how much each model costs a 25% damage output increase for 4 points is a no brained.

Personally I am digging the iron priest on T wolf still. For the 115 or so he costs it's not bad for what he does. The repair is just a bonus.

This message was edited 2 times. Last update was at 2017/06/11 04:39:15


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 Leth wrote:
4 points is definately worth the points for the attack. Considering how much each model costs a 25% damage output increase for 4 points is a no brained.

Personally I am digging the iron priest on T wolf still. For the 115 or so he costs it's not bad for what he does. The repair is just a bonus.


Well, you also have to consider that if you take 2, you can't take a shield. Also in my experience points are tight in this edition, and there is such a thing as a unit being "good enough," which i feel 1 wolf claw is most of the time.

That being said, I could see taking 6 TWC, three with WC/SS, and 3 with double WC, so it seems like it would be worth trying out.

I think the iron priests are decent cheap beat-stick units, but they dont really add that much as far as synergy like a wolf priest does. If you like them, i'd also think about taking them on a bike since they are faster, cheaper, and the TWC are no longer S5.

This message was edited 1 time. Last update was at 2017/06/11 04:50:46


 
   
Made in us
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Riverside CA

Wulfen
UNIT COMPOSITION: 5-10 Models
WARGEAR: Wulfen Claws, Wulfen Pack Leader Frost Claws

I am still out of the loop with them as RL got in the way and I never got to get any or play with them, so this is a real first impression.

Well they are a dedicated Melee unit with some standard 3+ to hit and S5, AP-1 Attacks. This almost puts them up there with Thunderwolves (without rider)
I like the Frost Claws with their 4 (5) 3+ to hit and S6, AP-2 Attacks.

Storm-Frag Assault Launcher:
...ok, this can give you a lot of Attacks before you get into Melee, better than Bolt Pistols till the Melee starts, so we are looking firing them once or twice a game.

The Great Frost Axe: I wish I could get these in the hands of other units like Thunderwolf Cavalry, still with 3 (4 on a Charge) S8, AP-3 and inflicting 1d3 wounds...Wow who needs Power Fist and/ Thunder Hammers and you still hit on a 3+. I would be willing to forgo the 3++ save for theses over a Thunder Hammer. These will do horrible things to MC/Vehicles.

Storm Shield/Thunder Hammer: S10 Attacks are nothing to laugh at, but I do not know if it is worth going to 4+ to hit with. The 3++ save is what would get me to take one out of every three just to tank wounds.

Bounding Leap: Re-Roll on the Charge is always good. This will get those Great Frost Axes into Melee quicker and more reliably.

Death Frenzy:
Cool Ability, it almost wants me to loose big in a Melee now and again just to put out extra Attacks. Mortal Wounds can benefit you on a 5+.

Curse of the Wolfen (Hunt): This can help so many units, especially Blood Claws of all flavors.

Curse of the Wolfen (Kill): Wow, Blood Claws and Thunderwolves getting more Attacks.

Bodyguards:
They would make good Bodyguards for most Characters and some Units. Some will benefit more than others.

Murderfang: Though he will not benefit from Curse of the Wolfen, they can mostly keep up with him by Advancing. Their 2 Wounds will absorb a good number of wounds.

Lone Wolves: See Murderfang, but add the fact that the Curse of the Wolfen will affect them. A thought I had was a 10 Model Pack of Wulfen with Murderfang and a Pair of Lone Wolves armed with Storm Shields and Frost Weapons...now I need a pack of Wulfen…

Wolf Priest (On a bike): Wulfen with Re-Rolls and the ability to Regenerate.

Most of the other Characters will not be bad choices.

My thoughts on uses besides a Screening Force:
>Drop Pod, Rhino, Razorback: As much as it would be cool, if you look on Space Wolf Army List Page it is not an Option...to bad. It looks like they will be walking for the most part.

>Land Raider (Any Flavor), Stormwolf: With them taking up 2 Spaces you will only get a limited number.

>Stormwolf: Well it would be nice, but a base unit will not fit, you need to be down to two models to use it.

How I would load them out:
10 Models, Wulfen Pack Leader with Frost Claws, 3x Models with no Upgrades, 3 Models with Great Frost Axe, 3 Models with Storm Shield/Thunder Hammer and as many Storm-Frag Assault Launcher that came with the models.

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.

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Made in us
Longtime Dakkanaut




I think the most general use of Wulfen will be 5 man squads with some upgrades, used to buff the rest of a melee oriented force.

