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![[Post New]](/s/i/i.gif) 2012/10/25 04:44:56
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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Automatically Appended Next Post:
strengthofthedragon2 wrote:Nice! I am loving the SW and I haven't I'm still building them... Do you run Rune Priests in terminator armor? I am working on building an army and am wanting to be somewhat "on the mark" with my first build. I already have a skyshield landing pad ordered for the long fangs (and my ork lootas).
I think Rune Priests in Terminator Armor would work good with a unit of Terminator Wolf Guard... otherwise just give them Runic Armor and keep the +1A for RW/ BP.
As general Wolf advice you'd hear from any Wolf player, Grey Hunters are the bread and butter of Space Wolves. You can get away with not fielding Long Fangs despite how awesome they are... but if you skimp on Grey Hunters it'll hurt.
Definately, just like any other space marine army. AP3 will ruin even the best laid plans... I am definately loving the "challenge proof" PF in the gray hunters squad... I think it is just what you need in 6th edition which is exactly why I have saught out the Sons of Russ...
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![[Post New]](/s/i/i.gif) 2012/10/25 05:12:27
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Frenzied Berserker Terminator
In your squads, doing the chainsword tango
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AP3 blasts ain't that bad. Spreading out, LOS management, and a cunnin' plan on ramming a  ing meltagun up that  ing leman russ tanks ass for being so  ing cheap for an AV14 pieplate machine of  ing death bull  god  ing damn the bane of my  ing spacewolves got part of its  ing name from my  ing primarch we'll see how russ like you  ing are after i  ing shove a meltagun up your  ing ass  ing leman russ tanks... as I was saying, a cunning plan to remove AP3 pieplates is key. Did I mention I hate leman russ tanks  ?
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This message was edited 1 time. Last update was at 2012/10/25 05:12:44
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![[Post New]](/s/i/i.gif) 2012/10/25 07:04:40
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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strengthofthedragon2 wrote:Nice! I am loving the SW and I haven't I'm still building them... Do you run Rune Priests in terminator armor? I am working on building an army and am wanting to be somewhat "on the mark" with my first build. I already have a skyshield landing pad ordered for the long fangs (and my ork lootas).
Runic armour if you want to sit him in a rhino or razorback
Terminator armour if you want him to stand on foot amongst his unit.
I have him in terminator with either footslogging grey hunters or drop poding grey hunters or with long fangs nowdays. it doesnt seem viable to me to have him in runic armour in a viechle anymore. Terminator armour brings the 5++ save which is so good. and its the same points as a runic.
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![[Post New]](/s/i/i.gif) 2012/10/25 08:21:55
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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The only downside to terminator armor that I can see (in a Killy unit) is that you will be unable to perform sweeping advances. Maybe that is why they developed the runic armor for the SW.
Another question, and this is very basic, if the rune priest is upgraded, can he use his power on two separate units? I was glancing through the divination page and it sure feels good to be reading that page on this side of things (vs the receiving end).
I also dispize LR tanks
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![[Post New]](/s/i/i.gif) 2012/10/25 08:38:33
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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strengthofthedragon2 wrote:The only downside to terminator armor that I can see (in a Killy unit) is that you will be unable to perform sweeping advances. Maybe that is why they developed the runic armor for the SW.
Another question, and this is very basic, if the rune priest is upgraded, can he use his power on two separate units? I was glancing through the divination page and it sure feels good to be reading that page on this side of things (vs the receiving end).
I also dispize LR tanks
sweeping advance is never any problem because all units out there are either fearless or TSKNF so you cant sweep them anyway, they just stay put. and units who arent are units like fenrisian wolves which you should kill anyway if you bring units with terminator amour.
I would assume as long as you have a master of runes and it isnt a psycic shooting attack you can target two different units, think of it like this you might have one power that targets friendly units and one power that targets enemy units, you dont want to put them on the same unit and its clear that you can choose.
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![[Post New]](/s/i/i.gif) 2012/10/25 09:33:29
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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In building my new army, I completely overlooked those priests (mainly because I had planned to run BA priests, but the FAQ put a stop to that!) This thread is helping already! The priests seem to be almost worth it over other un-named characters...
