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![[Post New]](/s/i/i.gif) 2016/03/28 17:33:57
Subject: Returning player, looking for SW input
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Armored Iron Breaker
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So returning 40k player here. Took 2 years off after I moved away from Illinois, looking to get back into the game down here in good ol' TX.
I want to start up a SW army. Primarily because I had been doing BA before and they sort of tanked, sounds like even harder with the new dex. A shame really. I do casual play but my primary joy is doing tournies, local and big ones like Adepticon.
Can I get some pointers on the current meta and SW's specifically?
Has the tau/elder domination changed? Slight research says no.
Are SW's still codex: Thunderwolves? What is everyones impression of Wulfen? If Wulfen are viable how do people run the lists.
What are some good allies for SW's? I assume Vanilla Marines with some type of shenanigans. I don't have much love for allies but understand that's how the tourniess roll these days.
Any advice will be appreciated. I did some searching and found a few SW threads but most were filled with random ranting and rabbit holes. Looking for some solid advice here in regards to whats viable for SW survival.
Thanks all!
Rez
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"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
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![[Post New]](/s/i/i.gif) 2016/03/28 23:58:00
Subject: Returning player, looking for SW input
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Servoarm Flailing Magos
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It's now codex Thunderwolves + Wulfen. Wulfen are totally viable, some might argue that they are an auto-include unit now (if not multiples) because they are not only fearsome assault units, but also a force multiplier.
Inquisitors are a good ally, as are vanilla marines. My friend who runs wolves uses the skyhammer formation with his wulfen... makes for a very deadly hammer & anvil type list.
Some tips for survival:
-Wulfen are best when taken as a mixed-equipment unit (in my opinion). My friend's Wulfen are equipped with 2 TH/SS models, 2 Axe models, and the leader with frost claws. It makes for a very adaptable and murderous unit in assault.
-Wulfen are force multipliers. Take them with TWC for insane turn 1 charges (with a little luck). There may be a formation you need to take to make them better... I am unsure of the details. I've only been on the receiving end of their deadliness.
-Putting terminator sergeants in your grey hunter squads is an easy way to give the squad a wound tank.
-Podded units with meltas are an effective way to disrupt the enemy's defenses and to keep them from organizing effectively for repelling assault-unit charges (wulfen or TWC)
Those are just some tips from my own experience facing them. I'm sure there are much more experienced wolf players that could point you in the right direction
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2016/03/29 00:20:20
Subject: Returning player, looking for SW input
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Secretive Dark Angels Veteran
Canada
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tau and eldar still dominate the game, the tau have basically dumped on so many archetypes for armies that at the competitive end playing against tau just doesnt work at all for some armies. eldar have also become the lord of unfun, i dont think ive seen a casual eldar list in months
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DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts
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![[Post New]](/s/i/i.gif) 2016/03/29 16:12:10
Subject: Re:Returning player, looking for SW input
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Armored Iron Breaker
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How do people deliver the wulfen into combat? Do they foot slog them?
They still only move 6" correct?
Thank for the replies so far, all great info. Saddens me to hear that tau/eldar still dominate the meta. I had hoped it leveled out in my 2 year absence.
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"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
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![[Post New]](/s/i/i.gif) 2016/03/29 16:34:56
Subject: Re:Returning player, looking for SW input
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Krazed Killa Kan
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Rezyn wrote:How do people deliver the wulfen into combat? Do they foot slog them?
They still only move 6" correct?
Thank for the replies so far, all great info. Saddens me to hear that tau/eldar still dominate the meta. I had hoped it leveled out in my 2 year absence.
Footslog, a fast attack drop pod, or a stormwolf are generally the way they would get around the board.
They move 6" but they can also run and charge plus they get the ability to add 3" to each movement action (move, run, and charge) 33% of the time.
Tau and Eldar where slowly starting to be less problematic in 7th until GW decided they where going to have none of that and gave them a huge boost in power because..... reasons?
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This message was edited 1 time. Last update was at 2016/03/29 16:35:52
"Hold my shoota, I'm goin in"
Armies (7th edition points)
7000+ Points Death Skullz
4000 Points
+ + 3000 Points "The Fiery Heart of the Emperor"
3500 Points "Void Kraken" Space Marines
3000 Points "Bard's Booze Cruise" |
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![[Post New]](/s/i/i.gif) 2016/03/29 16:58:17
Subject: Re:Returning player, looking for SW input
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Servoarm Flailing Magos
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Rezyn wrote:How do people deliver the wulfen into combat? Do they foot slog them?
