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Made in us
Boom! Leman Russ Commander





Ohio

1) grey hunters, I usually run mine decked out with melta or plasma, MotW, and a standard now. If I come down with a pod and pop the banner does the effect go away in my assault phase or is it the following assault face, I figured it was mine. If so when would it seem best to pop the banner? my turn to get some good amount of shots off, or on my opponents turn so I can reroll 1's on overwatch, close combat (if I get assaulted), and my saves?

Also I notice some people use power fists with their hunter squads, would it be a good idea to consider a power axe? the fist gives you 1 attack, or 2 with charge or counter attack which could wound or hurt most targets. With the axe you strike at i1 but you will have 3 attacks on charge/counter and 2 base, with s 5 you wont be able to harm certain walkers(defilers and soul grinders in particular for me) and monstrous creatures will still need a bit to wound then.

2) rune priest, I use him to buff my blob and as psychic defence but recently ran into an eldar army that used a character that makes me take psychic tests on 3d6 and if I go over my leader ship iirc I perils and with no invuln Ive killed myself in 2 turns just from perils.

I put him in a blob squad of 3 infantry squads with 3 lascannons but I usually get bogged down with challenges with chaos armies and I usually lose him again because he has no invulnerable save. Any suggestions on these two problems, I dont see termie armor helping much.

3.) ragnar, any way to really run him? seeing as he only has 4++ he will die easily to instant death and challenges. I feel like I can make a wolf lord on foot do better for cheaper.

4) fenrisian wolves, same as ragnar, how can these be used? also their profile says vicious claws AND teeth. Does that mean that they would get +1 attack for having claws and teeth?

5) frost blade, if a model has it and a pistol does it get another attack for close combat weapon and pistol or is the frost blade a specialist or unique weapon that doesnt allow so, I believe I would get the extra attack.

Thanks for the help, Im starting to expand my SW's and am trying to learn what other units can do as for my allies Im using rune priest for a blob of guard, then I have 2 decked out hunter squads in pods, then a long fang squad with a pod that will drop empty so I can have the two hunter squads come turn 1. But i am now looking at seeing what I could do with other units.

Thanks for the help and sorry for all the questions and questions on how to use stuff.


 
   
Made in us
Hoary Long Fang with Lascannon






1) It's the following assault phase. You "pop" it during any shooting phase (generally your opponents, actually) and it applies in the immediately following assault phase. Best piece of wargear in the codex, and really pushes GHs to their position as one of the best Troops units in the entire game (especially if you have a TDAWG with the squad). The "best" time is generally prior to the first assault, any piece of wargear that generates rerolls works best with as many dice as possible. Reroll x 10 is better than reroll x5 later on.

I generally stay away from the PF on GHs, it's expensive and the axe is better against most opponents (because of the extra attack). The PF is better versus walkers (and MCs), true, but you really don't want to be fighting walkers with GHs, and if you are, you have krak grenades for free. (sorry about av13) Those are targets for different tools.

2) Eldar Runes of Warding is the hard counter to ANY psychic, that's just how it is. Don't cast powers until you kill the farseer. But remember, RPs are the soft counter to any psychic, and your Runic Weapon is ruining his plans almost as much as his Runes of Warding is to your's. (esp since Eldar Armies are more reliant on psychic powers).

If he's in a blob, and you feel like you MUST accept the challenge, use an IG SGT. Otherwise deny, you can still cast powers. Who cares if you aren't hitting stuff with your Runic Weapon, that's not his job.

3) Ragnar is uh, well, overpriced. AP3 and AV3+ is not good at that points level. If you want to use him, I'd suggest filling a Land Raider with GHs, Ragnar, and a TDAWG (and/or Wolf Priest), and bringing assault death onto something. Some people recommend running him with Blood Claws, but his plus d3 and their plus 2 doesn't stack, so that's a waste.

4) AFAIK they do not get the +1 attack, it's counted as one weapon. They are useful because of how cheap they are. They're great extra wounds for Wolf Lords, and often jokingly referred to as a Thunderlord delivery system (TWC mounted Wolf Lord joins a max squad of Wolves, guranteed to survive his journey across the board). Boosting their i to 5 with the Saga is a fun trick as well, all of a sudden they're winning combat versus MEQ.