I know long fangs seem to be the "easy button" but what are people liking for vehicles. What seems to be the "go-to" vehicle for space wolves (besides rhinos). The whirlwind is a cool model but kinda sucks... I am all about learning this new army...
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![[Post New]](/s/i/i.gif) 2012/10/25 09:52:53
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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strengthofthedragon2 wrote:In building my new army, I completely overlooked those priests (mainly because I had planned to run BA priests, but the FAQ put a stop to that!) This thread is helping already! The priests seem to be almost worth it over other un-named characters...
I know long fangs seem to be the "easy button" but what are people liking for vehicles. What seems to be the "go-to" vehicle for space wolves (besides rhinos). The whirlwind is a cool model but kinda sucks... I am all about learning this new army...
Rune priests are unfortunately almost mandatory. I dont like that at all I would like to field for example a Thunderlord and a wolf priest in the same list but as it seem I also always have to field a rune priest aswell.
They are incredibly good and useful compared to the other options, I would have greeted a nerf on them actually to help the codex balance.
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![[Post New]](/s/i/i.gif) 2012/10/25 11:49:17
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Speedy Swiftclaw Biker
NJ
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strengthofthedragon2 wrote:In building my new army, I completely overlooked those priests (mainly because I had planned to run BA priests, but the FAQ put a stop to that!) This thread is helping already! The priests seem to be almost worth it over other un-named characters...
I know long fangs seem to be the "easy button" but what are people liking for vehicles. What seems to be the "go-to" vehicle for space wolves (besides rhinos). The whirlwind is a cool model but kinda sucks... I am all about learning this new army...
Space Wolf go to vehicle has to be Vindicator. It's so wolfy in its smashiness. Also very cheap consider how much havoc it can potentially unleash.
Whirlwinds don't suck... they are just a bit situational. You have to remember that they've gotten better in that they can snipe now. Barrage rule states that wounds are taken from center of blast rather than from the shooter. So if you have a particularly annoying Sergeant or weapons specialist you want to remove, aim your blast at them and profit as they suddenly have to take several wounds. It's a more stand offish style of play but Whirlwinds are now very effective sniper. Also it's the only ranged "ignores cover" that the Space Wolves have which shouldn't be underestimated as there are some units that can seriously abuse cover and line of sight. Automatically Appended Next Post: SlyasR wrote:strengthofthedragon2 wrote:In building my new army, I completely overlooked those priests (mainly because I had planned to run BA priests, but the FAQ put a stop to that!) This thread is helping already! The priests seem to be almost worth it over other un-named characters...
I know long fangs seem to be the "easy button" but what are people liking for vehicles. What seems to be the "go-to" vehicle for space wolves (besides rhinos). The whirlwind is a cool model but kinda sucks... I am all about learning this new army...
Rune priests are unfortunately almost mandatory. I dont like that at all I would like to field for example a Thunderlord and a wolf priest in the same list but as it seem I also always have to field a rune priest aswell.
They are incredibly good and useful compared to the other options, I would have greeted a nerf on them actually to help the codex balance.
Not that it would help a Thunderlord, but you can use a Rune Priest as a buff to a regular Wolf Lord. I think this is actually a good tactic now because of the warlord rules.
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This message was edited 1 time. Last update was at 2012/10/25 11:50:57
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![[Post New]](/s/i/i.gif) 2012/10/25 12:59:21
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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derpyhooves72 wrote:
Not that it would help a Thunderlord, but you can use a Rune Priest as a buff to a regular Wolf Lord. I think this is actually a good tactic now because of the warlord rules.
the problem was not that I couldnt field a thunderlord and a rune priest, the problem was that I always feel stupid not fielding a rune priest at all (and for example take a wolf priest or only logan or what ever) since they are so good, its like shooting your own foot.
how would you suggest using a wolf lord + rune priest combo?
