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		![[Post New]](/s/i/i.gif)  2016/08/11 19:22:18
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ferocious Blood Claw
	 
 
 
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									I could run this list with the two packs of 5 long fangs or an Imperial Knight. I typically lose my IK by turn 2 because it just becomes #1 priority, haven't really figured out if that's terrible or not yet since it does take heat off of the TWC and Wulfen.
  
  The Wyrdstorm bros would roll for the following. Veil Of Time, Null Zone, Prescience, Endurance. Probably send two of these guys with the TWC and possibly leave one sitting with long fangs (prescience) as moving/assaulting an IC can become a nightmare of a debate if you put them with the Wulfen..probably just avoid that whole situation.
  
  Pretty straight forward strategy with this, buff my stuff, debuff enemy, charge things, roll a lot of dice, profit? The dice gods will decide..here is the list..
  
  + HQ (225pts) +
  Wolf Lord (225pts) [Relic: Krakenbone Sword, Thunderwolf, Warlord]
  Runic Armour [Bolt Pistol, Storm Shield]
  
  + Elites (20pts) +
  Servitors (10pts) [Servitor]
  Servitors (10pts) [Servitor]
  
  + Fast Attack (450pts) +
  Thunderwolf Cavalry (450pts)
  Thunderwolf Cavalry [Storm Shield, Wolf Claw]
  Thunderwolf Cavalry [Storm Shield, Wolf Claw]
  Thunderwolf Cavalry [Storm Shield, Wolf Claw]
  Thunderwolf Cavalry [Storm Shield, Wolf Claw]
  Thunderwolf Cavalry [Storm Shield, Wolf Claw]
  Thunderwolf Cavalry Pack Leader [Storm Shield, Wolf Claw]
  
  + Heavy Support (380pts) +
  Long Fangs (190pts) [5x Long Fang w/ Lascannon]
  Long Fang Ancient [Bolt Pistol, Chainsword]
  
  Long Fangs (190pts) [5x Long Fang w/ Lascannon]
  Long Fang Ancient [Bolt Pistol, Chainsword]
  
  ++ Space Wolves: Codex (2014) (Formation Detachment) (775pts) ++
  
  + Formation (775pts) +
  
  Wulfen Murderpack (460pts)
  Wulfen
  Wulfen [Thunder Hammer/Storm Shield]
  Wulfen [Thunder Hammer/Storm Shield]
  Wulfen [Dual Frost Claws]
  Wulfen [Dual Frost Claws, Stormfrag Auto-Launcher]
  Wulfen [Dual Frost Claws, Stormfrag Auto-Launcher]
  Wulfen
  Wulfen [Thunder Hammer/Storm Shield]
  Wulfen [Thunder Hammer/Storm Shield]
  Wulfen [Dual Frost Claws]
  Wulfen [Dual Frost Claws, Stormfrag Auto-Launcher]
  Wulfen [Dual Frost Claws, Stormfrag Auto-Launcher]
  
  Wyrdstorm Brotherhood (315pts)
  
  Rune Priest [Bike, Psyker Mastery Level 2, Rune Sword]
  Power Armour [Bolt Pistol]
  Rune Priest [Bike, Psyker Mastery Level 2, Rune Sword]
  Power Armour [Bolt Pistol]
  Rune Priest [Bike, Psyker Mastery Level 2, Rune Sword]
  Power Armour [Bolt Pistol]
							 
							
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		![[Post New]](/s/i/i.gif)  2016/08/11 20:28:14
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Been Around the Block
	 
 
 
	
	
	 
	
 
		
 
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									I really like this list. I like the way there is no space in your army for half-arsed or wishy-washy units. Everything has a defined purpose and all models in each unit are armed the same way (except for the wulfen of course who have the obligatory 2 shield guys to make up for the crappy sv- this is also how i play them).  This is how I like to play wolves- direct and elite with the fat trimmed off. 
  I also respect the wolf-claw/shield combo on the TWC. If you are going to buff them then this is the best way to do it imo. You could switch up the long fangs for a Death watch Malleus kill team formation with Missile launchers/Frag cannons on the vets and cyclones on ALL the terminators. Would feel like 5th ed long fangs again but better given the re-rolls! This would leave you with a distinct lack of AP2/1 range however as i think the dw don't get lascannons??  Anyway, just an idea.
  Personally I'd get rid of 2 of the priests and add perhaps a stormwolf to transport one of the wulfen units to improve chances of a charge and adding some skyfire? 
							 
