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2018/09/21 18:46:18
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
A Rune priest has 3 base. 6 attacks extra with the wolves spell, wulfen stone is 1, and if has or is near warlord with wolfkin saga that's 1 more. So that's 3+6+1+1=11attacks? So that's 22 attacks if he attacks again with either the honor the chapter or only in death does duty end. Pretty awesome.
Lord on thunderwolf 4 base , d3 with Black Death,3 for wolf and wolfkin and near wulfen or stone for +1.
That's 10-12 for the lord so 20-24 with the strats. Pretty awesome I think.
2018/09/21 18:55:58
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
TheunlikelyGamer wrote: A Rune priest has 3 base. 6 attacks extra with the wolves spell, wulfen stone is 1, and if has or is near warlord with wolfkin saga that's 1 more. So that's 3+6+1+1=11attacks? So that's 22 attacks if he attacks again with either the honor the chapter or only in death does duty end. Pretty awesome.
Lord on thunderwolf 4 base , d3 with Black Death,3 for wolf and wolfkin and near wulfen or stone for +1.
That's 10-12 for the lord so 20-24 with the strats. Pretty awesome I think.
I like it... but what's the best way to support them and get this unholy beatstick into combat? Have the priest/wolf lord follow a stormwolf packed with Wulfen and maybe some Rhinos w/ Blood Claws, use the Rune Priest -1 to hit rolls CP on turn 1 to give your furry little ball of death some durability and then hope to get into CC on turn 2...? This seems pretty CP hungry though - do we need a small allied guard CP farm?
Edit: grammar
This message was edited 1 time. Last update was at 2018/09/21 19:37:30
2018/09/21 19:24:27
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
With +1 to hit you'll be hitting on 2s almost all the time plus lord buffs with reroll 1s so you won't need to spend CP for them on rerolls. I try to only spend the cp on useful strats as I play with 8cp or less due to me using smaller armies. (Max 1500)All of this would be to flavor but I have read online about people using groups of jumppack characters supporting each other and using our 6" heroic intervention into combat to a escape overwatch when possible. Escort with chaff like fenrisian wolves or use bloodclaws/grey hunters. I personally don't have a lot of armor so I will be foot slogging and outflanking. How ever you do it they need to get to combat asap to stay alive and put a hurting on the foe. Wgbl and lords will get you more mileage with rerolls and save some CP for starts. I always reroll a 1 into a 1 anyway. My dice hate me.
I plan on using a jumppack Rune priest with armor of Russ and the freki spell. Plan is to escort them with jumppack and thunderwolves to blend up hordes and elites alike. My wulfen and long fangs will handle the big stuff.
This message was edited 1 time. Last update was at 2018/09/21 20:17:37
2018/09/21 20:58:25
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Remember you cant heroicly intervene on your own turn. Heroic intervention happens aftre your opponent charge phase. If its your turn they dont have a charge phase so no free entering combat.
2018/09/22 11:32:19
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Rune Priest [7 PL, 122pts]: 2. Tempest's Wrath, 4. Fury of the Wolf Spirits, Bolt pistol, Jump Packs, Runic staff
. The Armour of Russ: Relic of The Fang
Thunderwolf Cavalry [8 PL, 174pts] . Thunderwolf Cavalry: Storm shield, Wolf claw
. Thunderwolf Cavalry: Storm shield, Wolf claw
. Thunderwolf Cavalry Pack Leader: Wolf claw, Wolf claw
+ Heavy Support +
Long Fangs [8 PL, 154pts] . Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
My opponent had 3 star weaver transports with 1x5 man harlequin squad in each, 2x 3 skyweaver jetbikes with haywire, 1 solitaire,1 troupe master, and 2 shadowseers. We rolled up for deployment and gametype. Dawn of war and the Relic.
My plan:
Knowing they are fast and need to assault me to do anything worthwhile I deployed denfensively. I deployed in lower right portion of my deployment zone with the grey hunters spread out front , wolves behind them, priests , warlord, and then longfangs hiding out of LOS in cover. He got firstMy opponent had no choice but to come close to me because his weapons are shorter range with a max of 24.