5) Don't use Frost Weapons, overpriced (massively, really) But yes, you get the bonus attack for FW + pistol.

Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in us
Boom! Leman Russ Commander





Ohio

1) alright cool, I just really wasnt sure if it would be better to get the rerolls the turn my pod droped the guys off or if it would be better during my opponents shooting phase.

I figured the axe would be an overall better choice.

2) Im still working on beating the eldar biggest problem I have is them getting re-roll able saves. My opponent has this jet bike army he uses and once they get that power they just get into my lines and they just tear everything apart.

3) Once I started going over ragnar more he seemed interesting at first but he really doesnt seem to be able to dish out much pain unless its a horde based army where he could get massive attack bonuses, but as mentioned he would probably get challenged out and die from instant death.

4) Yea I will have to message that to gw because it says AND which makes it seem like theres two. but next to the entry it says close combat weapon iirc. But I ask about these because Ive seen squads go pretty cheap on ebay and have thought about getting some but wasnt sure of where to fit them into a list. Now with the wolves unable to be scoring would they still be able to contest an objective or no?

5) The only reason I mention the frost weapons is incase I were to make a lord I am looking at weapon options for him.

Thanks for the reply as well!


 
   
Made in us
Longtime Dakkanaut




St. George, UT

1 - Like Anonomu5 said, use the banner early, that is when its most effective, also its just very rude when you have a WG in termi armor to soak one whole combat worth of damage. The Power weapon option is the better option for one off special weapon the squad can take. The P-fist is generally not needed there as you often have a WG with P-fist and the whole unit has crack grenades. Walkers are not that big of a concern.

2 - Eldar psychic defense is just that good. You must be very choosy when casting your own powers. However, if you can get your Rune Priest within 24" of his farseer all those rerolls that they love have a 50% chance of not working. And trust me, the eldar player will miss those rerolls worse than your army will miss living lightning.

3 - Ragnar is best with a unit of grey hunters or wolfguard kitted out for HTH where you can really take advantage of his D3 bonus attacks, the ability to give all nearby units FC for a turn can be devastating when timed right. Ragnar is not a plug and play character. You need to really think about how you want to use him and build your force around what he can deliver. I'd consider him if you were doing some sort of Landraider rush army.

4 - The wolves don't have any more attacks than what is on their profile. They are a great Thunder lord escort because they are cheap and can offer enough wounds to get by. Also most SW armies don't fight too hard over the FA slot, so they are not difficult to fit into the list.

5 - Frost weapons were good. It was a great way of getting S6 on the Thunderlord and striking at iniative. However, that was back in 5th ed. now that any two specialist weapons can give the bonus attack, a wolf claw / Pfist combo has all your bases covered and the frost blade has pretty much lost much of its luster.

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


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

1) Wait for banner until you get to assault and as mentioned by other posters as soon as possible. Also, personally I never spend the points on a fist or power weapon. it used to be common in fifth but the other two SW players ive played against also don't buy them anymore. I can use those points better elsewhere and my longfangs deal with walkers.

2) thats what eldar is good at and not much else so you can approach it another way too. Always do TDA. Never a bad choice for an hq.

3) As stated, good with GH and WG but overpriced.

4) fangs and claws are 1 weapon, no confusion there. either in fast blobs or extra wounds for models. canis makes them pretty badass.

5) not worth consideration at all

 
   
Made in us
Boom! Leman Russ Commander





Ohio

Alright cool thanks for the replies again.

1) I will try to start using the banner on my opponents turn and see how that goes. I usually just popped it right when I came down just so I got more hits right off the bat. I also never really tried the power weapon on the hunters but if I have the points I was just curious as to what else I could throw on them.

2) I will just have to gun eldar down and hope I can manage to beat their bikes off in a blob.

3) Might eventually get ragnar but as an ally I dont see myself using him. I am making a drop pod heavy list and turn 1 I will be having 3 pods come down, then I could have a land raider runing up the center with TWC right behind it. Would this possibly be a good tactic as once the land raider rolls up turn 2 the 3 units from the pods will be able to assault and I could use his war howl, and also the TWC should be able to assault as well.