							
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								 This message was edited 4 times. Last update was at 2016/08/11 20:49:25 
							
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		![[Post New]](/s/i/i.gif)  2016/08/11 21:01:42
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ferocious Blood Claw
	 
 
 
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									  Psy-Titan wrote:I really like this list. I like the way there is no space in your army for half-arsed or wishy-washy units. Everything has a defined purpose and all models in each unit are armed the same way (except for the wulfen of course who have the obligatory 2 shield guys to make up for the crappy  sv- this is also how i play them).  This is how I like to play wolves- direct and elite with the fat trimmed off. 
  I also respect the wolf-claw/shield combo on the  TWC. If you are going to buff them then this is the best way to do it  imo. You could switch up the long fangs for a Death watch Malleus kill team formation with Missile launchers/Frag cannons on the vets and cyclones on ALL the terminators. Would feel like 5th ed long fangs again but better given the re-rolls! This would leave you with a distinct lack of AP2/1 range however as i think the  dw don't get lascannons??  Anyway, just an idea.
  Personally I'd get rid of 2 of the priests and add perhaps a stormwolf to transport one of the wulfen units and gaurantee a charge? But that's just me.  
 
 Thanks for taking the time to comment on the list. Appreciate the compliments as well! 
 
  I glanced over the Deathwatch stuff but didn't really pay much attention, maybe they will end up having a kill-team or two that can fill some blank spaces that Space Wolves have. Not even sure how Deathwatch and the gear they have, I imagine they get las-cannons though.
 
  I have the worst luck in the world when it comes to reserves man...I tried and like the idea of my Wulfen in the Stormwulf, however I do not like them sitting in reserve until turn 4..that's such a bad feeling.
							  
							
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		![[Post New]](/s/i/i.gif)  2016/08/11 21:32:24
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Been Around the Block
	 
 
 
	
	
	 
	
 
		
 
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									  JusticarGames wrote:  Psy-Titan wrote:I really like this list. I like the way there is no space in your army for half-arsed or wishy-washy units. Everything has a defined purpose and all models in each unit are armed the same way (except for the wulfen of course who have the obligatory 2 shield guys to make up for the crappy  sv- this is also how i play them).  This is how I like to play wolves- direct and elite with the fat trimmed off. 
  I also respect the wolf-claw/shield combo on the  TWC. If you are going to buff them then this is the best way to do it  imo. You could switch up the long fangs for a Death watch Malleus kill team formation with Missile launchers/Frag cannons on the vets and cyclones on ALL the terminators. Would feel like 5th ed long fangs again but better given the re-rolls! This would leave you with a distinct lack of AP2/1 range however as i think the  dw don't get lascannons??  Anyway, just an idea.
  Personally I'd get rid of 2 of the priests and add perhaps a stormwolf to transport one of the wulfen units and gaurantee a charge? But that's just me.  
 
 Thanks for taking the time to comment on the list. Appreciate the compliments as well! 
 
  I glanced over the Deathwatch stuff but didn't really pay much attention, maybe they will end up having a kill-team or two that can fill some blank spaces that Space Wolves have. Not even sure how Deathwatch and the gear they have, I imagine they get las-cannons though.
 
  I have the worst luck in the world when it comes to reserves man...I tried and like the idea of my Wulfen in the Stormwulf, however I do not like them sitting in reserve until turn 4..that's such a bad feeling.  
 
