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![[Post New]](/s/i/i.gif) 2014/08/29 12:34:43
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Name: Dreadnaught
FOC: Elite
UNIT TYPE: Vehicle (Walker)
UNIT COMPOSITION: 1 Model
WARGEAR:
Multi-Melta
Power Fist [S2x (10), AP2, Melee, Specialist Weapon] with Built in Storm Bolter [24”, S4 AP5, Assault-2]
SPECIAL RULES:
[Venerable Dreadnaught (only): Re-Roll Penetration Results taken]
OPTIONS:
Take Dreadnaught Weapons:
May Trade Multi-Melta for one of the Following:
>Assault Cannon [24”, S6, AP, Heavy-4, Rending]
>Helfrost Cannon [Dispersed: 24” S6, Ap3, Blast, Heavy-1, Helfrost or Focused: 24” S8, AP1, Heavy-1, Helfrost]
>Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]
>Twin-Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
>Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]
>Twin-Linked Heavy Flamer [Template, S5, AP4, Heavy-1]
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]
May Replace Power Fist with built in Storm Bolter with one of the following:
>Great Wolf Claw [Sx2, (10), AP2, Melee, Shred, Specialist Weapon] with Built in Storm Bolter [24”, S4 AP5, Assault-2]
>Missile Launcher [Frag Missiles: 48”, S4, AP5, Blast, Heavy-1 or Krak Missile: 48”, S8, AP3, Heavy-1]
>Twin Linked Auto-Cannon [48”, S7, AP4, Heavy-2]
Replace Storm Bolter with Heavy Flamer [Template, S5, AP4, Heavy-1]
May take Extra Armor
May Take Smoke Launchers
May Upgrade to Venerable Dreadnaught
>Replace all Weapons with Fenrisian Great Axe [Sx2 (10), AP2, Melee, Mastercraft] and Blizzard Shield [3++ Save, Front Only]
May take a Drop Pod as a Dedicated Transport.
What does all of this mean?
The regular Dreadnaught can be an excellent Fire Platform that with a Drop Pod can be placed anywhere.
The Venerable Dreadnaught can be both a Great Fire Platform or Melee Monster.
What he does for everyone else?
Other than draw fire, inflict a lot of damage against its intended target.
Some Common Build:
Close in Fighting Dread: Take an Assault Cannon and Heavy Flamer and it becomes a good in close fighter.
Dakka-Dread [Though not seen much it has done well with me as a “For Fun Unit”]: Take the Twin-Linked Heavy Bolter and Storm Bolter. This gives you good firepower vs. T3 Armies.
Fire and Ice: Take a Helfrost Cannon and Heavy Flamer. This is a good choice if you are Podding in or as a TAC choice.
Fire Storm: Take a Twin Linked Heavy Flamer and a Heavy Flamer. This will make a mockery of any unit hiding in cover. It will also make most think twice before Assaulting you.
Fireball: Take the Plasma-Cannon. Good vs. just about everything, but Tanks and Aircraft.
Long Range Dread: Take the Missile Launcher and Twin-Linked Las Cannon. This gives you a lot of Long Range High Strength Firepower good for Tanks and MCs.
Rifleman Dread [Called such after the BattleTech Mech the Riflemen]: Take both Twin-Linked Auto-Cannons. This gives you a lot of Long Range Mid-Powered Fire Support. With its Re-Rolls can make a decent Anti-Aircraft Platform. It also works well against most other targets.
Sword and Board Fighter [Ok, it's actually Axe and Shield, but for us it does not roll off the tongue as well]: Take the Fenrisian Great Axe and Blizzard Shield. They can make a grate “Shield Wall” for other units. Two of them can easily walk in front of what ever unit you want to protect giving them a Cover Save. This is also a good one to drop next to MCs and other large Vehicles.
True Rifleman [The original BattleMech had 2 Auto-Cannons and 2 Laser Cannons]: Take Twin-Linked Auto-Cannons and Twin-Linked Las-Cannon. It does not have the same Rate of Fire as the Rifleman, but a significant improvement of Raw Firepower.
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![[Post New]](/s/i/i.gif) 2014/08/30 11:19:00
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Name: Murderfang
FOC: Elite
UNIT TYPE: Vehicle (Walker, Character)
UNIT COMPOSITION: 1 Model [Unique]
WARGEAR:
Searchlight
SPECIAL RULES:
Furious Charge [S+1 on a Charge]
It Will not Die [Regeneration]
Rage [+2 Attacks on the Charge]
Rampage [+1d3 Attacks when outnumbered]
Murderlust: Murderfang ignores the effects of Crew Shaken or Crew Stunned (but still loses a Hull Point).
RELICS OF THE FANG:
The Murderclaws [S7, AP2, Melee, Mastercrafted, Shred, Specialist Weapon]
One Murderclaw has a Heavy Flamer [Template, S5, AP4, Assault-1]
One Murderclaw has a Storm Bolter [24”, S4, AP5, Assault-2]
OPTIONS:
May take a Drop pod
What does all of this mean?
He is basically a Lone Wolf stuffed in a Dreadnaught.
What to use him for?
Other than draw fire, inflict a lot of damage against its intended target there is not much here. He would probably do best taking on Multi-Model Units to take advantage of his Rampage.
Out of a Drop Pod he can still Shoot.
I would not run him by himself, give your opponent something else to shoot at like a Sword and Board Dread or Storm Shield equipped units.
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This message was edited 1 time. Last update was at 2014/09/20 12:06:07
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![[Post New]](/s/i/i.gif) 2014/08/31 14:17:14
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Name: Wolf Guard [Power Armored]
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Bolt Pistol
Chain Sword
Frag & Krack Grenades
Power Armor [Save: 3+]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
OPTIONS:
May replace their Bolt Pistol and/or Chain Sword for a Bolt Gun.
Any Model may take items from Melee and Ranged Weapons
Any Model may take Melta Bombs
The whole Pack may Take Bikes
The whole Pack may take Jump Packs
May take a Rhino, Razorback, Drop Pod, Stormwolf, or any Land Raider as a Dedicated Transport.
What does all of this mean?
This looks to be a very customizable unit. You can tool it up to be everything from a Gunline Force to an Assault Force.
Tools of the Trade and how to use and abuse them.
>Bolt Pistol & Close Combat Weapon: The standard combination. This combination will give you 4 Attacks. Ragnar or someone with the Wulfen Stone will give you a boost.
>Basic Bolter Wolf Guard: By replacing your Bolt Pistol and/or CCW you can take a Bolt Gun [I would suggest the CCW]. Only lightly more expensive than Grey Hunter they can pull of the same basic job of Taking and Holding Objectives. Someone like a Wolf Priest can add a lot to your ability to project firepower.
>Storm Bolters: These give you the ability to make 2 long range shots and Assault after Firing. These might make a good choice if you only take one Specialist Weapon without a Storm Shield. It could be another good choice for as Objective Holders.
>Combi-Bolters: This creates something similar to the Basic Bolter Guard, but with the addition of additional Firepower.
>Combi-Flamer [Template, S4, AP5, Assault-1]: Good for either Taking or Holding Objective. A hand full of these should clear an objective and then another couple will make others wish they did not Assault you.
>Combi-Melta [12” S8, AP1, Assault-1]: If you are going to go Tank or MC hunting this is a good choice with the advantage of being able to Assault after firing.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A great option for Gunline or dealing with MCs and Armor.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: These are a good choice, mostly because you trade in your Chain Sword for the Plasma-Pistol, leaving you with your Bolt Pistol allowing you to use Gunslinger and you still get an extra attack for having the second Pistol.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon, great for Close Combat Wolf Guards.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs. It also lets you keep the extra attack for having 2 Melee Weapon if taken wit a Pistol.
>Power Sword [S-User, AP3, Melee]: A good basic choice for a Close Combat Wolf Guard Pack.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. Again is a good weapon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
Dedicated Transport Options:
>Rhino [Model Capacity: 10 Models]: A great cheep no frills choice to get your Wolf Guard across the field.
>Razorback [Model Capacity: 6 Models]: Not as cheep as a Rhino, but it gives you extra firepower and can take up to 6 Wolf Guard.
