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Made in us
Ferocious Blood Claw





Couldn't find a space wolf thread so decided to make my own.

What do you guys think about ditching the rhinos, maxing out on long fangs with missile launchers, and running all footslogging grey hunters?

Honestly, sixth edition has done in a problem for the wolves of Fenris. Our transports are considerably trash now, as almost anything can glance them to death, and only make it up to mid-field.

What I'm thinking, is footslogging 10 Grey Hunters in a squad with a wolf guard in terminator armor, with a combi plasma, and a standard of course for them yummy re-rolls. As an HQ choice, Rune Priests are still staples, so you shouldn't rethink this.

I think sixth really brings out the life in ThunderWolf Cavalry. Personally running footslogging space wolves, and having speedy cavalry running to flank enemies big guns is working out wonderfully. Especially with a Wolf Lord on a mount leading the charge. Land Speeders are our new support of high strength weapons. Razorbacks are good, but because of the limited number of shots and the unavailability to get cover saves now in 6th, the land speeder Jink save seems like the new plan.

What have you? What do you run in your lists of 6th edition?




----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Eddited 10/25/12

Wow! Look at all the responses. Going to make a checklist of what I've seen.

Pros In 6th:
-Foot Wolves are the new thing. Get real Pops.
-Think you can mass flyers and be safe? Mass Drop Pods! Genious with the amount of combi and meltas wolf guards and regular grey hunters can take
-Wolf Priests! Yes! They Exist! Transporting around the map will be ever so easier now with the ever so popular outflank ability from Saga Of the Hunter, SOTH!
-Long Fangs. Yeah. They're actually still amazing. Waiting on the patchnotes for the skyfire missiles.

-BONUS NOTE -> If I'm assuming this correctly (Which I most Often times don't) Using the QuadGun from the Aegis Defense Line would be perfect for the long fang captains. As if he is manning the Quad gun, the rule for Fire Control Reads something like this. (I don't know the exact wording) "If the long fang captain doesn't fire in the shooting phase, then he can direct fire with fire control splitting targets with each longfang."

MEANING - That if you fire interceptor with the Aegis Defense Line, you can still choose to split fire, because you are not shooting on your turn. I'll look up the rules when I get home.

-Rune Priests are still amazing. JOTWW 4Life
-WGBL - Wolf Guard Battle Leader + 13 Blood Claws + Ragnar + Landraider + Saga of the hunter = Holyfun time.


Now The Bad - Or because of the mixed feelings..The "Not So Optimal" List of what we should do as soldiers of Fenris on the battlefield.
-Rhinos are extremely 'MEH' for 6th as they are now being glanced to death. They are okay for their points, but why take this mode of transportation when you could take a drop pod.
-TWC are EXPENSIVE as HELL. And it really bothers me because it can't automatically give you a run+charge lock in now. Eh. Atleast it gets hammer of wrath.
-Dreadnoughts are still expensive as hell and don't do their job effectively. I've yet to drop dreadnought + Drop pod, but I think they're way too expensive for what they do.
-Grey Hunter Leadership is 8. Get some friggen wolf guards in there. Gogo!



That's it so far. Good points will be posted here.

This message was edited 1 time. Last update was at 2012/10/25 18:05:27


1500
1250

Rip Zyzz 
   
Made in us
Lead-Footed Trukkboy Driver



Oklahoma

Rhino's are not trash, your over thinking it dramatically. only str 5 or higher can damage one, and thats really no different from before. so for the avg marine they would have to throw out the same weapons the shot at your rhinos before to take them down.

so to break down a rhino currently can move 12" in movement, 6" in shooting, so 18" total which is more than before unless they were fast vehicles. (like BA) What DOES suck for rhino/razorbackspam is that you can't assault after getting out of one.

just because something can die to glances doesnt make it trash, just use it more wisely. Razorspam still works if you want to use something in tandem with it. and i dont know how you figure they cannot get a cover save when 25% of facing is rediculously small.

so instead of an I win button you just have to rethink how you play your units, not "well no more I win spam, those are trash now"
   
Made in ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

Agreed, Rhinos are actually still pretty handy. Disembark and then rapid fire at whatever you want, then flat out the Rhino to use it as a shield (alternatively, just disembark behind the Rhino and force the enemy to waste shots on your mobile bunker if they want to kill you). Plus they can act as LOS blockers and tank shock units after the occupants disembark.

That said, I'm leaning towards drop pods currently... damn my wallet...

   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

I found Speeders with double bolters to be very good. As I currently use no other Fast Attack, I take 3 singles. They are very flexible and hard to kill if used right.

