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Made in ca
Dangerous Duet






Hi people ! I just was just wondering if Hellblasters were useful for SW or if I should stick to Long Fangs. What is your opinion on this ?

 
   
Made in us
Longtime Dakkanaut




Hellblasters can be devistating if used properly. I have seen them come off the side of the table (outflank) and just annihilate sa anything that was in there way. But like all things we outflank with i feel they should be used as a scalpel and not a hammer.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Khornate25 wrote:
Hi people ! I just was just wondering if Hellblasters were useful for SW or if I should stick to Long Fangs. What is your opinion on this ?


Depends mostly on what system you play.
I usually play ITC so if it has a Power Level over seven and no survivability beyond armour saves I consider it a waste of time, Long Fangs scrape in with the WGPL in terminator armour with Storm Shield.
It also depends on what the Long Fangs are equipped with and what you actually want to target. I run Long Fangs with Missile Launchers because I want to kill light vehicles like Bikes and Flyers and thin out hordes.
To my mind Hellblasters are for killing Elites and Monsters and that crosses them over with the Wulfen.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Longtime Dakkanaut





UK

 Khornate25 wrote:
Hi people ! I just was just wondering if Hellblasters were useful for SW or if I should stick to Long Fangs. What is your opinion on this ?

I have found Hellblasters very effective but they do need to be near a source of rerolls (e.g. Wolf Lord, Bjorn etc) to prevent them killing themselves. You will want to overcharge these guys when shooting at anything with more than 1 wound otherwise they just won't be cost-effective.

Long Fangs possibly have a slight edge when used with the "Wolf's Eye" stratagem since they can naturally reroll 1s to hit and the strat gives them full rerolls to wound. However you can only use each Strat once per phase meaning that a 2nd pack of Long Fangs are not as good as the first. For this reason I normally take a pack of Long Fangs as my first Heavy unit and a pack of Hellblasters as my second as they compliment each other.

Wolves are best at short-ranged engagements (both close-range firefighting and melee) and Hellblasters work really well at this range.

Hellblasters are high damage but a little fragile so work best when you have other threatening units. If they are the most dangerous target, your opponent will gun them down quickly. If you have Wulfen tearing up the field and Dreadnoughts about to crash into the enemy lines, they will last a lot longer. I tend to play aggressively and move up the field to bring the fight to the enemy and Hellblasters work well here. Alternatively, put them "On the Hunt" and drop a Jump Pack Wolf Lord down with them when they deploy to seriously mess up your opponent's back field.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Wolf Guard Bikers are the new hotness, way better than TWC when you deck them out with Storm Bolters and Storm Shields.
I played in a tournament on the weekend and with two Wolf Guard Bike units decked out with Storm Bolters wiped out two squads of Tacticals in the first turn of the first game, three squads of Electro Priests in the first turn of the second and two squads of Guard in the first turn of the third - had plenty of shots left over to pump a third squad of guard but they hid behind everything else.
Had them, Long Fangs and a squad of Infiltrators shut down any unit with a high ROF.
When the Wulfen arrived with the Warlord Phobos Priest packing Master of the Vanguard on the second turn they didn't suffer from enemy steps out of combat and shoots them with the rest of the army because most of the rest of the army was stepping out of combat themselves.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Karhedron wrote:
 Khornate25 wrote:
Hi people ! I just was just wondering if Hellblasters were useful for SW or if I should stick to Long Fangs. What is your opinion on this ?

I have found Hellblasters very effective but they do need to be near a source of rerolls (e.g. Wolf Lord, Bjorn etc) to prevent them killing themselves. You will want to overcharge these guys when shooting at anything with more than 1 wound otherwise they just won't be cost-effective.

Long Fangs possibly have a slight edge when used with the "Wolf's Eye" stratagem since they can naturally reroll 1s to hit and the strat gives them full rerolls to wound. However you can only use each Strat once per phase meaning that a 2nd pack of Long Fangs are not as good as the first. For this reason I normally take a pack of Long Fangs as my first Heavy unit and a pack of Hellblasters as my second as they compliment each other.

Wolves are best at short-ranged engagements (both close-range firefighting and melee) and Hellblasters work really well at this range.

Hellblasters are high damage but a little fragile so work best when you have other threatening units. If they are the most dangerous target, your opponent will gun them down quickly. If you have Wulfen tearing up the field and Dreadnoughts about to crash into the enemy lines, they will last a lot longer. I tend to play aggressively and move up the field to bring the fight to the enemy and Hellblasters work well here. Alternatively, put them "On the Hunt" and drop a Jump Pack Wolf Lord down with them when they deploy to seriously mess up your opponent's back field.