>Drop Pod [Model Capacity: 10 models]: A quick way to get your Wolf Guard into the backfield. Good Weapon choices are Combi-Weapons and a few Storm Shields.
>Land Raider “God-Hammer” [Model Capacity: 10 Models]: A good solid choice with its mix of toughness and Long range Fire Power. Good with both types of Builds.
>Land Raider Crusader [Model Capacity: 16 Models]: This is a good in close Vehicle and with the extra space you can easily add as Wolf Lord or Wolf Guard Battle Leader with his Wolves. Probably best with a Close Combat Build.
>Land Raider Redeemer [Model Capacity: 12 Models]: Similar to the LRC, though instead of Bolters it has Flame Throwers. With its 12 model capacity you could even add a Character in Terminator Armor or both a Rune Priest and Wolf Priest.
>Stormwolf [Model Capacity: 16]: Similar to the LRC, but you must start in Reserves, but when you show up you will move quickly.
Some thoughts on Tactics for Wolf Guard Bikers
Motorized Dragoons: With there Speed, Relentless and Twin Linked Bolt Guns you have the ability to put a decent amount of firepower anywhere you needed quickly. Keeping them relatively cheap and maybe only add things like Melta-Bombs. Don't forget to let your opponent know you have them just to keep Walker and MCs from trying to Assault you.
I would suggest taking a full 10 models for maximum firepower.
Mobile Assault Force: Take “Power Weapons”. A mix of weapons should make it a good “Multi-Tasker” being able to take on most targets.
You should be able to get away with any number of models for this.
Tank Hunters: Take a mix of Combi-Melta and Power Fist/Thunder Hammers, Frost Axes and Power Mauls could also be good choices and many Tanks only have an AV of 11 or 12 on their rear. Storm Shields would also be a good idea as you will be going after Anti-Tank Weapons. Those without S8, AP2 Melee weapons should take Melta Bombs.
A smaller force of 5 models should be all that is needed for this job.
Monster Hunters: Similar to the Tank Hunters, but you could also go with Combi-Plasmas and toss in Power Axes and Power Lances into the mix. Plasma Pistols could also be a good choice as they will give you your extra attack for having two CCWs.
Another Job requiring any number of models.
Infantry Hunters: Taking a mix of Combi-Flamers and Power Weapons should be all that is needed. Good Melee Weapons would be Wolf Claws, Swords Lances and Mauls.
Once more 5-10 models as you feel the need. 5 will do the job vs most armies, though 10 might be required for the larger Mob/Swarm Armies.
Some thoughts on Tactics for Wolf Guard Jump-Packs:
First they only come out 6 points per Model more expensive than Blood Claws. This still leaves you with the same number of attacks and more with Counter Attack, plus LD9.
You also have the option of Deep Striking. This can really be helped out by Drop Pods with Locator Beacons.
Jump Dragoons: You could take the Bolt Guns and/or Combi-Weapons, though I would suggest Storm Bolters as you will still be able to Assault after shooting.
I would suggest taking a full 10 models for maximum firepower.
Mobile Assault Force: Take “Power Weapons”. A mix of weapons should make it a good “Multi-Tasker” being able to take on most targets.
You should be able to get away with any number of models for this.
Tank Hunters: Take a mix of Combi-Melta and Power Fist/Thunder Hammers, Frost Axes and Power Mauls could also be good choices and many Tanks only have an AV of 11 or 12 on their rear. Storm Shields would also be a good idea as you will be going after Anti-Tank Weapons. Those without S8, AP2 Melee weapons should take Melta Bombs.
A smaller force of 5 models should be all that is needed for this job.
Monster Hunters: Similar to the Tank Hunters, and toss in Power Axes and Power Lances into the mix. Plasma Pistols could also be a good choice as they will give you your extra attack for having two CCWs.
Another Job requiring any number of models.
Infantry Hunters: Taking a mix of Combi-Flamers and Power Weapons should be all that is needed. Good Melee Weapons would be Wolf Claws, Swords Lances and Mauls.
Once more 5-10 models as you feel the need. 5 will do the job vs most armies, though 10 might be required for the larger Mob/Swarm Armies.
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This message was edited 2 times. Last update was at 2014/09/02 15:03:58
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![[Post New]](/s/i/i.gif) 2014/09/01 12:49:27
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Name: Terminator Wolf Guard
FOC: Elite
UNIT TYPE: Infantry
UNIT COMPOSITION: 3-10 Models
WARGEAR:
Power Weapon
Storm Bolter
Terminator Armor [2+/5++]
SPECIAL RULES:
Acute Senses
ATSKNF
Counter Attack
OPTIONS:
Any model mat take a Thunder Hammer/Storm Shield or Paired Wolf Claws.
May take Weapons from the Terminator Melee Weapons and/or Ranged Weapons
At 5 and 10 models one Model can take a Heavy Flamer, Assault Cannon or Cyclone Missile Launcher.
May take a Stormwolf or any Land Raider as a Dedicated Transport.
What does all of this mean?
This looks to be a very customizable unit. You can tool it up to be everything from a Gunline Force to an Assault Force.
Tools of the Trade and how to use and abuse them.
>Storm Bolters: Your default choice. It is a good basic weapon.
>Combi-Bolters: This option gives a little extra punch to your Shooting. Your Bolt Gun also becomes and Assault weapon.
>Combi-Flamer [Template, S4, AP5, Assault-1]: Good for either Taking or Holding Objective. A hand full of these should clear an objective and then another couple will make others wish they did not Assault you.
>Combi-Melta [12” S8, AP1, Assault-1]: If you are going to go Tank or MC hunting this is a good choice with the advantage of being able to Assault after firing.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A great option for Gunline or dealing with MCs and Armor and you can still Assault after foring it. [my Favorite]
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planing on taking on most units.
Note on Power Weapons: They are free, I generaly mix and mach, so far it has always given me the right tool for the job.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. A few in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon, great for Close Combat Wolf Guards.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs.
>Power Sword [S-User, AP3, Melee]: A good solidchoice for a Wolf Guard Pack.
>Chain Fist [Sx2, AP2, Armor Bane, Specialist Weapon, Unwieldy]: Great for cutting up Vehicles.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. Again is a good weapon weapon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
>Land Raider “God-Hammer” [Model Capacity: 10 Models or 5 Terminators]: A good solid choice with its mix of toughness and Long range Fire Power. Good with both types of Builds.
>Land Raider Crusader [Model Capacity: 16 Models or 8 Terminators]: This is a good in close Vehicle.
>Land Raider Redeemer [Model Capacity: 12 Models or 6 Terminators]: Similar to the LRC, though instead of Bolters it has Flame Throwers.
>Stormwolf [Model Capacity: 16 or 8 Terminators]: Similar to the LRC, but you must start in Reserves, but when you show up you will move quickly.
>Drop Pod [Model Capacity: 10 models or 5 Terminators]{Must use a Fast Attack Slot for this one.]: A quick way to get your Wolf Guard into the backfield. Good Weapon choices are Combi-Weapons and a few Storm Shields.
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This message was edited 1 time. Last update was at 2014/09/01 14:21:16
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![[Post New]](/s/i/i.gif) 2014/09/01 14:12:00
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Stealthy Space Wolves Scout
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-Need to change the title (you wrote power armour again)
-Where are you getting this "combi-bolter" from?
-Stormwolf troop capacity is 16 (so 8 terminators)
Automatically Appended Next Post: I'd appreciate your views on my proposed list, Anpu
http://www.dakkadakka.com/dakkaforum/posts/list/613097.page
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This message was edited 1 time. Last update was at 2014/09/01 14:15:55
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/01 14:22:28
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Thank you first
Wolf Guard Terminators can take Terminator Weapons, including Combi-Weapons
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![[Post New]](/s/i/i.gif) 2014/09/01 14:27:22
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Stealthy Space Wolves Scout
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It specifies Combi-flamer, -melta or -plasma... not combi weapons in general
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/01 14:32:11
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote:It specifies Combi-flamer, -melta or -plasma... not combi weapons in general
It is just easier to type Combi Weapons than Combi-Flamer, -Melta or -Plasma
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![[Post New]](/s/i/i.gif) 2014/09/02 15:01:27
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Grim Rune Priest in the Eye of the Storm
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Name: Arjac Rockfist Grimnar's Champion
FOC: Elite
UNIT TYPE: Infantry (Character)
UNIT COMPOSITION: 1 Model (Unique)
WARGEAR:
Terminator Armor [2+/5++]
SPECIAL RULES:
Acute Senses
And They Shall Know No Fear
Counter-attack
Grimnar’s Champion: Arjac Rockfist must issue and/or accept a challenge whenever possible. In addition, he re-rolls all failed To Hit rolls when taking part in a challenge.
