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![[Post New]](/s/i/i.gif) 2017/06/16 00:21:21
Subject: 8th Edition Space Wolf First Impressions: Long Fangs (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Brilliant.
Love my Long Fangs.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/16 13:45:07
Subject: Re:8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Bjorn
UNIT COMPOSITION: 1 Model
WARGEAR:
>Assault Cannon (24” Heavy 6, S6, AP-1, Damage 1): Hard to beat this weapon as the Default Weapon. It has a short range though, I would upgrade it unless your plan is to get in close.
>Heavy Flamer (8” Heavy 1d6, S5, AP-1, Damage 1, Always hit): Unless you are planning on getting in close it will probably not see much action.
>True Claw (Melee, S12, AP-4, Damage 1d6, Re-Roll Wounds): With his 5 Attacks he will be brutal vs Everything. With him wounding 99% of the things you will encounter on at least a 3+, with a Re-Roll you are looking at more times than not inflicting 5d6 Wounds a Turn in Melee!
Options:
Heavy Plasma Cannon: I would call this a good choice for Medium Range TAC work. As much as a love plasma though the other two options are better in my opinion.
>Safe Mode (36” Heavy 1d3, S7, AP-3, Damage 1): Simple and Safe, it is not going to be spectacular.
>Not-So-Safe Mode: 36” Heavy 1d3, S8, AP-3, Damage 2, Rolls of one Take a Mortal Wound): Wile it does better damage and wounds more models on a 2+, it just does not have the...umf that the other two options have.
Hellfrost Cannon: A good alternative to the Assault Cannon if you are not taking on a Horde Army. I would general take it over the Assault Cannon because it is a unique Space Wolf Weapon on TAC Armies where I plan on turning the game into a Brawl.
>Dispersed Beam (24” Heavy 1d3, S6, AP-2, Damage 1, If you don’t kill the model , but still inflicted a wound roll 1d6, on a 6 inflict a Mortal Wound.) A good alternative to the Assault Cannon vs Multi-Wound Models. With its short range though I would only take it if you are planing on getting close.
>Focused Beam: (Heavy 1, S8, AP-4, Damage 1d6, If you don’t kill the model , but still inflicted a wound roll 1d6, on a 6 inflict a Mortal Wound.): This gives you a change at doing 1d6+1 Wounds. A good short range weapon.
Twin Las-Cannon (48” Heavy 2, S9, AP-4, Damage 1d6): Probably the best choice for killing big things. With his Re-Roll of 1’s you are going to be inflicting 2d6 Damage to that one Target you think should die.
Special Abilities:
Ancient Tactician: +1 Command Point just for showing up, always good and he does not even need to be the Warlord.
Last Company of Russ: Re-Rolls of one on To-Hit Rolls. This makes him as good at a Wolf Lord.
Legendary Tenacity: Ignores Wound on a 5+, this will help a lot.
8 Wound Character: Can take Bodyguards!
How I would use Him:
>Brawler: Take the Assault Cannon or Hellfrost Cannon and get in close with just about anything. Hang around Wolf Guard or Thunderwolves to boost them in combat. I included Thunderwolves because he can almost keep up with them.
>Long Range Fire Support: Take the Plasma Cannon or the Twin Las-Cannon and just sit back. Give him some Grey Hunters as a Bodyguard and he should do fine for taking out specific targets.
>Iron Priest: Take one on a Thunderwolf and just keep him close to keep casting Cure Light Wounds with him as a Brawler or Long Range Fire Support.
Wolf Guard Battle Leader: Either in Terminator Armor if you are planing on using the Old Guy as Fire Support or Thunderwolf if you are Brawling for those wonderful Re-Roll of Wounds.
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![[Post New]](/s/i/i.gif) 2017/06/16 14:45:16
Subject: Re:8th Edition Space Wolf First Impressions: Drop Pods (Warning, some Walls of Text)
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Snord
Midwest USA
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Anpu42 wrote:Wolf Guard Pack Leader in Terminator Armor: You mat take one and put him in Terminator Armor.
>Cyclone Missile Launcher and Storm Bolter: Again two profiles, and if you are going to take a Terminator Heavy Weapon this should be the one even though it has a shorter range than the Missile Launcher.
>>Frag (36” Heavy 2d3, S4, AP-0, Damage 1): As the Missile Launcher Frags, a Good Anti-Infantry Weapon.
>Krak (36” Heavy 2, S8, AP-2, Damage 1d6): Same as the Missile Launcher Krak.
Hooray! My converted model can be used again! I was so disappointed when the previous Space Wolf book got rid of the Terminator Long Fang leader with HW options. Even at shorter range, it's still awesome to have it back. Woo!
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![[Post New]](/s/i/i.gif) 2017/06/16 14:57:25
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Longtime Dakkanaut
Indiana
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My problem is that the cyclone is strictly worse than two missile launchers but costs the same amount of points.