I always have problems finding a good firing place for Long Fangs, let alone 3. So I prefer to take just 1 squad and a Bastion. A Diviniation Runepriest (with Chooser) mans the Icarus and add a Cylone if possible. A small GH squad goes inside the Bastion to a) man the bolters b) protect the Fangs from assault and c) grab a nearby objective in the last turn.

I tend to take a Vindi and a dakka pred as the other support choices. The vindi often does not much more than drawing a lot of fire and influencing the opponents deployment/movement in turn 1, but that's already worth the 115 points in my book. If I can land a solid hit on something expensive it's just the icing on the cake. The Pred if used cautiously survives most games and is cheaper and more mobile than Fangs.

So far I only own 1 Drop Pod, but I plan to get 2 more to be able to drop termis and a GH squad on Turn 1 to support each other. All GHs not in Pods (or the bastion) tend to get a Rhino for mobility and protection.

 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

I've thought about running a similar list, lots of foot GHs with Terminator WG. Even had one outflanking with a Wolf Priest.

I think you need keep a little mobility in the army, footing it isn't going to cut it for the late game. I decided to keep a couple rhinos rather than ditch all of them. And I may even try out the solo drop pod melta squad tactic.
   
Made in us
Ferocious Blood Claw





reps0l wrote:
I've thought about running a similar list, lots of foot GHs with Terminator WG. Even had one outflanking with a Wolf Priest.

I think you need keep a little mobility in the army, footing it isn't going to cut it for the late game. I decided to keep a couple rhinos rather than ditch all of them. And I may even try out the solo drop pod melta squad tactic.


This.

I think outflanking and drop pods are the new sense of mobility in 6th. I think a squad of wolfguard in a drop pod with a wolf priest outflanking with a terminator or two would be devistating. Along with TONS of plasma-combi plasma foot wolves chasing you down!

What does everyone think about Speeders?

1500
1250

Rip Zyzz 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

Monasou wrote:
What does everyone think about Speeders?

Ha, I hate them when I play against them because they can lay down some firepower. And I hate them when I use them cause they always seem to die too fast.

I think they can be used very well in 6th but I have no experience with or against SW.
   
Made in us
Speedy Swiftclaw Biker




NJ

I've used Saga of the Hunter to outflank a loaded Grey Hunters pack and while it worked out pretty good, it also died fairly easily. I believe with the Wolves since fielding so much infantry is so easy it's imperative that all units are supported. I try not to send any units to do any jobs by themselves.

Outflanking Grey Hunters pack? Add an outflanking Wolf Scouts pack armed with Bolters and a meltagun.

Drop podding anything? Drop two. I'll always take a minimum of three drops and a maximum of five. I don't want to go all or nothing on the drop pods but also find the solo pod to be fickle.

Ranged weaponry is vital. Don't stick exclusively to the 24" band or you'll regret it against faster armies.
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

 derpyhooves72 wrote:
Outflanking Grey Hunters pack? Add an outflanking Wolf Scouts pack armed with Bolters and a meltagun.

I don't think these are points well spent since you cannot control if the 2 units come on the board simultaneously. I add a terminator wolf guard to my outflanking grey hunter pack to help out.
   
Made in us
Speedy Swiftclaw Biker




NJ

reps0l wrote:
 derpyhooves72 wrote:
Outflanking Grey Hunters pack? Add an outflanking Wolf Scouts pack armed with Bolters and a meltagun.

I don't think these are points well spent since you cannot control if the 2 units come on the board simultaneously. I add a terminator wolf guard to my outflanking grey hunter pack to help out.


If you purchase the comm tower with one of the fortifications then you get to reroll reserve rolls. Combine this with acute senses and the Space Wolves have almost as accurate a chance at coming in together as anything. And if worst comes to worst and this fails (low percentage) then you can also have a third drop pod in reserve to lend support where it's needed.
   
Made in us
Quick-fingered Warlord Moderatus






just a quick question: how easy is it to transition from C:SM to space wolves?

and yould a knight theme be to far out there?

413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

Well first of all comming from chaos to wolves is:
1 Your a real man now eat drink be jolly
2 In battle murder everyone/thing that is not for the emperium. As well as be a bad @$$
3 repeat.
4 Don't take $hit from the inquisition (that's only rarely most inqs have learned wolves dont like em)

If you mean codex marines same thing as above applies as well as stop following papa smurfs rules down to the dot.

knights are cool so why not.

Just a general thing.

Power and force mauls are excellent, so good and so cheap and so str6.

Hb long fangs put out way too much fire power for their target to not look like swiss cheese.

Divination is very very good in terms of usefulness.

Has anyone tried fenrisian wolves in small games? (750-1250)

Also at what points level would you start taking fortifications and or things to deal with flyers? So far i have just gotten super lucky when it comes to em.

