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Made in de
Blood Angel Neophyte Undergoing Surgeries



Bonn

I have mine equipped with TH/SS and double Chainsword. It is a lot of fun for non-comp. Games. =)

Fluff for the fluff-gods! 
   
Made in us
Dakka Veteran






Incognito15 wrote:
So I was going through my closet and found 13 thunderwolves.

If I was to run:

Wolf Lord

4x Twolves
4x Twolves
4x Twolves

How would you equip them as this will be a big part of my army.

Thunder Hammers?
Cheap chainswords?

Thanks for the help!


My personal feeling is running 2x frost claws and 2x sword/board axe/board. Makes them durable enough to trudge up the board and fits their duality. Wolf Lord on TWC gets the hammer and wrecks anything and everything with it.

So from my glances at the LVO, I didn't see any Space Wolves in there lol. Course I don't think I saw smash captains either?

This message was edited 1 time. Last update was at 2019/02/11 16:49:04


 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

ArmchairArbiter wrote:
Incognito15 wrote:
So I was going through my closet and found 13 thunderwolves.

If I was to run:

Wolf Lord

4x Twolves
4x Twolves
4x Twolves

How would you equip them as this will be a big part of my army.

Thunder Hammers?
Cheap chainswords?

Thanks for the help!


My personal feeling is running 2x frost claws and 2x sword/board axe/board. Makes them durable enough to trudge up the board and fits their duality. Wolf Lord on TWC gets the hammer and wrecks anything and everything with it.

So from my glances at the LVO, I didn't see any Space Wolves in there lol. Course I don't think I saw smash captains either?

There were some Space Wolves lists, but I don't think any of them did that well.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Stealthy Space Wolves Scout





Florida

So my brother and I are playing a game tomorrow and he is bringing his demons. He will either be bringing nurgle or khorne and will have at least 1 greater demon and a couple princes, plus smaller gribblies like plague bearers or blood letters. I'm bringing a fun all comer list not a try hard list. That being said. What kinds of tricks should I look out for?
Below is my list. My plan is to outflank the wulfen and use them to go after tough targets. The bikes will shoot down low T models and the wolfguard are for engaging heavy infantry. The long fangs are there to shoot what needs to turn into goo.
Spoiler:

++ Vanguard Detachment +1CP (Imperium - Space Wolves) [93 PL, 1496pts] ++

+ HQ +

Rune Priest [7 PL, 131pts]: 3. Murderous Hurricane, 4. Fury of the Wolf Spirits, Jump Packs, Psychic hood, Runic axe, Saga of the Wolfkin, Storm bolter, The Armour of Russ, Warlord

Wolf Priest [6 PL, 99pts]: Jump Packs, Storm bolter, The Wulfen Stone

+ Elites +

Wolf Guard [18 PL, 288pts]: Jump Packs
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard Pack Leader: Wolf Claw (Pair)

Wolf Guard on Bikes [28 PL, 365pts]
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Frost sword, Storm bolter
. . Bike: Twin boltgun

Wulfen [22 PL, 363pts]
. 2x Great frost axe
. 5x Thunder hammer & Stormshield: 5x Storm Shield, 5x Thunder Hammer
. 7x Wulfen
. Wulfen Pack Leader: Frost claws

+ Heavy Support +

Long Fangs [12 PL, 250pts]
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang Pack Leader: Frost sword, Plasma gun
. Wolf Guard Terminator Pack Leader: Storm shield
. . Cyclone missile launcher and storm bolter: Cyclone missile launcher, Storm bolter

++ Total: [93 PL, 1496pts] ++

Created with BattleScribe

This message was edited 1 time. Last update was at 2019/02/14 12:51:04


 
   
Made in us
Dakka Veteran






TheunlikelyGamer wrote:
So my brother and I are playing a game tomorrow and he is bringing his demons. He will either be bringing nurgle or khorne and will have at least 1 greater demon and a couple princes, plus smaller gribblies like plague bearers or blood letters. I'm bringing a fun all comer list not a try hard list. That being said. What kinds of tricks should I look out for?
Below is my list. My plan is to outflank the wulfen and use them to go after tough targets. The bikes will shoot down low T models and the wolfguard are for engaging heavy infantry. The long fangs are there to shoot what needs to turn into goo.
Spoiler:

++ Vanguard Detachment +1CP (Imperium - Space Wolves) [93 PL, 1496pts] ++

+ HQ +

Rune Priest [7 PL, 131pts]: 3. Murderous Hurricane, 4. Fury of the Wolf Spirits, Jump Packs, Psychic hood, Runic axe, Saga of the Wolfkin, Storm bolter, The Armour of Russ, Warlord

Wolf Priest [6 PL, 99pts]: Jump Packs, Storm bolter, The Wulfen Stone

+ Elites +

Wolf Guard [18 PL, 288pts]: Jump Packs
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard Pack Leader: Wolf Claw (Pair)

Wolf Guard on Bikes [28 PL, 365pts]
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Frost sword, Storm bolter
. . Bike: Twin boltgun

Wulfen [22 PL, 363pts]
. 2x Great frost axe
. 5x Thunder hammer & Stormshield: 5x Storm Shield, 5x Thunder Hammer
. 7x Wulfen
. Wulfen Pack Leader: Frost claws

+ Heavy Support +

Long Fangs [12 PL, 250pts]
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang Pack Leader: Frost sword, Plasma gun
. Wolf Guard Terminator Pack Leader: Storm shield
. . Cyclone missile launcher and storm bolter: Cyclone missile launcher, Storm bolter

++ Total: [93 PL, 1496pts] ++

Created with BattleScribe


Without Tzeentch in his force he won't have shooting and he especially won't have back line units that your Wulfen will outflank on. Whether it is a GUO or Bloodthirster - he will be pushing them forward to you. Both Nurgle and Khorne, Slaanesh as well are melee based. Tzeentch is the Daemon who shoots.

I would keep them back with your main force out of line of sight and shoot at him with your bikes and longfangs as he rumbles towards you, pouncing with the wulfen on a big target where possible. It is likely he will try to bloodletter bomb you if he is bringing Khorne as well. Basically a big blob of VERY choppy daemons who get a 3D6 charge when they come in from deep strike.

The only answer to that is to screen your units so that he cannot consolidate into things and be able to fight again with a big charge. That will be very difficult for you with the list you've brought but it's the best answer.
   
Made in us
Stealthy Space Wolves Scout





Florida

ArmchairArbiter wrote:
TheunlikelyGamer wrote:
So my brother and I are playing a game tomorrow and he is bringing his demons. He will either be bringing nurgle or khorne and will have at least 1 greater demon and a couple princes, plus smaller gribblies like plague bearers or blood letters. I'm bringing a fun all comer list not a try hard list. That being said. What kinds of tricks should I look out for?
Below is my list. My plan is to outflank the wulfen and use them to go after tough targets. The bikes will shoot down low T models and the wolfguard are for engaging heavy infantry. The long fangs are there to shoot what needs to turn into goo.
Spoiler:

++ Vanguard Detachment +1CP (Imperium - Space Wolves) [93 PL, 1496pts] ++

+ HQ +

Rune Priest [7 PL, 131pts]: 3. Murderous Hurricane, 4. Fury of the Wolf Spirits, Jump Packs, Psychic hood, Runic axe, Saga of the Wolfkin, Storm bolter, The Armour of Russ, Warlord

Wolf Priest [6 PL, 99pts]: Jump Packs, Storm bolter, The Wulfen Stone

+ Elites +

Wolf Guard [18 PL, 288pts]: Jump Packs
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm bolter, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard: Storm shield, Wolf claw
. Wolf Guard Pack Leader: Wolf Claw (Pair)

Wolf Guard on Bikes [28 PL, 365pts]
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Frost sword, Storm bolter
. . Bike: Twin boltgun

Wulfen [22 PL, 363pts]
. 2x Great frost axe
. 5x Thunder hammer & Stormshield: 5x Storm Shield, 5x Thunder Hammer
. 7x Wulfen
. Wulfen Pack Leader: Frost claws

+ Heavy Support +

Long Fangs [12 PL, 250pts]
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang Pack Leader: Frost sword, Plasma gun
. Wolf Guard Terminator Pack Leader: Storm shield
. . Cyclone missile launcher and storm bolter: Cyclone missile launcher, Storm bolter

++ Total: [93 PL, 1496pts] ++

Created with BattleScribe


Without Tzeentch in his force he won't have shooting and he especially won't have back line units that your Wulfen will outflank on. Whether it is a GUO or Bloodthirster - he will be pushing them forward to you. Both Nurgle and Khorne, Slaanesh as well are melee based. Tzeentch is the Daemon who shoots.