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![[Post New]](/s/i/i.gif) 2017/06/16 15:13:04
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Leth wrote:My problem is that the cyclone is strictly worse than two missile launchers but costs the same amount of points.
If it was part of a Wolf Guard Terminator Pack it might not be as good as the Assault Cannon (I will get to them soon), however as part of a Long Fang Back it is a way to ad two more Missile Launchers, lesser Missile Launchers yes, but how often is your Target going to be more than 36" away.
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![[Post New]](/s/i/i.gif) 2017/06/16 15:17:20
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Longtime Dakkanaut
Indiana
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Anpu42 wrote: Leth wrote:My problem is that the cyclone is strictly worse than two missile launchers but costs the same amount of points.
If it was part of a Wolf Guard Terminator Pack it might not be as good as the Assault Cannon (I will get to them soon), however as part of a Long Fang Back it is a way to ad two more Missile Launchers, lesser Missile Launchers yes, but how often is your Target going to be more than 36" away.
It also is worse in the frag configuration. But its more about the additional cost of the platform as well. Terminator WG is 37 + 50 for Cyclone. Two extra marines is 30 + 50. So he is more durable but with multi wound weapons its a tough call for those extra 7 points. If he is tanking then its a waste of points as he is likely to die. I just dont know if it is worth concentrating all of those weapons into one squad. If terminators ignored the heavy weapon modifier I could see it. However they dont and so its ehhhh.
However, I am a fan of taking him as a basic terminator with minimal upgrades. In that case the increased survivability against small arms/non multi wound weapons more than compensates for his points.
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This message was edited 1 time. Last update was at 2017/06/16 15:19:11
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![[Post New]](/s/i/i.gif) 2017/06/16 16:36:39
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Leth wrote: Anpu42 wrote: Leth wrote:My problem is that the cyclone is strictly worse than two missile launchers but costs the same amount of points.
If it was part of a Wolf Guard Terminator Pack it might not be as good as the Assault Cannon (I will get to them soon), however as part of a Long Fang Back it is a way to ad two more Missile Launchers, lesser Missile Launchers yes, but how often is your Target going to be more than 36" away.
It also is worse in the frag configuration. But its more about the additional cost of the platform as well. Terminator WG is 37 + 50 for Cyclone. Two extra marines is 30 + 50. So he is more durable but with multi wound weapons its a tough call for those extra 7 points. If he is tanking then its a waste of points as he is likely to die. I just dont know if it is worth concentrating all of those weapons into one squad. If terminators ignored the heavy weapon modifier I could see it. However they dont and so its ehhhh.
However, I am a fan of taking him as a basic terminator with minimal upgrades. In that case the increased survivability against small arms/non multi wound weapons more than compensates for his points.
True, where I found adding the Cyclone the best was my Mixed Long Fangs. With the current Profile I think the Twin-Frag Missile will mix well with the Heavy Bolter for Infantry.
As for the Krak, one could quickly take down something big with the potential of 6d6 damage.
As for the points...well if you noticed I have been avoiding talking about points, my group is primarily planning on going with Power Levels so I have not thought about it much and avoiding the whole discussion here.
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![[Post New]](/s/i/i.gif) 2017/06/16 18:48:16
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Not as Good as a Minion
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For points, I take Plasma Cannons as the best option for Long Fangs
cheaper than laser or missiles and reliable damage
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This message was edited 1 time. Last update was at 2017/06/16 18:48:43
Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2017/06/17 14:10:12
Subject: 8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Long Fangs now start as squads of five.
Ripped off.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/17 14:43:21
Subject: Re:8th Edition Space Wolf First Impressions: Bjorn (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Blood Claws
UNIT COMPOSITION: 5-15 +1 Wolf Guard Pack Leader
WARGEAR:
Bolt Pistol and Chain Sword
The Wolf Guard Pack Leader can take Terminator Armor with a Power Sword and Chain Sword.
Options:
>At 5 Models may take a Special Weapon in place of their Chain Sword, at 15 models may take a second Special Weapon.
>One may take a Plasma Pistol
>The Blood Claw Pack Leader may take a Power Sword
>The Wolf Guard Pack Leader may take any Space Wolf Melee Weapon and a Plasma Pistol or Combi-Weapon
The Wolf Guard Pack Leader in Terminator Armor may take a Space Wolf Terminator Melee Weapon and Replace his Storm Bolter with a Combi-Weapon or Storm Shield.
Special Abilities:
>Berserk Charge: +1 Attack on the Charge
>Headstrong: If not near a Wolf Guard they must try to Charge and yes the Wolf Guard Pack Leader Counts.
How I would use them:
>Full Unit Size: I know they cost less than Grey Hunters, but just take them in full 15 model packs and adding in the Wolf Guard Pack Leader. This gives you a lot of Wounds and two Special Weapons and they can still fit in a Stormwolf or Land Raider Crusader. The Plasma Pistol is also very worth it now.
