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![[Post New]](/s/i/i.gif) 2014/08/28 17:17:28
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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Khaine's Wrath wrote: Anpu42 wrote:Logan can be a real beast when you get him into combat.
He has the choice of acting on I5 or I1 or both.
I have good write up of him in my Space Wolf Synergy Thread
It's getting him there though. I have the new logan model. And I love it. But unless it's my 3000 point list I don't have a space for him. If he's not in his chariot I don't know how you would do it. A land raider is 250 points. With logan that's 500 with no other units. And if he deep strikes his whole unit sits there and waits. I love him. But Lords and battle leaders are so much cheaper that in smaller/normal point games I think they will always be first pick.
Drop pod?
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![[Post New]](/s/i/i.gif) 2014/08/28 17:17:39
Subject: Re:NEW space wolf tactics/combos
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Nurgle Chosen Marine on a Palanquin
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Asmodai Asmodean wrote:Iron Priests are kind of inefficient.
Thunderwolf + Powerfist: WS 5, 5 Attacks at Str 10, 65 points
Iron Priest: WS4, 6 Attacks at Str 9, (2++ 6++) 105 points
Not sure 40 points is worth losing -1 WS and -1 Str.
Also, why would you arm your TWC frost blades? You take them to do Str 10 attacks, not Str 6...
All depends on how you look at TWC, some people say that they are all S9 right now. Locally everyone plays them S10 like in 6th and 5th. Iron priest gets AP1 and a bonus attack, as well as a thunderhammer, so concussive which is generally meh. TWC are only going to be WS5 in the champions of fenris detachment, so if you are running straight codex it isn't as bad. The main bonus to an Iron priest is +2 armor +6 invul, AP1 for popping vehicles easier, and he can split off later in the game if needed. Say you run up on your enemies lines. You know your 4 TWC can handle that unit of devastators, and there is a vindicator right over within charge range. Iron priest splits off from TWC and totals the vehicle, TWC jack up the devastators.
Honestly? I would only bring one because I have always, always loved the way iron priests sound and look, but they have always been crummy. Now they are decent, just not optimal.
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![[Post New]](/s/i/i.gif) 2014/08/28 17:35:39
Subject: NEW space wolf tactics/combos
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Agile Revenant Titan
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Super Newb wrote: Khaine's Wrath wrote: Anpu42 wrote:Logan can be a real beast when you get him into combat.
He has the choice of acting on I5 or I1 or both.
I have good write up of him in my Space Wolf Synergy Thread
It's getting him there though. I have the new logan model. And I love it. But unless it's my 3000 point list I don't have a space for him. If he's not in his chariot I don't know how you would do it. A land raider is 250 points. With logan that's 500 with no other units. And if he deep strikes his whole unit sits there and waits. I love him. But Lords and battle leaders are so much cheaper that in smaller/normal point games I think they will always be first pick.
Drop pod?
Same issue as deep striking. I'll land here and wait to let you unload in my face.
I think iron priests are almost an auto include on thunderwolfs now. And with a great wolf detachment they fill mandatory elites choices. So, win win. Thunderwolf army is now possible.
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You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2014/08/28 17:51:24
Subject: Re:NEW space wolf tactics/combos
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Secretive Dark Angels Veteran
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It's like no-one reads anything I write.
For the cost of the two Iron Priests you could field another 5 Thunderwolves.
Just take Servitors for your mandatory Elites choice.
IC is nice so I would only ever take them if I wanted hidden Str 10 attached to other units; I already have a Wolf Lord and Wolf Priest to split off if needs be.
AP 1 isn't a huge deal since most vehicles can't survive 5 Str 10 attacks rerolling 1s most of the time.
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![[Post New]](/s/i/i.gif) 2014/08/28 17:57:10
Subject: Re:NEW space wolf tactics/combos
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Grim Rune Priest in the Eye of the Storm
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Asmodai Asmodean wrote:It's like no-one reads anything I write.