4) alright cool, the wolves dont seem bad and I will have to give them a shot with my lord or cannis, they just dont seem viable in a blob by themselves as it seems like they would just run away.

5) I believe frost weapons reached their standpoint lol.

 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

You just have to be wary with DPs same as rhino spam, they are a super easy first blood for your opponent and beyond easy kill points if you're playing purge the alien. I've used them to block off soul grinders and defilers though so they couldn't get around sight blocking cover without spending a turn shooting it up.

 
   
Made in us
Boom! Leman Russ Commander





Ohio

Exalbaru wrote:
You just have to be wary with DPs same as rhino spam, they are a super easy first blood for your opponent and beyond easy kill points if you're playing purge the alien. I've used them to block off soul grinders and defilers though so they couldn't get around sight blocking cover without spending a turn shooting it up.


Oh yea drop pods will always be like that, but I think with the squads popping out of the pods they will be able to focus on unit and get first blood first.

 
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

 tankboy145 wrote:
1) grey hunters, I usually run mine decked out with melta or plasma, MotW, and a standard now. If I come down with a pod and pop the banner does the effect go away in my assault phase or is it the following assault face, I figured it was mine. If so when would it seem best to pop the banner? my turn to get some good amount of shots off, or on my opponents turn so I can reroll 1's on overwatch, close combat (if I get assaulted), and my saves?
Wolf Standards are hard to use right. Basically, you have to declare you are popping it prior to the Assault Phase of the current Player Turn. It lasts for one Phase (Player Turn). Each Player has a Player Turn for every Game Turn. BRB has a small line somewhere about how when they say "Turn" they mean "Player Turn" usually. This is what happens with the Wolf Standard.

So yea, its kind of hard to use. You can pop it at the end of the enemy's shooting phase and they can end up not charging you and you just wasted it.

The good news it it works for every dice you roll for that unit in that assault phase you do use it. So yes, you can re-roll all results of a "1" on your Overwatch shots, when rolling for the number of attacks MotW gives the bearer, when rolling to hit, to wound, to save... Pretty much anything where you roll one dice. If its something like 2D6, like Leadership, it doesn't work though. You can't roll a 1 when your roll goes from 2-12.

 tankboy145 wrote:
Also I notice some people use power fists with their hunter squads, would it be a good idea to consider a power axe? the fist gives you 1 attack, or 2 with charge or counter attack which could wound or hurt most targets. With the axe you strike at i1 but you will have 3 attacks on charge/counter and 2 base, with s 5 you wont be able to harm certain walkers(defilers and soul grinders in particular for me) and monstrous creatures will still need a bit to wound then.
Power Fists are a bad choice on Grey Hunters. You do not fight Walkers with Power Fists anymore. You have Krak Grenades so everyone gets a S6 attack. Or Melta Bombs if you have an HQ or Wolf Guard join the squad.

You still want AP 2 in your squad though, so if you have the points to take a melee weapon on top of the MotW, get an Axe. A Power Sword works if you know you are mostly dealing with normal Marines (its AP 3).

 tankboy145 wrote:
2) rune priest, I use him to buff my blob and as psychic defence but recently ran into an eldar army that used a character that makes me take psychic tests on 3d6 and if I go over my leader ship iirc I perils and with no invuln Ive killed myself in 2 turns just from perils.

I put him in a blob squad of 3 infantry squads with 3 lascannons but I usually get bogged down with challenges with chaos armies and I usually lose him again because he has no invulnerable save. Any suggestions on these two problems, I dont see termie armor helping much.
Against Eldar, you have to choose when you really need to use your psyker power. I dislike Rune Priests as warlords largely because of Eldar actually. Sometimes in 5th it was worth the risk of losing my Rune Priest to get off Murderous Hurricane or Living Lightning. Not the case when he's worth a Victory Point!