My best mate wrecked my best Daemonkin list with these plays. Bjorn and shielddread stomped up the middle with extra cover from that storm spell and strat, hellblasters came on my flank with Harald and wrecked various support units, next turn Harald charged the survivors and that was that

We’ve split a Shadowspear set between us and we’re wondering how best she can use the contents? She feels 22pts is a bit much for what Infiltrators do, but with my Summoning and deep strike shenanigans I’m pretty worried about them. She loves the Eliminators, and I’m absolutely dreading what their shoot-through-walls superpower is going to do to my PotW-risking support psykers. Suppressors feel like an interesting trump card to use in support of a Wulfen or dread charge against units with dangerous overwatch?

The Phobos lord seemed to be an awesome gunline support character. Even having to move to get LoS on my warlord’s attempts at hiding, he was a persistent threat. Definitely better than a combi-weapon or Storm bolter.

This message was edited 1 time. Last update was at 2019/06/01 15:00:33


   
Made in us
Fresh-Faced New User




I have over 10k pts in Space Wolves, and for someone who played them pre codex, and then got tired of waiting, switched to tau and sisters, and then tried playing them again when the codex came out, I can honestly say just play another army :(. Space Wolves are not only one of the weakest armies in the game, theyre also one of the few marine factions that doesn't really benefit from Beta Bolter rules (TWC doesn't get it all the time like bikers). They are the army that got me into the game, and its very disappointing to me that they got nothing but crap this edition.

Not only are TWC and Wulfen CRIMINALLY overcosted, they're not even that great when you compare them to similar units, and are only useful with outflanking, which costs CPs, something Space Wolves has to soup to get efficiency out of. Scouts are ELITE choices! While I understand this for fluff reasons there is no comparable troop choice. Also, no synergy with Fenresian Wolves in this edition(they should have the bodyguard rule), I was expecting some kind of wolf pack ALA Wulfen book in 7th for Vigilus but no, all we got was sadly underpowered excuse of a Formation, with a warlord trait that does the same thing as one in our book (oh yeah and our book being errata'd before it hit shelves was AWESOME!)

Our Relics are mediocre at best, and strategems range from situationally OK to having to build around uselessness. They lost ALL of their flavor in this edition and it is really sad. Santa Claus isn't even remotely viable on his sled, (come on EXACTLY 10 wounds?) he's strictly better on foot. Not to mention our best character from the Index got nerfed (Harold) because people were upset that a 7 wound character with mediocre damage output was largely immune to shooting?. When you compare him to a Daemon Prince, he's incredibly overcosted, no range capabilities, no psychic, no fly, less movement.

Our psykers are pretty good, especially with a stratagem, however, our tree is mediocrity at its finest (how many slightly different smites do we need). We have no buff powers, unless you count the priest buffing himself for combat? Our "protection" spell gives cover (very useful in this edition) on a 8+! Warp Time isn't even an 8+!
   
Made in us
Longtime Dakkanaut




I do not agree with caprican, i think wolves are actually really good this edition compared to other marine forces. The main issues are they dont play anyway near how they did back in the day and the codex did take some stuff away without any really good reason.

The 3++ invunerable save for venerable dreads, the 2++ save for harold, these were just a few things the codex messed with for little good reasons being given. At least gw has gotten around to nerfing other 3++ invulnerable stuff (ha, feel my pain castellen!).

But we do have some really nasty stuff still. Outflank shouldnt be underestimated when a 10 man grey hunter squad when you can get 7 plasma shots out of it when it comes in. Same with our scouts. You can get 6 plasma shots out of a 6 man squad i think it is? And they out flank for free.

Finally, have you ever wanted to know how it would feel if marine tanks kicked ass? Njal casts stormcaller then pops the strat for -1 to hit bubble. 3 preds at 2+ saves and -1 to hit become very difficult to kill.

And lets talk about some of our unique elites. A 5 man terminator squad costs 135 pts equipped with storm bolters and storm shields. So 20 shots at 24" and gets a 2+/3++ save? Mmm yeah. If your ok going index go wolf guard on bikes with storm bolters and storm shields. 5 of these guys put out 40 bolter shots at 24" and have a 3+/3++ t5 setup.