For the cost of the two Iron Priests you could field another 5 Thunderwolves.
Just take Servitors for your mandatory Elites choice.
IC is nice so I would only ever take them if I wanted hidden Str 10 attached to other units; I already have a Wolf Lord and Wolf Priest to split off if needs be.
AP 1 isn't a huge deal since most vehicles can't survive 5 Str 10 attacks rerolling 1s most of the time.
True, they are not cheep.
However the 4x S10, AP1 Attacks [5 on the Assault] is just the punch deeded a lot of times. Sometimes Thunder Hammers don't cut it vs. Land Raiders.
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![[Post New]](/s/i/i.gif) 2014/08/28 18:07:59
Subject: NEW space wolf tactics/combos
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Nurgle Chosen Marine on a Palanquin
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Well if you already have a wolf priest and wolf lord in the unit, then yeah, you don't need another IC. Think of the Iron priest as the WGBL lite. Pay a little more for blowing up vehicles on a +5 and being able to detach.
You can already easily hide S10 in TWC units, just give the character a stormshield or something and have a normal dude use the TH. If cyberwolves were T5 I would say bringing a cyberwolf or two could be fun as well, nice LoS wound for under 10pt.
The other, and less reliable bonus to the Iron priest, is if you are bringing any dreadnoughts in pods. Good chance your priest could swing by and try to fix an immobilized one. Could just be preference though. I am totally going to use one because I want a badass iron priest to whop people on the heads with a wrench. A T5 +2 model is a tough nut to crack with small arms fire.
I think a TWC lord is better than logan hands down, but if others like Logan better, I wont get my wolf pelts in a bundle.
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This message was edited 1 time. Last update was at 2014/08/28 18:08:13
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![[Post New]](/s/i/i.gif) 2014/08/28 19:07:53
Subject: Re:NEW space wolf tactics/combos
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Longtime Dakkanaut
Indiana
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Asmodai Asmodean wrote:It's like no-one reads anything I write.
For the cost of the two Iron Priests you could field another 5 Thunderwolves.
Just take Servitors for your mandatory Elites choice.
IC is nice so I would only ever take them if I wanted hidden Str 10 attached to other units; I already have a Wolf Lord and Wolf Priest to split off if needs be.
AP 1 isn't a huge deal since most vehicles can't survive 5 Str 10 attacks rerolling 1s most of the time.
So Iron priest is 100 points on thunder wolf
A thunder wolf with fist is 65 points.
So you are paying 35 points for armor 2+ and ap 1.
In addition you can bring 4 additional wounds to the squad as well as split off and other such things.
The reason for the iron priest is not about getting more wounds, it is about going beyond the maximum unit size as well as additional movement versatility. Sure I could get 2-3 thunder wolves, however the unit cap is still 5 and anything that benefits on a per unit basis does not help me.
Cyber wolves offer a lot beyond additional wounds, they bring the ability to expand your unit making multi charges easier, being beasts they help make ing circumventing terrain easier. So on and so forth.
You are bringing a lot to the table with an iron priest.
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![[Post New]](/s/i/i.gif) 2014/08/28 19:12:08
Subject: NEW space wolf tactics/combos
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Grim Rune Priest in the Eye of the Storm
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I used to team up my Iron Priest [+4 Cyberwolves] with Canis [+2 Wolves] back in 5th. Never got to try that combo in 6th.
I did well with it then. It might work now, will have to give it a try.
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![[Post New]](/s/i/i.gif) 2014/08/28 20:52:51
Subject: NEW space wolf tactics/combos
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Steadfast Grey Hunter
Boston, MA
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The unit cap for Thunderwolves is 6 now. They start with three and can get three more. One of them is a character.
Quick aside here, but... Morkai's Claws... two specialist weapons or just one modeled as two (a la Tyranid CCWs)? My inclination is that they are two separate ones, but that seems egregious.
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![[Post New]](/s/i/i.gif) 2014/08/28 21:08:28
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
Indiana
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It says a pair of claws, each claw has the below profile so you get +1 attack.