For one, a Rune Priest has no business in an IG blob in my opinion. "But you can re-roll FRFSRF!" blah blah. Who cares? Here's an example of a good IG blob:

x2 Infantry Squads w/ Flamer, Lascannon, Sgt w/ Power Sword
x1 Infantry Squads w/ Flamer, Lascannon, Sgt w/ Power Sword, Commissar w/ Power Sword

Why is this thing good? A few things going for it:

1) 3 Flamers really take advantage of Wall of Death. 3 D3 automatic hits with a Flamer during Overwatch is very, very helpful.
2) 3 Lascannons that aren't likely to get shot off the table, letting the blob be somewhat useful beyond holding the line (your home Objective)
3) 4 Characters with Power Axes, which means 16 S4 AP2 close combat attacks.
4) Stubborn, so you don't have to worry about poor leadership.

Remember, with Challenges your opponent can issue a Challenge, but A) you don't have to accept and B) he issues a general challenge, he can't specifically call out a certain Character normally. Those other 12 S4 AP2 melee attacks aren't affected by the Challenge and can mess up the enemy unit that was dumb enough to charge you. Statistically that's 3 Terminators that need to make an Invulnerable Save, and there is no way the Axes are dying in time to stop that from happening if you position your models correctly (they don't Pile In until Initiative Step 1).

So you take the challenge with a Sergeant, have a small chance of surviving but minimally buy a turn for your squad before you have to deal with what is typically going to be the only really nasty model (unless this is a unit made specifically for Combat). You keep buying time with Sergeants until you are ready to have your blob fall back, in which case you sacrifice the Commissar to the Challenge in the enemy Assault Phase, and use Get Back In The Fight! to get your blob under control on your turn.

Finally, your blob should be taking advantage of Incoming! and Going to Ground when you aren't firing those Lascannons, with a CCS telling them to Get Back In The Fight! and Bring It Down! so they can pew pew those enemy vehicles.

So IG blobs are awesome. And its awesome that we can take them as Allies. But where in there do you see a Rune Priest doing anything useful? He's stuck firing at the same target as your Lascannons, he isn't needed to make those Lascannons twin-linked, he isn't needed in close combat (and should try to avoid Combat if he can), his Leadership isn't even needed because of the Commissar. He also can't do anything if the unit Goes to Ground.

So, stop putting the Rune Priest in with the IG blob. And before you think it, do NOT put a Wolf Priest in there as Fearless is actually a bad thing for an IG blob.

 tankboy145 wrote:
3.) ragnar, any way to really run him? seeing as he only has 4++ he will die easily to instant death and challenges. I feel like I can make a wolf lord on foot do better for cheaper.
Ragnar is good in Drop Pod lists with lots of Grey Hunters. You put him in the first wave, keep your Grey Hunters clustered, and use his Howl to initiate a devastating assault on the enemy on Turn 2 with the 30-40 surviving Grey Hunters.

That is basically the only real use for him. He's awesome, especially with Grey Hunters with a Wolf Standard, but he's expensive and doesn't offer a whole lot else. Since Frost Blades are only AP 3 I stopped taking him entirely. A 4++ is a damn good Invulnerable Save, but not having AP 2 hurts.

 tankboy145 wrote:
4) fenrisian wolves, same as ragnar, how can these be used? also their profile says vicious claws AND teeth. Does that mean that they would get +1 attack for having claws and teeth?
They get the number of attacks in their profile. Fenrisian Wolves are an okay denial unit. Mainly used to screen some other unit for cheap. Frankly, they are worthless and the points can be better spent elsewhere. I haven't found a place for them in a competitive list in 6th edition really. I have seen some people use them as a way to keep Wolf Lords on TWC from getting owned by enemy shooting, but I feel there are better ways of doing things than TWC Wolf Lords.

 tankboy145 wrote:
5) frost blade, if a model has it and a pistol does it get another attack for close combat weapon and pistol or is the frost blade a specialist or unique weapon that doesnt allow so, I believe I would get the extra attack.
Frost Weapons grant you an extra attack. They're just Power Swords/Axes that give you +1 Strength is all.

Note that Frost Axes are largely useless now. They cost the same amount of points as a Power Fist on most of the units that can take them and have less Strength. I have problems with Unwieldy. I think a simple -1 to Initiative would have been more balanced. As it is, its weird to not opt for a Power Fist if you are willing to be Initiative 1 for any unit with 2 Attacks in their profile.

 tankboy145 wrote:
Thanks for the help, Im starting to expand my SW's and am trying to learn what other units can do as for my allies Im using rune priest for a blob of guard, then I have 2 decked out hunter squads in pods, then a long fang squad with a pod that will drop empty so I can have the two hunter squads come turn 1. But i am now looking at seeing what I could do with other units.

