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Made in eu
Stealthy Space Wolves Scout




Germany, Frankfurt area

 Dakka Wolf wrote:
Does anyone know if the Drop Pod rule extends to the Lucius/Dreadnought Drop Pods? Might make Murderfang a worthwhile inclusion again.


No, it doesn't. It's not in the Imperail Armour Errata. Just because the rule might have the same name it doesn't have to have the same effect

 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

 Dakka Wolf wrote:
Does anyone know if the Drop Pod rule extends to the Lucius/Dreadnought Drop Pods? Might make Murderfang a worthwhile inclusion again.

Not yet, no. It’s an omission, similar to Death Guard Legion Trait accidentally not applying to all HELBRUTE units, that an FAQ revision to I:FotAA or the SM patch document will hopefully correct.

   
Made in au
Ancient Space Wolves Venerable Dreadnought






Why do they hate Dreads in Drop Pods???
It's not like people were Drop Podding three Psyker Dreads with Heavy Flamers and Pyromancy in people's faces on the first turn...

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Steadfast Grey Hunter






For anybody playing ITC missions, I have been using 2 units of cyber wolves with 1 model in each squad. they are awesome for holding objective and cheap and are eligible unit for the secondary objective Engineers! I only noticed this because my opponent pointed it out. Also the thought of dog mechanics is adorable

Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

Jimbobbyish wrote:
For anybody playing ITC missions, I have been using 2 units of cyber wolves with 1 model in each squad. they are awesome for holding objective and cheap and are eligible unit for the secondary objective Engineers! I only noticed this because my opponent pointed it out. Also the thought of dog mechanics is adorable

I don't actually think that's such a good idea. Mortars are a thing and you'd hate to lose your engineer unit on turn 1.

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 ca
Dangerous Duet






Hi people ! What is our best option to deal with Knights in ypur opinion ?

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Khornate25 wrote:
Hi people ! What is our best option to deal with Knights in ypur opinion ?


We don't really have one.
Our best options are Thunderwolf Cavalry, Wulfen, Leviathan Dreads and Long Fangs but all of them have issues against Knights.

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






Nottingham (yay!)

 Dakka Wolf wrote:
 Khornate25 wrote:
Hi people ! What is our best option to deal with Knights in ypur opinion ?


We don't really have one.
Our best options are Thunderwolf Cavalry, Wulfen, Leviathan Dreads and Long Fangs but all of them have issues against Knights.

If your plan is to duff it, a Phobos rune priest could hamstring it. Can’t walk away from a fight if you!re too slow to get your massive base out of 1”

   
Made in us
Stealthy Space Wolves Scout





Florida

 Khornate25 wrote:
Hi people ! What is our best option to deal with Knights in ypur opinion ?


Best way to kill knight is charge them and get past their invul save. Wulfen will eat knights. Keep your wulfen safe from over watch using rune priest powers like tempests wrath and hallucination. Follow up with the strat that makes your army -1 to hit within 6” of the priest after a successful power and your wulfen will potentially be -3 to hit. I have eaten many a knight with my wulfen.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 lindsay40k wrote:
 Dakka Wolf wrote:
 Khornate25 wrote:
Hi people ! What is our best option to deal with Knights in ypur opinion ?


We don't really have one.
Our best options are Thunderwolf Cavalry, Wulfen, Leviathan Dreads and Long Fangs but all of them have issues against Knights.

If your plan is to duff it, a Phobos rune priest could hamstring it. Can’t walk away from a fight if you!re too slow to get your massive base out of 1”


How does that power work?
I don't have the booklet on me today.

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






Nottingham (yay!)

Halves movement and rolls for advance & charge, 18” range

If Wulfen knock half the wounds off a Knight, it’s only got a 4.5” stride to escape. That’s not getting out of a wraparound.

Re Hallucination - I don’t think this affects Overwatch? It’s immune to hit modifiers - good and bad - unless the modifier specifically mentions it

   
Made in au
Ancient Space Wolves Venerable Dreadnought






Does that mean it can bring down a damaged flyer?

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




Germany, Frankfurt area

No, doesn't work against FLY

 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Ragnar69 wrote:
 Dakka Wolf wrote:
Is there a rule that says units must use all their attacks or shots?

No, why?
I don't know when, but is was clarified somewhere. Some people claimed you had to fire your Castellan Missiles T1 or in overwatch until it got officially FAQed.


Hostage taking.


Automatically Appended Next Post:
Ragnar69 wrote:
No, doesn't work against FLY


Pity.
Annoying that those stinking glass canons are made of smoke rather than glass.

This message was edited 1 time. Last update was at 2019/08/25 11:44:05


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




Germany, Frankfurt area

So the new Invictor really looks like fun and gives us the posibility of a nice T1 charge. I wanted to include it but I dind't have any other vehicles in my list so I don't think it would have worked out.
After I had resisted long, I recently painted up the Loyal32. So I thought why not replacing the Company Commanders with Tank Commanders? They are good and would complement the Invictor.