 Yeah I agree. The wolves do actually have a way around this though (gotta love the wolves and their options), though it is a pricey one. If you use a voidclaw formation from champions of fenris it allows you to re-roll reserve rolls. A basic unit of 5 voidclaws does cost about 240pts i think and they must arrive via deep strike turn 1.  I just try and sit them in a safe place next to an objective when they arrive. 
  I do admit this is not an ideal way to use a 240pt unit of  TDA but the re-rolls they provide are amazing in armies with a lot of reserves (so maybe not a great fit for your army even with a single stormwolf -but still worth mentioning incase you want to make another build!). It also raises the fluff related issue of why wolves are teleporting anyway when they are superstitious of it and apparently despise the idea? It seems to bother different players to different degrees.
							  
							
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		![[Post New]](/s/i/i.gif)  2016/08/12 00:03:36
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ancient Space Wolves Venerable Dreadnought
	 
 
 
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									In regards to bringing the Stormwolf in from reserves, I've used the Void Claws on a few occasions and they die as soon as they hit the deck, don't even get a chance at the re-rolls. Better off keeping the Priests and rolling for Scrier's Gaze in the Divination charts, any Priest that doesn't get the Gaze just swaps for Prescience and goes to babysit the Long Fangs.
  
  I've never really sunk so many points into wolf claws, I just have one, maybe two guys, usually the Wolf Lord and one of the regular boys rocking a pair each but I've also watched a unit of Thunderwolves decked out your way turn an army of Dreadknights into a fine red mist. Mucho respect for Monster Huntin'.
  
  Could you tell us a bit about your meta?
							 
							
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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)  2016/08/12 00:44:42
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ferocious Blood Claw
	 
 
 
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									  Dakka Wolf wrote:In regards to bringing the Stormwolf in from reserves, I've used the Void Claws on a few occasions and they die as soon as they hit the deck, don't even get a chance at the re-rolls. Better off keeping the Priests and rolling for Scrier's Gaze in the Divination charts, any Priest that doesn't get the Gaze just swaps for Prescience and goes to babysit the Long Fangs.
 
  I've never really sunk so many points into wolf claws, I just have one, maybe two guys, usually the Wolf Lord and one of the regular boys rocking a pair each but I've also watched a unit of Thunderwolves decked out your way turn an army of Dreadknights into a fine red mist. Mucho respect for Monster Huntin'.
 
  Could you tell us a bit about your meta?  
 
 Meta is mostly necrons, eldar, ad-mech and different marines (blood angels, dark angels, vanilla, grey knights). Eldar, Necrons, and Ad-Mech are pretty competitive. 
							  
							
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		![[Post New]](/s/i/i.gif)  2016/08/12 07:54:46
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Stealthy Grot Snipa
	 
 
 
	
	
	 
	
 
		
 
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									I'd free up the points to put the Helm Durfast (the one that gives the wearer re-rolls to hit and ignores cover) on one of your Rune Priests. It makes the special psychic power from the formation very good. 
							 
							
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 "The Emporer is a rouge trader."
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		![[Post New]](/s/i/i.gif)  2016/08/12 08:53:08
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Been Around the Block
	 
 
 
	
	
	 
	
 
		
 
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									  Dakka Wolf wrote:In regards to bringing the Stormwolf in from reserves, I've used the Void Claws on a few occasions and they die as soon as they hit the deck, don't even get a chance at the re-rolls. Better off keeping the Priests and rolling for Scrier's Gaze in the Divination charts  
 
 I have considered using scriers in the past. But the problem I perceive with it is that there is a very good chance you won't get it- even with 3 level 2 priests (you know how random dice rolls can be and it is only a 4/14 chance for each priest to roll it)- and even if one of them gets it you then have the added uncertainty of having to pass a wc2 psychic test (far from guaranteed) and (potentially) get through a deny the witch (which will admittedly be on 6's due to blessing but none-the-less an added hurdle). The void claws on the other hand simply guarantee this ability without any rolls being necessary, and in any case, even if the priests get fortunate with all of those rolls they are still subject to the same issue that has been highlighted about the void claws anyway- i.e. they can die in turn 1 before activating it.
  With regards to them surviving for the ability to actually go off I have to say I've had a completely different experience. The fact you can re-roll their scatter dice makes it pretty easy to sit them in some cover on arrival. Even if your enemy does get some partial line of sight then only one of them has to survive a turn anyway (with a 2+/5++ all round) for you to have a 8/9 chance of anything you want arriving in turn 2. Works fine for me. Though I admit I am still reluctant to take them simply for the pts cost.
 