Independent Character
Stubborn
The Anvil of Fenris: Arjac Rockfist can only join a unit of Wolf Guard or Wolf Guard Terminators. If Arjac Rockfist is included in a Detachment that includes at least one unit of either Wolf Guard or Wolf Guard Terminators, he does not take up a slot on the Force Organization Chart.
OPTIONS:
None
RELICS OF THE FANG
Anvil Shield [3++, Eternal Warrior, Hammer of Wrath]
Foehammer [6” S10, AP2, Assault 1 or S10, AP2, Melee, Concussive, Unwieldy.]
What does all of this mean?
Like Ragnar and Lucas Arjac is a little one dimensional and in the dimension he is very good at to what he does.
What he does for everyone else?
Well his Stubborn really helps any unit he is with.
How to use an abuse Arjac:
Not a lot of options here
Solo: Run him like a Lone Wolf with Anti-Tank Ability.
Power Armored Wolf Guard: While this is one of the two units he can join he is only an Ok Choice. He roves their ability to make Sweeping Advances and remove Cheep Transports other than Drop Pods.
Terminator Wolf Guard: I think this is the best place for him. Put with them and Deep strike near a tank and let his Hammer dot it's job along with a hand full of Combi-Melta's.
Transports:
Land Raider [God Hammer] {Capacity 10 Models/5 Terminators}: Put him in with 8 PA Wolf Guard. This is a good way to get him there. Or with 4 Wolf Guard Terminators. I have only two issues with this Land Raider.
1] The God Hammers: They are best when used in a Fire Support Role.
2] Terminator Wolf Guard: It cost you leave your Heavy Weapon.
Land Raider Crusader {Capacity 16 Models/8Terminators}: This is probably the best choice of the Land Raiders. You can put Arjac, a second Character and 6 more Wolf Guard Terminators. This is especially good with the Assault Ramp and Frag Assault Launchers.
Land Redeemer {Capacity 12 models/6 Terminators}: Similar to the LRC, though with a smaller Passenger Capacity and 10 points cheaper. Though it fits a 5 model Terminator Pack with Heavy Weapon.
Stormwolf {Capacity 16 models/8 Terminators}: Another good choice for Arjac, and IC or two and 5-7 Wolf Guard Terminators. Once it arrives you can put Arjac and friends anywhere you want.
Drop Pod {10 Models/5 terminators} [Fast Attack Choice]: This is a quick way to get him in the game on turn 1, though it has the same Limitation as the Land Raider [God Hammer]. His 2+/3++ save and Eternal Warrior he should be around for the next turn.
Stormfang Gunship {Capacity 6 Models/3 Terminators}: This could work, but unless you want to take him alone or with a Character or to.
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![[Post New]](/s/i/i.gif) 2014/09/03 08:20:57
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Stealthy Space Wolves Scout
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Nice edit to the WGPAs Automatically Appended Next Post: Speaking of which, you say that Wolf Guard with Jump Packs are good value compared to Sky Claws, and I agree. But Wolf Guard Bikers are even better value! They're only 5 points more than Swift Claws, and Swift Claws are missing the extra CCW!! I was never happy with the lower stats on my Swift Claw bikers. With the twin linked bolters it wasn't too bad, but BS3 on a single shot meltagun or attack bike's multi-melta was a real let down. Speaking of the Attack Bike, that's the only real draw back of the Wolf Guard Bikers (that they can't include it). On the positive note, 12" move, T5 relentless CotGW Wolf Guard with a SS or 2, 2 combi-meltas and a mixture of Power Weapons looks the goods. I'm going to have to try it I'm thinking... 7 Wolf Guard Bikers - 2 Storm Shields, 2 Combi-meltas, Wolf Claw, Power Axe, Power Fist - 285 The Pack Leader has the claw & one of the shield since he must fight in challenges
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This message was edited 3 times. Last update was at 2014/09/03 12:33:27
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/03 12:58:11
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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Name: Swift Claws
FOC: Fast Attack
UNIT TYPE: Bike
UNIT COMPOSITION: 3-10+1
WARGEAR:
Power Armour
Bolt Pistol
Heavy Bolter [36", S5, AP4, Heavy-3] (Attack Bike only)
Frag grenades
Krak grenades
Space Marine bike
SPECIAL RULES:
Acute Senses
And They Shall Know No Fear
Counter-attack
Hammer of Wrath
Rage (Swiftclaws only)
OPTIONS:
May include up to seven additional Swiftclaw Bikers
Any model may replace their bolt pistol with a Cain sword
One Swiftclaw Biker may replace their bolt pistol with a Flamer, Melta-Gun, Plasma-Gun or Plasma Pistol
One Swiftclaw Biker may take one item from the Melee Weapons list.
May include a Swiftclaw Attack Bike
>May replace Heavy Bolter with a Multi-Melta [24", S8, AP1, Melta, Heavy-1]
May upgrade one Swiftclaw Biker to a Wolf Guard Bike Leader [I think this one is a Must Take]
>Wolf Guard Bike Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
>Wolf Guard Bike Leader may take Melta bombs
What does all of this mean?
This is a fast move hard hitting Pack with the Hammer of Wrath and 12” base move.
Use and Abuse
Note on the Attack Bike: It has a Bolt Gun and Relentless giving you a 12” Storm Bolter.
>Flamer [Template, S4, AP5, Assault-1]: A grate choice for catching a lot of models without worrying about your BS3.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you take a Wolf Priest is not a great choice because of your BS3
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: I think this is a better choice than the Melta-Gun mostly because of the 2 shots (remember you are relentless).
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: Like the Plasma-Gun is good at taking down many different targets, but where I find it lacking is you do not gain a extra Attack for 2 CCWs.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs.
>Power Sword [S-User, AP3, Melee]: A good basic choice.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not normally give it to the Pack Leader
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch. I would not normally give it to the Pack Leader
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection. Mix it with a Melta-Bomb.
>Heavy Bolter [36”, S5, AP4, Heavy-3]: A good choice for a Swiftclaw Pack and their BS3, mostly due to the 3 shots.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: A good choice for Tank/ MC Hunter, if you take a Wolf Priest. Once more their BS3 could be a hindrance.
Builds: As a note this is all theory as I have not had much experience with Bike
Small and Cheap: Jut take 3 Bikes
Mid Sized: Take 5 or 6 Models one can easily be the Attack Bike.
Full Sized: Take all 10 with the Attack Bike.
Assault Pack: Take the Flamer and a Power Weapon [I like the Lance]. Have the WGPL take either a Power Weapon or Combi-Flamer. If you take the Attack Bike take the Heavy Bolter.
Tank-Hunters: Go with the Melta-Gun and a Power Fist or Thunder Hammer. I would suggest a Combi-Melta and Melta-Bombs for the WGPL. For the Attack Bike go with the Multi-Melta.
Monster Hunters: Go with the Plasma-Gun and a Power Weapon, I would avoid the Unwieldy Weapons. For the WGPL The Comb-Plasma or Power Weapon and/or Melta Bomb. If you take a Non-Unwieldy Weapon it would be worth taking an Unwieldy Weapon as the Pack Melee Weapon. As for the Attack Bike I would go with the Heavy Bolter unless you know you are dealing with real High Toughness Weapon.
IC on a Bike [or Thunderwolf]: Mostly this will give you good Leadership and a Punch in Assaults. The Thunderwolf Can keep up with the Bikes except during Running and Assaults will get a little Wonky.
Rune Priest on a Bike: This can be a real goo boost to the Pack either as a Buffer with Divination or in Combat with the Tempest Powers. This would be a good choice for the Monster Hunter Build because of the Force Weapon ID.
Wolf Priest on a Bike: Another good choice, the Rights of War will help offset the BS3 and always help in an Assault.
Automatically Appended Next Post:
karlosovic wrote:I'm thinking...
