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Made in us
Ragin' Ork Dreadnought




So, I played a game today (The fourth or fifth that I've run with a Wyrdstorm Brotherhood,) and with it over, I think I've got a pretty solid opinion:
I really, really like the Wyrdstorm Brotherhood.

A little background, for those who are unfamiliar: It's the Space Wolf equivalent of the Librarius conclave. Instead of granting universal buffs to Psychic Power use as long as they stick together, it instead offers two different bonuses: Firstly, Space Wolf powers are manifested on a 3+. Secondly, it offers a souped-up ML3 version of Living Lightning that causes 2d6 shots instead of 3, but where you also roll an extra d6 for every other Rune Priest on the battlefield. (Since you have a minimum of two to start, this means you'll be getting at least 3d6 shots every time you use it.

Why am I such a big fan? Well, I'm glad you asked...
First off, I like Rune Priests in general. They're pretty much Librarians (Who I also like), but trade in their Psychic Hood for Admantium Will, and have access to 2+ armor if you want it. Their unique psychic tree is nothing to write home about, but they're a nifty little unit for fairly cheap. The formation allows Space Wolves, who have always had great access to Independent Characters, to take even more. (Or for allied Space Marines or Guard to bring them in as allies, if you're into that.)

Second, the Wyrdstorm has one advantage that almost every other 'Conclave' style formation lacks - You can spread out. Most variants require you to keep your psykers clumped together in order to gain its benefits. (Usually, you need to be within 12" of whoever is doing the special thing, be it casting their unique power or just manifesting regular powers more efficiently.) The special Psychic Power on offer only requires that other Rune Priests be on the battlefield, meaning that you can have them on opposite sides on an Apocalypse board and still get it.

Finally, and this is the big one: That power is *awesome*. You're averaging 20 shots per turn. Give someone in the Wyrdstorm the Helm of Russ and it's going to net you easily 25+ hits with S7 and Ignores Cover. Unless you're simply wasting the shots on targets designed to weather that firepower, not much is going to withstand it. Jetbikes and skimmers relying on Jink saves? Dead. Hordes relying on bodies to keep themselves alive? Dead. Squadrons of light tanks? Dead. I've used it to kill Great Unclean Ones and any Daemon Prince foolish enough to land, Skimmers from a couple different armies, knock down fliers (Funny how needing 6s to hit isn't as important when you get 20+ shots with rerolls to hit,) and melt squads of zombies who would otherwise have been impossible to move. There's never been a game where that one power hasn't kicked some serious butt, and since you manifest on 3+ (Specified in the formation's rules), the fact that it's ML3 doesn't make it prohibitively expensive to use, either.


The only downside? Taking 5 Rune Priests usually ends up costing 400-500 points. Making them ML2 is a must, so you're looking at 90 points base, plus the cost of a Helm of Russ, any artificer armor, and some of them will need bikes or jump packs for mounts. You could get away with fewer Rune Priests, but the less there are, the less butt you can kick with the Psychic Power. It's best in an 1850 or 2k game, where that incredible level of Psychic Support will already be good to have, and the bonus power is just gravy.
   
 
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