Thanks for the help and sorry for all the questions and questions on how to use stuff.
More Grey Hunters. I fully approve of Drop Pod lists, they've been my favorite since 5th edition (prior to that I preferred Foot lists and the old Rhino Rush in 3rd edition).

TWC are fun, but a bit fragile (and expensive). They are harder to use than you would think. More Long Fangs would also be good. I even recommend giving Swiftclaw Bikers a try sometime, as they are surprisingly entertaining and not as bad as many might think. Skyclaws I would avoid.

If you keep using your IG allies, get a Vendetta with Heavy Bolter sponsons. A pair if you run into a lot of Helldrakes. Still can't believe 6 TL Lascannons only have a 40% chance of destroying a Helldrake outright.

If you lean to running pure Space Wolves, you'll find you need more firepower. In addition to the Long Fangs I have seen Land Speeder Typhoons used to great effect by some players. I dislike them personally, but then I never liked doing things the easy way.

   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

 tankboy145 wrote:
Also I notice some people use power fists with their hunter squads, would it be a good idea to consider a power axe? the fist gives you 1 attack, or 2 with charge or counter attack which could wound or hurt most targets. With the axe you strike at i1 but you will have 3 attacks on charge/counter and 2 base, with s 5 you wont be able to harm certain walkers(defilers and soul grinders in particular for me) and monstrous creatures will still need a bit to wound then.

Use your banner before you charge or before an enemy will charge you. For GH melee weapons, I rarely take them anymore. If I'm running a dedicated combat GH unit, then I'll give them a power weapon of some sort, but the fist isn't worth it anymore when you can get an axe for 10pts cheaper and +1A.

 tankboy145 wrote:
2) rune priest, I use him to buff my blob and as psychic defence but recently ran into an eldar army that used a character that makes me take psychic tests on 3d6 and if I go over my leader ship iirc I perils and with no invuln Ive killed myself in 2 turns just from perils.

I put him in a blob squad of 3 infantry squads with 3 lascannons but I usually get bogged down with challenges with chaos armies and I usually lose him again because he has no invulnerable save. Any suggestions on these two problems, I dont see termie armor helping much.

Runes of Warding are a . Honestly, the only solution there is to not cast anything and just try to spoil them by nullifying their psychic powers on a 4+.

If you're worried about your Rune Priest getting into combat, then try to avoid combat. You could always take 2 Rune Priests as well, they're quite a good unit anyways.

 tankboy145 wrote:
3.) ragnar, any way to really run him? seeing as he only has 4++ he will die easily to instant death and challenges. I feel like I can make a wolf lord on foot do better for cheaper.

Ragnar is, unfortunately, garbage for his points cost. I've run him a couple times for fun, and he actually did quite well for me, but he's worth about half of what you pay for him.

 tankboy145 wrote:
4) fenrisian wolves, same as ragnar, how can these be used? also their profile says vicious claws AND teeth. Does that mean that they would get +1 attack for having claws and teeth?

No, they do not get +1A. Fenrisian Wolves are best in full squads of 15 with a cyber wolf. They're relatively cheap and can drown enemies under attacks or act as ablative wounds for a TWC Lord.

 tankboy145 wrote:
5) frost blade, if a model has it and a pistol does it get another attack for close combat weapon and pistol or is the frost blade a specialist or unique weapon that doesnt allow so, I believe I would get the extra attack.

I believe you'd get the +1A, but tbh they're not worth it anymore. 25pts is the same as a Power Fist, so Frost Axes are completely redundant, and Frost Blades are outclassed by Wolf Claws.

   
Made in us
Boom! Leman Russ Commander





Ohio

Thanks for the replies! Especially cowmonaut! Only problem though is with the guard im usually sitting behind a line so after the commissar is dead im already practically against my table edge so the rest of the squad is about dead. I have considered putting the priest in a pod with hunters and going to town with jaws and LL. killed 5 battle suits turn 1 and was super happy! Lol

But i would agree i do really like that blob build and i am considering giving it a try.