What happened:
Spoiler:
His first round of shooting was abysmal as he was at minus 1 for shooting assault weapons since he advanced and I rolled well for saves. He shot everything just to kill one 5 man grey hunter squad. The solitaire blitzed and assaulted turn 1 into another grey hunter squad. I intervened with both priests and the wolf lord on thunderwolf but only 1 priest could make it into combat. He killed only 3 hunters and took 1 wound in return. My turn i of course shot him killing some bikes and then counter charged. Aggressors and wulfen were deployed in my deployment zone on the left so they could shoot and prepare for turn 2 combat. I killed 5 out of 6 bikes and brought the solitaire to 1 wound.
Turn 2: he moved almost his entire army into my deployment zone shot doing nothing and assaulted the wulfen on my left. He used the troupe master, solitaire who flipped out of the previous combat , and 15 harlequins all with weapons that made them S5 or 6. He barely killed the wulfen needing all of the 45+ attacks he threw at them. I successfully rolled a good amount of invul saves and fnp. The wulfen deathfrenzied killing 4 harlequin. He also assault my aggressors with a star weaver. It lost 3 wounds to overwatch! He assaulted my wolfguard and jp wolflord near the relic with the 2 shadowseers and his last bike with only the bike taking a wound. My turn 2 came and I moved all my cav, both runepriests, thunderwolf lord, and 2 grey hunters over and shot and assaulted the harlequins. My psychic phase was abysmal. He either denied or I rolled horrible for all 4 powers I tried to cast. I made combat with with most of my remaining troops and wiped the solitaire most the harlequins, a star weaver, and the last bike. At this point he quit. I still had all my cav, lord on wolf, two Rune priests 7 grey hunters, my long fangs, aggressors, and jp lord. He only had two starweaver, 2 shadowseers, 3 harlequin and a troupe master. I also had control of the relic.
Things I learned:
It says nothing in the BRB about heroically intervening in combat. So we basically get free 6" movement towards the nearest enemy even if we don't make combat.
Hiding the long fangs was perfect way to keep them alive. And keen senses helped especially with all space clown vehicles being -1 to hit.
Sheer number of shots and attacks in combat are the way to overcome an opponent with army wide 4++. Just make them take lots of saves and they will fail. Stormbolters and bolters worked fine for this. The boltstorm gauntlets were perfect for this and even put in serious work against a T5 vehicle in overwatch!
The clowns are a quintessential glass cannon. If they assault you they'll murder you. But when our wolves counter charge they crumble. Our characters are clutch for us. I think taking min squads of hunters or blood claws maybe the way to go to save pts for more characters and goodies. Especially when we have ways of making Rune priests and lords put out 20 attacks a turn. The armor of Russ is excellent for making sure we overwhelm a nasty unit before it can hit us.
This message was edited 2 times. Last update was at 2018/09/22 11:34:41
2018/09/22 14:56:26
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Sounds good except heroic intervention specificly says
After an enemy has completed all of their charge moves any of your characters within 3" of an enemy model can make a heroic intervention. Any that do can move up to 3" as long as they end up closer to the closest enemy model.
For wolves replace 3" with 6". So if your not within that original 6" to begin with you dont just get free movement with your characters.
As for your game i am glad you did so well. I am surprised when he got 1st turn and then you said it was the relic. Why didnt he just grab the relic and run? He definatly had the speed to stay away from you.
2018/09/22 15:24:51
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Ah, I misunderstood. Even so it would allow us to engage another unit that may not have charged us but is the closest enemy model after all the enemies charges. I think he was so confident that he could assault me, retreat, shoot and charge back towards the middle that he could still lock up the relic. He didnt anticipate getting his face smashed in.
2018/09/22 17:12:31
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Azuza001 wrote: Sounds good except heroic intervention specificly says
After an enemy has completed all of their charge moves - even if they dont charge you can HI[b]
Correct, but you still have to be within 6" to make the move, its still not a free move just because. Also they have to have a charge phase, hence you don't get to heroic intervention to get into combat during your turn because the enemy never has a charge phase to get the option to get to the end of the charge phase.