>Anti-Infantry: This is probably the best use of them. Take 2 Flamers, 2 Combi-Flamers and a Power Weapon and or Frost weapon. With their size of you can get all of them into the Fight it will be somewhere in the neighborhood of 40+ Attacks on the Charge and this is after the 4d6 attacks from the Flamers.
>Anti-Vehicle/Monster: Take the 2 Melta-Guns, 2 Combi-Meltas, a power Fist and Thunder Hammer. Not my choice for such a role, but it can be done.
Characters of Choice:
>Lukas the Trickster to make them WS 2+, I think it is worth the Leadership of 7.
>Any Wolf Lord/Wolf Priest just for the Re-Rolls and improved Leadership. This includes Krom, Herald, Bjorn
>Logan will solve the Leadership issue even with Lukas around. Stormrider could be an interesting choice as now your opponent will ave the choice of Logan Claws or the 16 Screaming Blood Claws.
>Ragnar is Fluffy and gives you Re-Rolls both To-Hit and Charges.
>Wulfen (I know they are not a Character) Will give you the chance to Re-Roll Charges or More Attacks (Close to 60 now)
Wolf Guard Battle Leaders are great just for their ability to Re-Roll Wounds.
>Ulrik is once more fluffy and can give Bonus to Wounding Rolls (Especially if mixed with a Wolf Guard Battle Leader).
Note on Terminator Armor: I see no reason not to take it, I also see no reason to take it. I know the idea of the 2++ or Storm Shield to tank wounds sounds good, but it is a quick may to get your Wolf Guard Pack Leader Killed. Now taking one for the Combi-Melta and Chain Fist for Tank/Monster Hunting might be good. Though remember in the long run they will slow down the Blood Claws Pack.
There is a Fluff reason for me to take one from the old 2nd Edition Space Wolf Codex where a Pack of Blood Claws are being lead by an old Wolf Guard who ends up being stepped on by a Titan. The Blood Claws vow Vengeance for their slain Mentor when the Titan moves on and the Wolf Guard climes out of the foot print...it is even funnier if you have seen Wizards
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![[Post New]](/s/i/i.gif) 2017/06/18 02:07:43
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Terminators with Heavy Weapons, Storm Shields and a Wolf Priest, maybe more might be amazing Wound Soakers - personally I'm leaning towards it as a mobile wall.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/18 02:37:44
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Dakka Wolf wrote:Terminators with Heavy Weapons, Storm Shields and a Wolf Priest, maybe more might be amazing Wound Soakers - personally I'm leaning towards it as a mobile wall.
They could do that quite well.
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![[Post New]](/s/i/i.gif) 2017/06/18 04:57:16
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Longtime Dakkanaut
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I have found that 8-9 or so blood claws in a rhino with a Wolf Lord or Wolf Guard Battle Leader work really well.
Rhinos are surprisingly hard to kill when they pop smoke, and 12"+D6 advance really moves them across the board.
I ran two squads of 8, 1 flamer and 1 combi-flamer. Points were tight in my list, so I did not give them any kind of melee power weapons, and they still performed really well, with one squad eating most of a tac squad in one turn, and then helping the other squad kill a 5 man terminator squad the next turn. 3 attacks on the charge really helps just drown things in combat, and fighting first on the charge is so strong this edition.
That said i will definitely try and rejig my list to give them a weapon, probably a wolf claw on the WGPL and maybe a power sword on the BCs too if i can as it will increase the damage output significantly.
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![[Post New]](/s/i/i.gif) 2017/06/18 05:27:21
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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jcd386 wrote:I have found that 8-9 or so blood claws in a rhino with a Wolf Lord or Wolf Guard Battle Leader work really well.
Rhinos are surprisingly hard to kill when they pop smoke, and 12"+ D6 advance really moves them across the board.
I ran two squads of 8, 1 flamer and 1 combi-flamer. Points were tight in my list, so I did not give them any kind of melee power weapons, and they still performed really well, with one squad eating most of a tac squad in one turn, and then helping the other squad kill a 5 man terminator squad the next turn. 3 attacks on the charge really helps just drown things in combat, and fighting first on the charge is so strong this edition.
That said i will definitely try and rejig my list to give them a weapon, probably a wolf claw on the WGPL and maybe a power sword on the BCs too if i can as it will increase the damage output significantly.
I do have to admit I tend to run a lit of foot list so my point of view might be a little skewed.
As for the Rhinos, wow I love the new ones, that might be my next focus.
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![[Post New]](/s/i/i.gif) 2017/06/18 06:06:04
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Longtime Dakkanaut
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I don't think id say i think foot lists are not viable... but im not sure they are ideal. Being on foot is pretty slow, and might mean having to take an extra turn of shooting in an edition where marines die faster than ever. Also the Rhino is basically a monstrous creature that can charge things right before the blood claws do to save them from overwatch. They are definitely worth the 72 points imo.
