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Made in gb
Regular Dakkanaut






So as the title suggests...

Am looking at putting a list together and was wondering if you could offer some advice on the following tactical options...

Choice 1: champions of fenris ability giving +1 to WS, so...
2 units of 3 Thunderwolves with stormshield so and wolfclaw with WS 5

Or

Choice 2: deathpack ability giving the option to run and charge in the same turn, so...
1 unit of 4x Thunderwolves with stormshield and wolfclaws & wolf Lord on thunderwolf

???????? Thanks for the advice!!!

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1850
War Convocation: 1850

 
   
Made in us
Decrepit Dakkanaut




TWC has enough attacks on the charge that the extra WS doesn't matter. Getting into combat easier is a better trait to have.

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Made in gb
Regular Dakkanaut






Slayer-Fan123 wrote:
TWC has enough attacks on the charge that the extra WS doesn't matter. Getting into combat easier is a better trait to have.


So having one unit with a wolf Lord with run and charge is better than having two units of twc?

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1850
War Convocation: 1850

 
   
Made in ca
Insect-Infested Nurgle Chaos Lord






Also vote for the one with movement buffs. I find that things generally melt the moment TWCs get within tickling range, but actually getting into tickling range is the issue.

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When I'm editing alot, you know I have a gakload of homework to (not) do. 
   
Made in us
Dakka Veteran




I'd go with weapon skill 5. Thunderwolves are fast. Plus they have fleet so you can reroll your charge. I've personally never had a problem with speed. But lots of things are weapon skill 4.
   
Made in de
Junior Officer with Laspistol





I'd go for movement speed also, those guys need to get into combat ASAP because if your opponent sees them, they're going to be shooting at them.

+1 WS seems unnecessary, they'll still kill everything they touch.


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Made in us
Krazed Killa Kan






Having extra reach is huge for an assault unit, it makes kiting harder for the enemy and lowers the amount of time spent being left out in the open to shooting. Turn 1 charge potential is also huge and for even more insanity you can take Wulfen to potentially have some hilariously long charge range.

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Made in gb
Longtime Dakkanaut





UK

Usually the extra movement.

But if you've got enough teleport targets courtesy of the new SM powers, then +1 WS might be better in that regard.

YMDC = nightmare 
   
Made in gb
Regular Dakkanaut






So looks like the movement is better. Was thinking the same to be honest as +1 to WS isn't too much of an advantage, getting there quicker def is. Do you think two deathpacks would be overkill? Fancy having two units of Thunderwolves rather than one, combined with two units of wulfen for ultimate close combat goodness!!!

 Frozocrone wrote:
Usually the extra movement.

But if you've got enough teleport targets courtesy of the new SM powers, then +1 WS might be better in that regard.


This is interesting can you explain further? Does space wolves have access to the new space marine powers? Haven't seen what they are

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Made in de
Junior Officer with Laspistol





Redundancy is always good.


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Made in au
Warning From Magnus? Not Listening!





Melbourne, Australia

Xeones7 wrote:
So looks like the movement is better. Was thinking the same to be honest as +1 to WS isn't too much of an advantage, getting there quicker def is. Do you think two deathpacks would be overkill? Fancy having two units of Thunderwolves rather than one, combined with two units of wulfen for ultimate close combat goodness!!!

 Frozocrone wrote:
Usually the extra movement.

But if you've got enough teleport targets courtesy of the new SM powers, then +1 WS might be better in that regard.


This is interesting can you explain further? Does space wolves have access to the new space marine powers? Haven't seen what they are
Space wolves do have access to the new powers. There are two powers in the new disciples that let you "teleport" units. The first is a geomancy power that lets you move a piece of terrain and all the models in/on it 24" (!!!). The second (better) power is a fulmination power that lets you swap the psycher's unit with a (non-vehicle) unit within 24 (friend or foe). The swapped units may charge. Stick scouts in a Pod and you have a turn one charge for those wolves.

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Made in de
Junior Officer with Laspistol





fething hell, those powers are insane! That's like a guaranteed turn 1 charge for anything.