2018/09/23 06:28:04
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Remember you cant heroicly intervene on your own turn. Heroic intervention happens aftre your opponent charge phase. If its your turn they dont have a charge phase so no free entering combat.
Heroic Intervention
After the enemy has completed all of their charge moves, any
of your Characters that are within 3" of an enemy unit may
perform a Heroic Intervention. Any that do so can move up to 3",
so long as they end the move closer to the nearest enemy model.
Heroic Intervention doesn't specify yours or your opponents charge phase. I'll agree that was the intent (and also I play it RAI). But I'll also point out as RAW gives more permission to HI on your own turn than your opponents.
Also somethings that people should be aware of. You do not need to end up in combat to use HI. Say an enemy unit is 6" away, you can move sideways so long as you end up 5.9" away. Also you can use it to contact models that are not the closest model. Similar to the first example but unit a is 3" from you, unit b is 5" from you and they are 2" apart. You can skirt around unit a, get into melee with unit b, and still be over 1" from unit a.
SW 6" HI can be pretty brutal. I managed to get into melee with 3 units of fire warriors with 3 characters in one game. They fall back 6", I heroically intervene 6"...... neato.
2018/09/23 07:08:00
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
If your running 3 rune priests for the lightning power then mise well use njal. Even if not his is pretty useful in term armor.
Trying to say you can heroic intervention in your own turn is just wrong. You can not do so. There is no charge phase for your enemy during your turn, so there can be no after their charge moves. Trying to run it that way is like when people were trying to say you can use psychers in world eater army. Gw had to faq it because people will try anything for an advantage when it was quite obvious as to what the rules ment. Rule lawyering for an advantage isnt in the spirit of the game, i do not suggest anyone try it. You lose friends that way. And if winning is more important than friends then....... yeah. No need to go further.
Gw is waiting for the big faq this fall to put our stuff out, its a mistake but its their game so whatever.
2018/09/23 17:30:47
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
What do you thing of outflanking aggressors as a unit. The shots they can put out is impressive even without standing still.
Mix that with a Wulfen unit coming in to seam like a threat overload to meto me.
Thought of this unit say vs Long fangs?
2018/09/24 16:33:02
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
shadowfinder wrote: What do you thing of outflanking aggressors as a unit. The shots they can put out is impressive even without standing still.
Mix that with a Wulfen unit coming in to seam like a threat overload to meto me.
Thought of this unit say vs Long fangs?
I did exactly this the other day. Outflanked aggressors and wulfen together. Works amazingly. One thought I had after the game. If I had deployed my aggressors amongst my wulfen then my wulfen could not be charged without the agressors getting to overwatch. 2" coherency you would allow us to place them down such that we could "interlace the units" or deploy them so every other model is a wulfen. The opponent would be within 1" of both units and would have to declare both. This is a just in case scenario where the wulfen don't make their charge or reroll charge or an assault unit wants to erase the aggressors. This won't stop them from getting shot but it will stop most elites and troops from trying to lock them down. Especially since the aggressor don't move in the opponents turn allowing them to double tap.
This message was edited 3 times. Last update was at 2018/09/24 16:37:06
2018/09/25 04:06:51
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
shadowfinder wrote: What do you thing of outflanking aggressors as a unit. The shots they can put out is impressive even without standing still.
Mix that with a Wulfen unit coming in to seam like a threat overload to meto me.
Thought of this unit say vs Long fangs?
I did exactly this the other day. Outflanked aggressors and wulfen together. Works amazingly. One thought I had after the game. If I had deployed my aggressors amongst my wulfen then my wulfen could not be charged without the agressors getting to overwatch. 2" coherency you would allow us to place them down such that we could "interlace the units" or deploy them so every other model is a wulfen. The opponent would be within 1" of both units and would have to declare both. This is a just in case scenario where the wulfen don't make their charge or reroll charge or an assault unit wants to erase the aggressors. This won't stop them from getting shot but it will stop most elites and troops from trying to lock them down. Especially since the aggressor don't move in the opponents turn allowing them to double tap.
I will have to try that myself. Thanks for the tip.
I am liking them for sure.
2018/09/25 09:00:40
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)