That being said i think foot lists could be doable with wulfen and TWC to help get things started and soak up some fire. They also speed things up a tad with the advance and charge rerolls.
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![[Post New]](/s/i/i.gif) 2017/06/18 06:14:11
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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jcd386 wrote:I don't think id say i think foot lists are not viable... but im not sure they are ideal. Being on foot is pretty slow, and might mean having to take an extra turn of shooting in an edition where marines die faster than ever. Also the Rhino is basically a monstrous creature that can charge things right before the blood claws do to save them from overwatch. They are definitely worth the 72 points imo.
That being said i think foot lists could be doable with wulfen and TWC to help get things started and soak up some fire. They also speed things up a tad with the advance and charge rerolls.
It is not as much me not wanting to take them, it is after some RL stuff I don't have any right now.
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![[Post New]](/s/i/i.gif) 2017/06/18 08:02:59
Subject: 8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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jcd386 wrote:I don't think id say i think foot lists are not viable... but im not sure they are ideal. Being on foot is pretty slow, and might mean having to take an extra turn of shooting in an edition where marines die faster than ever. Also the Rhino is basically a monstrous creature that can charge things right before the blood claws do to save them from overwatch. They are definitely worth the 72 points imo.
That being said i think foot lists could be doable with wulfen and TWC to help get things started and soak up some fire. They also speed things up a tad with the advance and charge rerolls.
If you want a foot list you have to think a bit outside the proverbial square.
Landed a beating on a Nids list today, quick as they are they aren't quicker than reserves and he was expecting me to meet him with TWC, surprised him to find out Harold was the only model with more than two legs.
Scouts and a pair of Stormwolf flyers had him constantly turning around and eventually hunkered down in the middle.
Wolf Scouts have become something amazing - would pull the same stunt on any army except T'au. If they still have EWO they'd laugh at the tactic.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/18 14:17:08
Subject: Re:8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Rhino
UNIT COMPOSITION: 1 Model
WARGEAR: Storm Bolter (24” Rapid Fire-2, S4, AP-, Damage 1)
Options:
>May (Should) take a second Storm Bolter.
>May take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). This my not seem like a lot, but think of 3-5 of them hitting the same target.
Special Abilities:
>Self Repair: 1 in 6 chance Chance of Cure Minor Wounds each turn.
>Smoke Launchers: Once per Game make your self harder to hit.
>Explodes: Not Good, but if you only have a few wounds left charge that Chaos Lord, you might get lucky.
>Transport: You can take up to 10 Powered Armor or Scout Armored Space Wolves with you.
How I would use them:
>Rhino Rush: Take the second Storm Bolter and HK Missile, load them up and head across the battle as quick as you can. A Herd of Charging Rhinos will cause many armies to second guess their reason to be there. The first Turn you might want to have half of them Advance while the others Pop Smoke. If you are feeling gutsy do the same thing next Turn, but revers who Pops Smoke and who advances. This will give you a good Screening force for any units behind them.
>Rhino Assault: When you are close enough to Charge unload your cargo, Then during the Charge Phase, does what come natural to Rhinos, be the first to Charge! This will cause Overwatch Fire that might hurt, but if you pull off the Charge the Pack you had inside will not have to deal with the Overwatch. You also will have 1-3 S6 Attacks to add to the Melee.
>Just a Battle Taxi: While the most efficacy of being a Taxi Service can be called into question, some games you might be able to go from one place to another. Remember you can take 10 Models that do not have to be all from the same unit. So that Gray Hunter Pack with 3 Models and be shoved into the same Rhino as the 5 Blood Claws, 1 Scout and your Wolf Lord.
>Iron Priest: Well he better be on a Bike or Thunderwolf just to keep up. I would not dedicate a single Iron Priest to a Rhino, but one or two to a Rhino Rush might be a good thing. They can also get into to Melee if needed or Just because they can as the Repair Ability is based on Movement, not what else they were doing. Remember though they can only do Repair if they moved 6” or less and they have to be within 1”.
Notes: I know a lot are going ‘Rhinos Are Now Too Expensive Now!’ Don't listen To Them. I think they are worth every point. They are fast and durable, with a pair of Storm Bolters they have a lot of Firepower (8 Shots) and keep your models inside alive long enough to get close. The Rhino Self Parking lots of the past are long gone.