As i do plan on expanding the wolves into their own army i do plan on a drop pod force. Maybe i will get Ragnar eventually but the plan is 5 or 6 hunter squads in pods, a TWC squad 5 man iirc, and i believe 2 long fang squads. I dont remember the list exactly as im currently off with military stuff but i just remember it being very aggressive.

What are some theories on how to run wolf priests? I figured out flank with saga of the hunter and try to get into terrain and have hi equiped with plasma pistol and the hunter squad equiped with plasma guns.

Are there any ways of running Njal pretty well? Denying psychic powers on 3+ would hurt people but ive just noticed he is pricey for what he does.


 
   
Made in us
Hoary Long Fang with Lascannon






Njal won Adepticon last year in an IG blob. Just walk to midfield, shut stuff down, and let his Storm powers do the work.

Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in us
Been Around the Block




Ragnar can be fun when combined with huge numbers of fenrisian wolves, TWC, bikes, and scouts. Add Canis to make all the wolves Initiative 5 so they swing first, and free up FAST slots for bikes/TWC.

Drop 2-3 pods worth of hunters and/or WG w/ ragnar. Have the wolves, TWC and bikes run up the board. Bring in scouts behind enemy lines. Cross your fingers and hope Ragnar survives a turn of shooting. If he does, pop his special for an all or nothing turn 2 charge. If you buy a pod for your WG and leave it empty, you can charge almost the entire army turn 2. Even if they blast Ragnar off the table, you're still going to be in there swinging with whatever's left...

I tried it once against Tau, and it was hilarious.

Plastic chaos warhounds make good, cheap fenrisian wolves, BTW.

It's the only way I've ever found to make him sort of work - short of paying like 700 pts to put him in a LR with a bodyguard, which I can't bring myself to do.

23 - 3 - 3
6 - 0 - 4
7 - 2 - 1
6 - 1 - 1

Noise Marines ear-rape figuratively, then literally. 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

anonymou5 wrote:
Njal won Adepticon last year in an IG blob. Just walk to midfield, shut stuff down, and let his Storm powers do the work.

Mhmm, Njal's powerful but he is pretty damn expensive in spite of all that. Worth it in games of 1850+ though.

   
Made in us
Boom! Leman Russ Commander





Ohio

I will have to consider njal to try.

Ive been searching eBay for fenrisian wolves. I really like the most recent models for them.

Im building a very offensive heavy list for my wolves and im pretty confident if i wante to for fun i could swap some stuff out for Ragnar.

Cannis seems fun to use but that means a lot of debris in wolves i dont have lol.

 
   
Made in us
Been Around the Block




I think fenrisian wolves are one of the best bargains in the book.

They're half-price assault marines that ignore cover - just without the pistol, and with terribad leadership. (run them with a TWC lord or a priest on a bike to make up for that)

Gunline armies soil their pants at the sight of 20 assault marines in charge range bottom of turn 1 - nevermind 30 or 40.

Most fun I've ever had playing space wolves. Up until that point I played missle spam and it was boring as Hell.


23 - 3 - 3
6 - 0 - 4
7 - 2 - 1
6 - 1 - 1

Noise Marines ear-rape figuratively, then literally. 
   
Made in us
Boom! Leman Russ Commander





Ohio

I dont have much missile spam but i play tested 1 long fang squad as an ally an it worked great so once my wolves become their own force i have another on standby and possibly think about a 3rd.

The fenrisian wolves seem like something fun to try, maybe i will give cannis and some wolves a go, dont have my codex but he makes them troops that cant score right?

 
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

I'm finding 1-2 units of Missile Fangs aren't cutting it anymore, I'm probably going to stick to 3 units of pure missiles and/or work in 2 Lascannons per squad ideally.

   
Made in us
Been Around the Block




 tankboy145 wrote:

The fenrisian wolves seem like something fun to try, maybe i will give cannis and some wolves a go, dont have my codex but he makes them troops that cant score right?


Yeah, that sums it up.

The force org swap isn't great unless you're filling up FA and need more.

What makes him interesting in limited circumstances is the ability to grant fenrisian wolves +1 init and leadership 7 - plus all wolves in a radius use his leadership instead.