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This message was edited 3 times. Last update was at 2012/10/25 13:00:43
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![[Post New]](/s/i/i.gif) 2012/10/25 13:51:37
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Dakka Veteran
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How spammy can you get with Rune Priests (including Njal) and still stay reasonably competitive? I'm working on a half-baked TSons/SWolves army, and since for some bizarre reason GW decided to not allow CSM and SW to ally (crazy bastards, right?) I'm working on shoving it into the SW codex. I *could* pack 4 of the things (heck, 8 at 2000 and double FOC) but I'm pretty sure that's absolutely overkill.
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![[Post New]](/s/i/i.gif) 2012/10/25 13:55:03
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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Lansirill wrote:How spammy can you get with Rune Priests (including Njal) and still stay reasonably competitive? I'm working on a half-baked TSons/SWolves army, and since for some bizarre reason GW decided to not allow CSM and SW to ally (crazy bastards, right?) I'm working on shoving it into the SW codex. I *could* pack 4 of the things (heck, 8 at 2000 and double FOC) but I'm pretty sure that's absolutely overkill.
brutal heressey
I often use Tsons torsos and helmets as base decorations for my wolves, because out of all chaos we hate those the most. And personally Im not a fan of being the opposing side of AP3 bolters either.
I would say you could easily spam 4 rune priests and then 3 units of long fangs and the rest of the points in grey hunters for 1500-1999p games and be very competitive, thats how booringly crazy good rune priests are.
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![[Post New]](/s/i/i.gif) 2012/10/25 16:58:57
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Purposeful Hammerhead Pilot
Murrieta, CA
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The hard part about using rune priests is where do you stick them. They work great in long fang squads since you just bury them in cover alongside the heavy weapons. but if you want to support a grey hunters squad you run into trouble, if you drop to 9 man grey hunters, you lose the second special weapon. Priests are good, but I'd rather have an extra melta gun or plasma gun. Also, blessings and maledictions can't be used from inside rhinos. (You are taking rhinos, aren't you?) You have to get out and sit for a turn. The second best use for the priest would be in a LR and casting prescience on a killy assault squad. The best I've seen is just chilling with plama/missile fangs.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2012/10/25 17:09:27
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Junior Officer with Laspistol
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I like to be offensive with my RPs. Priests with JotWW work great in 8 man GH squads with a WG pack leader. 1 plasma, 1 combi-plasma and JotWW will do about as much as 1 more plasma. I often dump them behind my enemy so I can hit him without any cover. If I'm lucky I can use JotWW to snipe out special weapons and sergeants too and help force the squad to run.
Similarly, LL has gotten great at just glancing vehicles to death so synergises well with plasma or even melta.
Finally slapping divination on them, prescience cast on LFs can smash up most vehicles or if you're cheesey put him in a 30+ man blob of guard to give them 75% hit rate, counter attack and ATSKNF. Getting hit by 60 FRFSRF lasguns at 24" range and 90 at 12" is nasty, similarly making sure the plasma guns and autocannons hit is also very nasty. 60 TL shots in over-watch, followed by 60 TL melee attacks is ridiculous too.
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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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![[Post New]](/s/i/i.gif) 2012/10/25 17:48:31
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Purposeful Hammerhead Pilot
Murrieta, CA
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Griddlelol wrote:I like to be offensive with my RPs. Priests with JotWW work great in 8 man GH squads with a WG pack leader. 1 plasma, 1 combi-plasma and JotWW will do about as much as 1 more plasma. I often dump them behind my enemy so I can hit him without any cover. If I'm lucky I can use JotWW to snipe out special weapons and sergeants too and help force the squad to run.
You raise an excellent point Griddlelol. I may have to try this out. I have an opponent who runs mass tervigons that this may destroy some big bugs.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 1412/10/25 17:49:09
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Dakka Veteran
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I'm probably sticking them in drop pods along with the rest of my army, although I might stick a LF squad or two in Rhinos (mostly for cover since they would be the only dang things on the table at deployment.) As long as they're joining a squad that already has a WG leader, then the second special weapon is already lost. Of course I believe there's a huge disagreement on if a WG pack leader is worth losing the second special weapon so that only changes the discussion so much.
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![[Post New]](/s/i/i.gif) 2012/10/25 17:53:57
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Junior Officer with Laspistol
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Thaylen wrote:
You raise an excellent point Griddlelol. I may have to try this out. I have an opponent who runs mass tervigons that this may destroy some big bugs.