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![[Post New]](/s/i/i.gif) 2017/06/19 13:21:18
Subject: Re:8th Edition Space Wolf First Impressions: The Rhino (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Wolf Guard in Terminator Armor
UNIT COMPOSITION: 5-10 Models
WARGEAR:
>Terminator Armor (2+/5++ Save)
>Storm Bolter (24” Rapid Fire-2, S4, AP-, Damage 1)
>Power Sword (Melee, Hit on 3+, S4, AP-3, Damage 1) [Wolf Guard Pack Leader]
>Power Fist (Mêlée, Hit on a 4+, S8, AP-3, Damage 1d3) [Normal Wolf Guard]
Options:
>Any model may replace their Power Sword or Power Fist with a weapon from the Space Wolf Terminator Mêlée Weapons list.
>Any model may replace their Storm Bolter with a weapon from the Space Wolf Terminator Mêlée Weapons list, Space Wolf Combi-Weapon list or Storm Shield.
>Every 5th Model may take a Cyclone Missile Launcher or replace their Storm Bolter with a Assault Cannon or Heavy Flamer.
Special Abilities:
>Teleport Strike: Place on the table more than 9” from an enemy at the end of the Movement Phase. (Had to add in the More Than or some people would just loose it)
How I would use them:
>Wolf Guard Bodyguards: Tool them up how you see fit and stick them near a Character. Take a few Storm Shields to Tank Shots. I feel that they are best suited for other Terminator Models, but I would not keep it as a rule.
>Make them Individuals: These are supposed to be century old veterans who have found what works for them. I would just make each one be armed different except for the Heavy Weapon. This keeps them Fluffy.
>Close in Fighting: Besides Melee weapons go with Heavy Flamers and maybe Combi-Flamers. This makes a good choice for Horde Armies.
>Medium Range Fighting: These are the best for Deep Strikes, Keep them with Storm Bolter or take Combi-Plasmas and Assault Cannons. It keeps the range the same for anything and on a Deep Strike you will be looking at a lot of Shots, even more with Combi-Plasmas. A 5 Model Pack with Storm Bolters can put out 16 Bolter Shots and 4 Assault Cannon Shots. A 10 Model Pack with Combi-Plasmas can put out 16 Bolter Shots, 16 Plasma-Shots and 12 Assault Cannon Shots. So they will only hit on a 4+, but if Logan is there along with a Wolf Guard Battle Leader in Terminator Armor you will get Re-Rolls with both To Hits and To Wounds.
>Tank/MC Hunting: The same principle as the Medium Range Wolf Guard Terminators, but you are taking Comb-Meltas, Thunder Hammers and Chain Fist. Take Cyclones, armed with Storm Shields to tank wounds.
>Arjac’s Bodyguard: Nothing wrong with a bunch of Wolf Guard Terminators with Storm Shields and Thunder Hammers. Arjac will also give you +1 Attack in Melee. Just use a Land Raider Redeemer or Crusader or a Storm Wolf to get them to what you want to die.
Transports:
>Land Raider (God-Hammer): Nothing beats old reliable, though it only hold 5 Wolf Guard. It will get you to the fight and soften up if not take down what you want to remove from the table.
>Land Raider Crusader: You can get up to 8 Wolf Guard Terminators in it, though Arjac, a Wolf Guard Battle Leader, a Wolf Priest and 5 Wolf Guard make a good team up too.
>Land Raider Excelsior: Similar to the ‘God-Hammer’ it gives you bonuses and a 5++ save for your Transport, just have a Rhino Primaris tag along, with some more Wolf Guard in Power Armor and an Iron Priest.
>Land Raider Redeemer: It looks good for Horde Hunting. You can get 6 Models into it like...Logan and a 5 Close in Fighting Wolf Guard Terminators.
>Storm Wolf: A flying Land Raider Crusader...I do not know what more I can say about it.
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![[Post New]](/s/i/i.gif) 2017/06/19 13:28:37
Subject: Re:8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Anpu42 wrote:Rhino
UNIT COMPOSITION: 1 Model
WARGEAR: Storm Bolter (24” Rapid Fire-2, S4, AP-, Damage 1)
Options:
>May (Should) take a second Storm Bolter.
>May take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). This my not seem like a lot, but think of 3-5 of them hitting the same target.
Special Abilities :
>Self Repair: 1 in 6 chance Chance of Cure Minor Wounds each turn.
>Smoke Launchers: Once per Game make your self harder to hit.
>Explodes: Not Good, but if you only have a few wounds left charge that Chaos Lord, you might get lucky.
>Transport: You can take up to 10 Powered Armor or Scout Armored Space Wolves with you.
How I would use them:
>Rhino Rush: Take the second Storm Bolter and HK Missile, load them up and head across the battle as quick as you can. A Herd of Charging Rhinos will cause many armies to second guess their reason to be there. The first Turn you might want to have half of them Advance while the others Pop Smoke. If you are feeling gutsy do the same thing next Turn, but revers who Pops Smoke and who advances. This will give you a good Screening force for any units behind them.
>Rhino Assault: When you are close enough to Charge unload your cargo, Then during the Charge Phase, does what come natural to Rhinos, be the first to Charge! This will cause Overwatch Fire that might hurt, but if you pull off the Charge the Pack you had inside will not have to deal with the Overwatch. You also will have 1-3 S6 Attacks to add to the Melee.