7 Wolf Guard Bikers - 2 Storm Shields, 2 Combi-meltas, Wolf Claw, Power Axe, Power Fist - 285
The Pack Leader has the claw & one of the shield since he must fight in challenges
A couple of Melta-Bombs might not hurt, you could easily add 3 to bring you up to an even 300.
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This message was edited 2 times. Last update was at 2014/09/07 03:52:54
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![[Post New]](/s/i/i.gif) 2014/09/03 13:12:38
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Stealthy Space Wolves Scout
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I made a trial 2000pt list that had 5pts left, so I added 1 melta bomb
http://www.dakkadakka.com/dakkaforum/posts/list/613472.page
If I changed the P.Fist in the Blood Claw unit to an Axe, I could get 2 more Automatically Appended Next Post: I always ran my Swift Claws with a Wolf Priest In 5/6th ed.
It's probably even more important now because they've lost an attack and kinda need that Preferred Enemy for shooting.
Actually given the large reduction in points for a basic Rune Priest - Prescience would be more versatile than Preferred Enemy (if slightly less reliable)
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This message was edited 1 time. Last update was at 2014/09/03 13:21:47
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/03 14:16:02
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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I thought I would just get these out of the way
Fast Attack [Base Dedicated Transports]
Name: Rhino
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Rhino
WARGEAR:
Storm Bolter [24”, S4, AP5, Assault-2
Searchlight [Ignore Night Fighting Penalties
Smoke launchers [1 Turn 5+ Cover Save]
SPECIAL RULES:
Repair: If a Rhino is Immobilized, then in subsequent turns, it may attempt to repair itself instead of shooting. To make the attempt, roll a D6 in the Shooting phase; on the roll of a 6, the vehicle is no longer Immobilized. Note that a successful Repair does not restore a Hull Point.
TRANSPORT:
Transport Capacity: Ten models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: Two models can fire from the Rhino’s top hatch.
Access Points: The Rhino has one Access Point on each side of the hull and one at the rear.
OPTIONS:
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Rhino just as a “Battle Taxi”.
How to use and abuse
Battle Taxi: Take no upgrades at all. It can get you across the field, but I would not count on it. It also cant help your Pack fight or hold objective well.
M113 ACCV [Armored Cavalry Combat Vehicle]: Take the Second Storm Bolter and a full 10 Model Grey Hunter Pack with both Special Weapons. This gives you a good Rate of fire and you move across the Battlefield. It will also have some ability to hold Objectives.
Rhino Rush: This is an old school trick.
1] Take multiple Rhinos.
2] Place them in a ^ formation.
3] Turn-1 the point Rhino Pops Smoke and the other two use the first one for Cover.
4] Turn-2 a different takes point and Pops Smoke while the others hid and get cover.
5] Rinse-Repeat as Necessary/Possible.
You can use the same trick to protect other vehicles.
Name: Razorback
FOC: Fast Attack
UNIT TYPE: Vehicle (Tank, Transport)
UNIT COMPOSITION: 1 Razorback
WARGEAR:
Twin-Linked Heavy Bolter [36”, S5, AP4, Heavy-3]: A good solid weapon. It is best at Anti-Infantry and can do some Light Anti-Vehicle Work
Searchlight [Ignore Night Fighting Penalties]
Smoke launchers [1 Turn 5+ Cover Save]
TRANSPORT:
Transport Capacity: Six models. It cannot carry models with the Bulky, Very Bulky or Extremely Bulky special rules.
Fire Points: None.
Access Points: The Razorback has one Access Point on each side of the hull and one at the rear.
OPTIONS:
May replace its Twin-Linked Heavy Bolter with one of the following:
>Twin-Linked Heavy-Flamer [Template, S5, AP4, Assault-1]: Great if you want some up close ignore cover firepower. It could also be good for helping clear objectives.
>Twin-Linked Assault-Cannon [24”, S6, AP4, Assault-4, Rending]: A Great Mid-Ranged weapon. It is also a Multi-Tasker being good at Anti-Armor, MC and Infantry Weapon.
>Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: This gives you some long range Anti-Tank Weapon. With the Twin-Link it will probably not miss much.
>Las-Cannon [48”, S9, AP2, Heavy-1] and Twin-Linked Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: This is a good mix of Long Range Anti Tank and Mid Ranged firepower.
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armor as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: This one of those options that should be taken most of the time.
>Extra Armor [Vehicles equipped with extra Armor count Crew Stunned results from the Vehicle Damage table as Crew Shaken results instead]: The only thing it truly does is let you still move.
>Hunter-Killer Missile [Infinite, S8, AP3, Heavy-1 One Use]: I actually like these. Take 4-5 of them on different vehicles and on turn one when you are of of range with the rest of your weapons fire all of them at the same target. You can devastate T4 Character or Battle Suits with this “Alpha Strike.”
>Storm Bolter [24”, S4, AP5, Assault-2]: I feel this is a good if you are planning on not using your Razorback just as a “Battle Taxi”.
How to use and abuse
HMMWV: Take no upgrades at all. It can get you across the field and the Heavy Bolter works like an M2HB. It will get your 5-6 Model Pack across the battlefield.
Warrior APC: Again make it simple. Upgrade the Heavy Bolter with most anything giving you some extra firepower. The Assault Cannon would be a good choice.
Bradley Fire Team: Take one of the two Las-Cannon Options. You can use it to fight along side your Pack or use it to just a transport with a BFG. Don't forget the HK Missile
M-18 Hellcat [Fast Attack Option]: Take the Twin-Linked Las-Cannon. Then Shoot and Scoot (Well this is 40k so it is Scoot and Shoot).
1] Turn-1: Move at Full Speed across the Battlefield using cover, if you can't get cover, Pop Smoke.
2] Turn-2: Look for some Side or Rear Armor and Blast away.
Name: Drop Pod
FOC: Fast Attack
UNIT TYPE: Vehicle (Open-topped, Transport)
UNIT COMPOSITION: 1 Drop Pod
WARGEAR:
Storm Bolter [24”, S4, AP5, Assault-2]
SPECIAL RULES:
Drop Pod Assault: Drop Pods and units embarked upon them must be held in Deep Strike Reserves. At the beginning of your first turn, half your Drop Pods (rounding up) automatically arrive from Reserve. The arrival of remaining Drop Pods is rolled for normally.
Immobile: A Drop Pod cannot move once it has entered play, and counts in all respects as a vehicle that has suffered an Immobilized result that cannot be repaired in any way. This does not cause it to lose a Hull Point.
Inertial Guidance System: If a Drop Pod scatters on top of impassable terrain or another model (friend or foe), reduce the scatter distance by the minimum required in order to avoid the obstacle. If a Drop Pod scatters off the edge of the board, it suffers a Deep Strike Mishap.
TRANSPORT:
Transport Capacity: Ten models or one Dreadnought. Once a Drop Pod lands, all passengers must disembark and no models can embark for the rest of the game.
OPTIONS:
May replace storm Bolter with a Deathwind Launcher [12”, S5, AP-, Large Blast, Heavy-1]: Not a great option, but can turn out real nasty vs. the right army. It can make a difference to drop a Pie Plate on your target to soften them up.
May take a locator beacon [Friendly units do not scatter when they Deep Strike, so long as the first model is placed within 6" of a model with a locator beacon. The locator beacon must have been on the battlefield at the start of the turn in order for it to be used.]: This is always a good choice when Podding, though you only need to place them on the first wave. I also works for Deep Striking Terminators.
How to use and abuse
Note on Drop Pods: Take None or a lot. One pod is a quick couple of VPs for your opponent, a large number will should give you the VPs and may keep your opponent from putting his plans in action.
Drop Wolves: Taking aver Unit you can in a Pod. This should net you between 5-9 Drop Pods depending on the size of your Army. If you go first it becomes a viscous Alpha Strike and if you go second your opponent has nothing to shoot at. With Locator Beacons in your first waves of pod they will all come close together. Good Choices for the first turn Drop are Melta-Hunters, Plasma-Hunters, Terminators with Combi-Weapons [A good use of FA Pods], and Dreads. Try to keep your pods close to each other, remember unless you run out of space or end up off the table you really cant mishap.