I would keep them back with your main force out of line of sight and shoot at him with your bikes and longfangs as he rumbles towards you, pouncing with the wulfen on a big target where possible. It is likely he will try to bloodletter bomb you if he is bringing Khorne as well. Basically a big blob of VERY choppy daemons who get a 3D6 charge when they come in from deep strike.

The only answer to that is to screen your units so that he cannot consolidate into things and be able to fight again with a big charge. That will be very difficult for you with the list you've brought but it's the best answer.


Thanks for the tips. I think the countercharge with the wulfen may be best. He has told me stories in the past of games where he has used epidemius well. He may be a unit worth keeping away from me. I have also been toying around with dropping some points and trading out the wolf priest for a hammer lord on wolf. If I give the wolflord the wolfkin trait and the wulfen stone he would have 6 S 10 attacks hitting on 2s after charge and rerolling 1s.
   
Made in us
Dakka Veteran






TheunlikelyGamer wrote:


Thanks for the tips. I think the countercharge with the wulfen may be best. He has told me stories in the past of games where he has used epidemius well. He may be a unit worth keeping away from me. I have also been toying around with dropping some points and trading out the wolf priest for a hammer lord on wolf. If I give the wolflord the wolfkin trait and the wulfen stone he would have 6 S 10 attacks hitting on 2s after charge and rerolling 1s.


I am a big fan of a Wolf lord with a SS/TH. Particularly if he is on a Thunder Wolf. A jetpack works as well! The Wulfen +1 attack doesn't stack with the wulfen stone sadly, but it would with his warlord trait! And if he kills 5 models, then it becomes a buff that works with it as well for every unit around him!

Don't forget about our heroic intervention rule as well. It's a 6" heroic intervention and you can do it whether he charges you or doesn't! It's a free 6" charge in his charge phase essentially.
   
Made in us
Stealthy Space Wolves Scout





Florida

ArmchairArbiter wrote:
TheunlikelyGamer wrote:


Thanks for the tips. I think the countercharge with the wulfen may be best. He has told me stories in the past of games where he has used epidemius well. He may be a unit worth keeping away from me. I have also been toying around with dropping some points and trading out the wolf priest for a hammer lord on wolf. If I give the wolflord the wolfkin trait and the wulfen stone he would have 6 S 10 attacks hitting on 2s after charge and rerolling 1s.


I am a big fan of a Wolf lord with a SS/TH. Particularly if he is on a Thunder Wolf. A jetpack works as well! The Wulfen +1 attack doesn't stack with the wulfen stone sadly, but it would with his warlord trait! And if he kills 5 models, then it becomes a buff that works with it as well for every unit around him!

Don't forget about our heroic intervention rule as well. It's a 6" heroic intervention and you can do it whether he charges you or doesn't! It's a free 6" charge in his charge phase essentially.


So I won. He brought 2 bloodthirsters, Skarbrand, 3x10 blood letters, kharn, 2x 10 berserkers. I saved the wulfen for the counter charge and they killed two blood thrusters but also died saving the long fangs from the thristers. The lord HI'd into skarbrand when he charged the bikes killing skarbrand in single handedly in 1 rd of combat. The rest of the battle saw me moving and shooting his units to bits until the managed to kill all the bikes. The lord and Rune priest finished all the zerkers and the long fangs melted kharn. I also won on objectives 6-3

This message was edited 1 time. Last update was at 2019/02/16 12:47:08


 
   
Made in us
Dakka Veteran






Nice! Skald! Glad to hear of a fellow Wolf Lords victories. Seems some of the tips you were looking for worked out as well.



   
Made in us
Stealthy Space Wolves Scout





Florida

Yes the tips worked. I hadn't played my wolves in months. I've been playing my deathwatch. It was nice playing the wolves again as even though my Deathwatch are amazing nothing is more gratifying then destroying things in melee.
   
Made in us
Dakka Veteran






TheunlikelyGamer wrote:
Yes the tips worked. I hadn't played my wolves in months. I've been playing my deathwatch. It was nice playing the wolves again as even though my Deathwatch are amazing nothing is more gratifying then destroying things in melee.


Glad it worked out for you! They're definitely fun to play, especially our beat stick melee characters. How did you like the wolf guard bikers? I am personally not a fan of bikes, mostly an aesthetic thing. I prefer MSU wolf guard squads in razorbacks with assault cannons. Give them all frost swords and storm shields.
   