The issue becomes wolves have always been a cc focused force. These days they work better as a close firing/ mid range firepower force. Its a different playstyle and can be off setting since gw is all about "look at these amazing wolf models! Wulfen! Thunderwolves! Vernerable dreads with axes and shields! Dont mind they kinda suck and are overpriced and if you wana win then dont take them because Dey look goods!"
   
Made in us
Fresh-Faced New User




Azuza001 wrote:
I do not agree with caprican, i think wolves are actually really good this edition compared to other marine forces. The main issues are they dont play anyway near how they did back in the day and the codex did take some stuff away without any really good reason.

The 3++ invunerable save for venerable dreads, the 2++ save for harold, these were just a few things the codex messed with for little good reasons being given. At least gw has gotten around to nerfing other 3++ invulnerable stuff (ha, feel my pain castellen!).

But we do have some really nasty stuff still. Outflank shouldnt be underestimated when a 10 man grey hunter squad when you can get 7 plasma shots out of it when it comes in. Same with our scouts. You can get 6 plasma shots out of a 6 man squad i think it is? And they out flank for free.

Finally, have you ever wanted to know how it would feel if marine tanks kicked ass? Njal casts stormcaller then pops the strat for -1 to hit bubble. 3 preds at 2+ saves and -1 to hit become very difficult to kill.

And lets talk about some of our unique elites. A 5 man terminator squad costs 135 pts equipped with storm bolters and storm shields. So 20 shots at 24" and gets a 2+/3++ save? Mmm yeah. If your ok going index go wolf guard on bikes with storm bolters and storm shields. 5 of these guys put out 40 bolter shots at 24" and have a 3+/3++ t5 setup.

The issue becomes wolves have always been a cc focused force. These days they work better as a close firing/ mid range firepower force.
Its a different playstyle and can be off setting since gw is all about "look at these amazing wolf models! Wulfen! Thunderwolves! Vernerable dreads with axes and shields! Dont mind they kinda suck and are overpriced and if you wana win then dont take them because Dey look goods!"


Yes, if you play Wolves as a shooting army, they are halfway decent. The problem is, our tactics and stratagems want us to be close combat. You're talking about playing shooting marines, which any faction can take, and all termies can take that loadout. I'm all good paying 10 pts a storm shield on bikers, only to have them die immediately to a Riptide or Dune Crawler. Njal needs an 8! to get that psychic power off, and then the rest of his spells are wasted because he's in the backline. The Stratagem then costs 3 CP (4 if you need to reroll psychic, which you usually do) This is assuming you get to go first. Raven Guard, Dark Angels, Ultramarines, Salamanders. All of these Chapters are WAYYYY better at playing the shooting game than we are. If I wanted to play shooty marines, I would buy shooty marines. Space Wolves have lost all their flavor, as I said. You can disagree all you want but if you want to play Space Wolves as a shooting army then do it, but don't say they're good compared to other forces, because that's just objectively false. The only worse faction for marines is Grey Knights.
   
Made in us
Longtime Dakkanaut




Again i don't agree. I have played that list many times since the codex came out and not going first doesnt not make it work. You go second? Spend 2cp and put the army in cover.

And no other marines can mix storm bolters and storm shields on their terminators. Its 40 pts a bike to run them that way (2 for the shield and 2 for the storm bolter). No other marine force can outflank that much plasma for so little cost either. Also our long fangs are amazing vs devs. We get auto reroll 1's to hit and for 1cp reroll failed wounds. Thats damn good.

I do not disagree that wolves seem to want to be a cc force and if you run them that way they can be devistating. But they are not that anymore, it makes me sad. I love wolfen with ss and thunder hammers. I love thunderwolves with storm shields and chainswords running through the enemy lines eating their faces. But they are better as a shooting army.
   
Made in fi
Fresh-Faced New User




I wouldn't say space wolves are the worst marine army, blood angels are the best simply because slam captains and their stratagems giving them free deep strike even mid-game and other forms of mobility. Vanilla marines are just kinda bad, but I would still much rather try to build a decently sized imperium army around wolves than any of the regular chapters.

And to be fair, things that are considered good melee units in this edition aren't those which are most killy, but those who can take hostages the best and move the longest distance in a single turn. If you get into melee with something, you have usually won already no matter what unit you are trying to get there, the challenge is to have as assured charges as possible and as much pile in and consolidation movement as possible. Double fight stratagem is almost never used to kill more things, it is used to get extra 6 inches of movement to tag more enemy units and tie them into close combat.