If you just want a powerful melee unit, i prefer TWC, but if you want a force multiplier for your army, Wulfen are some of the best units in the game.

For example, 30 or so blood claws and 6 TWC are pretty scary. The wulfen making sure they get their charges off or giving you up to 36 extra attacks is worth hundreds of points worth of additional models. Add in the obvious auto includes of a wolf priest and/or WGBL for rerolls to hit and 1s to wound, and your units become something like twice as effective.
   
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Always did prefer TWC over Wulfen - now that the curses aren't random I'll be re-evaluating.

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

Wolf Scouts
UNIT COMPOSITION: 5-10 Models + 0-1 Wolf Guard Pack Leader
WARGEAR: Bolt Gun, Bolt Pistol, Frag Grenades, Krak Grenades

Wargear Options:
>Camo-Cloaks: Pulling off a 2+ save while in cover is great.
>Astrartes Shotgun: S5 at 6” with two shots, Better than a Bolt Pistol if you are going to Assault. Though once you are in the Mêlée it looses its effectiveness.
>Chainsword/Combat Knife: If you are going Assaulty, no better choice for you normal Wolf Scout.
>Heavy Bolter: When mixed with Sniper Rifles it gives you a 36” zone of control. With Bolt Guns a lot of shots.
>Missile Launcher: Again probably best with Sniper Wolves.
>Plasma Pistol: Hard to beat for those high T Models. I would also team it up with the Melta-Gun.
>Plasma Gun: Once more hard to beat. This is great for dealing with high T Targets, but I would only take it if you are going with the Bolt Gun Scouts, maybe with Sniper Wolves.
>Flamer: If you are going Assault Focused it would put this an option. Best for dealing with large infantry count armies.
>Melta-Gun: You want to go Tank/MC hunting this is your choice, should mix well with the shotgun.
>Storm Bolter: Gives you a SAW (Squad Automatic Weapon) to work with, take one for your WGPL, Pack Leader and a Heavy Bolter you will have a very large Rate of Fire.
>Combi-Weapons: Just have them match the rest of the Pack.
>Power/Frost Weapons: Unless you are going for an Assault Based Anti-Tank/MC list, stick with Frost Weapons or a Wolf Claw. For your WGPL I would consider even a pair of Wolf Claws, he can always just toss grenades.

Your Wolf Scout Pack Leader: Keep him tooled up to match the rest of the Scouts. If you feel you need a Frost Weapon take one, but for the most part he is just an extra Wolf Scout with better Wargear and an extra attack.

Wolf Guard Pack Leader: Just take him, there is no need not to. He gives you a better Leadership and can add to your Fire Power/Close Combat ability, if not both.

Behind Enemy Lines: Here is where they shine. Your enemies will fear the edges of the board while they sit on the side board.


Characters:
It depends on how you use them. A Wolf Priest, Wolf Lord, WGBL and such will help some, but only one truly will be good with them.

>Herald Deathwolf: Kind of odd, but he also has ‘Behind Enemy Lines’. If you are going to take him and Would Scouts team them up. They may hold him back a little with Expert Hunter having a 12” ‘Bubble’ compared to the Scouts 6”, but the scouts can come with him.


How I would use them:
>Bolter Scouts: Keep them with their Bolt Guns, take either a Plasma Gun or Heavy Bolter and have the WGPL take either a Combi-Plasma or Storm Bolter. Camo-Cloaks are an option, but not necessary. Flank them in and take an objective or good piece of terrain and hold it.

>Tank Hunters: Load up on Melta and/or Plasma. With Plasma keep the Bolt Guns, Shotguns for Melta. Add a Power Fist, Thunder Hammer and/or Frost Sword. (The Frost Sword over the Axe just for the AP)

>Sniper Scouts: Camo-Cloaks and Sniper Rifles. Then a Missile Launcher or Heavy Bolter. Find a good Piece of Terrain and Character Hunt from Range. A Buffing Character nearby will also be good.

>Assault Scouts: There are so many options, but one of the best is drop the Bolt Guns for Chainswords. Maybe toss them in a pod or team them up with Herald Deathwolf to get in close to your enemies HQ.

The best way to use them overall is with Focus. You do have the Wolf Scout Pack Leader and Wolf Guard Pack Leader to add some back up gear, but make sure you don’t make them useless. That WGPL with a Thunder Hammer and Storm Shield may work great with an Assault focused Wolf Scout Pack, but with a Bolter or Sniper Scout Pack he will not do much.