In my list I now only have s Smash Lord, Wulfen and Long Fangs from the old marines range, which makes me a bit sad…

Smash Lord
Phobos Runepriest with Master of the Vanguard

2x5 Infiltrators
5 Intercessors

5 Wulfen
3 Agressors
Invictor /Flamer

Suppressors

Eliminators
Long Fangs, 4 Las, 1 Missile, WG w/SS

2x Tank Commanders with Las/Plasma
3 Infantry Squads

Vindicare Assassin


Against most opponents, the Invictor and Infiltrators will deploy ahead to try a T1 charge, while the Smash Lord moves up the field and the Wulfen, Aggressors and Runepriest come in T2.

Versus Orks and GSC I would probably deploy everything with the Infiltrators further back to prevent T1 charges with Da Jump etc

When I have painted up some Incursors I might take 2x5 instead of the Intercessors and an Infiltrator squad.

I'm also toying with the idea of a second Invictor. But where to get the points for it?


 
   
Made in us
Nasty Nob






Gardner, MA

I'm new to the pack. Any insite to playing long fangs and wulfen well is appreciated. I know there are strats to ignore hit modifiers but I'm struggling to find a way to make Wulfen work.

A man's character is his fate.
 
   
Made in us
Steadfast Grey Hunter






I have been running 2 squads with 4 TH + SS each. I have had some success running them up the field with all my Rhinos and dreadnoughts. Either my opponent focuses on the Wulfen or my vehicles.

But for the ITC mission league i'm joining this month I am Running one Wulfen squad outflanking with 2 squads of Skyclaws with a TH in each squad. Wulfen Kill and Hunt abilities work on bloodclaw units with in 12" giving you plenty of wiggle room to get reroll charges for both skyclaw units.

Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in gb
Longtime Dakkanaut





UK

 kaiservonhugal wrote:
I'm new to the pack. Any insite to playing long fangs and wulfen well is appreciated. I know there are strats to ignore hit modifiers but I'm struggling to find a way to make Wulfen work.

Long Fangs are great. All the benefits of Devastators but they can pack 5 heavy weapons rather than 4 and bring their own reroll to the game. I always take 1 pack.

Wulfen work best with Thunder Hammer, Storm Shield and a Wolf Priest to lead them. They really need a transport too which means either a LRC or (preferably) a Storm Wolf.

I stand between the darkness and the light. Between the candle and the star. 
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Be very careful about investing in a Wolf Priest and a transport. Mainstream chaplains (and dark apostles) have changed their Hit roll aura which requires their feet to be one the table at all times and can fail.

My Dark Apostle no longer rides with Berzerkers, and I’m not even going to bother getting a chaplain for any of my loyalists.

   
Made in nl
Crazed Spirit of the Defiler




 lindsay40k wrote:
Be very careful about investing in a Wolf Priest and a transport. Mainstream chaplains (and dark apostles) have changed their Hit roll aura which requires their feet to be one the table at all times and can fail.

My Dark Apostle no longer rides with Berzerkers, and I’m not even going to bother getting a chaplain for any of my loyalists.


Wolf Priest still works like the old chaplain. First, it's in a different codex, second it uses a different data sheet.
   
Made in us
Deadshot Weapon Moderati




MI

Pandabeer wrote:
 lindsay40k wrote:
Be very careful about investing in a Wolf Priest and a transport. Mainstream chaplains (and dark apostles) have changed their Hit roll aura which requires their feet to be one the table at all times and can fail.

My Dark Apostle no longer rides with Berzerkers, and I’m not even going to bother getting a chaplain for any of my loyalists.


Wolf Priest still works like the old chaplain. First, it's in a different codex, second it uses a different data sheet.

Pretty sure the warning was because that is likely to change once SW get their new rules, so it works like the old for now but that can not be counted on to remain so.
   
Made in gb
Huge Hierodule






Nottingham (yay!)

Maybe Fenrisian Wolves will be able to help the Wolf Priest pray by howling in unison, like Dark Disciples helping a DA not be a crapshoot

   
Made in us
Regular Dakkanaut





pretty telling 31 pages of this sub and the new sm is already at 31 pages!

Wolves got shafted so hard this edition.
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

COLD CASH wrote:
pretty telling 31 pages of this sub and the new sm is already at 31 pages!

Wolves got shafted so hard this edition.

All of the non-vanilla Marines got shafted. I play both Dark Angels and Space Wolves, and both are languishing at bottom tables in competititve events for the most part. That's why I've quit playing my DA in tournaments, preferring to field my Tau.

Even Blood Angels are not doing well. The Slamguinius gimmick is the only thing they have going for them, and that's just an ingredient of Imperial soup. Deathwatch are not much better either, since GW decided that they can't use both SIA and Bolter Discipline at the same time. And let's not talk about the poor, poor Grey Knights. Sooner or later GW will hopefully remember that other Marines exist.

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 fi
Hoary Long Fang with Lascannon




Finland

Pretty telling that I stored 7000pts of my Wolves into the basement and I'm starting an Imperial Fist army.

Still kinda wondering why SW/DA/BA are not released as supplements like the "vanilla" chapters.. what do we really gain from having our own full codex at this point?