Whenever I talk about meta or how good something is, I'm speaking about the competitive tournament environment. So if I say your favourite unit is trash, I mean it's trash in a list that aims to be at the top tables. 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






The Space Wolves are a jack of all trades army that happens to have some cool melee units - a real melee army would have methods for getting those melee units into melee, the Wolves don't and even in their fluff bothe TWC and Wulfen are rare.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

Loyal 32 guard detachment plus wolves. At the moment I have loads of wulfen and not much else so thinking 3 units of 5 and a smash wolf lord and a rune priest. Have just over 600pts left to spend to bring it up to 1750. Any thoughts as to what would fit with this nicely?

mean green fightin machine 
   
Made in gb
Longtime Dakkanaut





UK

Wulfen benefit greatly from being led by a Wolf Priest (preferably with Jump Pack). Being able to reroll all misses is golden with their weapons and he can also heal wounded models which helps to keep them in the fight that bit longer.

Long Fangs are really good and I never leave the Fang without a pack of these veterans.

Bjorn and our Axe/Shield dreads are really good but will cost most of your 600 points.

Even with the Loyal32, you don't have a ton of CPs so consider taking a look at our Troops to bulk out Wolves into a Battalion. Both Grey Hunters and Intercessors are solid in 8th edition.

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

This is probably very old news to everyone, but I was looking through the Wolves codex and I found a way to make a Smash Wolf Lord (I call him Slammin' Russ) that rivals even the Blood Angels one. Take a Wolf Lord with a jump pack, Thunder Hammer and a Storm Shield. Give him the Saga of the Wolfkin trait, and the Wulfen Stone. Then, have an allied Dark Angels character (needs to be in an actual DA detachment) and use The Lion and the Wolf to buff the Wolf Lord and the chosen DA character. That Wolf Lord, on the charge, has 7 attacks at S10, AP-3, 3 Damage, that hit on a 2+ rerollable. Personally I'm thinking of including this in a DA list, with a Supreme Command of Wolves (2 Wolf Lords and a Rune Priest). Perhaps the DA character that should be chosen for the stratagem should be a Smash Captain also, as he'll get buffed as well, although he won't benefit from the Wolves relic/saga obviously.

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 au
Ancient Space Wolves Venerable Dreadnought






Anything to shoot away units that have a high Rate of Fire, when the Rate of Fire goes down the chances of the Wulfen failing a save and getting killed goes down with it.
I agree with Kharedron about the Wolf Priest but I'd rather cough up the extra points and get the Bike and Storm Bolter for the extra wound, toughness and mobility and to help kill off screens and other annoyances.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gr
Regular Dakkanaut





I am trying this list next time I'll play

1500pts

Battalion

HQ

wolf Lord with jump pack( th/ss, armour of russ, saga of wolfkin)

Battle leader with jump pack (th/ss, wulfenstone)

TROOPS

5xbloodclaws (1xpower fist)

5xgrey hunters (1xplasma gun)

5xintercessors (1xgrenade launcher)

ELITES

redemptor (double gatling, storm bolters, icarus pod)

Dreadnought( twin las, missile launcher)

5x terminators (3xcombi plasma/storm shield, 2xcombi plasma /power fists)


HEAVY SUPPORT

6xlong fangs (4xplasma cannon, 1xplasma gun, 1xterminator combiplasma/storm shield)

FLYER

1xstromfang( 2xlascannons, 2xtwin heavy bolters)

TRANSPORTS

1xrazorback (twin assault cannon)

TACTICS

Dreadnought and intercessors cover the backfield, blood claws enter the stormfang and grey hunters the razorback and move with the HQs and the redemptor as a moving castle. Terminators drop near HQs for rerolls and then try to charge. Longfangs drop where needed with cunning of the wolf, keen senses and reroll wounds. I find wulfen and thunderwolves too expensive and easily countered, but the hidden melee from our HQs and the 6 inches heroic intervention counter charge with armour of russ is very good


This message was edited 2 times. Last update was at 2019/06/05 11:11:40


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Hard to say at 1500 points since I don't play it and am not really sure what threats are common. I'm not fond of the Redemptor or either of the Wolves' Flyers at 2000, they seem to get vaporised before doing anything of merit if you don't get first turn.