However they are 100% not worth it IMO
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![[Post New]](/s/i/i.gif) 2014/08/28 21:20:47
Subject: NEW space wolf tactics/combos
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Agile Revenant Titan
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Leth wrote:It says a pair of claws, each claw has the below profile so you get +1 attack.
However they are 100% not worth it IMO
This +1. There is so much better to spend your points on. Fluff is the only reason anyone may take these if it fits their story. But they aren't worth their points.
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You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2014/08/28 23:31:28
Subject: Re:NEW space wolf tactics/combos
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Steadfast Grey Hunter
Boston, MA
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I guess rules-wise it doesn't matter either way due to the wording of the Maul rule, but ehh. In my case, I have a sweet model with claws already, so...just making sure I've got all the pros and cons on deck, heh.
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![[Post New]](/s/i/i.gif) 2014/08/29 03:34:57
Subject: Re:NEW space wolf tactics/combos
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Stalwart Veteran Guard Sergeant
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Going to ask some silly questions as i played Imperial Wolves in early 6th edition, and my LGS doesnt have a codex on hand.
does an allied unit (thinking conscripts here) benefit from the:
Wolf Priests preferred enemy (or is it like previous versions)
the Wulfen Stone (the thing that gives Furious charge)
What IC's from SW can take a Thunderwolf Mount (Battle leader, Iron Priest, named characters, Rune Priest?)
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![[Post New]](/s/i/i.gif) 2014/08/29 13:10:11
Subject: NEW space wolf tactics/combos
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Nurgle Chosen Marine on a Palanquin
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Only lord, battle leader and iron priest can take the TWC mount. wolf priest and rune priest cannot. Canis and Herald are already riding one.
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![[Post New]](/s/i/i.gif) 2014/08/29 15:53:15
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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Khaine's Wrath wrote: Leth wrote:It says a pair of claws, each claw has the below profile so you get +1 attack.
However they are 100% not worth it IMO
This +1. There is so much better to spend your points on. Fluff is the only reason anyone may take these if it fits their story. But they aren't worth their points.
They're 2 specialist weapons, but you get D3 bonus attacks instead of +1 due to the Maul special rule.
I think they're worth it if you wanted a infantry character specifically striking at initiative to help fill gaps in an I1 unit.
You get +d3 base attacks +1S and shred and rending for 5 points more than a pair of normal wolf claws would run you.
They'd be great on a WL or WGBL if you wanted to buff up a unit of TH/ SS TDAWG for example (or that awesome Arjack formation with the TH/ SS)
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![[Post New]](/s/i/i.gif) 2014/08/29 16:25:50
Subject: NEW space wolf tactics/combos
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Nurgle Chosen Marine on a Palanquin
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I think they would be fun on a lone wolf... too bad you cant.
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![[Post New]](/s/i/i.gif) 2014/08/29 17:04:47
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
Indiana
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The problem is that you are spending an extra 15 points to 1/3 of the time get the same, 1/3 of the time get +1 attack and 1/3 of the time get +2 attacks.
And that is if you were already buying a pair of wolf claws(which after testing is a bad decision for the points anyway)
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![[Post New]](/s/i/i.gif) 2014/08/29 17:13:40
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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It's only 5 points different, but yes it's really more for a rule of cool type of setup anyways.
It's not AS good as what you can get for 45 points, but if you wanted a discount lord who packs a punch it's only 150 for that loadout.
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![[Post New]](/s/i/i.gif) 2014/08/29 17:48:09
Subject: NEW space wolf tactics/combos
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Agile Revenant Titan
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More Dakka wrote:It's only 5 points different, but yes it's really more for a rule of cool type of setup anyways.
It's not AS good as what you can get for 45 points, but if you wanted a discount lord who packs a punch it's only 150 for that loadout.
It's a 15 point different centre. A single claw is 20, a pair is 30, the relic is 45. The only difference is gaining D3 attacks. Which is unreliable.