Made in us
Stealthy Space Wolves Scout





Florida

I love the bikers I've been using them since eighth edition began with great success. Only now they're cheaper so I give all of them storm shield's except the leader. T5. 2W and a storm shield can tank some decent damage. Plus each guy puts out eight shots with storm bolters each. We use the new Bolter beta a rule so they could shoot all their shots at 24 inches even after they moved 14! Super good . With the number of shots they were putting out each turn I was even hurting high toughness models when I had no other options to shoot at . I only took eight so that's 64 shots
   
Made in us
Shas'ui with Bonding Knife






Can Grey Hunters be used as decent fighting force or are there there really just to fill out the Battalion requirement of 3 troops choices? In other words, is it worthwhile to outfit them with special weapons or just all Bolters and Chainsords to keep points low?

Thanks

SG

40K - T'au Empire
Kill Team - T'au Empire, Death Guard
Warhammer Underworlds - Garrek’s Reavers

*** I only play for fun. I do not play competitively. *** 
   
Made in us
Decrepit Dakkanaut




Plasma really isn't expensive. Add it in.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

For that matter, which troops are seeing the most success on the tabletop for Space Wolves? Intercessors, Grey Hunters, or Blood Claws? Personally, I'm leaning towards Intercessors just because the basic tactical statline is not good enough for 13 points a dude. I do think GH and BC are better than their vanilla counterparts for sure, though.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

It depends. If it isn't a problem that they are foot slogging then take Intercessors. If you need transports then Grey Hunters with plasma guns. BCs are IMHO never worth it. Yes, they have an additional attack when charging. But GHs have an additional shot before charging so that equals out and they are more flexible as they have a greater threat range.

 
   
Made in us
Longtime Dakkanaut




I have had a lot of success with my space wolves running the following with my grey hunters.

3 x 10 man squad, 1wgbl with combi plasma, 2 w/ plasma guns and chainswords, 1 w/ plasma pistol and chainsword, 6 w/ bolter and chainsword.

Outflank all of them and a wolf lord (or Krom because for the slight cost increase he is totally worth it) and then drop them in where needed turn 2 or 3.

The way this works is simple, what you start on the board has to be tough as nails to survive the initial hit from your opponent while also being strong enough to blow a hole in a flank or in their back line to allow these guys to come in where they want.

I do it by running 3 predators w/ autocannons and heavy bolters, 3 vindicators, and 3 whirlwinds with castellen launchers. Add Njal, a wolf guard battle leader, and a wolf lord cheap and you have 9 armored targets on the board to start with. If you go first you advance the vindicators up and pop smoke, hopefully there should be a target in range to pop their strat (The 3d3 mortal wounds is no joke and will even surprise people that known about it but never see it coming), the preds pop killshot and do some serious damage, the whirlwinds will do work at 85 pts a piece putting out 6d6 str 6 shots. Some armies like dark eldar, orks, or harliquens will crumble to them. Heck, even basilisks are t6, that should do some dmg to some imp guard stuff as well.

Njal gets the storm off and pops -1 to hit covering the preds and whirlwinds, and your opponent has no good targets as eveything on the field is -1 to hit, t7 with a 2+ save, or t8 with a 3+.

If you go 2nd just pop the strat to put everything in cover. You will probably lose a pred or a vindicator, but unlikely both.

Also you can swap those castellens to vengence launchers easy enough point wise if you drop krom for a normal wolf lord or drop the plasma pistols from the grey hunters.

This message was edited 1 time. Last update was at 2019/02/21 15:22:15


 
   
Made in us
Regular Dakkanaut





Shadowspear is looking pretty good for us.
   
Made in cn
Steadfast Ultramarine Sergeant




Azuza001 wrote:
I have had a lot of success with my space wolves running the following with my grey hunters.

3 x 10 man squad, 1wgbl with combi plasma, 2 w/ plasma guns and chainswords, 1 w/ plasma pistol and chainsword, 6 w/ bolter and chainsword.

Outflank all of them and a wolf lord (or Krom because for the slight cost increase he is totally worth it) and then drop them in where needed turn 2 or 3.

The way this works is simple, what you start on the board has to be tough as nails to survive the initial hit from your opponent while also being strong enough to blow a hole in a flank or in their back line to allow these guys to come in where they want.