If it was a 2000 match I'd be dumping the Flyer and both Dreads and replacing them with three Venerable Dreads and a Rhino or if points permit grabbing a Vanguard detachment and putting a Chaplain Dread, two Venerable Dreads and the Terminators in it.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Growlin' Guntrukk Driver with Killacannon




wolverhampton

 Dakka Wolf wrote:
Anything to shoot away units that have a high Rate of Fire, when the Rate of Fire goes down the chances of the Wulfen failing a save and getting killed goes down with it.
I agree with Kharedron about the Wolf Priest but I'd rather cough up the extra points and get the Bike and Storm Bolter for the extra wound, toughness and mobility and to help kill off screens and other annoyances.


What about a leviathan dreadnought? Although I think that means bringing another heavy support slot to make it legal???? So maybe longfangs and a leviathan Dreadnought

mean green fightin machine 
   
Made in nl
Crazed Spirit of the Defiler




Azuza001 wrote:


The issue becomes wolves have always been a cc focused force. These days they work better as a close firing/ mid range firepower force. Its a different playstyle and can be off setting since gw is all about "look at these amazing wolf models! Wulfen! Thunderwolves! Vernerable dreads with axes and shields! Dont mind they kinda suck and are overpriced and if you wana win then dont take them because Dey look goods!"


This, a 1000 times this. I started playing SW because I wanted to play crazy space vikings chopping things up and with their current 8th edition iteration I just... can't. SW can be a fairly effective force when played shooty (outflanking plasma GH, Long Fangs rerolling their own 1s and Keen Senses allowing Heavy weapons that have moved to fire without penalty), it just feels so... out of character for them. I really cannot fathom why GW gave SW so many stratagems to use in the fight phase and a chapter tactic that gives you +1 to hit on the charge only to leave us with just Saga of the Hunter and Wulfen advance + charge and charge rerolls to actually get into CC. And then axing the survivability of sword 'n board dreads as well. Hell, at the moment I'm even contemplating just converting them all to World Eaters and playing them as a chaos SW warband in order to get my crazy berserker fix. Although I kind of want to hold out hope that at some point there'll be a good Primaris CC specialist or a good formation for SW that fixes their lack of ways to get stuck in.

This message was edited 1 time. Last update was at 2019/06/06 19:53:47


 
   
Made in gb
Longtime Dakkanaut





UK

BAN wrote:
What about a leviathan dreadnought? Although I think that means bringing another heavy support slot to make it legal???? So maybe longfangs and a leviathan Dreadnought

The Leviathan is an awesome unit and the closest Marines get to having their own Knight. With 14 T8 wounds behind a 2+/4++ save, it will often survive past T1 and is one of the vehicles that costs enough to be worth getting an Iron Priest to keep him running a bit longer. 2 Storm Cannon Arrays are widely regarded as the best armament and fill a niche that Marines otherwise struggle with having good rate of fire, S7 and flat 2 damage.

Long Fangs (as noted above) are a fantastic HS unit and I would always recommend taking a pack. With these guys loaded with Lascannons and Plasma Cannons for anti-tank compliment the Storm Cannons with their high rate of fire.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Clousseau





East Bay, Ca, US

I feel like hellblasters are better fielded as deathwatch, for the ablative wounds, as well as the ability to deep strike and get general cool abilities conferred to them (ie, inceptors).

 Galas wrote:
I remember when Marmatag was a nooby, all shiney and full of joy. How playing the unbalanced mess of Warhammer40k in a ultra-competitive meta has changed you

Bharring wrote:
He'll actually *change his mind* in the presence of sufficient/sufficiently defended information. Heretic.
 
   
Made in us
Stealthy Space Wolves Scout





Florida

This is strictly for fun not for competitive play. I recently ran a Phobos Rune priest as warlord with "master of the vanguard" trait with my wulfen and Thunderwolf characters and it was Awesome. The trait gives units within 6" +1 move, advance, and charge. It made the wulfen fast especially with their ability to advance and charge with reroll charges and made the Thunderwolves quite fast as well. I could definitely see first turn charges in a lot of deployment types. Anyone else tries this? I'm going to continue to work on it and see if I can combo it better.