>Just a Battle Taxi: While the most efficacy of being a Taxi Service can be called into question, some games you might be able to go from one place to another. Remember you can take 10 Models that do not have to be all from the same unit. So that Gray Hunter Pack with 3 Models and be shoved into the same Rhino as the 5 Blood Claws, 1 Scout and your Wolf Lord.
>Iron Priest: Well he better be on a Bike or Thunderwolf just to keep up. I would not dedicate a single Iron Priest to a Rhino, but one or two to a Rhino Rush might be a good thing. They can also get into to Melee if needed or Just because they can as the Repair Ability is based on Movement, not what else they were doing. Remember though they can only do Repair if they moved 6” or less and they have to be within 1”.
Notes: I know a lot are going ‘Rhinos Are Now Too Expensive Now!’ Don't listen To Them. I think they are worth every point. They are fast and durable, with a pair of Storm Bolters they have a lot of Firepower (8 Shots) and keep your models inside alive long enough to get close. The Rhino Self Parking lots of the past are long gone.
When did we stop playing Space Wolves?
Personally I wouldn't bother with more than two Rhinos, I'd be nabbing Razorbacks, after all, how often do we have units bigger than five or six models and how often do those units not have personal mobility?
I think the only real need I'll have for the Rhino chassis is grabbing Wolf Scouts.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/19 13:53:02
Subject: Re:8th Edition Space Wolf First Impressions: Blood Claws (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Dakka Wolf wrote: Anpu42 wrote:Rhino
UNIT COMPOSITION: 1 Model
WARGEAR: Storm Bolter (24” Rapid Fire-2, S4, AP-, Damage 1)
Options:
>May (Should) take a second Storm Bolter.
>May take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). This my not seem like a lot, but think of 3-5 of them hitting the same target.
Special Abilities :
>Self Repair: 1 in 6 chance Chance of Cure Minor Wounds each turn.
>Smoke Launchers: Once per Game make your self harder to hit.
>Explodes: Not Good, but if you only have a few wounds left charge that Chaos Lord, you might get lucky.
>Transport: You can take up to 10 Powered Armor or Scout Armored Space Wolves with you.
How I would use them:
>Rhino Rush: Take the second Storm Bolter and HK Missile, load them up and head across the battle as quick as you can. A Herd of Charging Rhinos will cause many armies to second guess their reason to be there. The first Turn you might want to have half of them Advance while the others Pop Smoke. If you are feeling gutsy do the same thing next Turn, but revers who Pops Smoke and who advances. This will give you a good Screening force for any units behind them.
>Rhino Assault: When you are close enough to Charge unload your cargo, Then during the Charge Phase, does what come natural to Rhinos, be the first to Charge! This will cause Overwatch Fire that might hurt, but if you pull off the Charge the Pack you had inside will not have to deal with the Overwatch. You also will have 1-3 S6 Attacks to add to the Melee.
>Just a Battle Taxi: While the most efficacy of being a Taxi Service can be called into question, some games you might be able to go from one place to another. Remember you can take 10 Models that do not have to be all from the same unit. So that Gray Hunter Pack with 3 Models and be shoved into the same Rhino as the 5 Blood Claws, 1 Scout and your Wolf Lord.
>Iron Priest: Well he better be on a Bike or Thunderwolf just to keep up. I would not dedicate a single Iron Priest to a Rhino, but one or two to a Rhino Rush might be a good thing. They can also get into to Melee if needed or Just because they can as the Repair Ability is based on Movement, not what else they were doing. Remember though they can only do Repair if they moved 6” or less and they have to be within 1”.
Notes: I know a lot are going ‘Rhinos Are Now Too Expensive Now!’ Don't listen To Them. I think they are worth every point. They are fast and durable, with a pair of Storm Bolters they have a lot of Firepower (8 Shots) and keep your models inside alive long enough to get close. The Rhino Self Parking lots of the past are long gone.
When did we stop playing Space Wolves?
Personally I wouldn't bother with more than two Rhinos, I'd be nabbing Razorbacks, after all, how often do we have units bigger than five or six models and how often do those units not have personal mobility?
I think the only real need I'll have for the Rhino chassis is grabbing Wolf Scouts.
I have not gotten to Razorbacks yet...give me time
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![[Post New]](/s/i/i.gif) 2017/06/20 10:09:18
Subject: 8th Edition Space Wolf First Impressions: Wolf Guard Terminators (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Time is always granted - BUMP!