It's gross against Necrons and Guard. Low initiatives get eaten up. Probably works against Orks, but they seem to be lacking in my local meta.
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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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![[Post New]](/s/i/i.gif) 2012/10/25 18:12:28
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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Griddlelol wrote: Thaylen wrote:
You raise an excellent point Griddlelol. I may have to try this out. I have an opponent who runs mass tervigons that this may destroy some big bugs.
It's gross against Necrons and Guard. Low initiatives get eaten up. Probably works against Orks, but they seem to be lacking in my local meta.
I thought it would be great against necrons, until i learned they only resurrect again
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![[Post New]](/s/i/i.gif) 2012/10/25 18:41:21
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Junior Officer with Laspistol
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That's the great thing. If you drop pod in, you get to shoot the Lord with AP2 and then bolter fire the rest. Far more likely to break and run stopping them from clawing their way back up. This also works well since if you've knocked the lord down, that squad is a better target for focus fire from anything else. Finally, JotWW causes the models to be "removed from play" so no getting back up.
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This message was edited 1 time. Last update was at 2012/10/25 18:41:39
Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...
FAQs |
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![[Post New]](/s/i/i.gif) 2012/10/25 19:20:42
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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hmm, I am sure I have read the different somewhere but cant find it now
if we have played it wrong and its as you say, they are removed permanently then jaws is very very good again. almost mandatory for facing necrons
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![[Post New]](/s/i/i.gif) 2012/10/25 20:24:29
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Purposeful Hammerhead Pilot
Murrieta, CA
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For JOTWW remember that if a power affects multiple units only the first unit affected can make a deny the witch test. So if you want to aim jaws at a tervigon, try to hit some gaunts first as the Tervigon can make deny the witch on a 5+.
On deny the witch I am annoyed that they lumped rune weapon in with deny the witch, it is not close to the same mechanic. Deny only works on powers that target my units, Rune weapons can work on blessings and powers with no target. /Rant.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2012/10/25 22:45:21
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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What are the thoughts on drop pods? Again, I am building an army and they seem to be a quick way to make it up the field to grab objectives right away. With mysterious objectives, the possibility of grabing a skyfire objective would be nice to have going into turn 2 when flyers come on... Just a possibilty... Also, putting a deathwind launcher in them seems to be a nice way to help protect objectives.
Upgrading a RP to master of runes, worth it? Taking multiple priests, the points seem like they would be better spent elsewhere... just curious...
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![[Post New]](/s/i/i.gif) 2012/10/26 07:19:31
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Purposeful Hammerhead Pilot
Murrieta, CA
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Pods are good for rakhi game placement plus alpha strike capability. But suffer from a lack of late game objective grabbing capability.
Master of runes is hard for me to place. For 50 more points I can get a whole nother priest, and 2 more rolls on the divination table. The primaris for divination us good but the only other powers that are really worth it are misfortune, which us hard to use while in long fang.due to range, and perfect timing, but it only comes up maybe 1 in 3 games or so. The.way I see it, Master of Rune is a gamble, on getting perfect timing so you can twinlink and ignores cover on some plasma or missile fangs.
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Space Marines (Anything but BA or GK): 6k
Tau: 3k
-Thaylen |
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![[Post New]](/s/i/i.gif) 2012/10/26 07:33:37
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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That is exactly why I was wondering... Twin linked and ignores over would be pretty hard hitting.
I have only played against drop pods and they tend to be more of a thorn in your side rather than a threat. Just looking at finding a good mix between rhinos and pods.
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![[Post New]](/s/i/i.gif) 0012/10/26 16:30:39
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Ancient Space Wolves Venerable Dreadnought
Victoria B.C.
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I run one with tda he usually does pretty well. its nice because he gets an invul.
i run mine with the stave so he's str6 and things are usually good. His budy has a force sword and stuff dies.
over watch with plasma at bs is rather awesome.
I wouldn't mind craming a few mm hf speeders into the list but 1250 is kinda small. Automatically Appended Next Post: As said the upgrade is a gamble but when you shoot things that need cover is when it gets rough.