I was able to use the Cloak of storm strat for -1 to hit and make a 2nd turn charge with 10 wulfen causing a lot of damage to my opponent.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

I just played my mate’s Space Wolves with my Khorne Daemonkin, 1650 pts

It was one of the CA18 missions, the one where each side has three characters with “Intel” that generates cp per turn and are the only scoring units for a central objective

Long Fangs with Plasma Cannons and a Cyclone completely neutralised my Defilers with -2 to be hit. They just deployed out of LOS, climbed onto a roof, Keen Senses, and kapow

Phobos Rune Priest with Armour of Russ sitting next to Bjorn with a modest Primaris screen made my life hell. Slowed down my advance, and had to charge them with like EVERYTHING (and spend all my CP) to shift them - then died on that hill as a Gunship (the one with a three shot frost gun) drifted around and nuked character after character

A unit of Phobos Infiltrators seemed expensive but they were perfectly capable screen clearers and a very hard counter to my viable-again Warp Talons

   
Made in au
Ancient Space Wolves Venerable Dreadnought






TheunlikelyGamer wrote:
This is strictly for fun not for competitive play. I recently ran a Phobos Rune priest as warlord with "master of the vanguard" trait with my wulfen and Thunderwolf characters and it was Awesome. The trait gives units within 6" +1 move, advance, and charge. It made the wulfen fast especially with their ability to advance and charge with reroll charges and made the Thunderwolves quite fast as well. I could definitely see first turn charges in a lot of deployment types. Anyone else tries this? I'm going to continue to work on it and see if I can combo it better.

I was able to use the Cloak of storm strat for -1 to hit and make a 2nd turn charge with 10 wulfen causing a lot of damage to my opponent.


I Cunning of the Wolf two units of Wulfen and the Phobos Priest with Master of Vanguard, that extra inch on the charge has made all the difference a few times so I'm happy with it.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Longtime Dakkanaut





UK

 lindsay40k wrote:
A unit of Phobos Infiltrators seemed expensive but they were perfectly capable screen clearers and a very hard counter to my viable-again Warp Talons

Phobos Infiltrators are generally overpriced for the abilities but are a very hard counter to a few armies like Daemon-bomb, Genestealer Cults and Da Jump Orks.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in us
Stealthy Space Wolves Scout





Florida

 Dakka Wolf wrote:
TheunlikelyGamer wrote:
This is strictly for fun not for competitive play. I recently ran a Phobos Rune priest as warlord with "master of the vanguard" trait with my wulfen and Thunderwolf characters and it was Awesome. The trait gives units within 6" +1 move, advance, and charge. It made the wulfen fast especially with their ability to advance and charge with reroll charges and made the Thunderwolves quite fast as well. I could definitely see first turn charges in a lot of deployment types. Anyone else tries this? I'm going to continue to work on it and see if I can combo it better.

I was able to use the Cloak of storm strat for -1 to hit and make a 2nd turn charge with 10 wulfen causing a lot of damage to my opponent.


I Cunning of the Wolf two units of Wulfen and the Phobos Priest with Master of Vanguard, that extra inch on the charge has made all the difference a few times so I'm happy with it.

That's a combo I hadn't thought of yet. I have been really theory hammering for some games I have coming up with some buddies wanting to find cool combos they hadn't seen yet. I found on B&C a thread about combining the Tenebrous Curse psychic power with the Jaws power of another priest. Especially against things like Orks, poxwalkers etc. it could be amazing. We really have the ability to Hammer hordes with psychic powers. I have successfully pulled off the 3 Rune priest lightning strat in 2 games thus far and after a turn of thining some units it is crazy good even if it's expensive.

I'd like to try using Ulrik as my warlord and combine him with the vigilus strat to make blood claws +3 to wound! I'm planning a list with blood claws in land raiders. I just want to try to pull it off. Maybe soften a smaller monster/character like broodlord or daemon prince and then have him wade in and kill them to proc his to wound buffs.

This message was edited 4 times. Last update was at 2019/06/19 23:54:15


 
   
Made in us
Longtime Dakkanaut




That is a pretty good use of the combo, i gave up on wulfen from outflank due to the abnormally high failure rate i was having, but that may be the help that idea needs to work more reliably.
   