Any thoughts on ghp composition? keep the weapons the same or mix and match?


Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in gb
Junior Officer with Laspistol





 cowpow16 wrote:
.

Any thoughts on gh composition? Keep the weapons the same or mix and match?



Mixing and matching seems like a great way to waste 1 weapon each time you fire. It's incredibly temping for me to mix melta and plasma to keep the plasma free, and it's not too bad since plasma can at least attempt to glance most vehicles. It still seems really inefficient when you're sitting on an objective shooting 24" away thinking "man I wish I had another plasma shot." Similarly when your melta misses a tank plasma seems pretty pathetic in its place. So don't mix is what I'm getting at.

I've been running 8 Gh with a wolf guard terminator combi-melta/plasma and Storm shield in drop pods. They don't die. They alpha strike well with the combi-weapon and even a "suicide melta" squad can be a thorn in your opponents deployment zone for a few turns able to soak up a ton of fire power. If your opponent finds it hard to deal with 2 squads with a 2+ 3++ tank who dropped in on turn one, they get very worried when the same thing happens on turn 2. I even had a foolish guard player risk an executioner shooting at my GHs with Wolf guard, only for one of the shots to scatter onto his own troops.



Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

So wait what is the consensus for special weapons in GH squads then? Either double meltas or double plasmas? and flamers are ignored?

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

I would take one squad with double flamer in a Pod. Good for taking over your opponents aegis quadgun

 
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

Ragnar69 wrote:
I would take one squad with double flamer in a Pod. Good for taking over your opponents aegis quadgun


Personally seen some devastating results from Multi-melta + heavy flamer dread nought drop poding in turn one.

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

 Big Mek Wurrzog wrote:
So wait what is the consensus for special weapons in GH squads then? Either double meltas or double plasmas? and flamers are ignored?

Flamers are fine. The idea is just get 2 of the same weapon. Don't mix and match.
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

reps0l wrote:
 Big Mek Wurrzog wrote:
So wait what is the consensus for special weapons in GH squads then? Either double meltas or double plasmas? and flamers are ignored?

Flamers are fine. The idea is just get 2 of the same weapon. Don't mix and match.


I'll pass it along to my friend thanks

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Speedy Swiftclaw Biker




NJ

 Big Mek Wurrzog wrote:
So wait what is the consensus for special weapons in GH squads then? Either double meltas or double plasmas? and flamers are ignored?


I think melta has dropped a bit due to the advent of overwatch. Flamers are great for overwatch and plasma guns are fantastic in conjunction with boltguns, particularly since 6E made rapid fire weapons much more mobile.

I try to get my melta on land speeders.
   
Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

Would you say Land Speeders are a better thing for marines to take the Thunderwolves? I think the thunderwolf calv is great and all but ...so many points...

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Speedy Swiftclaw Biker




NJ

 Big Mek Wurrzog wrote:
Would you say Land Speeders are a better thing for marines to take the Thunderwolves? I think the thunderwolf calv is great and all but ...so many points...


Thunderwolves work really well in a foot list (can include drop pods) and Land Speeders work really well in a more mechanized list (Rhinos, Vindicators, Whirlwinds, etc).
   
Made in us
Wraith






My list from fifth still works with slight tweaks.

Thundercav are dead. No more wound shenanigans and they still die to weight of fire. Had my 275 lord capped to the black mace... Yea, 1:36 chance but still sucked. If you use them as a diversion, great .however, I fear the Death Star is dead.

Long Fangs are still the best. Three squads on a sky shield means 3+,4++. Twin link frag launchers and watch the wounds pile up! The way people huddle up behind cover or in cover more so now means template heaven.

Rhinos are still boss. Grey hunters are midfield masters. Use that 18" first turn to be where you need to be. If its night fighting, pop smoke for a beefy cover save after going 12".

Footsloggers fad won't last long. The CSM new des has a ton of "dead marine" torrent templates. Other folks will start to pick up on this. Remember, that little metal box is one round of shooting protection too!

I used a ton of plasma in 5e, so I welcome sixth as all my old toys are so much better. Seriously, plasma guns and cannons are awesome,

Just my thoughts. I'd not footslog right now. Too easy to pick them up.

Shine on, Kaldor Dayglow!
Not Ken Lobb

 
   
Made in us
Raging-on-the-Inside Blood Angel Sergeant



Alexandria, VA

 Big Mek Wurrzog wrote:
Would you say Land Speeders are a better thing for marines to take the Thunderwolves? I think the thunderwolf calv is great and all but ...so many points...

I'd agree. Thunderwolves are great but they just soak up so many points. The tough decision is whether to go the Land Speeder route or use more points in Elite choices.
   