Rune Priest and 2 units of Thunder Wolves and something's going get annihilated. Maybe it's time for me to dust off my wolves and grab some TWC...

This message was edited 1 time. Last update was at 2016/05/23 11:55:21



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Made in gb
Longtime Dakkanaut





UK

Not even Scouts, although Scouts are good.

You can even bring a Company of the Great Wolf detachment for 6-8 Elites (I think it's 8) and just fill up the slots with 10 pt teleport locations called Servitors.

YMDC = nightmare 
   
Made in us
Nurgle Chosen Marine on a Palanquin






Consider that a run + charge allows first turn assault, I would say it beats out +1WS in most cases. Even getting a 1 inch run would let you charge first turn, though rare, it could happen.

If you are bringing a single unit of TWC, the formation is great, if you want a few small units of 4 or so, The WS is a great way to go, as you don't have to have the GH and WL tax. Though I guess you could just make an army of 100% TWC+lord and GH in pods. Come to think of it, that sounds pretty nice, I might try it some time.

   
Made in gb
Regular Dakkanaut






So been writing lists, considering tactics and feel I've finally locked down a list that would work and be a bit fun/different!

Based on everyone's comments I think that the extra movement is worth it's weight in gold, 12" + 6" + 12" is a maxed out 30" which really does make a turn 1 charge possible… too good to miss out plus this coupled with rerolls to the grey hunters means I'm sold!

Loved the idea of the wyrdstorm brotherhood too. This formation will play two roles. Hitting tough units with a possible 24 S7 hits with 6s adding another 2 hits each and gaining access to Fulmination. Hopefully hitting the power that teleports a unit and we could easily have turn 1 wulfen assault.

As you can tell from the main theme it's all about assault. Doing this with a space wolf army has its advantages. Mainly because the Space wolves aren't glassy like harlequins etc and they have pretty decent dakka too.

Well on to the list, this is not locked down and is not dependant on models as I haven't purchased any yet so feel free to pick apart and critique as you see fit, your expertise are much appreciated as I'm making it up as I go along!

Deathpack Formation: (645)

1x Wolf Lord: +Thunderwolf +Black Death +stormshield (195)

4x Thunderwolves: +4x Stormshield +4x Stormclaw (300)

5x Grey Hunters: +PL +2x Plasma Pistol +Plasma Gun (115)
1x Drop Pod (35)

Wulfen Murderpack Formation: (482)

5x Wulfen: +Leader +2x F Claws +TH & SS +GFA & SS +2x Stormfrag (241)

5x Wulfen: +Leader +2x F Claws +TH & SS +GFA & SS +2x Stormfrag (241)

Wyrdstorm Brotherhood Formation: (240)

2x Runepriest: (120)
1x Runepreist: +ML2 +Pyschic Hood +Terminator Armour (120)

Company of the Great Wolf Detachment: (484)

1x Battle Leader: Plasma Gun (65)

1x Murderfang: +drop pod (170)

3x Terminators: (99)

5x Grey Hunters: +PL +2x Plasma Pistol +Plasma Gun (115)
1x Drop Pod (35)

Battle Plan:

Put the enemy between a rock and a hard place. Start the wulfen and thunder wolves on the table with everything else in reserves.

Turn one: Deepstrike the two grey hunter units containing the two lvl 1 Runpriests. Hope to fire off moving one of the squads of wulfen into assault from the Electrodisplacement power.

Turn two: Terminators plus Lvl 2 Runepriest and Murderfang hopefully come in to trap the enemy between a rock and a hard place!

Thoughts?

This message was edited 1 time. Last update was at 2016/05/30 01:13:34


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1850
War Convocation: 1850

 
   
Made in us
Regular Dakkanaut




You want the thunder wolves to be scary. With the death pack get one of them with a fist. Add two more with this Id and pistol. This unit hits like a train.
If you dropped the company of the great wolf, you can get two more units of wolfen which gets you a 50% of a 42inch charge range. With no powers needed.

If you are looking at speed and assault. I think that is the way to go.

You could take a look at my list that takes the concept of a rock and a hard place to a extreme.
http://www.dakkadakka.com/dakkaforum/posts/list/691421.page
   
 
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