Switch Theme:

Owoo!! Space Wolf Tactica: 8th Edition.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in au
Ancient Space Wolves Venerable Dreadnought






 gwarsh41 wrote:
SW chapter tactic has me stumped. I would like it to be something different, and everything I think of is already taken.

Strike first: slaanesh stuff
Advance with no penalty: slaanesh daemons
+1A/S: Khorne daemons if charge/charged
Fallback with no penalty: Ultramarines
+1 wound is blood angels, which is really nice!
+1 to hit seems underwhelming


I would love an option, like how the wulfen aura changes based on what you do.


Sounds great.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Rerollable charges is already taken by Black Templars but I wouldn't mind having it on my Wolves...

7000+
3500
2000 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Weazel wrote:
Rerollable charges is already taken by Black Templars but I wouldn't mind having it on my Wolves...


We already get it on several models and get it in buffs off others. I'd like to see a mobility booster +3' to movement stat or something.

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

 Dakka Wolf wrote:
 Weazel wrote:
Rerollable charges is already taken by Black Templars but I wouldn't mind having it on my Wolves...


We already get it on several models and get it in buffs off others. I'd like to see a mobility booster +3' to movement stat or something.


Oooo make my wulfen faster? Yes please!
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I know.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in ca
Commander of the Mysterious 2nd Legion





well in 7th edition space wolves had 2 "chapter tactics" the first was counter attack, the second was "Accute senses" maybe the space wolves instead will get something to reflect their superior senses? not sure what I'd do with that though, maybe let them fire at units coming out of deep strike at a -1 (like the vanilla space marine auspex scan stratigium) could work, but that would be situationally insane or useless depending

Opinions are not facts please don't confuse the two 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

I can't think of other sources of rerollable charges than Wulfen. Not everyone runs them and they're not always in range anyway. So I wouldn't mind a blanket rerollable charge for everyone. Give Wulfen something else to make them special.

For counter attack type of deal I think a 3" or even 6" heroic intervention for everyone would be alright.

7000+
3500
2000 
   
Made in us
Dakka Veteran






They could give us a couple with great companies. With detachement abuse I guess that would get ridiculous quickly though.

I would like a reroll for charges but Wolves aren't entirely melee based, we can be a shooty army as well.

Here's an idea - maybe let our guys attack twice if we charge?
   
Made in gr
Regular Dakkanaut





I would also like to see great company tactics

such as

Ironwolves :
ARMOURED ASSAULT:units can disembark from transports at the end of their movement (even if they advanced)

Stratagem (overwhelming firepower 1CP ) : Select an ironwolves vehicle , it treats all its weapons as assault weapons untill the end of the phase


Deathwolves
AGILE HUNTERS: Units can advance and charge and reroll charges

Stratagem (Outflanking beasts 1CP) Select a unit of thunderwolves, fenrisian wolves or wulfen, it can be removed from the board and be placed wholly within 12" of any board edge and more than 9" from enemy models


The 13th Company

RAMPAGE : Any 6s to hit in close combat score 1 additional hit (those new hits do not trigger additional hits if they are 6s)

Stratagem (Enhanced reflexes 2CP) Choose an infantry unit, it gains +1 to hit in close combat and the fly keyword until the end of the phase


The drakeslayers:

Fierce eyes finest: units can add 3" to their move and advance and they dont suffer the penalty for moving and shooting heavy weapons.

Stratagem (Controlling Competition 2CP) Choose a unit , it can target enemy characters even if they are not the closest unit.


The champions of fenris:

Counter attack : Units add + 1 A when they charge, get charged or they heroicly intervene

Stratagem : (sunder armor 3CP) Target an enemy unit, it cannot make invulnerable saves until the end of the phase



This message was edited 4 times. Last update was at 2018/05/24 13:50:20


 
   
Made in dk
Regular Dakkanaut




Both fluff and play wise, i think heroic intervention should be a SW specialty. Everyone is eager to display their courage, to be named in songs and sagas! Give everyone heroic intervention. If you charge, expect the pack to form in on you!

Plus, no one else has that. Attacking twice is going to be too powerful on a number of units.

On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.
   
Made in us
Dakka Veteran






Northern85Star wrote:
Both fluff and play wise, i think heroic intervention should be a SW specialty. Everyone is eager to display their courage, to be named in songs and sagas! Give everyone heroic intervention. If you charge, expect the pack to form in on you!

Plus, no one else has that. Attacking twice is going to be too powerful on a number of units.

On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.