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You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2014/08/29 18:14:43
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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Oh I must have missed that entry in the book.
You also get rending, so unless you're running on foot or a jump pack or bike then no it's not worth it over just a normal pair of claws.
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![[Post New]](/s/i/i.gif) 2014/08/29 19:05:31
Subject: NEW space wolf tactics/combos
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Pious Palatine
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Here's a brutal support units I've been tinkering with
Wolf Guard with dual plasma pistols, jump packs with a jump pack Wolf Priest for preferred enemy of you choice.
I think this would synergies' well with drop pod locator beacons to deep strike in the unit and for instance fill a meq or teq squad with plasma, or even a scary looking MC. If they survive the round of shooting that'll inevitably comes at them they're nice and mobile to get to their next target and still benefit from 2 ccs for in assault.
What does dakka think? Is it a viable option?
D
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![[Post New]](/s/i/i.gif) 2014/08/29 19:54:11
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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I like it! But then I like a lot of things that are fun but not necessarily practical.
You're looking at a min 288 points for 3 WG with this loadout and the Priest (with nothing but the jump pack).
It's threatening but it's just going to get nuked by basically any anti-infantry fire.
I think a min sized squad of TDWAG with combi-plas and a priest in a pod are a better potion for 259 points.
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![[Post New]](/s/i/i.gif) 2014/08/29 20:41:38
Subject: NEW space wolf tactics/combos
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Grim Rune Priest in the Eye of the Storm
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More Dakka wrote:I like it! But then I like a lot of things that are fun but not necessarily practical.
You're looking at a min 288 points for 3 WG with this loadout and the Priest (with nothing but the jump pack).
It's threatening but it's just going to get nuked by basically any anti-infantry fire.
I think a min sized squad of TDWAG with combi- plas and a priest in a pod are a better potion for 259 points.
Wolf Guard are never going to be cheep unless you take them with only a hand full of options.
A Full Pack of 10 with 2 Cyclones and a Frost Blade is only 385 points.
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This message was edited 1 time. Last update was at 2014/08/29 20:52:24
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![[Post New]](/s/i/i.gif) 2014/08/30 13:26:58
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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Yeah but now what are you going to do with that unit? Trudge up the board firing storm bolters?
Actually, I don't hate the idea...
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![[Post New]](/s/i/i.gif) 2014/08/30 13:31:33
Subject: NEW space wolf tactics/combos
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Grim Rune Priest in the Eye of the Storm
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More Dakka wrote:Yeah but now what are you going to do with that unit? Trudge up the board firing storm bolters?
Actually, I don't hate the idea...
I normally put them with Njal in some sort of cover on an Objective and lets the Storms do all the work. Most things that got close I got to do real damage. I had thought of using a Cestus, but that was usually filled with Logan and friends.
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![[Post New]](/s/i/i.gif) 2014/08/30 18:35:59
Subject: NEW space wolf tactics/combos
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Pious Palatine
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More Dakka wrote:I like it! But then I like a lot of things that are fun but not necessarily practical.
You're looking at a min 288 points for 3 WG with this loadout and the Priest (with nothing but the jump pack).
It's threatening but it's just going to get nuked by basically any anti-infantry fire.
I think a min sized squad of TDWAG with combi- plas and a priest in a pod are a better potion for 259 points.
I admit it's very pointy for what it does, I plan on magnetising my dudes so I'm definitely going to try this, perhaps with the following load out as part of an allied detachment:
Wolf Priest; runic armour, combo plas, jump pack
Wolf Guard (5) all with jp and, dual plasma pistols
Which clocks in at 395 (ouch)
D
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![[Post New]](/s/i/i.gif) 2014/08/30 19:39:01
Subject: NEW space wolf tactics/combos
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Agile Revenant Titan
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evildrcheese wrote: More Dakka wrote:I like it! But then I like a lot of things that are fun but not necessarily practical.