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.

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 Continuity wrote:
Or if you're feeling generous, give them a WG terminator with stormshield to tank everything that comes their way (it's only 38 points)


46, 71 w/missile and shield

This message was edited 2 times. Last update was at 2017/06/13 15:37:01


 
   
Made in fi
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Finland

xmbk wrote:
 Continuity wrote:
Or if you're feeling generous, give them a WG terminator with stormshield to tank everything that comes their way (it's only 38 points)


46, 71 w/missile and shield


Actually, Long Fangs Terminator Pack Leader cannot take a Storm Shield at all. Had to check and double check but Storm shield is not available. Also Storm Shields cost only 5 points now (except TWC and characters).

This message was edited 1 time. Last update was at 2017/06/13 16:11:05


7000+
3500
2000 
   
Made in us
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Riverside CA

Drop Pods
Ok, I am dropping out of the Pure Space Wolf Units and delving into Drop Pods.



UNIT COMPOSITION: 1 Drop Pod
WARGEAR: Storm Bolter

Drop Pod Assault: This is where they got better, much better, they land Where you Want! So it is over 9” away, still no more falling off the edge of the world.

Immobile: One you place it, there it is for good or bad.

Transport: Carries 10 Models

It is Reasonably Tough and has a good save like most Vehicles. With 8 Wounds it should hang around for a few turns.

Storm Bolter: Rapid Fire-2 is not going to excite anyone, but with the ability to hurt anything the Drop Pod will have to be delft with at some point take shot away from other units.

Deathwind Launcher: Shorter range than the Storm Bolters, it has the chance of making 6 S5 Attacks. Once more it will have to be dealt with at some point drawing fire.

I know they got expensive, but they are a lot better in some ways. Simple no Scatter Drops, the ability to take a good amount of punishment. I know you can’t put your Dreads and Terminators in them, but...you don’t have to pay of Pods for your Wolf Guard Terminators anymore.

The First Rule of Drop Pods: GO BIG OR DON”T BOTHER!
The Second Rule of Drop Pods: GO BIG OR DON”T BOTHER!
The The Third Rule of Drop Pods: GO BIG OR DON”T BOTHER!


The Fourth Rule of Drop Pods: Wolf Guard Terminators go well with Drop Pods and lessen the Number you need.

How I would use them:
>Never in smaller numbers of three: Never have them more than 9” each from each other. Have one what the job is of what is inside. I do this with the Deathwind Launchers, with a 3-18 possible S5 attacks I personally think it is worth it.

>There is also only two Units I would put in a Drop Pod, Power Armored Wolf Guard, Grey Hunters.

>Blood Claws and Wulfen sound like they could be good, but you end up with not enough Special Weapons to do the Job or not enough Models.

>Bolter Wolves: This goes for both Power Armored Wolf Guard and Grey Hunters, Take Bolt Guns, Special Weapons and Combi-Weapons. Most likely you are doing this to capture an early game Objective (Tactical or Not). If you can put three Drop Pods in a Triangular Formation so they can support each other and the Infantry you dropped off, it can act as an instant Fortification of sorts.

>Character/Tank/MC Hunters: Load up with Plasma/Melta and go to town on your Target. Some people think the safest place for their Character is Behind their Meat-Shields, show them how wrong they are. As for Tanks/MCs, well with enough AP-3/AP-4 you should be able to take it down quick. If you set things up you may be able to kill off One Really Big Threat or Three Smaller ones.

>Assault Force: Bolt Pistols, Flamer and Chainswords. Take a Character that gives you a Re-Roll on Charge and go for it.

Pack Layout:
>Power Armor Wolf Guard: Take only 9 + a Character (Ragnar with out Fangy and Bitey works good) and hope for the long charge to work out. You will be within 12” so you should be able to soften your target up (or soften up one and the Charge another).

>Grey Hunters: A Pack of 10 without the WGPL should do the job. It depends on if you are planning on Assaulting or not. If you are planning on going with Bolter Wolves, I would go for the second Special Weapon and two Comb-Weapons. If you are planing on Assaulting take the extra Frost Blade, though I would not take two of the same..

Mixing them with Wolf Guard Terminators:
>Think about your opponent now having to deal with NINE Targets in their backfield. The Wolf Guard Terminators will probably take the brunt of the Attacks so I would keep them simple, add a Heavy Flamer or an Assault Cannon, maybe a chain fist, that is about it unless you wanted to take a bunch of Combi-Plasma or Combi-Meltas.