I do it by running 3 predators w/ autocannons and heavy bolters, 3 vindicators, and 3 whirlwinds with castellen launchers. Add Njal, a wolf guard battle leader, and a wolf lord cheap and you have 9 armored targets on the board to start with. If you go first you advance the vindicators up and pop smoke, hopefully there should be a target in range to pop their strat (The 3d3 mortal wounds is no joke and will even surprise people that known about it but never see it coming), the preds pop killshot and do some serious damage, the whirlwinds will do work at 85 pts a piece putting out 6d6 str 6 shots. Some armies like dark eldar, orks, or harliquens will crumble to them. Heck, even basilisks are t6, that should do some dmg to some imp guard stuff as well.

Njal gets the storm off and pops -1 to hit covering the preds and whirlwinds, and your opponent has no good targets as eveything on the field is -1 to hit, t7 with a 2+ save, or t8 with a 3+.

If you go 2nd just pop the strat to put everything in cover. You will probably lose a pred or a vindicator, but unlikely both.

Also you can swap those castellens to vengence launchers easy enough point wise if you drop krom for a normal wolf lord or drop the plasma pistols from the grey hunters.



Great to hear it did good. I don't know If it had go against the 3 IK armies. Tbh, If the Castellan Knight and Crusader Knightgoes first, it may destroy near half of those tanks in 1St turn.
   
Made in us
Longtime Dakkanaut




I only went up vs 1 knight army with it so far, castellen and 2 armigers with ig support. We played beachhead from the chapter approved missions.

I went first and had njal get his spells off then used kill shot to unload on the small knights (killed both armigers t1 (i got decently lucky, 1 pred did 12 wounds to 1 armiger thanks to my opponent rolling horrid, dont underestimate hb's wounding on 4's and 2d each, they are suddenly better than normal autocannons!) Whirlwinds took out mortar teams in the back like they were candy. Vindicators moved up a bit and popped smoke then used the strat to do 3 mw to castellen and 5 to a punisher tank comander next to him. I kept them 24" away from the castellen, i didnt want to get them any closer than i had to.

Opponent moved castellen and a russ comander with punisher gattling up, castellen took out 1 pred and dropped the other a few wounds (2+ save for cover and -1 to hit really saved me vs craws wrath and those big sholder cannons). All of the imperial guard shooting went into the vindicators but hitting on 5's ment they mostly missed. They did do 7 wounds to one, but it lived!

T2 i brought my plasma hunters in on the side of the board near the vindicators as close to the castellen and punisher tank as i could and i put everything into the castellen. Vindicators did another 4 mortal wounds (love that strat), and after the smoke cleared the castellen was still standing with 3 wounds left.

T2 he used the strat to put the castellen up to full health for the bracket, blew 2 vindicators up and killed njal with an oathbreaker missile (got damn lucky on his roll for dmg). Punisher unloaded on my grey hunters and killed 6, rest of the guard continued to shoot like guard and finished the damaged marine squad and drop the damaged pred to 2 wounds. Castellen charged into the marines and tried to tap dance on their faces but krom heroically intervened (got to love 6" hi, people forget about it some times). Castellen killed 7 marines leaving a squad of 3 and a squad of 4, but krom finished it off in cc! It then exploded taking out the small marine squad, putting 2 wounds on krom, dropping the other marine squad to 2, putting 4 wounds on the vindicator, but most importantly putting 6 wounds onto his own leman russ and killing it for me.

My t3 i proceeded to start wiping the remaining guard off the table. He had a brigade, but at this point it was pretty easy. Took out the scout sentinals, took out the last heavy weapon team, and just moved towards holding objectives 1 & 2 leaving him his own objective. Any time he had guys on his i would use the whirlwinds to shoot at them so he would have to move more guys towards his own objective to keep it but in the end i won easy in victory points.


Castellens are nasty, no doubt about it. And he was a newer player. He knows his army but has only played for 6 months. If i would change anything I would have to say I must hide njal better next time lol. Losing him hurt. But krom is my man. Has killed a castellen and old one eye twice in cc, guy just loves to finsh what his grey hunters start.

This message was edited 1 time. Last update was at 2019/03/03 15:17:46


 
   
Made in us
Dakka Veteran






COLD CASH wrote:
Shadowspear is looking pretty good for us.


It is looking very good for us. I am impressed. I want those autocannon guys flying around supporting my combat units ASAP.
   
