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Made in us
Steadfast Grey Hunter






So, while we are still adjusting to the new rules set and finding what does and does not work I figured i would spark a discussion as to what is working for everybody.
I encourage everybody to pitch in and say whats on their mind. Whats been working for better or worse for you?

So far i have been less than impressed by Plasma Cannons on my Longfangs. For those extra points i would rather have extra Missiles and some extra points for Plasma in my GH squads.
What about you guys?


Trade Count- 6 Successful Trades on Dakka and 2 on MWG 
   
Made in ca
Veteran Inquisitorial Tyranid Xenokiller






Rune Priests are still fantastic anti-psyker defense as Rune Weapons still function the same as before.
   
Made in us
Crazed Gorger





yup, rune priests are money. Wolf priests, believe it or not, are INCREDIBLE now with preffered enemy getting to reroll 1's in shooting and close combat for hits and wounds for entire squad they are attached to, Try putting Saga of hunter on him and outflanking 10 hunters, tons of rerolls including flanking side with acute senses..it's awesome.

Plasma cannons are amazing, just not every game. When you are facing a ton of terminators, you'll be GLAD you have them. Alot of games they do nothing, but there are some games they are the ONLY reason you win. Be patient with them and don't blow yourself up.

Oh, and even though the new RB powers seem good, SW powers are much better...don't trade them in.

Oh, and our scouts are garbage now...can't charge in turn you come in like you used to.




Automatically Appended Next Post:
btw with plasmas, you have to run 4 and buy themselves in a long fang unit because of their range. If you stick them in with ML's, they will stink because it's going to soak up your split fire ability every round to shoot them at appropriate targets. Also another key, deploy them in the middle of your deployment zone. You want their 36 range to cover as much of the middle of the field as possible .

This message was edited 1 time. Last update was at 2012/07/13 05:22:07


2000 pts 20-4-3
( ) 1500 pts 5-0
 
   
Made in us
Steadfast Grey Hunter






deggreg@yahoo.com wrote:yup, rune priests are money. Wolf priests, believe it or not, are INCREDIBLE now with preffered enemy getting to reroll 1's in shooting and close combat for hits and wounds for entire squad they are attached to, Try putting Saga of hunter on him and outflanking 10 hunters, tons of rerolls including flanking side with acute senses..it's awesome.

Plasma cannons are amazing, just not every game. When you are facing a ton of terminators, you'll be GLAD you have them. Alot of games they do nothing, but there are some games they are the ONLY reason you win. Be patient with them and don't blow yourself up.

Oh, and even though the new RB powers seem good, SW powers are much better...don't trade them in.

Oh, and our scouts are garbage now...can't charge in turn you come in like you used to.




Automatically Appended Next Post:
btw with plasmas, you have to run 4 and buy themselves in a long fang unit because of their range. If you stick them in with ML's, they will stink because it's going to soak up your split fire ability every round to shoot them at appropriate targets. Also another key, deploy them in the middle of your deployment zone. You want their 36 range to cover as much of the middle of the field as possible .



Good points. The only thing i dont agree with is that the SW Codex Powers are better. In a list with multi Rune Priest shinanigans it is sick to be able to twin link a squad AND/OR Doom a squad.


Trade Count- 6 Successful Trades on Dakka and 2 on MWG 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

runic and terminator armor on everything is awesome. Every squad should have a 2+ save leader in it at least. Make your opponent bring power axes or fists.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Longtime Dakkanaut




St. George, UT

deggreg@yahoo.com wrote:
Oh, and our scouts are garbage now...can't charge in turn you come in like you used to.


I have never in my life been charged by wolf scouts coming in from my deployment zone. You just made sure that after turn 1 all your stuff is 12.1 inches in from your table edge. It also minimized melta shooting as you were out of the 2D6 pen roll range. So I really don't see the can't assault bit as a nerf because most people who were careful never allowed them to assault anyway.

I think scouts can still be effective but now just as a shooting platform. Plasma everywhere and someone chucks a melta bomb. Enough to still ruin a tanks day by focusing on rear armor and you get more shots if they happen to have not moved forward because they know you can't assault. The trick however, will probably be to take more than 1. Make the amount of fire power unable to be ignored.


See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
 
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