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![[Post New]](/s/i/i.gif) 2016/08/30 06:42:12
Subject: Wulfen
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Sinewy Scourge
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Hey Dakka, a new Space Wolf player here,
I was wondering if Wulfen were... good?
Ignoring all the current issues with assault in 7th, are Wulfen good, viable?
Personally I am a huge fan of everything about the unit, but I understand that they will rarely move up the board quickly, is that too much of a detriment to gimp them beyond use?
Thank you so much!
-Mikey
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![[Post New]](/s/i/i.gif) 2016/08/30 07:22:08
Subject: Wulfen
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Longtime Dakkanaut
Indiana
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They have a lot of potential and in all but the most competitive games you should be fine, I think they would be good at a 3 round tournament but not a GT for example.
A lot of their issues can be mitigated based on the rest of the army. If you are going to take them I would always take them in the murderpack for that chance at a free movement phase.
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![[Post New]](/s/i/i.gif) 2016/08/30 09:22:04
Subject: Wulfen
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Krazed Killa Kan
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Without a doubt Wulfen are crazy strong in close combat if they can get there. Their relative vulnerability to shooting makes them prime targets for their shooting so you need other assets to pull pressure off the Wulfen so they can slog up the field without getting dakkaed into a red mist.
The biggest strength of the Wulfen honestly is the curse aura that they have. Space Wolves within 6" gain a boost to their movement unless already locked into combat where they turn into murder machines. The "Claw" units like Bloodclaws and Skyclaws get the benefit from 12" away and the synergy between the two is great. Wulfen help slingshot your other Wolves up the table and into the enemy's face which forces the enemy to deal with the threat that's in front of them and less able to deal with the Wulfen coming in to clean up. Thunderwolves and/or Iron Priest on thunderwolf with cyber wolves are also really good when given movement enhancements from the curse aura. Please note that the regular fenrisian wolves and the Wulfen themselves do not gain the benefit of the aura.
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"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) 2016/08/30 11:24:20
Subject: Wulfen
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Ancient Space Wolves Venerable Dreadnought
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Actually, that bit about regular fen wolves depends on your TO and ref. Some actually take the fact that the rules on the curse state "units" as a specific point meaning bodyguard/escort/wargear wolves get the buff. Your IC gets the buff and his unit does as well. Automatically Appended Next Post: Oh, and Wulfen are brilliant. You just have to find the delivery system that works for your meta.
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This message was edited 1 time. Last update was at 2016/08/30 11:25:34
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) 2016/08/30 12:34:32
Subject: Wulfen
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Steadfast Ultramarine Sergeant
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Dakka Wolf wrote:Actually, that bit about regular fen wolves depends on your TO and ref. Some actually take the fact that the rules on the curse state "units" as a specific point meaning bodyguard/escort/wargear wolves get the buff. Your IC gets the buff and his unit does as well.
Automatically Appended Next Post:
Oh, and Wulfen are brilliant. You just have to find the delivery system that works for your meta.
Yes I agree that assault vehicle is great for the Wuflen. And Although the flyer is their DT, I think LandRaider Crusader is better choice, cause it started on board, and can almost ensure a T2 charge, meanwhile, the unit started on board would grant the buff to nearby SW unit from the start of the game.
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This message was edited 1 time. Last update was at 2016/08/30 12:35:36
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![[Post New]](/s/i/i.gif) 2016/08/30 13:18:42
Subject: Wulfen
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Longtime Dakkanaut
Indiana
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Personally I think the best delivery system is attach thunder wolf ICs, use the fenrisian/cyber wolves to stretch out the unit and get that additional movement, then charge and consolidate to get them the additional movement. Once they are engaged and in your opponents deployment zone they are good to go.
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![[Post New]](/s/i/i.gif) 2016/08/30 14:26:05
Subject: Wulfen
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Krazed Killa Kan
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Putting them in a transport turns off their aura so that aspect of their kit is potentially wasted. The flyer can get them into combat anywhere on the board.....by turn 3 at the earliest while the AV14 metal bawks are so extremely overpriced that you could just replace the transport with another Wulfen squad in a murderpack and get more killing potential. Fast Attack Drop Pods seem like a good way to get them (along with a multitude of other wolves) into the enemy's face and ready to assault turn 2 (if they survive)
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"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) 2016/08/31 07:55:05
Subject: Wulfen
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Ancient Space Wolves Venerable Dreadnought
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Vankraken wrote:Putting them in a transport turns off their aura so that aspect of their kit is potentially wasted. The flyer can get them into combat anywhere on the board.....by turn 3 at the earliest while the AV14 metal bawks are so extremely overpriced that you could just replace the transport with another Wulfen squad in a murderpack and get more killing potential. Fast Attack Drop Pods seem like a good way to get them (along with a multitude of other wolves) into the enemy's face and ready to assault turn 2 (if they survive)
Personally I run mine as part of the Iron Wolves formation, the Wolf Guard with Jump Packs take the Land Raider Redeemer as dedicated transport and start outside it, because they can't legally board it, the Wulfen start behind it and pile in as early as possible - which is always after the Curse triggers.
If no movement bonuses are granted Deathpack TWC moves, runs and charges making combat on the first turn, targeting anything that can might survive their charge.
If the roll grants Bestial Swiftness all mounted Space Wolves make combat first turn.
If the roll grants Alpha Hunters even the Deathpack Grey Hunters are making charges on the first turn.
Most of my gameplan is to pin down anything that can explode the Land Raider, I don't care if whatever is left can glance the Raider to death as long as it can't go boom. Then every capable shot is aimed at the Land Raider instead of the Foot Slogging Wulfen that can be insta killed.
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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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