They still only move 6" correct?
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Just do a google search on their special rules... there are so many of them. It's disgusting.
From what I can remember:
*Run + Charge
*Feel no Pain
*Buffs to Allies, randomized via table (the best one allows them to make a second move per movement phase, or +3" to all movement iirc)
*In Assault, if they die, they get a chance to make attacks (EVEN IF THEY ALREADY HAVE MADE THEIR ATTACKS) at the end of that initiative step!
*2 Wound models
*More AP 2 than you can shake a stick at
*Base cost of (6 meltabombs) points per model
*Ability to take TH/ SS for 3++ saves, and a champion with AP 2 wolf claws
*Initiative 5, S5, I'm pretty sure they are WS 5 too.... absolutely beast mode in assaults.
They get the SW flyer as a dedicated transport, but as Vankraken suggested there are other methods of getting them around, but you really don't need them. As far as I know, their movement buff to allies doesn't work inside a vehicle, so in most cases you don't want them inside one. When you pair these with TWC, the movement buffs give TWC insane movement rates and allows the TWC to run down even the fastest units. In a tournament I was recently in, the TWC got the best buff from the randomized movement table (2nd move) and got to move 24 freakin inches in the first turn, before charging me. Since I didn't get first turn, I wasn't happy to have TWC wrecking face before I could even move. His Wulfen were close behind, mopping up whatever the TWC didn't murder. My army was completely routed in the first turn.
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http://www.teun135miniaturewargaming.blogspot.com/ https://www.instagram.com/teun135/
Foxphoenix135: Successful Trades: 21
With: romulus571, hisdudeness, Old Man Ultramarine, JHall, carldooley, Kav122, chriachris, gmpoto, Jhall, Nurglitch, steamdragon, DispatchDave, Gavin Thorne, Shenra, RustyKnight, rodt777, DeathReaper, LittleCizur, fett14622, syypher, Maxstreel |
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![[Post New]](/s/i/i.gif) 2016/03/29 18:44:11
Subject: Re:Returning player, looking for SW input
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Regular Dakkanaut
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FoxPhoenix135 wrote: Rezyn wrote:How do people deliver the wulfen into combat? Do they foot slog them?
They still only move 6" correct?
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Just do a google search on their special rules... there are so many of them. It's disgusting.
From what I can remember:
*Run + Charge
*Feel no Pain
*Buffs to Allies, randomized via table (the best one allows them to make a second move per movement phase, or +3" to all movement iirc)
*In Assault, if they die, they get a chance to make attacks (EVEN IF THEY ALREADY HAVE MADE THEIR ATTACKS) at the end of that initiative step!
*2 Wound models
*More AP 2 than you can shake a stick at
*Base cost of (6 meltabombs) points per model
*Ability to take TH/ SS for 3++ saves, and a champion with AP 2 wolf claws
*Initiative 5, S5, I'm pretty sure they are WS 5 too.... absolutely beast mode in assaults.
They get the SW flyer as a dedicated transport, but as Vankraken suggested there are other methods of getting them around, but you really don't need them. As far as I know, their movement buff to allies doesn't work inside a vehicle, so in most cases you don't want them inside one. When you pair these with TWC, the movement buffs give TWC insane movement rates and allows the TWC to run down even the fastest units. In a tournament I was recently in, the TWC got the best buff from the randomized movement table (2nd move) and got to move 24 freakin inches in the first turn, before charging me. Since I didn't get first turn, I wasn't happy to have TWC wrecking face before I could even move. His Wulfen were close behind, mopping up whatever the TWC didn't murder. My army was completely routed in the first turn.
Some corrections, They are WS4 not 5 which while not a big mistake does make a big difference. They do give off their buffs if they themselves are in a vehicle but do not effect themselves or any unit that started the turn in a vehicle. So they don't get the ability two movement phases nor the ability to add 3 inches to move/run/charge. This in my mind is their biggest weakness as they give other units buffs that can then leave your army stretched out really thin.
