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Made in au
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So now that everyone has the new codex what changes can people see from the old dex that opens up some new tactics/combos.

I have noticed:

Skyclaws can now have 2 special weapons. May be good for a rapid AT unit.

Longfang no longer MUST have a heavy weapon, so taking a few meat shields for a terminator to LOS to might be viable.

or for 75 points you can drop a long fang leader and 1 long fang, in a pod with a melta gun. Cheap alpha strike anti Tank

I have already been running 15 blood claws (including lucas) with a wolf priest in a LRC, this combo just got 107 points cheaper. It hit like a ton of bricks, so now it will hit like a ton of bricks only cheaper
swap the LRC for a stormwolf and thats another 45 points cheaper (have a MM on LRC)

These are just the thing that have jumped out from quickly flicking through the dex.

Has anyone got anymore they have noticed?


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For the long fang drop pod thing you can turn one of those guys into a wolf guard and give him a combi weapon
   
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Lone Wolf in a Drop Pod.
   
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gausus wrote:
Lone Wolf in a Drop Pod.


10 fen wolves in a drop pod lol
   
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Super Newb wrote:
gausus wrote:
Lone Wolf in a Drop Pod.


10 fen wolves in a drop pod lol


Don't think beasts can embark.

Solo rune priests in pods to supplement a mass grey hunter drop. I hashed out 9 pods at 1500 rocking two helfrost dreads, Murderfang, 40 hunters, and two priests. Drop the priest pod near some hunters so he can join them upon disembark.

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I was joking about the wolves.

Why not pod the RPs with a small GH squad or a WG TDA squad? Seems like a waste to pay for a pod just for one PA HQ.
   
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Indiana

Ulrik is a pure beast.

TWC are amazing now, especially being cheaper and cheaper storm shields.

Drop pod armies are even more legit now, especially as allied armies.

This message was edited 1 time. Last update was at 2014/08/10 16:55:14


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 Leth wrote:
Ulrik is a pure beast.

TWC are amazing now, especially being cheaper and cheaper storm shields.

Drop pod armies are even more legit now, especially as allied armies.


Is this the way space wolf builds are going though? Full of T 5 3++ close combat units?

Or being used as allies only for another imperial unit in one of their drop pods?

Are combi-wolf guard viable now? With the price increase to combi weapons, and the minimum of 5 in a squad of power armoured wolf guard they just went to 175 for 5 guys in a pod.

What about Heavy support options? Are long fangs still priced well enough to take, or has the codex opened up other options such as Stormfang and Whirlwind?

What are peoples opinions on the relics? What uses can they fill?

Armour of russ:
A wolf lord already has a 4++ you would only be taking it for its -5 inititive? It would probably be better point efficiency on a battle leader.
On a rune priest would be the best bet I reckon though. Gets him a better save than power armour, you could pay 25 points for a 2+ 5/6++ or another 10 points for a 4++ and -5 Init. Couple that with runic weapon, force and maybe Biomancy powers and you could get a decent close combat runepriest, able to take on MC and HQ characters.

Bite of Fenris:
You would be paying 10 points for a combi-weapon, so 10 points is rather good for it. Str 5 AP 4 ignores cover is not to be laughed at.

Black Death:
If you were planning on taking a frost axe the extra 5 point investment in this would be worth it. Providing you are planning on charging a numerically superior enemy.

Helm of Durfast:
Re-roll to hits and Ignores cover shooting for 20 points? Seeing as best this could be used on a combi-weapon or plasma pistol, maybe shooting psychic powers I am not to sure on this relic.
Anyone have any combo's for it?

Fangsword of the icewolf (there is GW great naming conventions again)
Helfrost and rending on a frost sword for 5 extra points, yes please coupled with furios charge from wulfenstone or formation and you have a chance for str 6 AP2 at inititive. Or use it for taking on MC's, with a chance of rending and Helfrost death.

Wulfenstone.
I could see this on a wolf priest, leading blood claws or sky claws, or wolf guard terminators with wolf claws/power weapons to get str 5 and 6 on the charge, coupled with preferred enemy

Interestingly if you put the Armour of russ, Black death, helm of durfast and wulfenstone on a wolf lord with thunderwolf you get a
2+ 4++ save, Toughnes 5, with re-rollable 8-11 attacks on the charge at str 8 AP 2, rending for only *drumroll* 275 points!
Got to give that a try

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Armor of Russ. I'd leave this one at home - the only models who truly benefit from it usually have a low enough wound count to require a Thunderwolf for fluffed up wounds, which causes point costs to rise really quickly. Anything that depends on Challenges I'm very weary about using, since a simple "no" from your enemy negates its effectiveness outright. Yes, it could may make a rune priest good in CC, but Wolf Lords already are.