7000+
3500
2000 
   
Made in us
Steadfast Grey Hunter






Yeah that's a good idea, we would have the biggest supplement to boot because of the number of unique units we have.



Automatically Appended Next Post:
Unless they give us completely different combat doctrines i don't see why not.

This message was edited 1 time. Last update was at 2019/09/23 19:54:15


Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in us
Fresh-Faced New User




Ragnar69 wrote:
So the new Invictor really looks like fun and gives us the posibility of a nice T1 charge. I wanted to include it but I dind't have any other vehicles in my list so I don't think it would have worked out.
After I had resisted long, I recently painted up the Loyal32. So I thought why not replacing the Company Commanders with Tank Commanders? They are good and would complement the Invictor.

In my list I now only have s Smash Lord, Wulfen and Long Fangs from the old marines range, which makes me a bit sad…

Smash Lord
Phobos Runepriest with Master of the Vanguard

2x5 Infiltrators
5 Intercessors

5 Wulfen
3 Agressors
Invictor /Flamer

Suppressors

Eliminators
Long Fangs, 4 Las, 1 Missile, WG w/SS

2x Tank Commanders with Las/Plasma
3 Infantry Squads

Vindicare Assassin


Against most opponents, the Invictor and Infiltrators will deploy ahead to try a T1 charge, while the Smash Lord moves up the field and the Wulfen, Aggressors and Runepriest come in T2.

Versus Orks and GSC I would probably deploy everything with the Infiltrators further back to prevent T1 charges with Da Jump etc

When I have painted up some Incursors I might take 2x5 instead of the Intercessors and an Infiltrator squad.

I'm also toying with the idea of a second Invictor. But where to get the points for it?



I love the invictor and definitely want to run 3 of them... but, I have pointed it out in other posts, but invictors DO NOT benefit from our faction traits as they are vehicles and warsuits and our traits only affect infantry, cavalry, and dreads.

You all will probably crucify me, but I am wanting to run a bunch of reivers using the stalker pack vigilus detachment. w/ grapnel launchers, get the reivers behind LOS blocking terrain and charge things on the other side, kicking off the 3D6 charging strat we get from stalker pack; that way the reivers can either tie up big things w/ bodies or make squishy units disappear. just some thoughts. just wish they were troops as I'd love to run a couple battalions based around them.
   
Made in fi
Locked in the Tower of Amareo





 Dakka Wolf wrote:
Ragnar69 wrote:
 Dakka Wolf wrote:
Is there a rule that says units must use all their attacks or shots?

No, why?
I don't know when, but is was clarified somewhere. Some people claimed you had to fire your Castellan Missiles T1 or in overwatch until it got officially FAQed.


Hostage taking.


Pa ge 179 – Choose Unit to Shoot With Change the fourth sentence to read:‘Unless otherwise noted, each model in the unit attacks with all of the ranged weapons it is armed with – if a model in the firing unit has any weapons that can only be used once per battle, you can choose whether or not the model will fire that weapon.

2024 painted/bought: 109/109 
   
Made in us
Steadfast Grey Hunter






for the past 3 games I have been running Bjorn and 2 vendreads with a twin LC each with some success. I would hide them first turn, then walk them out firing with BS +3 re-rolling 1s. I also have a bare bones WGBL tagging along.

Now, is there a better bang for my points compared to this? For extra clarification the 3 dreads and a Unit of Long fangs with 5 ML make up the core of my army list's shooting.

Primaris fanboy: "NO, you can't just give old marines 2W, they're supposed to be squatted!" GW: "Heavy Bolters go brrrrrrrr"
Slayer-Fan123 wrote:

If the argument for their uniqueness is spamming Wulfen and Thunderwolves, then it wasn't really a unique army to begin with whether you like it or not.
nervous sweating
Regal Hunt, A custom space wolf army: https://www.dakkadakka.com/dakkaforum/posts/list/774993.page#10435681 
   
Made in ca
Wicked Wych With a Whip




Jimbobbyish wrote:
for the past 3 games I have been running Bjorn and 2 vendreads with a twin LC each with some success. I would hide them first turn, then walk them out firing with BS +3 re-rolling 1s. I also have a bare bones WGBL tagging along.

Now, is there a better bang for my points compared to this? For extra clarification the 3 dreads and a Unit of Long fangs with 5 ML make up the core of my army list's shooting.


Just played pick up game, 7 dread list against 5 chaos knights.

Bjorn, murder fang, 2 wulfen dreads and 3 Ven dreads. Only bjorn had ranged attacks. Everyone else was running Blizzard shield and big axe.

The little wolfy robots crushed the big spiky robots. I do need some shooting, after I crushed his 3 big knights my dreads that were left were just chasing his chicken walkers around the table. (His list came lost on the top table at a 16 person tournament last week so it was a competitive match, played friendly)

Najia cast tempest wrath and the poped cloaked by the storm, my ven dreads poped smoke. I had an Iron priest for healing. They were staggeringly survivable.


Any one else using Blizzard shields? Anyone else using massed dreads?
   
 
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