For example my last game I rolled nothing but the +3 inches buff and I was running the SW formation that lets my TWC and GH run and charge if by the Wolf Lord. My TWC got a first turn charge easily and destroyed the killa kanz squad they charged. Then his morkanught and deff dread proceeded to charge and without FC i was less able to hurt them and they were taken down to one Wolf left (I did roll pretty bad at my saves but still). I wasn't able to back up my TWC because they had gotten so far ahead of my army. Also it left my Wulfen out in the back not being able to provide their buffs because of the range. I still won but only because the biggest threat in his list was his squadron of walkers which i was able to take out first turn so the trade off was worth it.
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![[Post New]](/s/i/i.gif) 2016/03/29 19:45:25
Subject: Returning player, looking for SW input
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Nurgle Chosen Marine on a Palanquin
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Check out the curse of the wulfen book. SW now have the Strike Foce, which gives us some guidelines for building armies that all give cool bonuses. I always liked drop pods, so I am running Blackmanes legendary great pack, it makes drop pods free, and all arrive turn 1!
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![[Post New]](/s/i/i.gif) 2016/03/29 20:30:20
Subject: Re:Returning player, looking for SW input
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Armored Iron Breaker
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Definitely will pick up the book as all this sounds super awesome. Thanks guys!!
so how many squads of wulfen do you guys recommend?
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"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
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![[Post New]](/s/i/i.gif) 2016/03/31 02:26:34
Subject: Returning player, looking for SW input
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Spawn of Chaos
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Hey Rezyn, in the same boat as you returning to the Wolves and 40k since fifths end.
I personally, will run two wulfen squads with 2Axe/Frags, 2Shield/Hammers, and a Pack Leader (Who gets claws in the upgrade.) each. For less then a land raider a squad, and with their Murderpack formation they get nasty. They get the old Khorne Chainaxes rules. (Each 6 to hit is a new attack), they have Rage and Counter Attack, and they buff the Table they roll on. The Axes are stupid awesome unless you somehow lose combat and are stuck in to the next round. Their special rules also allow them to always get their attacks even when killed that round. They're, yeah, they new TWC...
I plan on fluffing a semi-competitive Iron Wolves Great Company Plus Murder Pack. Then I have all the perks of Counter Charge after I disembark and shoot at 12" Vehicle movement, and run Wulfen in behind the crazy BC's who will get buffed next turn. Oh and all the free Hunter Killer Missiles I can Wysiwyg on to my Metal Boxes.
1850 List has no ObSec Sadly, but tons of killy and 260 pts of Free Vehicle upgrades. (Two Assault Razors, Two Plas Razors and 4 Rhinos.)
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This message was edited 2 times. Last update was at 2016/03/31 02:56:54
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![[Post New]](/s/i/i.gif) 2016/03/31 17:56:22
Subject: Returning player, looking for SW input
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Armored Iron Breaker
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gatebuster202 wrote:Hey Rezyn, in the same boat as you returning to the Wolves and 40k since fifths end.
I personally, will run two wulfen squads with 2Axe/Frags, 2Shield/Hammers, and a Pack Leader (Who gets claws in the upgrade.) each. For less then a land raider a squad, and with their Murderpack formation they get nasty. They get the old Khorne Chainaxes rules. (Each 6 to hit is a new attack), they have Rage and Counter Attack, and they buff the Table they roll on. The Axes are stupid awesome unless you somehow lose combat and are stuck in to the next round. Their special rules also allow them to always get their attacks even when killed that round. They're, yeah, they new TWC...
I plan on fluffing a semi-competitive Iron Wolves Great Company Plus Murder Pack. Then I have all the perks of Counter Charge after I disembark and shoot at 12" Vehicle movement, and run Wulfen in behind the crazy BC's who will get buffed next turn. Oh and all the free Hunter Killer Missiles I can Wysiwyg on to my Metal Boxes.
1850 List has no ObSec Sadly, but tons of killy and 260 pts of Free Vehicle upgrades. (Two Assault Razors, Two Plas Razors and 4 Rhinos.)
sounds awesome. I would love to see your list and also know how it goes when you test it out.
You using TWC along side the murderpack? whats your HQ?