Made in us
Speedy Swiftclaw Biker




NJ

I believe you can still sort of run wound allocation shenanigans if you involve a Saga of the Bear Wolf Lord. It's not as easy but essentially, put the Lord in the lead and use Look out Sir! to determine where every wound goes. The odd 1 that you drop on a LoS won't be a big deal since the Lord himself is so tough to begin with.

Essentially, normal wounds get LoS on a regular TWC with CCW/BP, invuln wounds go on a TWC with SS, and the first two S10 AP3 (or less) wounds go on to the Fenrisian Wolves and then are absorbed by the Thunderlord after that.

Still, the downside is that any army with any form of maneuverability could get around that. It puts the onus on you to properly place everyone. Further, it's an invitation for large blast templates (battle cannon?) since you'll have to bunch everyone up equidistant from the Lord so you can decide where the LoS wound goes to (due to the closest model having to take the wound).

It's tricky but very powerful if you pull it off. It'll work better against static armies than fast armies.
   
Made in ca
Ancient Space Wolves Venerable Dreadnought




Victoria B.C.

I have been running a foot slogger list atm. not because its "the best" but because i have wanted to since like 3rd.

They are a bit slow bit ml and hb give good supporting fire. I have also found very few people shoot hb lfs don't know why just something i noticed. With divination those guys really hurt

Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!

Do you have enough Priests do you?
 
   
Made in us
Quick-fingered Warlord Moderatus






I also have to Ask again: How good is the elite choices this edition?

413th Lucius Exterminaton Legion- 4,000pts

Atalurnos Fleetbreaker's Akhelian Corps- 2500pts
 
   
Made in us
Furious Fire Dragon






 derpyhooves72 wrote:
I believe you can still sort of run wound allocation shenanigans if you involve a Saga of the Bear Wolf Lord. It's not as easy but essentially, put the Lord in the lead and use Look out Sir! to determine where every wound goes. The odd 1 that you drop on a LoS won't be a big deal since the Lord himself is so tough to begin with.

Essentially, normal wounds get LoS on a regular TWC with CCW/BP, invuln wounds go on a TWC with SS, and the first two S10 AP3 (or less) wounds go on to the Fenrisian Wolves and then are absorbed by the Thunderlord after that.

Still, the downside is that any army with any form of maneuverability could get around that. It puts the onus on you to properly place everyone. Further, it's an invitation for large blast templates (battle cannon?) since you'll have to bunch everyone up equidistant from the Lord so you can decide where the LoS wound goes to (due to the closest model having to take the wound).

It's tricky but very powerful if you pull it off. It'll work better against static armies than fast armies.


Look out sure is now automatically allocated to the closest model. It was FAQ'd

6th edition Eldar/Dark Eldar stats total- W:14 L:3 T:2
V.S. -5/1/1 -1/0/0 -0/1/0 - 0/1/0 -1/0/0 -2/0/1 4/0/0 1/0/0
PLEASE click my Dragons to feed them :-)
 
   
Made in us
Regular Dakkanaut





 Tiger9gamer wrote:
I also have to Ask again: How good is the elite choices this edition?


Our wolf scouts took a hit since they can no longer assault when they come on.

Our terminators became great because of the power weapon rules...combi-plasmas w/ free power axes/swords makes for a nice drop pod unit that's likely to survive.

I never liked lone wolves, but they're probably just as good as they alway were.

Dreadnoughts...maybe ok? I've always included one in a pod in my armies but I never expect anything out of them really.
   
Made in gb
Junior Officer with Laspistol





 Tiger9gamer wrote:
I also have to Ask again: How good are the elite choices this edition?


The elite choices are still good. Terminators can be almost as effective (think axe over p-fist) as tac termies in C:SM for cheaper, but with the bonus of taking SS on a couple to mitigate AP2. Similarly, they can use this tanking tactic on GH squads with a combi-whatever to make up for the loss of a special weapon.

Lone Wolves are a fire and forget choice. Go towards the toughest enemy or tank you want to die, eventually they get there and do some damage, or soak up fire, which is awesome.

In my opinion Scouts and Dreads are less effective. Scouts miss the ability to assault with melta-bombs or tie up a unit the turn they come on, but can still field an anti-tank roll with a melta-gun, but there are so many better ways of doing this. Hull points and AV12 killed dreads. Or at least, whenever I see someone field one it's about 105+ points I can ignore and take down at my leisure.


Star Trek taught me so much. Like, how you should accept people, whether they be black, white, Klingon or even female...

FAQs 
   
Made in us
Longtime Dakkanaut






What do you guys do vs 5+ Flyers?

Easy Stable Flying base tutorial here on Dakka:
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