 
 
 
							  
							
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								 This message was edited 8 times. Last update was at 2016/08/12 10:09:05 
							
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		![[Post New]](/s/i/i.gif)  2016/08/12 11:55:02
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ancient Space Wolves Venerable Dreadnought
	 
 
 
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									Ever considered the Wolves Unleashed instead of Company of the Great Wolf? Your Thunderwolves would lose their WS bonus and the taxes are higher but you'd be able to choose a unit per turn to bring from reserves.
							 
							
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		![[Post New]](/s/i/i.gif)  2016/08/12 14:21:58
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ferocious Blood Claw
	 
 
 
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									  Dakka Wolf wrote:Ever considered the Wolves Unleashed instead of Company of the Great Wolf? Your Thunderwolves would lose their  WS bonus and the taxes are higher but you'd be able to choose a unit per turn to bring from reserves.  
 
 Not really, I lose too many things that I like and it's more taxing like you stated.
 
  Gain
  -A Flyer with some good anti-tank.
  -Iron Priest in second  HQ slot (look out sir)
  -Grey Hunters (Basically tax  imo, mediocre and overpriced unit)
 
  Lose
  -Krakenbone Sword (Initiative 5 ap2)
  - TWC hitting on 4s now instead of 3s (I roll terrible so this is a big loss for me)
  -10 las-cannons
 
  Also having the Wulfen in the Stormwolf doesn't allow me to assault with them until turn 3, that's if everything goes right. Depending on deployment Wulfen can be be charging by turn 2 even while foot slogging.
							  
							
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		![[Post New]](/s/i/i.gif)  2016/08/12 23:44:54
	  
	    Subject: Re:[1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Ancient Space Wolves Venerable Dreadnought
	 
 
 
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									Looks like the last resort might be a Land Raider Crusader, it starts on the field so it will probably make the distance while your flyer is stuck in reserves, has the sixteen model capacity that you're looking for and the av14 that can become invincible against anything but Necrons.
  I use one but I run it in the Iron Wolves formation for the flat out bonuses, people don't shoot at it because the Thunderwolves bearing down on them in the first turn tend to take priority, and given your list of mutts I'd say even more so for you.
  Sit your Wulfen packs around it rather than in it so that you still get the start of game Wulfen boosts and they become yet another higher priority target than the Land Raider, pile the pack that has taken the least fire in as soon as possible and haul the proverbial.
							 
							
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		![[Post New]](/s/i/i.gif)  2016/08/14 07:01:23
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Regular Dakkanaut
	 
 
	
	
	 
	
 
		
 
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									Haha I've played with the Damocles Command Rhino for a while, fun; 2+ reserves rolls. So my stormwolf and my pod came in on turn 4 anyways lol!
  
  I now know if I need something to win my game, never roll for it - start it on the table or otherwise be able to put it on the table by choice, alone. Lol.
  
  I see 95pts worth of stuff I'd personally go without, a few SS and the ML2's on 2 Rune Priests... but that's personal preference (and meta does have an effect on things...)
  
  I've found Podding in a single unit of Wulfen and putting the TEQ-level of pts costs into more diversity on the list very effective, again just me. The Wulfen tables are a great perk, combat drugs essentially, but again not something to rely on...
  
  So, 325pts of extras I would find a better slot for... however the initial 1500'sh pts I like much! =)
  With those, get your Kinniggitt anyways xD
  
							 
							
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		![[Post New]](/s/i/i.gif)  2016/08/17 00:05:49
	  
	    Subject: [1850] - Space Wolves - Wulfen & Wyrdstorm 
	
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                            Infiltrating Naga
	 
 
 
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									nvm ignore that, im dumb!
							 
							
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								 This message was edited 1 time. Last update was at 2016/08/17 00:07:35 
							
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