Made in us
Longtime Dakkanaut




So the phobos Tenebrous Curse spell and Jaws of the world wolf is suddenly a huge and nasty option. The spells both say pick a visible unit within 18", obviously jaws says no flyers or vehicles, but you could devour enemy chrs with this. I mean turn their movement to 3" then roll 2d6? Every point over 3 is a mortal wound?! Bwa hahahaha buh bye Azreal, you pompus dark angel bastard! Lol.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

I recently won a casual game with my Space Wolves. My list was:
Battalion
Wolf Lord on Thunderwolf: Thunder Hammer, Storm Shield, The Wulfen Stone, Saga of the Wolfkin
Rune Priest: Jump Pack, Runic Sword
10 Grey Hunters including WGPL: 2x Plasmagun, Chainswords for everyone except WGPL, Combi-plasma and Power Fist on WGPL
5 Intercessors with Chainsword on Pack Leader
5 Intercessors with Power Fist on Pack Leader
6 Blood Claws including WGPL: 1x Plasma Pistol, Frost Sword and Bolt Pistol on WGPL
3 Thunderwolf Cavalry: 3x Storm Shield, 2x Chainsword, Power Fist on leader
5 Fenrisian Wolves
6 Long Fangs: 4x Missile Launcher, 1x Lascannon
Stormfang Gunship: 2x Stormstrike Missile Launcher, Skyhammer Missile Launcher
Vanguard
Primaris Battle Leader: Power Axe, Bolt Carbine
5 Wulfen: 2x TH/SS, 2x Great Frost Axe, Claws on Leader
5 Wolf Guard Terminators: 5x Storm Bolter, 2x Wolf Claw, 2x Power Axe, Power Fist on Leader
3 Aggressors: Boltstorm Gauntlets and Fragstorm Launchers

My opponent was running:
Battalion
Big Mek with Kustom Force Field: Power Klaw, Rezmekka's Redder Armor, Warlord Trait: Follow Me, Ladz!
Warboss: Da Killa Klaw, Kombi-rokkit
Wierdboy
3 big squads of Boyz (can't remember how big the squads were)
Super-heavy Auxiliary
Kustom Stompa with all the trimmings

I went first and put a few wounds on the Stompa and killed a couple of boyz, but nothing big. On his turn, he moved his Boyz up, but didn't charge as I hung most of my units back. The Stompa managed to take the Stormfang down to 5 wounds and killed all but 2 of the Long Fangs, but didn't polish off either. On my second turn, I tried to pounce on his Boyz, with my Wulfen, Terminators, and Aggressors all coming in from reserves (using the outflank strat for the Wulfen and Aggressors, obviously), but to my dismay, I failed every single charge except for my Fenrisian Wolves, and the Blood Claws who jumped out of my flyer right in front of a unit of Boyz. Both of these units were wiped out easily in the counterattack since they didn't get any help thanks to poor dice rolling on my part with those charges. Thankfully, I had cast Tempest's Wrath on the Stompa, so while his shooting from it did kill some stuff including all but a couple of the Wulfen, I didn't lose too much. His Boyz all charged into my units, who were now sitting ducks, but luckily they didn't kill as much as they should have and when I fought back, I completely wiped one unit of Boyz and severely depleted another. My Wolf Lord ended up being the MVP here, as he killed 9 Boyz by himself and fulfilled his saga, turning him into a buff monster. On my next turn, he ran over and just dumptrucked the Warboss, and my other units finished off the second unit of Boyz. On his turn, my opponent made a major mistake and didn't use the Green Tide strat (or whatever it's called) to bring back his third unit of Boyz at full strength, hoping that I wouldn't be able to kill them all quick enough. Unfortunately for him, my Wolf Lord made a longish charge into them and wiped out a lot of them, with the rest fleeing due to morale. At this point all my opponent had left was the Stompa, and it was badly damaged, and I finished it off on my next turn with a combination of Grey Hunter Plasma, Long Fang shots, and my Stormfang. Victory for the Sons of Russ!

In retrospect, my opponent's list is what really killed him. Stompas are simply terrible for the points, but he wanted to run it despite knowing what was in my list. I also got really lucky on a lot of my saves.

Units I really felt earned their pay:
Thunderwolf Lord: Absolutely the MVP of the list. With the stacking buffs, he is an absolute beast! I'll be running him again when I run my Wolves for sure.
Rune Priest: Tempest's Wrath is such a useful spell, and it really hurts any shooting that is already sketchy, such as that of Ork vehicles.
Stormfang Gunship: If my opponent had focused it down instead of splitting his Stompa's fire, it would have gone down a lot faster, but as it was it put in some solid work. 3 damage guns are nasty!
Grey Hunters: The fact that they have decent shooting as well as good CC thanks to the Chainswords was pretty helpful.
Intercessors: Probably our best Troops choice overall. Long range guns with -1 AP are super useful, especially with the Bolter Discipline rule. Plus, they are pretty respectable in CC too, especially with our Chapter Tactic.

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.
 
   
 
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