That... is a great idea! I really like the idea of everyone being able to heroically intervene! That's super fluffy and interesting!

Lonewolfs great company tactics/strats are great as well. Fluffy and interesting again. I would love either or all of these to be done!

This message was edited 1 time. Last update was at 2018/05/24 20:24:26


 
   
Made in ca
Commander of the Mysterious 2nd Legion





I suspect great company tactics is unlikely. looking at similer codices GW hasn't seen fit to give any other chapter differant chocies that way.


On another note, I've got some thunder wolf Cavalry I need to build. should I give them power weapons etc, or should I ggive them chain swords and use them to mow down hoards?

This message was edited 1 time. Last update was at 2018/05/25 02:40:51


Opinions are not facts please don't confuse the two 
   
Made in us
Dakka Veteran






BrianDavion wrote:
I suspect great company tactics is unlikely. looking at similer codices GW hasn't seen fit to give any other chapter differant chocies that way.


On another note, I've got some thunder wolf Cavalry I need to build. should I give them power weapons etc, or should I ggive them chain swords and use them to mow down hoards?


Honestly Thunderwolf Cav are in kind of a tough spot at the moment it feels like. They lost rending that made chainswords viable. For hordes I would actually give them power swords/frost swords.

I personally gave all my guys frost axes because... I love axes and they look really bad ass. Tactically though it gives them a versatile role of being able to mulch infantry a little better without costing too much but also being able to deal with some tougher stuff. The only issue the damage they put out isn't super great against more elite units, they don't have any access to high damage weapons except expensive thunder hammers.
   
Made in ca
Commander of the Mysterious 2nd Legion





ArmchairArbiter wrote:
BrianDavion wrote:
I suspect great company tactics is unlikely. looking at similer codices GW hasn't seen fit to give any other chapter differant chocies that way.


On another note, I've got some thunder wolf Cavalry I need to build. should I give them power weapons etc, or should I ggive them chain swords and use them to mow down hoards?


Honestly Thunderwolf Cav are in kind of a tough spot at the moment it feels like. They lost rending that made chainswords viable. For hordes I would actually give them power swords/frost swords.

I personally gave all my guys frost axes because... I love axes and they look really bad ass. Tactically though it gives them a versatile role of being able to mulch infantry a little better without costing too much but also being able to deal with some tougher stuff. The only issue the damage they put out isn't super great against more elite units, they don't have any access to high damage weapons except expensive thunder hammers.


yeah I built one so far with a chain sword, might mix some forst axes in as well. I'm just thinking they're no longer the serious hammers they used to be, but thunderwolf cav outta be hany for multching light infantry. and these days EVERYONE is taking some guard

Opinions are not facts please don't confuse the two 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Thunderwolves are one of those units that would really need magnetizing since the good loadouts seems to fluctuate pretty wildly between editions/indexes/faqs. It's a pity I haven't done it though.

7000+
3500
2000 
   
Made in nz
Fresh-Faced New User





I’d be thrilled with advance and charge for a chapter tactics, or even a -1 to hit when units advance could be solid.Or +1 to charge range when a character makes a charge, or better yet an aura effect for +1 to charge and/ or assault.

We’re relatively slow for a CC army. Grey wolves lack attacks, Wolfen without SS die far too quickly vs shooting based army. Think points drop is a given.

This message was edited 1 time. Last update was at 2018/05/25 05:39:43


 
   
Made in ca
Commander of the Mysterious 2nd Legion





on another note, anyone kinda wish space wolves could take chain axes? it just seems approperate for the "viking space marines"

Opinions are not facts please don't confuse the two 
   
Made in dk
Regular Dakkanaut




BrianDavion wrote:
I suspect great company tactics is unlikely. looking at similer codices GW hasn't seen fit to give any other chapter differant chocies that way.


On another note, I've got some thunder wolf Cavalry I need to build. should I give them power weapons etc, or should I ggive them chain swords and use them to mow down hoards?


Magnetize them, first of all. I would give the pack leader a thunderhammer/ss, then two with chainsword/ss, rest with dual wolf claws. I dont find them worth it without some kind of attack buff (wulfen and/or Arjac). In this way they are a threat to everything, and you have cheaper loadout models to take casualties from. I run 4-5 in a unit.
   
Made in us
Nurgle Chosen Marine on a Palanquin






So I've only used my wolves maybe 2 times in 8th edition. Once I had terrible dice rolls and lost Njal on the first turn to perils, failed all my charges... it was just a sad game. The second time my list was all over the place and again, some sad dice rolls had a shield dread die to chainswords and my stormfang go down from plasma shots.