Fetch: Take at least three Pods. Drop Two near each other and send your Thunderwolves to meet up with them. This should squeeze your opponent between two strong forces, a third if you have an outflanking force.
Encirclement: Take 3+ Pods [with the Deathwind Launchers] and choose one target that you want to ruin their day [Like the 4 Las-Cannon Devastator Squad]. Drops the Pods in an encircling pattern. It does not matter where the payload goes, but the three Pie Plates and the fact they now provide cover for the rest of your army from that Devastator Squad will force some tough decisions. That Devastator Squad will only be able to take one out a turn and odds are be caught in the ensuing explosions.
Name: Storm Wolf
FOC: Fast Attack
UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION: 1 Stormwolf
WARGEAR:
Twin-linked Helfrost cannon [Dispersed: 24” , S6, AP3, Heavy-1, Blast, Helfrost or Focused: 24”, S8, AP-1, Heavy-1, Helfrost]
>Dispersed: A great Anti-Personal Weapon, it could even do ok vs transports and other light vehicles. With it's Twin-Licked it should land close to where you want ti.
>Focused: A Multi-Melta without the Melta. Though it is a great IC and MC Killer.
Helfrost: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed from play.
Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: Great Anti-Tank that will hardly miss.
Two Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for Anti-Infantry ans Light Armored Vehicles with its 6 Twin-Linked Shots
Ceramite Plating: Melta weapons do not roll an extra D6 Armor penetration when shooting this vehicle at half range or less.
SPECIAL RULES:
Assault Vehicle: Passengers disembarking from Access Points on a vehicle with this special rule can charge on the turn they do so (even in a turn that the vehicle was destroyed, or in the following turn) unless the vehicle arrived from Reserve that turn.
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT:
Transport Capacity: Sixteen models.
Fire Points: None.
Access Points: A Stormwolf has one Access Point at the front of its hull.
OPTIONS:
May replace both Twin-Linked heavy Bolters with one of the following:
> Skyhammer Missile Launcher [60”, S7, AP4, Heavy-3]: It is a 3 Shot, 5' ranged Auto-Cannon, what is not to like. Only Land Raiders should feel safe.
>Two Twin-Linked Multi-Meltas [24”, S8, AP1, Heavy-1, Melta]: With two Twin Linked Shots it should be death to anything.
How to use and abuse
Well the simple one is 15 Blood Claws and a Wolf Priest.
Zooming out of Reserves: This is just a quick way to get across the table.
Hovering out of Reserves: This gives you that ability maneuver while coming out of Reserves.
Zoom and Assault: After coming out of Reserves Zoom near the unit you want to Assault, you don't even have to face them. The next turn move 6” within range and unleash your payload into their face.
Sky-Shield Landing Pad with Ready for Take Off: Start your Stormwolf on it with the Shields up. You could also take some debris for a Grey Hunter Pack hiding under it,
>If you go First unfurl the Shield and take of and head for your target in Fast Skimmer Mode.
>If you go second you have a 4++ Save.
>One turn two Pod in something [Rifleman Dread, Long Fangs, Grey Hunters or even that allied Centurion Squad] or Teleport in a Terminator Wolf Guard with a pair of Cyclones or even a Land Speeder Typhoon Squadron.
>Turn three, put the Shields back up.
>At the worst you can just put your Long Fangs on it with the shields up and In
Now that you delivered your payload, what now?
Fire Support: Think of the Stormwolf as a Mi-24 Hind or AH-64 Apache. This makes you a “Jack of Trades Master of None”, but not a bad one.
Long Range Fire Support: Take the Skyhammer Missile Launcher and you will have a 5 foot threat zone. Every Foot closer you get your firepower increases.
Close in Tank Hunter: Take the Two Twin-Linked Multi-Meltas. This give you a lot of Tank killing power.
>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
Remember with PotMS you can always shoot at a second target.
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![[Post New]](/s/i/i.gif) 2014/09/04 14:58:31
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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Name: Thunderwolf Cavalry
FOC: Fast Attack
UNIT TYPE: Cavalry
UNIT COMPOSITION: 3-6 Models
WARGEAR:
Power Armor
Chain Sword
Bolt pistol
Frag grenades
Krak grenades
Thunderwolf Mount [This give you Rending on ALL Melee Attacks]
SPECIAL RULES:
And They Shall Know No Fear
Acute Senses
Counter-attack
OPTIONS:
May replace their bolt pistol with one of the following: Bolt Gun or Plasma Pistol
May take items from the Melee Weapons list
May take Melta-Bombs
What does all of this mean?
This is a fast move hard hitting Pack with the S5 Hammer of Wrath and 12” base move.
Use and Abuse:
>Bolt Pistol & Close Combat Weapon: The standard combination. This combination will give you 5 Base Attacks. The Wulfen Stone will give you a boost.
>Wolf Dragoons: By replacing your Bolt Pistol you can take a Bolt Gun. I see no real benefit unless you want to skirt the battle and take long range shots. This is not why you took TWC.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: These are a good choice, mostly because of its High Strength and AP. Mixing it with a Frost Axe make all of your 5 Attacks the same, S7, AP2.
>Frost Axe [S+2, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units with multiple S7 Attacks.
>Frost Sword [S+1, AP-3, Melee]: A good choice if you are planning on taking on most units with its S6 Rending Attacks, it is like wielding an Assault Cannon.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. A few in the Pack could really give you the ability to take on most units with its S6 Rending Attacks, it is like wielding an Assault Cannon.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon, great for Close Combat Wolf Guards. Multiple S6 AP3 Rending Attack on the Assault.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs with its S7, AP4 Rending Attacks, like a Auto Cannon in your pocket.. It also lets you keep the extra attack for having 2 Melee Weapon if taken wit a Pistol.
>Power Sword [S-User, AP3, Melee]: A good basic choice for Close Combat with S5, AP3 Reading Attacks.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles with its 4+ S10, AP2 Rending Attacks. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy]: A classic weapons that give you an extra punch with its 4+ S10, AP2 Concussive and Rending Attacks . Again is a good weapon to team up with a Storm Shield.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon]: Another very “Wolfy Weapon giving you S6, AP3 Shredding and Rending Attacks. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S10 Attacks.
>Storm Shield [3++ Save]: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
>Melta Bombs [S8, AP1, Melta, Melee, Unwieldy, Grenade]: These are good for taking on AV14. Being a Close Combat Attack, it does have Rending.
>Krack Grenades [S6, AP4, Melee, Grenade]: With the Rending it might seem to be a good choice, but you would do better with your normal Attacks.
Builds:
Cheap and Simple: don't bother with any upgrades. A unit of 6 will run you only 240 points making this option good for small games.
Mix and Match: Give each Model a different upgrade. This will give you a mix of what you want without spending to much.
Death-Star: Load them up with Storm Shields and a mix of weapon. This makes all of them hard to kill and giving you a punch in melee.
Harald's Body Guard: This is the most Fluffy Bodyguard. Probably would work best with the Mix and Match Build. Though the Death-Star Build creates a very scary thing for your opponent to see.
Canis's Body Guard: I would just use the quick and simple, maybe a Mix and match set up to get an 3++ saves in there.
Thunderlord/Wolf Guard Thunderlord/Iron Priest: All of the Builds are a good choice, though I would tend to avoid the Death-Star with the Iron Priest, the odds are he will die just from the fall out of being with them.
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![[Post New]](/s/i/i.gif) 2014/09/05 12:53:48
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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Name: Fenrisian Wolves
FOC: Fast Attack
UNIT TYPE: Beast
UNIT COMPOSITION: 5-15 Models
SPECIAL RULES:
Acute Senses
Counter-attack
OPTIONS:
One Fenrisian Wolf can be upgraded to a Cyberwolf
What does all of this mean?
We basically you can get a good number of Slobbering, Giant Wolves with Distemper to point at your enemy.
Use and Abuse:
Small Pack: Take 5 of them to fill in the last 40 points.
Large Pack: Take all 15 with a Cyberwolves for only 130 points.
Mobile Meat Shield: Put the pack between the unit you want protected and give them a Cover Save.
Counter Attack Force: Place them on one of your objectives and if something gets within range yell “Kill” and watch the 46 Attacks overwhelm you opponent.