A Note: I did not mention Wolf Scouts, but add in a Wolf Scout Pack into the Drop Pod Assault and now he had 10 Targets in his face.

This message was edited 1 time. Last update was at 2017/06/13 18:28:16


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.

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 Weazel wrote:
xmbk wrote:
 Continuity wrote:
Or if you're feeling generous, give them a WG terminator with stormshield to tank everything that comes their way (it's only 38 points)


46, 71 w/missile and shield


So the OP was right, WG termie is 38 w/Shield and Storm Bolter.

Actually, Long Fangs Terminator Pack Leader cannot take a Storm Shield at all. Had to check and double check but Storm shield is not available. Also Storm Shields cost only 5 points now (except TWC and characters).
   
Made in fi
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Finland

 Anpu42 wrote:
Drop Pods
-SNIP-
>Grey Hunters: A Pack of 10 without the WGPL should do the job, though you could go with 9 + the WGPL and loose out on the second Special Weapon. It is a tough call. It depends on if you are planning on Assaulting or not. If you ar planning on going with Bolter Wolves, I would go for the second Special Weapon and one Comb-Weapon. If you are planing on Assaulting take the WGPL for a few extra Frost Blade Attacks.
-SNIP-


Actually it says for every five MODELS in the unit (not for every five Grey Hunters in the unit) you can take a special weapon. 9 Grey Hunters and WGPL is 10 models, so you're eligible for 2 special weapons and a combi for Pack Leader. RAW.

7000+
3500
2000 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Weazel wrote:
 Anpu42 wrote:
Drop Pods
-SNIP-
>Grey Hunters: A Pack of 10 without the WGPL should do the job, though you could go with 9 + the WGPL and loose out on the second Special Weapon. It is a tough call. It depends on if you are planning on Assaulting or not. If you ar planning on going with Bolter Wolves, I would go for the second Special Weapon and one Comb-Weapon. If you are planing on Assaulting take the WGPL for a few extra Frost Blade Attacks.
-SNIP-


Actually it says for every five MODELS in the unit (not for every five Grey Hunters in the unit) you can take a special weapon. 9 Grey Hunters and WGPL is 10 models, so you're eligible for 2 special weapons and a combi for Pack Leader. RAW.

Du-oh, Still that 7th edition mentality

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Fortifications.
I like that idea - 450 points or 730 points to own the midfield really sounds good, especially if your opponent sets up terrain to hide at the forward edge of their deployment zone.
Plant your Pods so your opponent is forced to move or deal with 2+ armour saves on the Pods and unload Sniper rounds into any unit with high AP, force your opponent to come out and play while you use high mobility Space Wolves to bag objectives in "your" 2/3 of the battlefield.

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





Riverside CA

Long Fangs
UNIT COMPOSITION: 5-6 Models + 0-1 Wolf Guard Pack Leader
WARGEAR: Bolt Gun, Bolt Pistol, Frag Grenades, Krak Grenades
Fire Discipline: Pick One Target Re-Roll 1’s to hit. Simple and good, though it goes away from what I loved about the 5th Edition Long Fangs where they can Split Fire, now you will tend to Focus on one target, this will change how they are used.


Wargear Options:
You may take a Wolf Guard Pack Leader to go along with your Long Fang Pack Leader and even one in Terminator Armor. Will get to that in a Moment.
Heavy Bolter (36” Heavy 3, S5, AP-1, Damage 1): This looks to be a good solid weapon that will be good for a lot of Targets as most Infantry will be wounded on a 3+ and Vehicles on a 5+.

Las-Cannon (48” Heavy 1, S, AP-3, Damage 1d6): This is your big Gun, It wounds most enemy on a 2+ and most Vehicles on a 3+ and with its 1d6 Wounds can take down most things quickly, especially if you have more than one.

Missile Launcher: You have two types of Ammunition
>Frag (48” Heavy 1d6, S4, AP-0, Damage 1): Good long Range Weapons good for a lot of targets good to up to T7. Multiple Missiles have good chance of hurting most large units.
>Krak (48” Heavy 1, S8, AP-2, Damage 1): This is your Tank/MC weapon hurting most on a 4+ or 5+.

Multi-Melta: (24” Heavy 1, S8, AP-4, Damage 1d6, with best of two at 12”): This is your big Monster/Vehicle Killer…mostly. A Las-Cannon has better at range and wounds better, you have a chance of more wounds if you can get close enough.

