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Made in us
Regular Dakkanaut




Hey guys so I run a pretty standard space wolves list. Something like

Wolf lord + thunderwolf cavalry unit
Runepriest
Lone wolf
40 x GH with plasmas/meltas
5 x termies ss/pf/claws
3 x 5 long fangs each has 3 miss. and 1 lascannon

The issues that I'm having in my games is dealing with deathstar or super potent units. What I mean by this is when my opponent has a wraithknight or trygon or a paladin blob I don't really have the power to deal with it. The lord and wolves are sick against most units but fall to blobs
of paladins and terminators. My terminators are also not as strong as some of the crazy CC units other armies get. The longfangs are great at killing light vehicles but struggle against flyers that are AV12. The troops are good at dealing with other peoples troops and taking and holding objectives.

Essentially I'm looking for units/loadout strategies that people use against "super units." I know when I play my nurgle army if I get typhus and his termies into CC whatever they touch dies. Period. And my opponents usually have trouble dealing with him. Space wolves lack the sort of super unit sort of thing that some armies have. thunderwolf cavalry can only have 1 model take a special weapon and logan is not nearly as strong as other beatstick characters and is more expensive.
   
Made in us
Veteran Wolf Guard Squad Leader




Pacific NW

TWC are great at chewing up basic infantry. Combat specialists will eat them up as they have a large base, 2 wounds, and a 3+ save. You can get multiple models in base contact with each TWC model and those combat specialists will have low enough AP to make you suffer, unless you are increasing their point cost by over 50%... Really, they aren't that amazing entirely on their own. Like most things in the SW Codex they need support (or rather, are designed to support your Grey Hunters as opposed to win games on their own).

Long Fangs are not AA. 5 of them only have a 28% chance to penetrate an AV12 Flyer with Missiles, which drops to 19% once Jink comes into play. If you use a Rune Priest to give them Prescience for re-rolls to hit that jumps up to a 51% chance to penetrate, 34% with Jink. Flyers outside of Heldrakes should not be too large of a problem however, so long as you are maneuvering your army close in on the enemy. A single Quadgun will go a long way in taking care of the enemy Flyer(s).

Most Flyers have to pivot before they move and only have 45 degree fire arcs from their weapons, which almost all face forward and are only rarely on turrets. To Zoom, they have to move at least 18" as well. If they don't Zoom, they aren't hard to hit and you can take them out like you normally would Skimmers. If they are zooming, you can use your forces to force their movement so that their weapons don't have LOS on your units, or at least limit their LOS on your units.

This is particularly true of Drop Pod lists, since its so easy to be up in the enemy's face, but it can work with any units you can get deep in enemy territory quickly. The enemy player has to be able to place his model on the table, so you can use terrain (especially Area Terrain, which the Flyer bases usually can't physically fit in/on) and your model placement (he still has to be 1" away from you with his base) to force him into sub-optimal positions. I frequently force Vendettas to fly over most of my units, and its not uncommon to force them to face the wrong way so they have limited/no targets on the turn they arrive.

Heldrakes of course and Flying Monstrous Creatures are an exception. With FMCs you can ground them easy enough with anyone in range (making it worth it to rapid fire Bolters on one; you only have to hit it, not wound it, to make it take a Grounded Test) and then unload on them with other units that will have an easier time to hit. The Heldrake is just a pain and you'll just have to deal with it. Even the best AA in the game has a less than 40% chance of destroying a Heldrake outright. Expect to get flamed by one hard and stay spread out.

For other deathstars, mainly the infantry based ones like Paladins, just avoid them. Outside of a tournament you get to place objectives, so you can keep your objectives spread out so he can't threaten more than one with his deathstar. Make use of Rune Priests to keep them walking through Difficult Terrain, make use of low AP weapons (Plasma is choice) if you can. Most importantly: remember to play the mission, not your enemy's army.

IMO, your foe already made a big mistake: taking a Death Star. You know why its called a Death Star? Not because they are awesome. Because its expensive, often ridiculous, doesn't help the rest of the army selection generally while eating up their resources, hits exceptionally hard so if you are able to "fire" you basically win, but can be stopped very easily thanks to a fatal flaw.

This is a game of objectives. Both primary and secondary. Your enemy is spending possibly a third or more of his available points on a single entity. Its quite often lumbering, so once it sets down on the board it won't be going very far. They normally are only good in close combat, and typically don't do much in the shooting phase. So what do you do?

Slow it down (aforementioned Rune Priest), stay out of close combat with it, shoot at it only if you have no other targets to go for. Chances are the unit is not a scoring unit, so all he can do is deny you a single objective. Focus your efforts on his scoring units to make up for it. Your TWC are fast and should be able to wipe out even large MEQ units with ease. Your Grey Hunters are amazingly versatile and can handle most typical threats as well. Throw them all down the opponent's throat!

Either his deathstar will spend the game in his back line, trying to keep his scoring units safe, or it'll be midfeld trying to contest too many objectives.

Yes, 10 TH/SS Terminators with Shrike is an annoying thing to face. Or Draigo and his Paladins, or DE and Harlequins. Just don't let them actually touch you in close combat though. They move towards you, you fall back. Just don't back yourself into a corner, and never lose sight over what will actually win you the game.


And if you still have trouble (though you shouldn't IMO), consider taking IG allies. Get a huge IG blob with a Commissar or two and some Vendettas. Run your blob at their deathstar and keep the commissars in the back where its safe. Never accept a challenge with them if you can help it. They'll now be stuck grinding you to a pulp as they deal with 51-52 wounds of Stubborn Guardsmen. Starting as low as 350 points, and climbing up to 420ish points, you'll easily be able to delay his 600-800 point unit long enough to make it irrelevant.

   
Made in us
Decrepit Dakkanaut





The Golden Throne

Cow- Your post is gold.
   
Made in us
Shas'la with Pulse Carbine





Yeah, pretty much hit the nail on the head

Tyranids will consume the universe!!! There is no chance for survival!!
.........eventually anyways......... 
   
 
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