Made in nl
Crazed Spirit of the Defiler




COLD CASH wrote:
Shadowspear is looking pretty good for us.


Yes... IF SW are allowed to take those guys without having to ham-fist them into an Allied Detachment from Codex SM. GW already put up a middle finger to non-Codex chapters with the Indomitus Crusaders detachment and I fear they might do it again. Flying Autocannons with Keen Senses would be awesome but I hope it will even be allowed.
   
Made in gb
Longtime Dakkanaut





UK

COLD CASH wrote:
Shadowspear is looking pretty good for us.

Yes, Infiltrators fill a valuable niche in our army since we don't get proper Scouts. The question will be how much they cost. 5 PL could be anywhere from 17-22 ppm. If they are 17, they will definitely be contenders. At 20+, not so much. I like the unit but I think price will be everything.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 Karhedron wrote:
COLD CASH wrote:
Shadowspear is looking pretty good for us.

Yes, Infiltrators fill a valuable niche in our army since we don't get proper Scouts. The question will be how much they cost. 5 PL could be anywhere from 17-22 ppm. If they are 17, they will definitely be contenders. At 20+, not so much. I like the unit but I think price will be everything.

I'm hopeful that they'll be reasonable since Intercessors have gotten a couple of price drops since they were introduced at the start of 8th edition. If not, we'll just have to wait for a FAQ to fix it once GW realize that nobody is playing with their shiny new Phobos models.

My armies (re-counted and updated on 11/1/23, including modeled wargear options):
Dark Angels: ~15000 Astra Militarum: ~1200 | Adeptus Custodes: ~1900 | Imperial Knights: ~2000 | Sisters of Battle: ~3500 | Leagues of Votann: ~1200 | Tyranids: ~2600 | Stormcast Eternals: ~5000
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2023: 40 | Total models painted in 2024: 12 | Current main painting project: Dark Angels
 Mr_Rose wrote:
Who doesn’t love crazy mutant squawk-puppies? Eh? Nobody, that’s who.
 
   
Made in us
Decrepit Dakkanaut




Intercessors are reasonable right now. If Infiltrators are a little more expensive I'm actually okay with it.

CaptainStabby wrote:
If Tyberos falls and needs to catch himself it's because the ground needed killing.

 jy2 wrote:
BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

 vipoid wrote:
Indeed - what sort of bastard would want to use their codex?

 MarsNZ wrote:
ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
 
   
Made in us
Stealthy Space Wolves Scout





Florida

Pandabeer wrote:
COLD CASH wrote:
Shadowspear is looking pretty good for us.


Yes... IF SW are allowed to take those guys without having to ham-fist them into an Allied Detachment from Codex SM. GW already put up a middle finger to non-Codex chapters with the Indomitus Crusaders detachment and I fear they might do it again. Flying Autocannons with Keen Senses would be awesome but I hope it will even be allowed.


This is what I was thinking. I'd love to take these guys and the eliminators. The captain with the +1 to hit warlord trait to buff suppressors and use keen senses to ignore minuses to hit. Target priority trait allows you to buff chapter units within 3". So buff suppressors and long fangs to provide cover fire for wulfen and charging units.
   
Made in hu
Death-Dealing Devastator





They should be allowed. SW have been mentioned somewhere as an example, iirc. GW also said that all Chapter will get access.

I really hoped for some melee power though. Ranged is all well and good, but I would've loved to see some more durable Primaris melee.

Of those units we've got, Infiltrators are great, especially if their cost is decent. Together with Intercessors they could make the backbone, unless someone wants to run MSU double fist BCs.
Eliminators are decent to snipe support characters.

Beyond that though? Every advantage Shadowspear units bring, they bring to all Chapters. I fail to see anything that really jumps out for SW. Well, maybe Suppressors helpng with Overwatch and using Keen Senses, if you don't need it for Long Fangs or to combat negative modifiers on overcharged Plasmas, but that's about it.