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/21 01:16:58
Subject: Re:8th Edition Space Wolf First Impressions: Wolf Guard Terminators (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Storm Wolf
UNIT COMPOSITION: 1 Model
WARGEAR: 2 Las-Cannons, 2 Twin Heavy Bolters, Twin-Hellfrost Cannons
Options:
>Replace the Twin-Heavy Bolters for 2x Twin Multi-Melta or Skyhammer Missiles
Weapons:
2 Las-Cannons (48” Heavy-1, S9, AP -3, Damage 1d6): You have two, not a twin so if you wanted to you could fire at two different targets.
2 Twin Heavy Bolters (36” Heavy 6, S5, AP-1, Damage 1): Good for taking down Infantry, when fired at the same target that is 12 Shots.
Twin Hellfrost Cannon:
>Dispersed Beam (24” Heavy 2d3, S6, AP-2, Damage 1, If you don’t kill the model , but still inflicted a wound roll 1d6, on a 6 inflict a Mortal Wound.)
>Focused Beam: (Heavy 2, S8, AP-4, Damage 1d6, If you don’t kill the model, but still inflicted a wound roll 1d6, on a 6 inflict a Mortal Wound.): This gives you a chance at doing 1d6+1 Wounds. A good short range weapon.
Skyhammer Missiles (60” Heavy 3, S7, AP-1, Damage 1d3, +1 to Hit Fliers, -1 to hit everything else): If you are expecting Fliers this is the weapon of Choice!)
2x Twin Multi-Melta (24” Heavy 2, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and choose the best): If after dropping off your passengers and planing on Tank/MC hunting this is a good mix for the Las-Cannons and Hellfrost Cannons
Special Abilities:
>Airborne: Can Not Charge and con only be attacked by Fliers in Melee.
>Hard to Hit: Opponents are -1 to Hit you.
>Super-Sonic: Move 20”-50”, but can only make 1 90* turn.
\
>Hover-Jets: Move 0”-20, but losses Airborne, Hard to Hit and Supersonic.
>Power of the Machine Spirits: No Penalty for moving and Firing.
>Transport: You can take up to 16 Models, Terminators, Jump and Wolfen Count as two.
How I would use them:
>Flying Crusader: Just put 16 Blood Claws and a Character (Ragnar is always good) in it and find something to turn into Wolf Kibble. You can put yourself next to just about anything on the board on turn one and gave a good chance of not being hit by much. Drop in a Rune Priest in Terminator Armor or in a Drop Pod near by to cast Storm Caller on it and/or Tempest Wrath on something that might be able to hurt it and shrug off a lot of potential damage.
>Wolf Guard Delivery System: Just as it says, fill it with Wolf Guard in either Power Armor or Terminator Armor and use the Flying Crusader Approach. Something like Logan, Arjac, Njal and 5 Wolf Guard terminators should do the job.
>Tank/Monster Hunting: Go with the Multi-Meltas to inflict a possible 8d6 +2 Wounds to anything that you get close to.
>Air Combat: Take the Skyhammers, maybe add a few Jump Pack Models for that nasty surprise when you get close to another Flier.
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![[Post New]](/s/i/i.gif) 2017/06/21 06:38:50
Subject: 8th Edition Space Wolf First Impressions: Stormwolf (Warning, some Walls of Text)
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Not as Good as a Minion
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I would treat the Stormwolf as LandRaider Crusader with heavy Weapons.
If you are not going to use the full transport capacity, the standard Raider or the Gunship is the better option.
The other thing is that I don't see the Melta load out being worth the points.
Of course it is easier to get in 12" with the Stormwolf than with Long Fangs, but than it is still just a transport and spending the points on Laser or Meltas somewhere else is more useful
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Harry, bring this ring to Narnia or the Sith will take the Enterprise |
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![[Post New]](/s/i/i.gif) 2017/06/21 09:32:05
Subject: 8th Edition Space Wolf First Impressions: Stormwolf (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Bah! Now that more models have more wounds Helfrost has a lot more charm than it did in 7th, so they change it from removal to an extra wound.
At least the Wolf and Fang are fairly cheap for flyers.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/21 11:33:15
Subject: 8th Edition Space Wolf First Impressions: Stormwolf (Warning, some Walls of Text)
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Waaagh! Ork Warboss
Italy
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Wolf priest got a huge nerf, whit the new rules. Now they're useless around 1W models and they have synergy only with wulfen, thunderwolves and terminators.
But footslogging priests are slow and can actually buff only terminators, maybe wulfen.
Ulrik + blood claws was one of my fav combos in 7th edition, I'm quite disappointed about that.
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![[Post New]](/s/i/i.gif) 2017/06/21 13:32:23
Subject: 8th Edition Space Wolf First Impressions: Stormwolf (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Personally my Wolf Priests rarely went without multi-wound company, usually biked up to hang around with the TWC.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/21 14:02:12
Subject: Re:8th Edition Space Wolf First Impressions: Stormwolf (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Wolf Priest
UNIT COMPOSITION: 1 Model
WARGEAR: Crozius Arcanum, Bolt Pistol, Frag Grenades, Krak Grenades
Options:
You can take him in the Base Power Armor, You can take him in Terminator Armor, You can take him with a Jump Pack, You can take him on a Bike, You can...wait you can not take him on a Thunderwolf...I don’t know why, it wold look cool...Screw That I am going make one on a Thunderwolf and just say he is going to be a count as on a bike.