Objective Taker: With their speed you can send them to take objectives and with Counter-Attack hold them relatively well.
Harald's Bodyguard: This is a quick way to add 5-15 wounds to him, though I think fits better with Thunderwolf Cavalry.
Canis's Bodyguard: Now this is probably one of the better choices for him. With the Cyberwolf as a Character you can choose to have him take the challenge so Canis can deal with other threats.
As a Bodyguard: These make a great bodyguard for ant IC, especial if that IC is on a Thunderwolf. Add Two Wolves from your Wargear and now you have a fast moving 18 Model Pack Real Cheap.
Outflanking Force: If your warlord or the Wolves gains Outflank this can be a big surprise to show up on your opponents Flank and will probably absorb a lot of fire.
Automatically Appended Next Post: Should I put all three Land Raiders in one post like the Dedicated Transports or Do each one separately?
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This message was edited 1 time. Last update was at 2014/09/05 13:00:57
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![[Post New]](/s/i/i.gif) 2014/09/06 13:13:53
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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Name: Skyclaws
FOC: Fast Attack
UNIT TYPE: Jump Infantry
UNIT COMPOSITION: 5-10 Models
WARGEAR:
Power Armor
Bolt pistol
Chain Sword
Frag grenades
Krak grenades
Jump pack
SPECIAL RULES:
And They Shall Know No Fear
Acute Senses
Counter-attack
Rage (Skyclaws only)
OPTIONS:
Up to two Skyclaws may replace their bolt pistol with a: Flamer, Melta-Gun, Plasma-Gun, or Plasma Pistol
One Skyclaw may replace his Chain Sword with a: Power Weapon or Power Fist
May upgrade one Skyclaw to a Wolf Guard Sky Leader
>Wolf Guard Sky Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
Wolf Guard Sky Leader may take Melta Bomb
What does all of this mean?
This is a fast moving an possibly hard hitting Pack with a 12” base move.
Use and Abuse
>Flamer [Template, S4, AP5, Assault-1]: A grate choice for catching a lot of models without worrying about your BS3.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you take a Wolf Priest is not a great choice because of your BS3. Though it does fit well into 12” Weapons range profile.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A poor choice for Skyclaws as you loose your ability to Assault.
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: If you want Plasma this is the Weapon of choice. If fits into your Weapon Range Profile, You can stall Assault after firing and you get to keep you extra attack.
>Frost Axe [S+2, AP-2, Melee, Unwieldy] {WGPL Only}: A good choice if you are planning on taking on 2+ models. Though not a great choice in a challenge without a Storm Shield.
>Frost Sword [S+1, AP-3, Melee] {WGPL Only}: A good choice if you are planning on taking on most units. A good choice for challenges.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planning on taking on 2+ models. One in the Pack could really give you the ability to take on most units.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs.
>Power Sword [S-User, AP3, Melee]: A good basic choice.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. I would not give it to the Pack Leader unless it is mixed with a Storm Shield.
>Thunder Hammer [Sx2, AP2, Concussive, Specialist Weapon, Unwieldy] {WGPL Only}: A classic weapons that give you an extra punch. Again is a good weapon weaon to team up with a Storm Shield, Storm Bolter or even a Combi-Bolter.
>Wolf Claw [S+1, AP3, Shred, Specialist Weapon] {WGPL Only}: Another very “Wolfy Weapon. Good mixes are Power Fist and Thunder Hammers, giving you a choice of the Wolf Claw or S8 Attacks.
>Storm Shield [3++ Save] {WGPL Only}: Just a great choice for survivability. I would suggest taking one for the Pack Leader just for Challenge Protection.
Builds:
Small and Cheap: Jut take 5 Models
Full Sized: Take all 10 Models
Assault Pack: Take a Pair Flamers and a Power Weapon [I like the Lance]. Have the WGPL take either a Power Weapon or Combi-Flamer.
Tank-Hunters: Go with a pair of Melta-Guns and a Power Fist. I would suggest a Combi-Melta and Melta-Bombs for the WGPL and maybe a Power Fist or Thunder Hammer.
Monster Hunters: Go with a pair of Plasma Pistols and a Power Weapon, I would avoid the Unwieldy Weapons. For the WGPL The Pair of Plasma Pistols or Power Weapon and/or Melta Bomb. If you take a Non-Unwieldy Weapon it would be worth taking an Unwieldy Weapon as the Pack Melee Weapon.
IC with Jump Pack: Mostly this will give you good Leadership and a Punch in Assaults.
Rune Priest with a Jump Pack: This can be a real goo boost to the Pack either as a Buffer with Divination or in Combat with the Tempest Powers. This would be a good choice for the Monster Hunter Build because of the Force Weapon ID.
Wolf Priest with a Jump Pack: Another good choice, the Rights of War will help offset the BS3 and always help in an Assault.
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This message was edited 1 time. Last update was at 2014/09/07 03:53:54
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![[Post New]](/s/i/i.gif) 2014/09/07 03:44:52
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Stealthy Space Wolves Scout
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Anpu42 wrote:Wolf Priest with a Jump Pack: Another good choice, the Lord of War will help offset the BS3 and always help in an Assault.
Think you mean Preferred Enemy. This has been copy-pasted in a few other entries as well (e.g. Swiftclaws)
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/07 03:48:53
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {PAWG Edits PG. 2}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote: Anpu42 wrote:Wolf Priest with a Jump Pack: Another good choice, the Lord of War will help offset the BS3 and always help in an Assault.
Think you mean Preferred Enemy. This has been copy-pasted in a few other entries as well (e.g. Swiftclaws)
Thank you, it was supposed to be Rights of War, Will Fix. Automatically Appended Next Post: Name: Land Speeder Squadron
FOC: Fast Attack
UNIT TYPE: Vehicle (Fast, Skimmer)
UNIT COMPOSITION: 1-3 Land Speeders
WARGEAR:
Heavy Bolter [36”, S5, AP4, Heavy-3]: Good basic weapons for dealing with Infantry and Light Vehicles
SPECIAL RULES:
Deep Strike
OPTIONS:
Any Land Speeder may replace its Heavy Bolter with one of the following:
>Heavy Flamer [Template, S5, AP, Assault-1]: Great for clearing out entrenched infantry.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank/ MC Weapon, but you meed to get close for Tanks.
Any Land Speeder may take one of the following:
>Assault Cannon [24”, S6, AP4, Assault-4, Rending]: A good Multi-Tasking Weapon. Good vs Infantry, Tanks and MCs
>Heavy Bolter [36”, S5, AP4, Heavy-3]: Good basic weapons for dealing with Infantry and Light Vehicles
>Heavy Flamer [Template, S5, AP, Assault-1]: Great for clearing out entrenched infantry.
>Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank/ MC Weapon, but you meed to get close for Tanks.
>Typhoon Missile Launcher [Frag: 48”, S4, AP5, Heavy-2, Blast or Krak: 48”, S8, AP3, Heavy-2]: Good Long Range Fire Support Weapon. It works good on most things depending on the Missile used.
How to Use and Abuse them:
Solo Suicide Speeder: That is about the description of what one Land Speeder will do. Even Deep Striking you get of a shot and will die, wasting a VP and Points unless you take out a huge cost model.
Combat Squadron: Take 3 and use them to take on various units based on their weapons load out. A Land Speeder Squadron is more resilient than most people think. It take 6-12 Glancing/Penetrating Hits to take all three out especially with a 4+ Junk Save.
Bolter Model: If you have a FA slot and 50 points it might be worth taking. As a Squadron they can threaten most large infantry formations and keep out of your targets range most of the time. Taking the second Heavy Bolter really increases their firepower even threatening AV10/11 Vehicles though sheer RoF.
Flamer Model: If you need to kill that 4+ Save Unit hiding in cove nothing beats this. A full Squadron with Duel Flamer can make Large move vanish in a mass of screaming Fire.
Melta Model: The ultimate in Anti-Tank Hunting. Take two and even threaten Knights and Baneblades when run in Squadrons.
Flamer/Multi-Melta Model: While I understand it you end up spending points on a weapon you will only use half the time.
Assault Cannon: The ultimate Multi-Tool. I would mix it with the Heavy Flamer or Multi-Melta. This give you both Anti-Infantry, Anti- MC and Anti-Vehicle. I like this better than the Flamer/Multi-Melta combo mostly for its flexibility.