This message was edited 1 time. Last update was at 2019/03/09 17:57:45


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I'm getting the box anyway, if they aren't good in their own right they're becoming Wulfen.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Stealthy Space Wolves Scout





Florida

So I wanted to build a fun list with lots of wolves, werewolves, and dudes that like wolves. So this is my mostly melee list. This isn't made to be competitive just fun. I believe it would do well against things like Orks or other horde like armies. I make use of the Vigilus special detachment so that I can have 2 warlord traits giving the +1attack saga.
Spoiler:

++ Outrider Detachment +1CP (Imperium - Space Wolves) [21 PL, 383pts, 4CP] ++

+ No Force Org Slot +

Battle-forged CP [3CP]

Detachment CP [1CP]

+ HQ +

Canis Wolfborn [7 PL, 125pts]

Harald Deathwolf [10 PL, 188pts]: Warlord

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Fenrisian Wolves [2 PL, 40pts]: 5x Fenrisian Wolf

++ Vanguard Detachment +1CP (Imperium - Space Wolves) [67 PL, 1116pts, ] ++

+ No Force Org Slot +

Detachment CP [1CP]

Specialist Detachment [-1CP]: Stalker Pack

+ HQ +

Wolf Guard Battle Leader on Thunderwolf [6 PL, 135pts]: Saga of the Savage, Storm shield, The Wulfen Stone, Thunder hammer

+ Elites +

Wolf Guard [9 PL, 137pts]: Jump Packs
. Wolf Guard: Wolf Claw (Pair)
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Storm bolter, Storm shield
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard Pack Leader: Storm shield, Thunder hammer

Wolf Guard on Bikes [14 PL, 205pts]
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Frost sword, Storm bolter
. . Bike: Twin boltgun

Wulfen [22 PL, 363pts]
. 2x Great frost axe
. 5x Thunder hammer & Stormshield: 5x Storm Shield, 5x Thunder Hammer
. 7x Wulfen
. Wulfen Pack Leader: Frost claws

+ Fast Attack +

Skyclaws [7 PL, 114pts]
. 4x Skyclaw
. Skyclaw Pack Leader: Bolt pistol, Power fist
. Wolf Guard Sky Leader: Power fist, Storm shield

+ Heavy Support +

Long Fangs [9 PL, 162pts]
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Heavy bolter
. Long Fang: Missile launcher
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword

++ Total: [88 PL, 4CP, 1499pts] ++

Created with BattleScribe


Wolf star characters get into combat with large blob. And attempt to kill at least 5 models each.

Canis wolfborn buffs thunderwolf mounts attacks increasing chances of killing 5 enemy models to set off sagas while providing reroll 1s to wound.

Afterward Units around the mounts will get an extra 2 attacks. Ex: Hammer leader in sky claws will potentially get 6 attacks with hammer hitting on 3s when he charges + rerolls.

Little wolves will screen character trio with Harald buffing their leadership to 9 and canis buffing their attacks up by 1.

Wulfen can either start on board and position for possible counter charge/ suicide run or outflank. They can buff charges of skyclaws when needed.

Wolfguard and sky claws fly near star in hopes of benefitting from +2-3 attacks. This gives the hidden hammers and fists 5-6 attacks in melee if I can pull it off. Long fangs shoot big stuff to soften them up for all the beat sticks. Long fangs have HB and ML to add mortal wound strats when neede. and the bikes shoot lots of low S fire into chaff when needed.

This message was edited 3 times. Last update was at 2019/03/13 19:43:43


 
   
Made in gr
Regular Dakkanaut





The shadowspear gave us wolves some buffs.

1. The librarian has the runepriest keyword that allows us to use cloak by the storm and chooser of the slain strats

2. We finally got a command point regen mechanic with the obscuration discipline

3. The warlord trait giving +1 to hit in shooting phase is great because it can affect all chapter units

How i will make use of the above:

I always take at least 2 HQs for the battalion so ill take a wolf lord with jump pack (TH/SS) + armour of russ or wulfen stone and my second HQ and warlord will be the new librarian with the new warlord trait (+1 to hit ) and the powers, temporal corridor and the cp regeneration one. My librarian will use temporal corridor to keep in touch with my jump lord, razorbacks and stormfang. He will also try to use cloacked by the storm to give my units -1 to hit (-2 for flyer). In his shooting phase he will give +1 to hit to the stormfang which also gets reroll 1s to hit from wolflord... scary !!! In my second turn i will outflank a unit of 6 aggressors , and the librarian with try to give them +1 to hit ... also scary . The aggressors can also charge with +1 to hit powerfists. If the enemy uses deep striking units the librarian can trigger chooser of the slain for the stormfang. The above gets a lot better if you get reroll 1s to wound in to the mix with a smash-battle leader.

 
   
 
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