Against non meqs twnl hb with ignore cover can erase units. don't count out the trusty hb.
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This message was edited 1 time. Last update was at 2012/10/26 16:35:30
Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!
Do you have enough Priests do you?
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![[Post New]](/s/i/i.gif) 2012/10/26 17:01:02
Subject: Re:Space Wolves Tactica. 6th Edition Huddle!
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Regular Dakkanaut
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okay, just read everything since I last posted... a few things I thought I'd add:
Re GH in less than 10 and the extra weapon: Anytime you take less than ten and only get the one weapon, you may as well attach the WG leader, and give it a combi of some sort, depending on what you want the unit to do. If you go 8 strong, 1 WGPL with combimelta and a PF, AND a stormcaller/JWOW priest with a plasma pistol in a pod, lord help any of your opponents when they get to that tender back side of a russ. I think people misunderstand pods.... I think that they serve two main purposes, an alpha strike if you have enough of them (4 pods dropping full of guys on turn 1, when you have seven total can be VERY problematic.), and as distractors/late game objective grabbers with post assault, reserve based pods. In some cases, if you are really hurting for an objective against an army without a great deal of useful CC troops, dropping a turn 3 pod near an objective, then hammering the hell out of the objective holders on the charge will either loosen them from it (un-commissarred guard, etc.), but you have to be specifically tooling the unit to have that effect.... (plasma up the wazoo for Meq, and or dual flamers with combi flamer for the cover camping units like guard, tau, and eldar rangers.). This, in my opinion is a good strategy, especially in higher point games, where you may have more than 6 troop choices, and want to try a quick tabling of the opponent by leadership elimination (JWOW at a necron lord in a group of necron warrionrs managed to remove from play 12 dudes and one special character that cost a LOT more than the 120 pt rune priest that did hte dirty there.
RE: Scouts. I like them for both sniping against high toughness targets, or just for pinning. being BS 4, AND getting precision shot on a 6, I've got to say that there is a great deal they can do in a forward position, or even outflanked, especially since we can snap fire shots even if we moved. Its also been my experience that these units, especially if you taylor your list to an opponent for a game, can cause hell on a low leadership list.... even without the issue of the guns, I think the snipers will drawn an inordinate amount of fire, especially if you can take out or seriously wound one good model on the opponent side.....you are down 90-115, he's down 100-200 depending on what it was.... AFAIC that's a pretty reasonable trade, especially if they spend the turn after you iced his dude trying to make kibble out of them.
I like meltacide scouts squads, but only where I'm playing guard or tau.... the scouts can still fight, and locking them into combat will keep the other dude's units unable to shoot, order, etc. or do whatever else they may otherwise do... again, small investment, great reward in my opinion.
Re vehicles... sigh, I WISH we had a nonforge world flier...... like a storm talon... to harrass the hell out of our opponent and take advantage of the fly rules.... but we dont.... so, I make due with three units that usually dont get much love given their base unit being a blood claw: swift bikers, skyclaws, and the more loved, but paper thin land speeder.
Flying skyclaws are great because they, like the lone wolf, are essentially a fire and forget powerfist delivery system.
Re Blood claws, though they do have lower stats, my favorite move is putting them in a crusader with a priest and a lukas upgrade and gun that sucker forward as fast as possible, machine spiriting a gun a turn the whole way. It's my experience that one of the following will happen:
your opponent will aim EVERYTHING at the steel grey grey/blue (pick your fancy) armored jitneybus, or it will try to deflect/absorb the unit in a place where he wont really suffer a lot of damage to hold that NASTY charge up. If they die... well, they probably took some points back with them, and if they didnt, your other units should be moving up as fast as possible while they are playing "lets eat the axe."
I've had a LOT of luck with squadroned speeders, dropping in as close as I dare to a vehicle lot and lighting up the most expensive thing (in one apoc game, my two units of three took out a baneblade and a gargant, (this was fifth edition though), and I felt they made their points up handsomely.
Thats just my thoughts though.