Soured me on them a bit, and coming form the resiliency of Nurgle, it's hard to get out of that mindset of "lul, my stuff can't die!"

I've been eyeballing the thread for a bit, and I'm a little bummed that our army seems to be "CODEX: STORMBOLTER" and that doesn't seem all that super fun, but I havent tried it, so I'm not being super fair.

What I'm trying to get at, is I want to play my SW again, but the army isn't as straightforward as what I am currently playing, especially not easily being able to tell what is overcosted and whatnot. If I could get some advice, I would love it.

I guess the bottom line is, unit do you find yourself always bringing because they always preform well?

   
Made in dk
Regular Dakkanaut




 gwarsh41 wrote:
So I've only used my wolves maybe 2 times in 8th edition. Once I had terrible dice rolls and lost Njal on the first turn to perils, failed all my charges... it was just a sad game. The second time my list was all over the place and again, some sad dice rolls had a shield dread die to chainswords and my stormfang go down from plasma shots.

Soured me on them a bit, and coming form the resiliency of Nurgle, it's hard to get out of that mindset of "lul, my stuff can't die!"

I've been eyeballing the thread for a bit, and I'm a little bummed that our army seems to be "CODEX: STORMBOLTER" and that doesn't seem all that super fun, but I havent tried it, so I'm not being super fair.

What I'm trying to get at, is I want to play my SW again, but the army isn't as straightforward as what I am currently playing, especially not easily being able to tell what is overcosted and whatnot. If I could get some advice, I would love it.

I guess the bottom line is, unit do you find yourself always bringing because they always preform well?


I always bring:
Long fangs with missile launchers
Wulfen
Culexus assassin

I never bring:
Stormfang/stormwolf (dies quickly due to poor T)
Dreads except Bjørn or shield dreads

I like to run Thunderwolves and wulfen in close proximity, then deepstrike Arjac for +2 A to TWC and +1 A for Arjac. Against melee armies i force the opponent into a countercharge with two units of long fangs with missile launchers. If there’s no autohitting weaponry, i place the culexus in front, as bait. I have had good results against nurgle/deathguard with this. I run Bjørn with twin las, to take out blight drones turn 1, giving my opponent a headace with the culexus.
   
Made in us
Dakka Veteran






 gwarsh41 wrote:
So I've only used my wolves maybe 2 times in 8th edition. Once I had terrible dice rolls and lost Njal on the first turn to perils, failed all my charges... it was just a sad game. The second time my list was all over the place and again, some sad dice rolls had a shield dread die to chainswords and my stormfang go down from plasma shots.

Soured me on them a bit, and coming form the resiliency of Nurgle, it's hard to get out of that mindset of "lul, my stuff can't die!"

I've been eyeballing the thread for a bit, and I'm a little bummed that our army seems to be "CODEX: STORMBOLTER" and that doesn't seem all that super fun, but I havent tried it, so I'm not being super fair.

What I'm trying to get at, is I want to play my SW again, but the army isn't as straightforward as what I am currently playing, especially not easily being able to tell what is overcosted and whatnot. If I could get some advice, I would love it.

I guess the bottom line is, unit do you find yourself always bringing because they always preform well?


It's pretty much the issue of every Index army. No toys and wonky points. A lot of what make armies unique/special is the stuff they get in the Codex. As far as Index armies went we had it pretty good.... but now we're severely lagging behind. Especially since all our Space Marine brethern have their Codex's. However... this continues to give me hope that we will see Russ return in our release and it's why they waited to release us.
   
Made in ca
Commander of the Mysterious 2nd Legion





ArmchairArbiter wrote:
 gwarsh41 wrote:
So I've only used my wolves maybe 2 times in 8th edition. Once I had terrible dice rolls and lost Njal on the first turn to perils, failed all my charges... it was just a sad game. The second time my list was all over the place and again, some sad dice rolls had a shield dread die to chainswords and my stormfang go down from plasma shots.

Soured me on them a bit, and coming form the resiliency of Nurgle, it's hard to get out of that mindset of "lul, my stuff can't die!"

I've been eyeballing the thread for a bit, and I'm a little bummed that our army seems to be "CODEX: STORMBOLTER" and that doesn't seem all that super fun, but I havent tried it, so I'm not being super fair.