Land Speeder Typhoon [This is what I run: Heavy Bolter/Typhoon]: When armed with Heavy Bolter or Assault Cannon with your Typhoon give you an Apache Gunship. With the Heavy Bolter you can easily stay a good distance back and feed your target what ever mix you want of Heavy Bolter Shells and Missiles. You can also move around in your backfield giving a “Fire Brigade” unit giving you the ability to give fire support where you need it.
Deep Strike Assault: For this I would choose the Heavy Flamer/Assault Cannons Model. This give you both Anti-Infantry and Anti-Armor options. Many tanks only a AV10/11 on the rear giving you a chance with the Heavy Flamer to do some damage.
Rune Priest: This is one unit that can help by throwing Divination Powers on them, usually making them Twin-Linked.
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This message was edited 1 time. Last update was at 2014/09/07 12:30:03
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![[Post New]](/s/i/i.gif) 2014/09/08 02:52:38
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/6/14}
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Longtime Dakkanaut
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RE Harald Deathwolf, it's worth noting that while he doesn't get a additional attack from having the bolt pistol + frost axe, he does have the option to use the pistol in CC instead of his axe if needs be.
This lets you hit at initiative 5 with S5 (6 on the charge) rending attacks, which as you've mentioned is basically like hitting someone with a 6 shot assault cannon in close combat.
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![[Post New]](/s/i/i.gif) 2014/09/08 12:15:09
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/6/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Stormfang
FOC: Heavy Support
UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION: 1 Stormfang
[b]UNIT TYPE: Vehicle (Flyer, Hover, Transport)
UNIT COMPOSITION:[/b] 1 Stormfang Gunship
WARGEAR:
Helfrost Destructor [Dispersed: 24” , S6, AP2, Heavy-1, Large Blast, Helfrost or Focused: 24”, S8, AP-1, Heavy-1, Helfrost, Lance]
>Dispersed: A great Anti-Personal Weapon, it could even do ok vs transports and other light vehicles.
>Focused: A Multi-Melta without the Melta, but with Lance. Though it is a great IC and MC Killer.
Two Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for Anti-Infantry and Light Armored Vehicles with its 6 Twin-Linked Shots
Two Stormstrike missiles [72”, S8, AP2, Concussive, One Shot]: These look to be a great opening shot weapons. On a normal table nothing should be out of range.
Ceramite Plating: Melta weapons do not roll an extra D6 Armor penetration when shooting this vehicle at half range or less.
SPECIAL RULES:
Power of the Machine Spirit: In a turn in which the vehicle neither moves Flat Out nor uses smoke launchers, the vehicle can fire one more weapon at its full Ballistic Skill than normally permitted. In addition, this weapon can be fired at a different target unit to any other weapons, subject to the normal rules for shooting.
TRANSPORT:
Transport Capacity: Six models.
Fire Points: None.
Access Points: A Stormfang has one Access Point at the rear of its hull.
OPTIONS:
May replace both Twin-Linked Heavy Bolters with one of the following:
> Skyhammer Missile Launcher [60”, S7, AP4, Heavy-3]: It is a 3 Shot, 5' ranged Auto-Cannon, what is not to like. Only Land Raiders should feel safe.
>Two Twin-Linked Multi-Meltas [24”, S8, AP1, Heavy-1, Melta]: With two Twin Linked Shots it should be death to anything.
May replace its two Stormstrike missiles with the following:
Twin-Linked Las-Cannon [48”, S9, AP2, Heavy-1]: Great Anti-Tank that will hardly miss.
How to use and abuse
Zooming out of Reserves: This is just a quick way to get across the table.
Hovering out of Reserves: This gives you that ability maneuver while coming out of Reserves.
Zoom and Assault: After coming out of Reserves Zoom near the unit you want to Assault, you don't even have to face them. The next turn move 6” within range and unleash your payload into their face.
Sky-Shield Landing Pad with Ready for Take Off: Start your Stormwolf on it with the Shields up. You could also take some debris for a Grey Hunter Pack hiding under it,
>If you go First unfurl the Shield and take of and head for your target in Fast Skimmer Mode.
>If you go second you have a 4++ Save.
>One turn two Pod in something [Rifleman Dread, Long Fangs, Grey Hunters or even that allied Centurion Squad] or Teleport in a Terminator Wolf Guard with a pair of Cyclones or even a Land Speeder Typhoon Squadron.
>Turn three, put the Shields back up.
>At the worst you can just put your Long Fangs on it with the shields up and In
As a Transport:
You have a limited load, but here are some thoughts:
Grey Hunters: Take a 5 model pack with an IC or even Terminator Armor.
Power Armored Wolf Guard: Take 6 Models [or 5 with an IC] tooled up for what ever you want their job to be for late game Taking and Holding of Objectives.
Terminator Wolf Guard: Well you can only get three in there, so you might as well tool them up with Storm Shields and Close Combat Weapons or Combi-Weapons.
Long Fangs: Well you could fit a full Pack on-board. Myself would go for Heavy Bolters and a Flamer to Take and Hold an Objective.
Iron Priest and 5 Servitors: This should keep you flying for a good long time.
Now that you delivered your payload, what now?
Fire Support: Think of the Stormfang as a A-10 Warthog or AC-130 Specter [in fact my proxy will be a AC-130 Model with all of the guns out of one side]. This makes you a “Jack of Trades Master of None”, but not a bad one.
Long Range Fire Support: Take the Skyhammer Missile Launcher and you will have a 5-6 foot threat zone. Every Foot closer you get your firepower increases.
Close in Tank Hunter: Take the Two Twin-Linked Multi-Meltas. This give you a lot of Tank killing power.
>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the PotMS.
Remember with PotMS you can always shoot at a second target.
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This message was edited 1 time. Last update was at 2014/09/09 01:39:44
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![[Post New]](/s/i/i.gif) 2014/09/09 01:26:37
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/6/14}
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Stealthy Space Wolves Scout
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Anpu42 wrote:>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
Copy-Paste error
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This message was edited 1 time. Last update was at 2014/09/09 01:27:04
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/09 01:35:22
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/6/14}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote: Anpu42 wrote:>Air Superiority Fighter: With it's AR12 and firepower it should be able to handle many different types of Fliers, possibly two a turn with the Turret.
Copy-Paste error 
I just noticed it does not have a turret.
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![[Post New]](/s/i/i.gif) 2014/09/09 02:31:18
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Stealthy Space Wolves Scout
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Yeah, the smaller cannons on the Stormwolf are turret mounted, but the big Helfrost Destructor is hull mounted
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/09 02:39:54
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote:Yeah, the smaller cannons on the Stormwolf are turret mounted, but the big Helfrost Destructor is hull mounted
I have not got the models yet and was mostly planning on using the Stormwolf s I did not really pay attention.
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![[Post New]](/s/i/i.gif) 2014/09/09 02:45:43
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Stealthy Space Wolves Scout
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It looks the better choice for my preferences as well.
For me it's all about getting my warriors into combat, so the one with the biggest transport capacity wins Automatically Appended Next Post: Although with 2 Land Raiders, 4 Rhinos, 3 DPs, a Storm Eagle, a max squad of TWC, max squad of bikers and 22 jump pack models... I'm in no rush to buy it
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This message was edited 1 time. Last update was at 2014/09/09 02:47:31
- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/09 13:05:42
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Long Fangs
FOC: Heavy Support
UNIT TYPE: Infantry
UNIT COMPOSITION: 2-6 Models
WARGEAR:
Power Armor
Bolt pistol
Chain Sword
Frag grenades
Krak grenades
SPECIAL RULES:
And They Shall Know No Fear
Acute Senses
Counter-attack
Split Fire
OPTIONS:
Long Fang Ancient may replace bolt pistol and/or Chain Sword with one of the following:
>Plasma Pistol [12”, S7, AP2, Pistol, Gets Hot]: A good choice if you want an extra attack with your other weapon. If you are planing on being aggressive, you could take two of then.
>Power Axe [S+1, AP-2, Melee, Unwieldy]: A good choice if you are planing on taking on 2+ models. It is also a fluffy one and good of you take a WGPL.