Plasma Cannon: Like the Missile Launcher, it has two Profiles
>Safe (36” Heavy d3, S7, AP-3, Damage 1): Good and Solid TAC Weapon like the Missile Launcher. It can wound most Infantry on a 2+/3+ and Vehicles/MCs on a 4+/5+.
>Not-So Safe (36” Heavy 1d3, S8, AP-3, Damage 2, Roll a 1 and die): This option take it up to the next level making it a big threat to TEQs. Sure you can blow yourself up, but it is worth the risk at times.

[b]Wolf Guard Pack Leader in Terminator Armor:[/b] You mat take one and put him in Terminator Armor.
>Power Sword: Replace his Power Weapon with something from the Space Wolf Terminator Melee Weapon List. Cool, but other than going to an Axe or a Maul, I don’t think that is necessary.

>Storm Bolter: You may replace the Storm Bolter with either something from the Space Wolf Combi-Weapon or something from the TERMINATOR HEAVY WEAPONS LIST. Wow, just Wow.
>Assault Cannon (24” Heavy 6, S6, AP-1, Damage 1): One of our favorites, though I don’t think it fits well with Long Fangs unless you are going with Melta-Fangs.

>Cyclone Missile Launcher and Storm Bolter: Again two profiles, and if you are going to take a Terminator Heavy Weapon this should be the one even though it has a shorter range than the Missile Launcher.
>>Frag (36” Heavy 2d3, S4, AP-0, Damage 1): As the Missile Launcher Frags, a Good Anti-Infantry Weapon.
>Krak (36” Heavy 2, S8, AP-2, Damage 1d6): Same as the Missile Launcher Krak.

>Heavy Flamer (8” Assault 1d6, S5, AP-1, Damage 1, Auto Hits): I would have a hard time justifying taking one with Long Fangs, maybe as a deterrent against Charges...I would not bother.


Characters:
Wolf Lord, and flavor and Bjorn: Re-Rolls of 1, not bad, but you can already do that.

Rune Priest: With Tempest Wrath he can cut down on the number of attacks that hit the Long Fangs, I would add Storm Caller, but you should already be in cover.

Logan Grimnar: No Leadership Rolls and Re-Rolls to hit, never a bad thing, though this will keep him out of what he does best, kicking...well you know.
Wolf Priest: He can get models back in the fight and give you a Leadership of 9.

Wolf Guard Battle Leader/Primaris Lieutenant: This is who you want close as he lets you Re-Roll Wound Rolls of 1. This in my opinion is the best choice, with or without Re-Rolls.


How I would use them:
Story Time: I will start with my tale of two Long Fang Packs. I had sold off my Long Fangs long ago when the 5th Edition Space Wolf Codex dropped. So I dived into my pits box and came out with 7 Missile Launchers (one was a Scout Missile Launcher), 2 Las-Cannons and a Scout Heavy Bolter. So I went with it crating two Long Fang Packs, the first was 5 Missile Launchers (That I thought was going to be the better one) and one with 2 Missile Launchers, the Two Las-Cannons and the Heavy Bolter (which I did not think much of at the time). Well over the next 3-5 game the 5xML Pack was….Meh...while the other one just cleaned up on the table, they seemed to put the right shot off to finish off something or blunt a charge. Once between that one Pack and three Land speeders with Heavy Bolters and Typhoons they killed off 5 Razorbacks in two Turns.

Mixed Fangs: Take what is in your bits box and see what you come up with. I don’t think there is a wrong way to build Long Fangs. I would only have one Pack this way, but you might be surprised what they can pull off.

MLRS Fangs: Missile Launchers and Cyclones. Just rain Missiles down on your enemy and let them deal with 5d6+2d3 frag Missiles or 7 Krak Missiles, just do us all a favor, don’t SPAM them, that is what gives a bad reputation. Mix it up some.

Melta-Fangs: 5 Multi-Meltas, an Assault Cannon and either a Combi-Plasma or CombiMelta in a Pod. Add in a WGBL in Terminator Armor for those Re-Roll to wounds.

Bolter-Fangs: Similar to the Melta-Fangs, but with Heavy Bolters. That will be 15 S5 Shots with Re-Rolls.

Plasma-Fangs: Same Principle as the MLRS Fangs. You will be putting out 5d3 {Average around 10-12) S7 or S8 shots with Re-Rolls to help with the Exploding Problem.




Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
 
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