Weapons:
>Crozius Arcanum (Mêlée, S5, AP-1, Damage 2)
> Bolt Pistol (12” Pistol, S4, AP-, Damage 1)
>Storm Bolter {Terminator Armor} (24” Rapid Fire 2, S4, AP-, Damage 1)
>Twin Bolt Gun {On a Bike} (24” Rapid Fire 2, S4, AP-, Damage 1)
Wolf Amulet: 4++ Save
Options:
>Can replace his Bolt Pistol with a Plasma Pistol (My Default choice) or Combi-Weapon.
>Can take a Jump Pack
>Can Replace his Storm Bolter with a Combi-Weapon (Terminator Armor)
Special Abilities:
>Oath of War: Other Space Wolves can Re-Roll failed to hit rolls during the Fight Phase.
>Spiritual Leader: 6” Leadership 9 Bubble
>Healing Balms: Return 1d3 Wounds to 1 Model at the end of Movement.
How I would use them:
>Blood Claws Leader (All Flavors): He will give them a boost in melee and if you have the WGPL in Terminator Armor still up you can heal him if needed. Tack on a Wolf Guard Battle Leader and the whole unit gets Re-Rolls to Hit and To Wound.
>Wolf Guard Leader (All Flavors): Similar to the Blood Claws, just make sure you take the same options as the Wolf Guard Pack, though Terminator Armor is not necessary unless you are Deep Striking him with a group of Wolf Guard in Terminator Armor.
>Wolf Priest in Terminator Armor: This gives him an extra Wound and a 2+/3++ Save so it is not a bad option most of the time, though it will slow him down a little. Unless you are Deep Striking him I would consider taking either a Combi-Flamer or Combi-Melta. If you are Deep Striking go for the Storm Bolter or Combi-Plasma.
Wolf Priest on a Bike: This is a good option 90% of the time just for he extra wound and 3+/4++ save and 14” move letting you bounce from one unit to another quite easily. You could even Advance to get that extra 6” inches to cast Cure Light Wounds on your Wolf Lord. Weirdly enough I would tend to upgrade to a Storm Bolter for a ridicules number of Bolter Shots as you are going to spend most of the battle within 12” of enemy units.
Note on the Healing Balms:[/b] There are two big restrictions on it, one you have to be within 3” and it happens at the End of the Movement Phase. This means you have to plan where he is going to be.
Note on the Crozius Arcanum: It has a S5, so it will be wounding most non-Tank/MC models on a 3+ and most vehicles on a 5+. The -1 Save is...ok, but the Damage of 2 makes it great for multi-wound models.
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This message was edited 1 time. Last update was at 2017/06/21 14:03:09
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![[Post New]](/s/i/i.gif) 2017/06/22 12:00:01
Subject: 8th Edition Space Wolf First Impressions: Wolf Priest (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Wolf Priests lost a lot of punch in the attacking phase but give them the right mobility and they make up for it if they buzz from biggie to biggie, can't wait until Bran Redmaw makes a return.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/06/22 15:13:01
Subject: Re:8th Edition Space Wolf First Impressions: Wolf Priest (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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I am going off the ‘Reservation’ so to speak and talking about the first Primaris Unit.
Inceptor Squad
UNIT COMPOSITION: 3 Models
WARGEAR: Two Assault-Bolters (18” Assault 3, S5, AP-1, Damage 1)
Options:
None
Special Abilities:
>ATSKNF
>Crushing Charge: 1 in 6 chance on a charge of inflicting a Mortal Wound.
>Meteoric Descent: Deep Strike
Overview/How I would use them:
They are Mobile (10” Move), reasonably tough (3+ Save, T5 and 2 Wounds) and have a good amount of Firepower (Full Squad can make 18 Heavy Bolter Shots).
They look to be set up to Deep Strike in and let loose with a barrage of Heavy Bolter shots at a target (Remember that on the Deep Strike they will still be hitting on a 3+) and then Assault a unit with a 50/50 of inflicting a Mortal Wound.
This is not how I would use them, I think of them as more of a Mid-Ranged Shooting Unit.
Deep Strike in, yes at about 13”-16” Inches away (out of Rapid Fire Range for most Units) and stay there if possible. Use them as a harassing force. When you find yourself a unit that looks like you can take down quickly, Advance and then Charge.
Stick a Wolf Priest and/or Wolf Guard Battle Leader with a Jump Pack near them for the Re-Rolls.
With their range and quick movement they may also make a good Counter Charge/Backfield unit.
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