>Power Lance [S-User, AP4, Melee or S+1, AP3, Melee on the Assault]: A fluffy and somewhat useful Power Weapon. I could also look cool as a model.
>Power Maul [S+2, AP4, Melee, Concussive]: Another overlooked weapon that is good for dealing with Vehicles and MCs.
>Power Sword [S-User, AP3, Melee]: A good basic choice.
>Power Fist [Sx2, AP2, Specialist Weapon, Unwieldy]: Great for slapping down MCs or Vehicles. A good choice if you are planing on taking a Special Weapon.
The Long Fang Ancient may take one item from the Special Weapons list.
>Flamer [Template, S4, AP5, Assault-1]: A great choice for countering Assaults with it's Wall of Death.
>Melta-Gun [12”, S8, AP1, Assault-1 Melta]: A good Anti-Tank weapon, but unless you are going to be aggressive I would leave it at home unless you are Podding in.
>Plasma-Gun [24”, S7, AP2, Rapid Fire, Gets Hot]: A good choice, especially if you plan on deploying near the front of your deployment Zone or Podding in.
Long Fang Ancient may take Melta Bomb: A good cheap Anti-Tank Weapon, if you are short on points this can be a good choice if you want a punch.
Any Long Fang may take one item from the Heavy Weapons list.
Heavy Bolter [36”, S5, AP4, Heavy-3]: A relatively cheap weapon that is often overlooked. It is good vs a lot of targets, Infantry, Bikes, MCs and Light Vehicles. Is also a good choice if you are planning on being mobile with its RoF.
Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: If you are planning on taking on Tanks or MCs at close range this is the weapon for you. This can be good for a Mobile or Drop Pod force.
Missile launcher: A remarkable Multi Tool, though it suffers from the “Jack of Trades” issue.
>Frag Missiles [48”, S4, AP5, Blast, Heavy-1]: Good for dealing with large formations like Swarms and Mobs.
>Krack Missiles [48”, S8, AP3, Heavy-1]: A good weapon to take on most things. Struggles vs. AV13/14, but with a Pack of 5 Missile Launchers firing...
>Flakk Missiles [48”, S7, AP4, Skyfire, Heavy-1]: Not a great option for AAA (But are any options besides other Fliers any good?), but you can take on most Fliers though Mass of Fire.
Plasma-Cannon [36”, S7, AP2, Blast, Heavy-1, Gets Hot]: Do not Fear the Plasma. The Plasma-Cannons firepower makes it work the risk. There are very few things that can stand up to it.
Las-Cannon [48”, S9, AP2, Heavy-1]: Excellent Anti-Armor/Anti- MC Weapon. They are pricy, but worth the price.
May upgrade one model to a Wolf Guard Pack Leader: I would only take this option if I was going to play an aggressive Long Fang Pack. If your plan is to sit back and shoot, you would be better just taking an extra Heavy Weapon.
>Wolf Guard Pack Leader may take items from the Melee Weapons and/or Ranged Weapons lists.
>Wolf Guard Pack Leader may take Melta Bombs
>Wolf Guard Pack Leader may replace his Power Armor, bolt pistol, Chain Sword, Frag and Krack Grenades with Terminator Armor, Storm Bolter and Power Weapon.
>If Terminator Armor is chosen, may only take items from the Terminator Weapons list.
The unit may select a Rhino, Razorback or Drop Pod as a Dedicated Transport.
Builds:
Small and Cheap: Just take the Ancient and one Long Fang
Full Sized: Take all 6 Models
Aggressive Pack: Take Heavy Bolters and attach a Divination Rune Priest or a Wolf Priest. Transport Options should be a Drop Pod or Storm Wolf, maybe a Rhino or Razorback if you are running a Mechanized List.
Tank-Hunters: Las-Cannons or Multi-Meltas are the tools of the trade here. Las- Cannons for Long Range and Multi-Meltas out of a Pod.
Monster Hunters: Go with Las-Cannons, Missile Launchers and/or Plasma Cannons. All of these will do the job.
Infantry Armies: Heavy Bolters, Missile Launchers and Plasma-Cannons.
Mono-Weapons: Take all the same weapon. This keeps things simple, but could cause and issue if you take the wrong weapons.
Viking-Army-Knife: Mix up your Weapons. If you find the right combo you will end up with a good TAC Pack. This also lets you take advantage of your Split Fire more often.
[For me it is a Pack with 1x Heavy Bolter, 2x Las Cannons and 2x Missile Launchers. I can not recall a single game where I did not fire all of my Weapons. A Tank, it gets the Las-Cannons and the Missile Launchers while the Heavy Bolter fires at a Infantry Squad. Lots of Orks, The Truck gets the Las-Cannons and the Ork Mob gets the two Frag Missiles and the Heavy Bolter.
With the change to just have Split Fire, I am thinking of doing some shuffling and making it one Pack 1x HB, 3x ML, 1x LC and the other 4x ML, 1x LC so I can still have some flexibility and still remain focused]
Transport options:
Rhino: Good and solid, but if you are moving in it you will loose a lot. Though one could make a great LoS blocker.
Razorback: Similar issue as the Rhino, but it has a big gun. I would arm it similar to the pack if possible.
Drop Pod: A good quick way to get an Aggressive Pack into the fight. They should go down in the first turn and with lots of Grey Hunters and Wolf Guard to draw fire. Heavy Bolters and Multi-Meltas are probably the best tools along with a WGPL with a Storm Shield and/or in Terminator Armor.
Stormwolf: Similar to the Drop Pod, but you will show up later.
What others will do for them:
Wolf Lord/Wolf Guard Battle Leader: This gives you good Leadership, but other than that wont add much unless you are running an Aggressive Pack.
Njal: Also Best for an aggressive Pack unless you go for Divination.
Rune Priest: Take Divination Powers and go for those Re-Rolls. This is good for all of your builds.
Ulrik The Slayer: His Preferred Enemy Bubble can effect more than one Pack easy
Wolf Priest: As the Rune Priest, but Re-Rolls are more Reliable if limited.
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![[Post New]](/s/i/i.gif) 2014/09/09 14:23:01
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Stealthy Space Wolves Scout
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An option I've been considering is to upgrade the Ancient to a WGPL and give him TDA and/or a SS to tank wounds for the pack.
I find my Long Fangs are often a priority target, so the points spent keeping them alive might be worth while.
Any thoughts?
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- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating |
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![[Post New]](/s/i/i.gif) 2014/09/09 14:54:36
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote:An option I've been considering is to upgrade the Ancient to a WGPL and give him TDA and/or a SS to tank wounds for the pack.
I find my Long Fangs are often a priority target, so the points spent keeping them alive might be worth while.
Any thoughts?
I am on the fence here.
I don't think Terminator Armor is necessary, you can still take the Strom Shield with the Power Armor.
The question becomes is it worth the loss of Firepower to you?
A fortification is also another option, personally I like the Skyshield Landing Pad. It cost less than 100 points and would give the whole pack a 4++ Save. Spend a little bit more on some Battlefield Debris and you can give another unit a Cover Save.
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![[Post New]](/s/i/i.gif) 2014/09/10 02:18:43
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Enginseer with a Wrench
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I've had a lot of success putting my long fangs in a bastion or bunker with an ammo dump. It works especially well for plasma cannons.
Great thread, btw. Very helpful. I'd love to get your thoughts on my list if you have a sec. Thanks!
http://www.dakkadakka.com/dakkaforum/posts/list/0/614441.page#7189385
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![[Post New]](/s/i/i.gif) 2014/09/10 11:46:13
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Been Around the Block
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Yeah great thread indeed!
I'm running a WGPL terminator as the Long fang ancient with a SS and stormbolter. And then I have them behind an ADL (with a Quad-gun manned by the Ancient, when facing flyer-heavy lists). It worked really well the last game (although I failed to protect them from an assault on turn 3). Next time I think I will put a Comm relay on the ADL instead to help get my Storm Eagle in already by turn 2.
Currently I join a Rune priest on a bike to a 3-man Thunderwolf unit. This worked out really great the last game. With Endurance or Life leech the unit becomes really resilient. And the RP can help soften up touch opponents with Smite if needed. I'm going to try using also an Iron priest in the unit, but I think the RP adds more to be honest.
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