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"It's like the 12 days of Christmas...except its the 12 days of Death" Ian Christe
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![[Post New]](/s/i/i.gif) 2016/03/31 17:59:16
Subject: Returning player, looking for SW input
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Dakka Veteran
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The lists that are considered top are bringing the wolves death pack, the getting started box set with wulfen murder pack formation to have 1st turn charges.
Also the blackmanes formation allied with the skyhammer which is a lot of pods turn 1 in your oppoenents face.
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![[Post New]](/s/i/i.gif) 2016/03/31 19:47:38
Subject: Returning player, looking for SW input
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Regular Dakkanaut
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Unfortunately you're right about the new BA dex being even worse. Don't understand at all why they felt compelled to need the already -worst dex in the game but oh well. If you want to run a CC army it used to be SW or Khornekin. Then wulfen cane back and pushed SW ahead by a mile and a half (they are bordering on the OP line, if not snarling over it a tad). I'd be fine with them if they didn't give off buffs and TH models didn't get to swing at I9 if killed by an I9 model...
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![[Post New]](/s/i/i.gif) 2016/04/01 00:59:04
Subject: Returning player, looking for SW input
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Spawn of Chaos
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Rezyn wrote:gatebuster202 wrote:Hey Rezyn, in the same boat as you returning to the Wolves and 40k since fifths end.
I personally, will run two wulfen squads with 2Axe/Frags, 2Shield/Hammers, and a Pack Leader (Who gets claws in the upgrade.) each. For less then a land raider a squad, and with their Murderpack formation they get nasty. They get the old Khorne Chainaxes rules. (Each 6 to hit is a new attack), they have Rage and Counter Attack, and they buff the Table they roll on. The Axes are stupid awesome unless you somehow lose combat and are stuck in to the next round. Their special rules also allow them to always get their attacks even when killed that round. They're, yeah, they new TWC...
I plan on fluffing a semi-competitive Iron Wolves Great Company Plus Murder Pack. Then I have all the perks of Counter Charge after I disembark and shoot at 12" Vehicle movement, and run Wulfen in behind the crazy BC's who will get buffed next turn. Oh and all the free Hunter Killer Missiles I can Wysiwyg on to my Metal Boxes.
1850 List has no ObSec Sadly, but tons of killy and 260 pts of Free Vehicle upgrades. (Two Assault Razors, Two Plas Razors and 4 Rhinos.)
sounds awesome. I would love to see your list and also know how it goes when you test it out.
You using TWC along side the murderpack? whats your HQ?
Actually the current list doesn't have the TWC. I've almost built everything and will be testing it extensively. My group is very much Wysiwyg, so if it isn't on there they won't play you.
List currently.
Two Iron Wolf Great Packs
Wolf Lord, Pair of Claws and Runic Armor. (Egil Ironwolf)
WGBL, PS, SS
4x 5 BCs, Flamers, 2 Razors w/ Assault Cannons
4x5 GHs, 2 Plas, 2 Melta, Rhinos
2x3 LFs with 2 Missiles, 2 Heavy Bolters LasPlas Razor.
Murder Pack
2 Wulfen Squads, 2 Axe/Frags, 2 TH/ SS, Pack Leader.
This is roughly 1850 with a few Spare points hanging about for Pack Leaders.
You get Fear and Furious Charge on everything so long as Egil is alive. You have Counter Charge. I push the Razors and Rhinos forward with the BCs and GHs in, to 12", disembark 6" more. They'll shoot everything they have at shooty units. The wulfen will barrel forward, rerolling less then a 3" run, and attempt a Charge to anything remaining. Your opponent has 10 MSUs and 8 very shooty metal boxes in his face. Even if the charge doesn't go off, He's got to deal with all that Turn 1. It's not going to be fun for anyone.
If I thought I could get points for them, I'd run a Wyrdstorm Brotherhood with the Helm of Durfast and lob the Eye of the Storm Power off him at fliers. I've ran a single Ironwolves Detachment to much success, but it had Drop Dread support so far. I think I'd get far more mileage out of Wulfen and a second pack. I'm short 2 Rhinos and the Assault Razors but they are in the mail. I've proxied for friendly games when I could, but the weren't against WAACs opponents.. (Which, thinking about it, can probably make a ton of fliers sad. Minus the Helchicken.)
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This message was edited 1 time. Last update was at 2016/04/01 01:00:42
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