23 - 3 - 3
6 - 0 - 4
7 - 2 - 1
6 - 1 - 1

Noise Marines ear-rape figuratively, then literally. 
   
Made in gb
Junior Officer with Laspistol





If you're taking the wolves, saga of the wolfkin is pretty awesome for only 15pts. It's not the FOC swap, but it does still grant the +1 Ld and +1 I, making them rather worrying in CC.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Hoary Long Fang with Lascannon






You can also have a lot of fun with alternative Fenrisian Wolves. There's nothing like a horde of Golden Retriever puppies coming at the enemy (which will be even better when I run them as Flesh Hounds)

Ramblings: http://www.frontlinegaming.org/tag/anonymou5/

Batreps (WIP): http://www.youtube.com/channel/UCl20wU5SV0cVUtDaSqzMkiQ

Armies: Lokisons (The Rout), Sluts and Puppies: A Chaos Daemon Experience (Daemons), PDF of the Union of Surviving Slavic Regimes (Imperial Guard), The Dead Live! (Chaos Marines), Loke's Blokes (Orks), The Kabal of the Hidden Blade (DE) 
   
Made in us
Boom! Leman Russ Commander





Ohio

I will take these into consideration. Ive been working on a good wolf lord on mount and one consideration is i have to give him the saga that makes him eternal because i always go up against someone that can insta kill him or he gets bogged down to challenges. But then i usually include th/ss. Aside from that then theres runic armor but if hes with twc he gets shot up early so maybe running a pack of fenrisian wolves wont be bad.

 
   
Made in gb
Junior Officer with Laspistol





I've skipped out on the SotB lots of times. It's only an issue against lots of Str:10 - which with Railguns down to Str:8 is far less of an issue at range.

Vindicators and MCs are the only scary things. Vindicators are rare (and easily avoidable or alpha striked) while MCs are common, and generally can fly. If MCs aren't common in your meta, then it might be worth leaving it off. If they are common, then you'll probably have to take it.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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Veteran Wolf Guard Squad Leader




San Diego, CA

Yeah, nothing worse than losing your warlord to ID. I would take it just to be safe.

 
   
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Boom! Leman Russ Commander





Ohio

ID is very common in my meta, mainly in the form of monstrous creatues, and abbadon. I will have to give it a try and see how it goes.

 
   
Made in gb
Junior Officer with Laspistol





How does abaddon ID? I thought he was str8/5. That's not going to affect a T5 thunder wolf lord.
However, if there is a lot of ID potential in your meta you're probably safer to stick with SotB and not shy away from smashing DPs in with your power fist. Especially as your TWLord can ID many daemon princes.

Lets us know how it goes.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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Made in us
Boom! Leman Russ Commander





Ohio

 Griddlelol wrote:
How does abaddon ID? I thought he was str8/5. That's not going to affect a T5 thunder wolf lord.
However, if there is a lot of ID potential in your meta you're probably safer to stick with SotB and not shy away from smashing DPs in with your power fist. Especially as your TWLord can ID many daemon princes.

Lets us know how it goes.


Abaddon doesnt have instant death? eerrrrgggghhh, Im going to have to talk with my opponent then as I think he swindled me lol. Well anyways I do play daemon princes very often, usually one in every other game but usually theres something in each game that causes ID.

I will update again how the Lord does on the wolf with SotB.

Thanks for all the help again guys!

 
   
Made in gb
Junior Officer with Laspistol





He has a daemon weapon, but it's not a force weapon. I feel sorry for you playing that many chaos players. Heldrakes are well hell for wolves.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

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Locked in the Tower of Amareo




Helldrake does as helldrake pleases
   
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Boom! Leman Russ Commander





Ohio

I will have to check with my group now and have them check abaddon.

Yea I usually have 1 hellturkey a game to deal with. My opponents are more afraid of my single vendetta than anything else lol. Usually when that turkey comes on it nukes my long fang squad in a turn. I try to stick with my allies of rune priest , 2 hunter squads, and a fang pack. I also posted an 1850 list for a tourny, thats my general build and Ive heard that for the tourny one player might be doing the 3 hellturkey and daemon prince list...never played one but I already expect to lose lol.

 
   
 
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