Bite is nice, but not the ignore cover AP4 version (which is excellent), but for the cheap investment required to hinge for a Helfrost failure. Still, I'd likely leave it at home. It lacks for alpha potential (primary use for shooting Wolves) and finds itself oddly placed for a CC-oriented list.

Black Death is gorgeous. Love it, love it, love it. Slap it on a Thunderwolf Lord and shove him in with Cavalry. This is designed to kill infantry, and a lot of it. Not 100% certain, but the wording of the weapon reads as simply having it granting the +3A benefit. Possibility of using it as a 25pt +3A for the Thunderwolf's rending.

Helm of Durfast is a bit undersold. It allows re-rolls of all to-hits (CC and shooting), plus gives shooting ignore cover. I'll ignore the second part, because a Thunderwolf Lord rocking 6-10 attacks on the charge loves the ability to re-roll them. Especially if he's using ->

Fangsword of the Icewolf. Re-rolls get better the more potential there exists for re-rolls. Sword and pistol pushes a Thunderwolf Lord to a staggering six attacks base at Str6 Rending with I5. Seven on the charge. Re-rolling to hit with the above makes this utterly insane, and the loadout clocks in at 200pts.

Wulfenstone. Many uses for this gem. Wolf Priests make great carriers, for multiple reasons. Stick him in a Blood Claw blob, ruin something in assault. You do run the risk of overkill and leaving yourself exposed to shooting thereafter, but the relatively low cost of Blood Claws and built in 6+ FNP conferred by the Priests helps mitigate return fire quite a bit. Toss him in the beloved 50man melee Guard blob for fantastic benefits. ATSKNF, 6+ FNP, Fearless, Hatred, Furious Charge, and a preferred enemy of your chosen unit type all rolled up in one. Absolutely phenomenal. Alternatively, use this item greedily to bump a Thunderwolf Lord to 8 attacks on the charge at Str 6-7 depending on weapon choice, and shove his retinue to similar levels.

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Unfortunately, you're limited to 1 relic per character.

   
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 Andilus Greatsword wrote:
Unfortunately, you're limited to 1 relic per character.

Where does it say that?

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 Anpu42 wrote:
 Andilus Greatsword wrote:
Unfortunately, you're limited to 1 relic per character.

Where does it say that?


Absolutely nowhere. The wording, for example, under a Wolf Lord dictates that he may take items from the Relics of the Fang list. This list dictates that one may be taken per army, and a model may replace one weapon with one of the following. This wording causes some debate in the Space Marine book (if a character has multiple weapons, can he replace multiple weapons?) but this is avoided in the Wolf book, because Helm of Durfast, Wulfenstone, and The Armor of Russ all have a notation stating that they do not replace a weapon.

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"Only one of each Relic of the Fang may be taken per army. A model can replace one weapon with one of the following:" is the exact writing.
   
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^ If your referring to the Relics page...mine says nothing about replacing a weapon...mine reads "Only one of each Relic of the Fang may be taken per army" period. No line after.

Wolf Lords page say they may take items (plural) from the relics page...so no, you may take as many relics as you want on a single character, you just cant duplicate

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 Strasgard wrote:
^ If your referring to the Relics page...mine says nothing about replacing a weapon...mine reads "Only one of each Relic of the Fang may be taken per army" period. No line after.

Wolf Lords page say they may take items (plural) from the relics page...so no, you may take as many relics as you want on a single character, you just cant duplicate


It's the price page in the basic codex (pg47) It doesn't seem to limit to 1 though, I mean it says the same thing for replacing melee/ranged weapons

This message was edited 1 time. Last update was at 2014/08/11 02:14:49


 
   
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Indiana

DOOMONYOU wrote:


Is this the way space wolf builds are going though? Full of T 5 3++ close combat units?
Some people are, because everyone(despite complaints) seems to like thunderwolves and so them becoming viable makes people happy

Or being used as allies only for another imperial unit in one of their drop pods?
This is just one use, they have merit on their own but they make a lot of units viable that weren't before

Are combi-wolf guard viable now? With the price increase to combi weapons, and the minimum of 5 in a squad of power armoured wolf guard they just went to 175 for 5 guys in a pod.
I think they have their place, however don't know about running many of them unless you run the champions of fenris formation

What about Heavy support options? Are long fangs still priced well enough to take, or has the codex opened up other options such as Stormfang and Whirlwind?
I think long fangs also have their place, however the missile kit out isnt the way to go, more like lascannons imo(especially with above ulrik bubble on 2-3 units of them) I would personally only ever take the transport version of the flier because now you have a OS flier that can hover(and thus score) Also friends dont let friends take whirlwinds, they are a low point game option in the book but worthless otherwise

What are peoples opinions on the relics? What uses can they fill?
I think they all have uses other than the helfrost gun

Armour of russ:
A wolf lord already has a 4++ you would only be taking it for its -5 inititive? It would probably be better point efficiency on a battle leader.
Remember you are going to be buying runic anyway, so its really only 15 points for -5 init. With how challenges work since you can allocate attacks to people in challenges now, it brings a daemon prince down to 4, a wraithknight down to 1, so on and so forth which means that it is possible that the rest of the squad will kill stuff enough to bleed over to the challenge before the guy even strikes. Offers some options to reduce the damage you take in combat.

On a rune priest would be the best bet I reckon though. Gets him a better save than power armour, you could pay 25 points for a 2+ 5/6++ or another 10 points for a 4++ and -5 Init. Couple that with runic weapon, force and maybe Biomancy powers and you could get a decent close combat runepriest, able to take on MC and HQ characters.
It could work that way, but the thing about saves is that the more wounds the model has the more efficient it gets. So a rune priest with 2 wounds versus a lord with 5 wounds(on T wolf)

Bite of Fenris:
You would be paying 10 points for a combi-weapon, so 10 points is rather good for it. Str 5 AP 4 ignores cover is not to be laughed at.

Black Death:
If you were planning on taking a frost axe the extra 5 point investment in this would be worth it. Providing you are planning on charging a numerically superior enemy.
No brainer over a frost axe

Helm of Durfast:
Re-roll to hits and Ignores cover shooting for 20 points? Seeing as best this could be used on a combi-weapon or plasma pistol, maybe shooting psychic powers I am not to sure on this relic.
Anyone have any combo's for it?
If I was not running mine with a chaplain I would run this on a lord with the black death, you are going to have enough attacks/fighting characters that it is worth it for the re-rolls

Fangsword of the icewolf (there is GW great naming conventions again)
Helfrost and rending on a frost sword for 5 extra points, yes please coupled with furios charge from wulfenstone or formation and you have a chance for str 6 AP2 at inititive. Or use it for taking on MC's, with a chance of rending and Helfrost death.

Wulfenstone.
I could see this on a wolf priest, leading blood claws or sky claws, or wolf guard terminators with wolf claws/power weapons to get str 5 and 6 on the charge, coupled with preferred enemy
Bit pricy, there are few units that it would be worth it(that are not large) where it would be worth it over additional models

Interestingly if you put the Armour of russ, Black death, helm of durfast and wulfenstone on a wolf lord with thunderwolf you get a
2+ 4++ save, Toughnes 5, with re-rollable 8-11 attacks on the charge at str 8 AP 2, rending for only *drumroll* 275 points!
Got to give that a try
.........I like it


I think you made a lot of solid points and here or my thoughts on most of them

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Armour of russ:
A wolf lord already has a 4++ you would only be taking it for its -5 inititive? It would probably be better point efficiency on a battle leader.
Remember you are going to be buying runic anyway, so its really only 15 points for -5 init. With how challenges work since you can allocate attacks to people in challenges now, it brings a daemon prince down to 4, a wraithknight down to 1, so on and so forth which means that it is possible that the rest of the squad will kill stuff enough to bleed over to the challenge before the guy even strikes. Offers some options to reduce the damage you take in combat.


Hadn't even thought about that. You could put it on a rune priest or some other, not super awesome combat monster. As long as his unit is capable of murdering their targets at initiative you can use him in a challenge to slow down the enemy.


Automatically Appended Next Post:
The shooting attacks ignore cover part of the helm... does that include witchfires? Because otherwise, I can't think of someone who can take it that's firing more than like a single plasma pistol shot.

This message was edited 1 time. Last update was at 2014/08/11 07:58:18


 
   
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Indiana

Mavnas wrote:
Armour of russ:
A wolf lord already has a 4++ you would only be taking it for its -5 inititive? It would probably be better point efficiency on a battle leader.
Remember you are going to be buying runic anyway, so its really only 15 points for -5 init. With how challenges work since you can allocate attacks to people in challenges now, it brings a daemon prince down to 4, a wraithknight down to 1, so on and so forth which means that it is possible that the rest of the squad will kill stuff enough to bleed over to the challenge before the guy even strikes. Offers some options to reduce the damage you take in combat.


Hadn't even thought about that. You could put it on a rune priest or some other, not super awesome combat monster. As long as his unit is capable of murdering their targets at initiative you can use him in a challenge to slow down the enemy.


Automatically Appended Next Post:
The shooting attacks ignore cover part of the helm... does that include witchfires? Because otherwise, I can't think of someone who can take it that's firing more than like a single plasma pistol shot.


It does say shooting attacks, so right now I would say yes......which means it works pretty well with a biomancy, re-rolling hits on ignore cover smite, very nice. Also could always throw someone on a quad gun or icarus with it as well.....

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Spoiler:
 obsidiankatana wrote:


Armor of Russ. I'd leave this one at home - the only models who truly benefit from it usually have a low enough wound count to require a Thunderwolf for fluffed up wounds, which causes point costs to rise really quickly. Anything that depends on Challenges I'm very weary about using, since a simple "no" from your enemy negates its effectiveness outright. Yes, it could may make a rune priest good in CC, but Wolf Lords already are.

Bite is nice, but not the ignore cover AP4 version (which is excellent), but for the cheap investment required to hinge for a Helfrost failure. Still, I'd likely leave it at home. It lacks for alpha potential (primary use for shooting Wolves) and finds itself oddly placed for a CC-oriented list.

Black Death is gorgeous. Love it, love it, love it. Slap it on a Thunderwolf Lord and shove him in with Cavalry. This is designed to kill infantry, and a lot of it. Not 100% certain, but the wording of the weapon reads as simply having it granting the +3A benefit. Possibility of using it as a 25pt +3A for the Thunderwolf's rending.

Helm of Durfast is a bit undersold. It allows re-rolls of all to-hits (CC and shooting), plus gives shooting ignore cover. I'll ignore the second part, because a Thunderwolf Lord rocking 6-10 attacks on the charge loves the ability to re-roll them. Especially if he's using ->

Fangsword of the Icewolf. Re-rolls get better the more potential there exists for re-rolls. Sword and pistol pushes a Thunderwolf Lord to a staggering six attacks base at Str6 Rending with I5. Seven on the charge. Re-rolling to hit with the above makes this utterly insane, and the loadout clocks in at 200pts.

Wulfenstone. Many uses for this gem. Wolf Priests make great carriers, for multiple reasons. Stick him in a Blood Claw blob, ruin something in assault. You do run the risk of overkill and leaving yourself exposed to shooting thereafter, but the relatively low cost of Blood Claws and built in 6+ FNP conferred by the Priests helps mitigate return fire quite a bit. Toss him in the beloved 50man melee Guard blob for fantastic benefits. ATSKNF, 6+ FNP, Fearless, Hatred, Furious Charge, and a preferred enemy of your chosen unit type all rolled up in one. Absolutely phenomenal. Alternatively, use this item greedily to bump a Thunderwolf Lord to 8 attacks on the charge at Str 6-7 depending on weapon choice, and shove his retinue to similar levels.


I normally take a 2+ armour option on a rune priest for added survivability, so the extra 10 points for a 4++ is a pretty good price.

Chances on the hellfrost rounds actually doing something useful is really remote, but I have also used the old Jotww on wraithknights in the 1 in a million chance of taking them out (which has happened ) Who would be the best to equip it on then?

This message was edited 1 time. Last update was at 2014/08/11 10:26:27


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I'm debating on putting WG on bikes/Jump Packs as they take up an Elite slot (though could be pricey). Having skyclaws for bullet shields and then the TWC bringing up the hammer.

Still working on price points for them though.

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I think the armor of russ is one of the top relics.
Considering that saga of the bear is now pretty lackluster, a lot of us are worried about our fancy TWC lords dying before they get their +6 swings off, so you pop on that armor and boom, virtually every enemy is striking at I1. All the big fancy single modes, like daemon princes and greater daemons, are now striking at the same time, if not after the rest of your TWC. Allowing you the chance to slaughter it. Only initiative 10 baddies will not care about this, and that is only if you put an unwieldy weapon on your lord. Give them a wolf claw or something and he will strike before, if not at the same time as every model in the game.
The beef I have with the armor, is every model I think to put it on, already has a ++4 save, so I feel like I am wasting points in a sense. WGBL and iron priest dont, but they lack the wounds to make that kind of investment, and the iron priest already has a +2 save.

The helm seems like it could be good on a rune priest. If you want to try out tempestus it could be nice, or roll around on a bike with biomancy. Re-rolls/ignore cover on smite and potentially life leech could be pretty nice. Have him cruise around with TWC or wolf gaurd bikers, who seem to be pretty nice now. Rune priest on bike with tempestus getting the shrouded ability would give bikers a +2 jink save, only a 1/3 chance to get it though, so that stinks. If you can take 2 relics per dude, rune priest with armor and hat with ML2 biomancy seems pretty nice on a bike.

Wolfcup seems like it is just a nice deathstar addon, but when I start putting points to paper on who will carry it, I find that for TWC, the character is better, and even blackmane seems to be nice on food for a furious charge buffer to a big BC pack.

   
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Regarding the black death what does everyone think of this combo.
Wolf Lord with runic armor, black death, other wargear can be included. In a drop pod with 5 grey hunters, with power weapon, melta and wolf standard.

This is only a basic idea to be built upon, the idea is to keep unit number low to benefit the black death's ability and the wolf standard to increase number of attacks. Maybe throw in a rune priest for possible prescience, or wolf priest for preferred enemy
   
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Has Logan been totally nerfed now, I read his page so many times but need to ask to make sure I haven't missed anything.

So he no longer lets you take Wolf Guard as troops.

No longer has the the High King special rule....

My Logan Wing Army seems to have been crushed

But he has the option to have a sleigh and is now a LoW so cant count as an HQ


   
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 GiraffeX wrote:
Has Logan been totally nerfed now, I read his page so many times but need to ask to make sure I haven't missed anything.

So he no longer lets you take Wolf Guard as troops.

No longer has the the High King special rule....

My Logan Wing Army seems to have been crushed

But he has the option to have a sleigh and is now a LoW so cant count as an HQ


I would not call it a NERF, just shifted sideways and repurposed.
I expected the loss of FOC Manipulation. That is something they have just been getting rid of over the last few Codex.
Loganwing is still possible, you just have to go Unbound.
Every Codex now it going to include at least one big character becoming a LoW. As much as it may suck, I can work with it.

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 GiraffeX wrote:
Has Logan been totally nerfed now, I read his page so many times but need to ask to make sure I haven't missed anything.

So he no longer lets you take Wolf Guard as troops.

No longer has the the High King special rule....

My Logan Wing Army seems to have been crushed

But he has the option to have a sleigh and is now a LoW so cant count as an HQ


Why does not counting as an HQ matter?
   
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oz of the north wrote:
Regarding the black death what does everyone think of this combo.
Wolf Lord with runic armor, black death, other wargear can be included. In a drop pod with 5 grey hunters, with power weapon, melta and wolf standard.

This is only a basic idea to be built upon, the idea is to keep unit number low to benefit the black death's ability and the wolf standard to increase number of attacks. Maybe throw in a rune priest for possible prescience, or wolf priest for preferred enemy


Add a terminator with SS to tank AP 3/2/1 wounds


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 CrownAxe wrote:
 GiraffeX wrote:
Has Logan been totally nerfed now, I read his page so many times but need to ask to make sure I haven't missed anything.

So he no longer lets you take Wolf Guard as troops.

No longer has the the High King special rule....

My Logan Wing Army seems to have been crushed

But he has the option to have a sleigh and is now a LoW so cant count as an HQ


Why does not counting as an HQ matter?

Because you have to take a HQ on top of a LoW to use Logan.

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 BrotherOfBone wrote:
 CrownAxe wrote:
 GiraffeX wrote:
Has Logan been totally nerfed now, I read his page so many times but need to ask to make sure I haven't missed anything.

So he no longer lets you take Wolf Guard as troops.

No longer has the the High King special rule....

My Logan Wing Army seems to have been crushed

But he has the option to have a sleigh and is now a LoW so cant count as an HQ


Why does not counting as an HQ matter?

Because you have to take a HQ on top of a LoW to use Logan.

IDK anyone who didn't already do that for rune priest and what not
   
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Have to take two HQs, for that matter. Space wolves detachments mandate two minimum.

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I am thinking of running a generic Wolf Lord with the Helm, Wulfen Stone, and Fangsword. 5 points cheaper than Ragnar, loses the reroll one save per assault phase, but gains reroll to hit all the time, Helfrost in melee, can give any squad he joins FC (even allies), can have a more useful warlord trait, and doesn't have to challenge if he is outmatched. and for 20 more points, can have a 2+/4++.

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