You're looking at a min 288 points for 3 WG with this loadout and the Priest (with nothing but the jump pack).
It's threatening but it's just going to get nuked by basically any anti-infantry fire.
I think a min sized squad of TDWAG with combi- plas and a priest in a pod are a better potion for 259 points.
I admit it's very pointy for what it does, I plan on magnetising my dudes so I'm definitely going to try this, perhaps with the following load out as part of an allied detachment:
Wolf Priest; runic armour, combo plas, jump pack
Wolf Guard (5) all with jp and, dual plasma pistols
Which clocks in at 395 (ouch)
D
It could work in a fun list.... Maybe. But I'm not convinced. Apart from the TH/ SS terminator combo, has anyone discovered any other realistic and competitive wolf guard load outs? Power armour or TDA
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You sought to cower behind your walls, weakling? Instead, by the will of Khorne, you shall die behind them |
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![[Post New]](/s/i/i.gif) 2014/08/30 21:34:44
Subject: NEW space wolf tactics/combos
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Stealthy Space Wolves Scout
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I think PAWG are overpriced, except maybe on bikes. I mean 1 guy with power weapon costs the same as a termi, WTF?
PA + combi +power weapon = 43 points
TDA + combi + power weapon = 38 ponts
5 TDAWG with 5 Combis, 3 shields and 2 chainfists could be nasty and for 220 points affordable.
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This message was edited 1 time. Last update was at 2014/08/30 21:38:08
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![[Post New]](/s/i/i.gif) 2014/08/31 00:14:08
Subject: NEW space wolf tactics/combos
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Longtime Dakkanaut
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PAWG in the CoF book with Jump packs are really reasonable.
Just sprinkle in some combis and storm shields to taste and they'll do just fine I think.
Outside of that I don't see any reason to throw points into them, they're barely better than GH for a considerable points hike.
TDAWG on the other hand are amaze.
I've been rolling the 2 TDAWG formations around in my head and I really like both.
One thing I failed to realize in the Arjac's Shieldbrothers formation is that you can take a min sized squad of TDAWG. So really you can field this for 519 points (assuming you put the MM on the Crusader, and why wouldn't you?). That's pretty cheap for a solid melee deathstar that also provides solid mid-ranged anti-infantry in the form of the LRC.
The Wolf Guard Void Claws formation is also pretty solid. If you combine it with a maxed drop pods list it gives you 5 units on the board T1 at 1500 (you can fit 7 drop pods comfortably into an army at this point level). That's a lot of threat and target saturation on the table.
The ability for them to reroll scatter makes them pretty reliable, and there's no restriction that prohibits you from putting a character into the unit to tank AP2 wounds (the most point efficient being Arjac again).
I think that's a bargain at 240. Those buffed up Wolf Claws are a solid threat to nearly anything short of walkers.
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![[Post New]](/s/i/i.gif) 2014/08/31 03:03:07
Subject: NEW space wolf tactics/combos
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Dour Wolf Priest with Iron Wolf Amulet
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evildrcheese wrote: More Dakka wrote:I like it! But then I like a lot of things that are fun but not necessarily practical.
You're looking at a min 288 points for 3 WG with this loadout and the Priest (with nothing but the jump pack).
It's threatening but it's just going to get nuked by basically any anti-infantry fire.
I think a min sized squad of TDWAG with combi- plas and a priest in a pod are a better potion for 259 points.
I admit it's very pointy for what it does, I plan on magnetising my dudes so I'm definitely going to try this, perhaps with the following load out as part of an allied detachment:
Wolf Priest; runic armour, combo plas, jump pack
Wolf Guard (5) all with jp and, dual plasma pistols
Which clocks in at 395 (ouch)
D
Honestly, you might be better off running the Wolf Priest plus 5x Skyclaws (2x Plasma Guns and a Wolf Guard with combi-plasma or 2x Plas Pistols), which actually puts out more plasma shots at a longer range for 100pts less (less than that if you're running the Wolf Guard with 2x Plas Pistols).
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