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![[Post New]](/s/i/i.gif) 2012/10/26 17:12:34
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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cowpow16 wrote:I run one with tda he usually does pretty well. its nice because he gets an invul.
i run mine with the stave so he's str6 and things are usually good. His budy has a force sword and stuff dies.
Wroooong, ordinary rune priests cant carry anything else than their unusual force weapon. Only njal has a straff the rest has a I4 S4 AP3 force
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![[Post New]](/s/i/i.gif) 2012/10/26 17:23:43
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Dark Angels Librarian with Book of Secrets
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Monasou wrote:
-Wolf Priests! Yes! They Exist! Transporting around the map will be ever so easier now with the ever so popular outflank ability from Saga Of the Hunter, SOTH!
This is a mathhammer post to show wolf priests vs rune priests.
The Short and Sweet
Wolf priests are better at increasing the shooting capability than rune priests are vs infantry. Rune priests can make a squad better in assault than a wolf priest. This is because the wolf priest grants rerolls of 1's on 'to hit' and 'to wound'.
Wolf priests bring a variety of buffs, such as stealth and outflank which can help a squad greatly. Wolf priests cannot have their buff stopped,
Rune priests let the squad block psychic powers extremely well, and get an additional power on the divination table. Rune priest's buffs work on all opponents, not just the PE target.
Both are excellent force multipliers to a squad. Their ability to improve the effect is nearly identical. Which you use is up to you.
Shooting
A bolter shot by a wolf priest has on MEQ has...
77.72% to hit * 58.30% to wound * 33.33% failed save = 15.1% chance to kill
A bolter shot from a rune priest on MEQ has....
89% to hit * 50.00% to wound * 33.33% failed save = 14.8% chance to kill
A PG shot by a wolf priest has on MEQ has...
77.72% to hit * 97.2% to wound = 75.5% chance to kill
A PG shot from a rune priest on MEQ has....
89% to hit * 83.3% to wound = 73.9% chance to kill
Assault
In assault, the rune priest edges out. This is because the wolves go from hitting 2/3 of the time to 1/3 of the time.
A normal attack from a wolf priest squad has on MEQ has...
58.30% to hit * 58.30% to wound * 33.33% failed save = 11.2% chance to kill
A normal attack from a rune priest squad has on MEQ has...
75.00% to hit * 50.00% to wound * 33.33% failed save = 12.3% chance to kill
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![[Post New]](/s/i/i.gif) 2012/10/26 17:29:41
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Ancient Space Wolves Venerable Dreadnought
Victoria B.C.
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Really now right because of special rules. so does this mean if i have a guy with a stave that it still counts as a sword or what's the deal?
Under runic weapons it says may take the form of axes and staffs? so that means if he has an ax or staff that it counts as his str and ap3 ?
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Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!
Do you have enough Priests do you?
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![[Post New]](/s/i/i.gif) 2012/10/26 18:06:40
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Sure Space Wolves Land Raider Pilot
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cowpow16 wrote:Really now right because of special rules. so does this mean if i have a guy with a stave that it still counts as a sword or what's the deal?
Under runic weapons it says may take the form of axes and staffs? so that means if he has an ax or staff that it counts as his str and ap3 ?
Yes this has been discussed countless times, all force weapons which has its own special rule counts as an unusual weapon. The exception is njal who got faqed
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![[Post New]](/s/i/i.gif) 2012/10/27 04:42:48
Subject: Space Wolves Tactica. 6th Edition Huddle!
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Speedy Swiftclaw Biker
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reps0l wrote: Not much you can do. 5+ is a lot even for a quad gun. Just play the mission and use your positioning well. I usually just bitch about being forced to buy some crappy model I never wanted by a new rulebook, cast around wild assertions about the virtue of my opponents mother, and then rip my codex in half with my teeth before making my exit out of the nearest available window.
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This message was edited 2 times. Last update was at 2012/10/27 04:43:52
Back in the day, we were epic Space Vikings with horns, and beer, and stupid mockney accents, and we didn't have any truck with this flying around like a pansy shizzle. We certainly didn't surround ourselves with mangy animals.
Now we're basically the Bestiality Chapter.
We also now ride chariots and employ daemonic dreadnoughts...also, we fly and teleport with abandon. With wolves. |
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