What I'm trying to get at, is I want to play my SW again, but the army isn't as straightforward as what I am currently playing, especially not easily being able to tell what is overcosted and whatnot. If I could get some advice, I would love it.

I guess the bottom line is, unit do you find yourself always bringing because they always preform well?


It's pretty much the issue of every Index army. No toys and wonky points. A lot of what make armies unique/special is the stuff they get in the Codex. As far as Index armies went we had it pretty good.... but now we're severely lagging behind. Especially since all our Space Marine brethern have their Codex's. However... this continues to give me hope that we will see Russ return in our release and it's why they waited to release us.


I've two theories for the length of time for the Space Wovles release (proably in augest or early september as June and July will likely be AOS heavy) the first is yeash Russ.. the second? wave two of Primaris Marines

Opinions are not facts please don't confuse the two 
   
Made in us
Longtime Dakkanaut




I like to hope they are out of ideas for primaris... Plus they just came out with DW and it would be weird to shoehorn more primaris in after the fact. Russ seems likely to me since it's been a while since we've had a primarch and I think he would sell like hot cakes.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Army wide Heroic Intervention.
Very Space Wolfy.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in it
Waaagh! Ork Warboss




Italy

Northern85Star wrote:
Both fluff and play wise, i think heroic intervention should be a SW specialty. Everyone is eager to display their courage, to be named in songs and sagas! Give everyone heroic intervention. If you charge, expect the pack to form in on you!

Plus, no one else has that. Attacking twice is going to be too powerful on a number of units.

On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.


Yeah, TWC, wulfen and Arjac are quite common in my lists as well, I love those units. With a wolf priest nearby they're even more devastating and that HQ is basically a must for lists with this style, it's also among the cheapest HQs available.

 
   
Made in ca
Commander of the Mysterious 2nd Legion





jcd386 wrote:
I like to hope they are out of ideas for primaris... Plus they just came out with DW and it would be weird to shoehorn more primaris in after the fact. Russ seems likely to me since it's been a while since we've had a primarch and I think he would sell like hot cakes.


Russ is a good choice to bring back, he's a reasonably intreasting character, space wovles are popular and he'd be a good foil for Gulliman

Opinions are not facts please don't confuse the two 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






BrianDavion wrote:
jcd386 wrote:
I like to hope they are out of ideas for primaris... Plus they just came out with DW and it would be weird to shoehorn more primaris in after the fact. Russ seems likely to me since it's been a while since we've had a primarch and I think he would sell like hot cakes.


Russ is a good choice to bring back, he's a reasonably intreasting character, space wovles are popular and he'd be a good foil for Gulliman


Depends.
The only tension between them is the Codex Astartes, other than that Guilliman admires Russ and named him one of his "Dauntless few". Russ admires Guilliman as a statesman even if he didn't agree to surrender to his army organisation.

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

Northern85Star wrote:


On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.


This is gold! I can't Believe I didn't think of that. This means a pack leader with claws in range of the wulfen and arjac would have six attacks at strength 5 -2ap 1 damage re rolling all wounds. There is lots of potential here for max assault carnage. I'm going to make a list!
   
Made in it
Waaagh! Ork Warboss




Italy

TheunlikelyGamer wrote:
Northern85Star wrote:


On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.


This is gold! I can't Believe I didn't think of that. This means a pack leader with claws in range of the wulfen and arjac would have six attacks at strength 5 -2ap 1 damage re rolling all wounds. There is lots of potential here for max assault carnage. I'm going to make a list!


Actually 9 attacks at S5 Ap-1 damage 1, 6 of them re-rolling failed to wound rolls. Claws have AP-1, but there are also the dogs attacks to factor in.

 
   
Made in us
Stealthy Space Wolves Scout





Florida

 Blackie wrote:
TheunlikelyGamer wrote:
Northern85Star wrote:


On a completely different note, i find TWC combined with Arjac and Wulfen for +2 A to be devastating. Some with wolf claws for a further +1 A.


This is gold! I can't Believe I didn't think of that. This means a pack leader with claws in range of the wulfen and arjac would have six attacks at strength 5 -2ap 1 damage re rolling all wounds. There is lots of potential here for max assault carnage. I'm going to make a list!


Actually 9 attacks at S5 Ap-1 damage 1, 6 of them re-rolling failed to wound rolls. Claws have AP-1, but there are also the dogs attacks to factor in.


Right that is a lot of extra attacks . I was thinking of wolf guard in general. I use wolfguard on Bikes and by jumppack as well.
   
 
Forum Index » 40K General Discussion
Go to: