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![[Post New]](/s/i/i.gif) 2014/09/10 11:55:25
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: Vindicator
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Vindicator
WARGEAR:
Demolisher Cannon [24”, S10, AP2, Ordinance, Large Blast]: Two Foot of Kill anything.
Searchlight: This will become useful with a HK Missile
Smoke launchers
OPTIONS:
>Dozer blade [Vehicles equipped with Dozer blades treat their front Armour as one higher than normal when ramming. Furthermore the vehicle can re-roll failed Dangerous Terrain tests.]: Why take this over a Siege Shield, you can find 5 points some place.
>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 out 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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a second weapon to take that Weapon Destroyed Result.
>Siege Shield [A vehicle with a siege shield automatically passes Dangerous Terrain tests.]: This an Auto Take if there ever was one.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Just a Siege Shield: For the budget minded this is probably the best choice if you plan on moving it.
Fully Loaded: Not to expensive and lets you do more than make craters.
Panzer Assault: Take 1-3 and be aggressive. Just keep moving 6” forward. Support it with other Vehicles, Rhinos, Razorbacks, Predators and Land Raiders. This will put all sorts of pressure on your opponent and you can use the other vehicles as cover.
Defense: Put it at the edge of your deployment zone in cover. A good choice if you know you are going second as you can get off a few shots before they get to close. Don't forget to back up to keep them at bay.
How to Support them:
Grey Hunters or Wolf Scouts: Work good as a form of bubble wrap. Keep them close to you. Placing both the Vindicator and Scouts [with Camo Cloaks] in Cover makes it tough to dig out.
Blood Claws, Thunderwolf Cavalry and Fenrisian Wolves: These make a good mobile cover.
Long Fangs: A Vindicator near them threatens Deep Striking Terminators and the like. The reverse is also true.
Sky-Shield Landing Pad: Put one on top and put up the shields for a 4++ Save. Lightly Cheesy, but worth the expression on your opponent's face. As if it is destroyed you can still drive out of it reliably as long as it does not become impassable.
Iron Priest: This is your best friend in the world with his ability to repair your Vindicator. If you are being aggressive, take a Thunderwolf.
Rune Priest: Divination gives you Re-Rolls and possibly other bonuses.
Ulrik the Slayer: His Preferred Enemy Bubble will give you Re-Rolls.
Automatically Appended Next Post: gruntl wrote: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.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
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.
That does look like a good combination.
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This message was edited 1 time. Last update was at 2014/09/10 12:01:35
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![[Post New]](/s/i/i.gif) 2014/09/10 12:25:56
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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Anpu42 wrote:
gruntl wrote: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.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
Oh yeah, a Combi-flamer could be nice. Need more bits for my termis...
Well, I own a Storm Eagle, and buying another flyer is not on the list  , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
I've been looking for ways to manipulate the reserve rolls as a Space wolves player, and a comm relay seems to be the cheapest option which also doesn't force me to completely build around getting the reserves in.
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![[Post New]](/s/i/i.gif) 2014/09/10 12:53:22
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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gruntl wrote: Anpu42 wrote:
gruntl wrote: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.
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient do deal with Assaults if it becomes an issue.
One trick is to go with a Stormwolf/Stormfang and Wolves Unleashed Detachment. Then on turn two you can choose to have Stormwolf/Stormfang to just come in.
Oh yeah, a Combi-flamer could be nice. Need more bits for my termis...
Well, I own a Storm Eagle, and buying another flyer is not on the list  , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
I've been looking for ways to manipulate the reserve rolls as a Space wolves player, and a comm relay seems to be the cheapest option which also doesn't force me to completely build around getting the reserves in.
I have been looking at using a triple Wolves Unleashed Detachment. Each with 3 Pods. I can get all 9 Pods on the board turn two. The only problem is I only own three Pods.
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![[Post New]](/s/i/i.gif) 2014/09/11 12:40:52
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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Anpu42 wrote: 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.
The question becomes is it worth the loss of Firepower to you?
I didn't really get this comment until I saw this....
Anpu42 wrote:gruntl wrote:I'm running a WGPL terminator as the Long fang ancient...
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient
What we're talking about is replacing the Ancient with the WGPL... not keeping the (useless) ancient and replacing one of the heavy weapon guys, so no loss in firepower.
Also, I *do* usually run them in cover, but they're seriously a bullet magnet, which is why I'm trying to give them a "tank"
gruntl wrote:Well, I own a Storm Eagle, and buying another flyer is not on the list  , also I'm already running Company of the Great Wolf detachment + CAD (for ObSec troops). I think the Wolves Unleashed is a bit underwhelming compared to the benefits you get for other detachments.
That describes my situation quite well
The new flyer looks great, and I'll probably get one one day, but I love my Storm Eagle - especially considering how much it cost, and how difficult they are to build
That detachment line-up looks to me like the best way to make the most of Space Wolves and all my theory-crafting at the moment is along those lines
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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) 2014/09/11 12:43:55
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: Whirlwind
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Whirlwind
WARGEAR:
Whirlwind Multiple Missile Launcher:
>Vengeance Missiles [12”-48”, S5, AP4, Barrage, Ordinance-1, Large Blast]: Pie for everyone.
>Incendiary Castellan Missiles [12”-48”, S4, AP5, Barrage, Ordinance-1, Large Blast]: Flaming Pie for everyone.
Searchlight
Smoke launchers
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.]: Not a bad choice if you are planning on being mobile, but unnecessary.
>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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a second weapon to take that Weapon Destroyed Result.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower. If you have 200 points left and 3 Open Heavy Support choice you can take three.
Fully Loaded: Not to expensive and lets you do more than make dead bodies.
Panzer Assault: Take 1-3 and be aggressive. Just keep moving 6” forward. Support it with other Vehicles, Rhinos, Razorbacks, Predators and Land Raiders. This will put all sorts of pressure on your opponent and you can use the other vehicles as cover. It is not necessary a good choice for a Whirlwind.
Defense: Put it at the back edge of your deployment zone in cover. A good choice if you know you are going second as you can get off a few shots before they get to close.
Vengeance Missiles: Good for dealing with Non-MEQs in the open or in cover.
Incendiary Castellan Missiles: Great for dealing with 5+ armor hiding in cover.
How to Support them:
Grey Hunters or Wolf Scouts: Work good as a form of bubble wrap. Keep them close to you. Placing both the Vindicator and Scouts [with Camo Cloaks] in Cover makes it tough to dig out.
Blood Claws, Thunderwolf Cavalry and Fenrisian Wolves: These make a good mobile cover.
Long Fangs: A Vindicator near them threatens Deep Striking Units and the like. The reverse is also true.
Sky-Shield Landing Pad: Put one on top and put up the shields for a 4++ Save. Lightly Cheesy, but worth the expression on your opponent's face. As if it is destroyed you can still drive out of it as long as it does not become impassable.
Iron Priest: This is your best friend in the world with his ability to repair your Vindicator. If you are being aggressive, take a Thunderwolf.
Rune Priest: Divination gives you Re-Rolls and possibly other bonuses.
Ulrik the Slayer: His Preferred Enemy Bubble will give you Re-Rolls.
Blocking Terrain: Your other great friend as you do not need to see your target.
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![[Post New]](/s/i/i.gif) 2014/09/11 14:08:57
Subject: Re: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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Anpu42 wrote:Long Fangs: A Vindicator near them threatens Deep Striking Units and the like. The reverse is also true.
I wasn't really sure what you meant by this when you mentioned it for the Vindicator, but I suspect it probably doesn't apply at all on the Whirlwind
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This message was edited 1 time. Last update was at 2014/09/11 14:09:29
- 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) 2014/09/11 14:21:42
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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karlosovic wrote: Anpu42 wrote:Long Fangs: A Vindicator near them threatens Deep Striking Units and the like. The reverse is also true.
I wasn't really sure what you meant by this when you mentioned it for the Vindicator, but I suspect it probably doesn't apply at all on the Whirlwind
Actually while not as good at the Vindicator it can still fire close to it's self. It is also safer than the Vindicator if is Scatters into the Long Fangs.
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![[Post New]](/s/i/i.gif) 2014/09/12 08:59:49
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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So you mean the tanks and Long Fangs would provide covering fire for each other... OK... sounds so obvious now that I think of it
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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) 2014/09/12 14:11:39
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: Predator Tank
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Predator
WARGEAR:
Auto-Cannon [48”, S7, AP4, Heavy-2]: Decent Long Range Cannon, has a issue with AV12/13 and AV14 is immune.
Searchlight
Smoke launchers
OPTIONS:
Replace Auto-Cannon with Twin Linked Las-Cannon [48”, S9, AP2, Heavy-1] This gives you a real good Anti-Tank Weapon
Take a pair of Sponsons each armed with the same pair of weapons.
>Heavy Bolters [36”, S5, AP4, Heavy-3]: Good for dealing with most Infantry, and can threaten Light Transports.
>Las-Cannon [48”, S9, AP2, Heavy-1] This gives you a real good Anti-Tank Weapon
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.]: Not a bad choice if you are planning on being mobile.
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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer. Nice and cheap, but not much killing power.
Dakka Pred: Keep the Auto-Cannon and add the Heavy Bolter Sponsons. This might not give you Anti-Tank, but should inflict lots of damage to Infantry, MCs, and Transports. I would add a Storm Bolter.
Infantry Support Tank: Use them to support your Infantry Advance by taking firing on other Infantry. You can also use your Infantry to keep your opponents Infantry off your Predator.
Tank Hunter: Take the Twin Linked Las-Cannon. This give you decent tank killing power that will probably not miss.
Heavy Tank Hunter: Take the Twin-Linked Las-Cannon and the Las-Cannon Sponsons. This will give you a lot of Firepower.
Sherman Fire Team: You got the points and the Slots take 2-3 Las Cannon Predators. Use them as a Team, like a Squadron to take on bigger opponents and FOW Vehicles. Use Bounding Fire and one of your Team Mates for Cover if you need it.
>Move two at Combat Speed and one at Cruising Speed maneuvering so the Cruiser provides cover for the other two, pop smoke if you need to. Rinse-Repeat.
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This message was edited 1 time. Last update was at 2014/09/12 23:45:13
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![[Post New]](/s/i/i.gif) 2014/09/12 15:42:43
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/8/14}
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Steadfast Grey Hunter
Boston, MA
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karlosovic wrote:Anpu42 wrote: 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.
The question becomes is it worth the loss of Firepower to you?
I didn't really get this comment until I saw this....
Anpu42 wrote:gruntl wrote:I'm running a WGPL terminator as the Long fang ancient...
You might want to consider a Combi-Flamer on the WGBL and Flamer on the Ancient
What we're talking about is replacing the Ancient with the WGPL... not keeping the (useless) ancient and replacing one of the heavy weapon guys, so no loss in firepower.
Also, I *do* usually run them in cover, but they're seriously a bullet magnet, which is why I'm trying to give them a "tank"
Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
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![[Post New]](/s/i/i.gif) 2014/09/12 18:41:19
Subject: 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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Fenris Frost wrote:
Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
I'm also keen on trying a bunker with my Long Fangs, but you cannot take both a Comm Relay and a gun emplacement on them (same as for an ADL, both are Battlement & Battlefield upgrades from which you can only choose one). But yeah, 90 pts for bunker, relay, and ammo store is pretty awesome.
If you do use a gun emplacement, would the Ancient then be counted as inside the building, or can he be shot at separately in some way?
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![[Post New]](/s/i/i.gif) 2014/09/12 19:08:43
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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I think I will add a Fortification Page at some point
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![[Post New]](/s/i/i.gif) 2014/09/12 23:38:32
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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Fenris Frost wrote:Just to throw this out there, but the Imperial Bunker from Stronghold Assault does the job of protecting Long Fangs nicely. AV14, protects them from assault, the fire points allow all the models to fire out no problem. If you take an emplaced weapon on the roof, the Ancient can fire it (and use split fire to good effect). You can also add an Ammo Store to the building to re-roll 1s to hit with all models inside. I'm using this with a 5-man Lascannon squad and it's pretty mean. If my Rune Priest rolls the power to give ignores cover I deploy him with these guys for full effect. This thing is only 90 points with a Comms Relay and Ammo Store so it is a good bonus for these guys.
I did mention fortifications somewhere but reading back it must have been another thread. I don't have a Bunker model (yet), but I bought that "Imperial Strongpoint" kit (2 bastions and 3 ADLs) a while back and I often make use of a fortification.
The trouble is... I like to take the Quad Cannon for some AAA, but it goes on the battlements - which means whoever crews it can be targeted (in cover, but still targeted). Same goes for any emplaced weapons.
Sometimes I put the Long Fangs inside for protection and have a unit of Plasma Grey Hunters on the battlements to crew the gun
Anpu42 wrote:Name: Predator Tank
...
>Las-Cannon [48”, S9, AP2, Heavy-1] Decent Long Range Cannon, has a issue with AV12/13 and AV14 is immune.
Copy-paste error
Anpu42 wrote:Sherman Fire Team: You got the points and the Slots take 2-3 Las Cannon Predators. Use them as a Team, like a Squadron to take on bigger opponents and FOW Vehicles. Use Bounding Fire and one of your Team Mates for Cover if you need it.
>Move two at Combat Speed and one at Cruising Speed maneuvering so the Cruiser provides cover for the other two, pop smoke if you need to. Rinse-Repeat.
You mentioned this Bounding Fire tactic some where else and it sounds good. I'm going to have to try running a few vehicles in a list sometime and try this out
Anpu42 wrote:I think I will add a Fortification Page at some point
Great idea
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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) 2014/09/13 11:51:12
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Name: Land Raider
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Heavy Bolters [36”, S5, AP4, Heavy-3]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Twin Linked Las Cannons [48”, S9, AP2, Heavy-1]: Can take down most Models. With the Twin-Linked it can even make it a makeshift AAA Platform.
Searchlight
Smoke launchers
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: 10 models/5 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank
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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You may need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Long Range Tank Hunter: If you take anything make it a HK Missile. You can sit 4' away and just blast your targets.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this the best choice. One you can get a good number of models in it and Most Power Armored Wolves have Frag Grenades. Powered Armored Wolf Guard and Grey Hunters seem to the best choices. Wolf guard can also take one as a Dedicated Transport.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 5 with a Heavy Weapon. If you plan on Assaulting out of it, just go for you might as well for Unwieldy Weapons if you feel you are going to be Assaulting though Cover.
PotMS: This give you the ability to kill two targets at once. Don't be afraid to target Transports. You have the ability to Kill 2 a turn or at least ruin their day. Most you only need a 2+ to Glance and a 3+ to Pen.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Crusader
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Hurricane Bolters [24”, S4, AP5, Rapid Fire-3]: Can take down most Infantry quickly.
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
Smoke launchers
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: 16 models/8 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank Weapon
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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this a good choice. One you can get a good number of models in it. Blood Claws lead by a Wolf Priest or Divination Rune Priest seem to the best choice.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 8 with a Heavy Weapon or multiple Characters. With the Frag Launcher gives you the ability to Assault at your full Initiative.
PotMS: This give you the ability to kill two targets at once. Use the Hurricane Bolters and the Assault Cannon against one and the the second Hurricane Bolter on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
Name: Land Raider Redeemer
FOC: Heavy Support
UNIT TYPE: Vehicle (Tank)
UNIT COMPOSITION: 1 Land Raider
WARGEAR:
Twin-Linked Assault Cannon [24”, S6, AP4, Heavy-4, Rending]: Great for taking down Infantry and Transports. With the Twin-Linked it can even make it a makeshift AAA Platform.
Two Flamestorm Cannons [Template, S6, AP3, Heavy-1]: Can take down most Infantry quickly once you are close enough. It can also penetrate a lot of Vehicle Armor. (I managed to catch two Land Speeders once with one and popped both in 5th)
Smoke launchers
Frag Assault Launchers: Any unit charging into close combat on the same turn as it disembarks from a Land Raider Crusader or Redeemer counts as having frag grenades.
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: 12 models/6 Terminators.
Fire Points: None.
Access Points: A Land Raider has one Access Point at the front of its hull and one on each side of its Hull.
OPTIONS:
Take a Multi-Melta [24”, S8, AP1, Melta, Heavy-1]: Great Anti-Tank Weapon
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 worth it as all it takes is one weapon destroyed result to make you mobile cover. It also give a extra weapon to take that Weapon Destroyed Result.
Use an Abuse
Bear Naked: No upgrades, no nothing. Still is a tough costumer with some killer firepower.
Tank Hunter: Take the Multi-Melta and possibly a HK Missile. You need to get close, but you should be able to so you might as well pick up a Storm Bolter while you are at it.
Markova Transport: You will be surrounded be the heaviest Armor in the game, you should feel safe getting there. And once you get there the Assault Ramp lets you pile out and Charge
>Power Armor Space Wolves: For this Land Raider, I think this the best choic. One you can get a good number of models in it and Most Power Armored Wolves have Frag Grenades. Powered Armored Wolf Guard and Grey Hunters seem to the best choices. Wolf guard can also take one as a Dedicated Transport.
>Terminator Wolf Guard: A good choice to get your Wolf Guard across the battlefield close. You can fit 6 with a Heavy Weapon and a Characters. With the Frag Launcher gives you the ability to Assault at your full Initiative.
PotMS: This give you the ability to kill two targets at once. Use the Flamestorm Cannon and the Assault Cannon against one and the the second Flamestorm Cannon on another. If you set it up right you can fire all of your anti-Infantry Weapons at one Target and the Multi-Melta at another.
[In one game I managed to get Njal's Redeemer right up against a line Khorne Berserkers. Allowing me to get both Flamestorm Cannons off catching the outer edges of the Squad. Then after feeding them Both Flamestorm Cannons, The Assault Cannons and the Storm Bolters killing of most of the Squad. Then I fired the Multi-Melta into the Chaos Dreadnaught behind the squad causing it to Explode in 6” Fire Ball killing off another 6 Berserkers in the explosion.]
AV14 Charge: Just move 12” on Turn-1 one and pop smoke. If you have 2-3 of them you opponent may need new undergarments.
1st Turn Assault [Works best if you go second]: Start at the forward edge of your Deployment Zone.
>Move 6”
>Disembark 6”
>Assault 2d6”
This will give you a 14-24” Assault Range.
Weapon Placement: This is a big one. If you put them in the Front Side Doors it give you a few inches of Range, but might cause an issue with disembarking. Placing them on the Rear Doors solves the Disembarking but might give your opponent cover.
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![[Post New]](/s/i/i.gif) 2014/09/14 14:10:35
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Formations and Detachments and other stuff
[This is new, but here is my evaluation of the Formations, Detachments and Objectives. I will add more as I get books]
Great Company Formation:
1 Wolf Lord
1 Wolf Guard Battle Leader
1 unit of Wolf Guard
5 units of Grey Hunters
1 unit of Wolf Scouts
3 units chosen from the following:
>Blood Claws
>Swiftclaws
>Skyclaws
2 units of Long Fangs
RESTRICTIONS:
One unit of Grey Hunters must include a Wolf Standard.
SPECIAL RULES:
Jarl of Russ: If this Formation is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Formation, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Formation (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units).
On a 6+, that unit has the Outflank special rule.
In addition, at the start of each of your turns after the first, you may select one unit from this Formation that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
The Howl of Wolves: As long as this Formation’s Wolf Lord is alive, all units in this Formation have the Fear and Furious Charge special rules.
What does all of this mean?
Model Count: This is going to take A LOT OF Models. Just ball parking it we are looking at 3,000-6000+ points easy.
Life Goal: Though I would look at it as a goal a Space Wolf Player to achieve.
Outflanking: I though this Formation would work best for Mechanized Wolves. However, with the quickly arriving Reserves this can make for a nasty Drop Wolf or Flying Wolf list.
You can also choose One Unit that is still in Reserves to show up. There is no Restriction to this other than it must be a Unit from this Formation. This guarantees that your Stormwolf filled with Ulrik and the Blood Claws enter on Turn Two!
The Howl of Wolves: This will be big for the whole army. Most of the Army will be S5 on the Assault [S6 for Thunderwolves and S7 Shield Bashes from Dreadnaughts]. This will also let Fenrisian Wolves Trash a lot of Tanks and Transports.
Combined Arms Detachment
HQ: 1-2
Troops: 2-6
Elites: 0-3
Fast Attack: 0-3
Heavy Support: 0-3
Lord of War: 0-1
Fortification: 0-1
Restrictions:
All units chosen must have the same Faction (or have no Faction).
Command Benefits:
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
What does all of this mean?
Model Count: This is a good solid start for a game. You can build it with a little as 11models.
A Good Start: Though I would look at it as a goal a Starting Space Wolf Player to achieve.
Objective Secure: This is great if you are planning on taking lots of Blood Claws and Grey Hunters.
A note on Objective Secured: If you are running small Troop list, Objective Secured can be sort of a waste.
The Wolves Unleashed Detachment:
HQ: 2-6
Troops: 2-6
Elites: 0-3
Fast Attack: 0-3
Heavy Support: 0-3
Lord of War: 0-1
Fortification: 0-1
Restrictions:
All units in this Detachment (except fortifications) must have the Space Wolves Faction.
Command Benefits:
Jarl of Russ: If this Detachment is chosen as your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in Codex: Space Wolves.
Cunning of the Wolf: Before Deployment, roll a D6 for each unit in this Detachment, adding +2 to the result if the unit’s Battlefield Role is Troops and it has been joined by an Independent Character from this Detachment (before rolling, inform your opponent which Independent Characters, if any, will start the game joined to which Troops units).
On a 6+, that unit has the Outflank special rule. In addition, at the start of each of your turns after the first, you may select one unit from this Detachment that is in Reserves. That unit automatically passes its Reserve Roll to arrive this turn (no dice roll is necessary).
What does all of this mean?
Model Count: This is a good solid start for a game. You can build it with a little as 12 models.
A Good Start: Though I would look at it as a goal a Starting Space Wolf Player to achieve.
Outflanking: I though this Detachment would work best for Mechanized Wolves. However, with the quickly arriving Reserves this can make for a nasty Drop Wolf or Flying Wolf list.
You can also choose One Unit that is still in Reserves to show up. There is no Restriction to this other than it must be a Unit from this Detachment. This guarantees that your Stormwolf filled with Ulrik and the Blood Claws enter on Turn Two!
This also makes it a game changer for your Wolf Scouts. You can now make sure that they show up when you Need Them. Wolf Scouts coming out of reserves loaded with a Melta-Gun, 2 Plasma Pistols and a Combi-Melta into your opponent's Armored Flank now becomes more Reliable. This will cut your opponent's Tank deployment down to a 4'x4' section of the board.
Multiple Detachments: Taking multiples of this Detachment lets you bring in Reserves even Faster! You will also end up with a Large number of Characters, but that is never that bad of a thing with Space Wolves.
Tactical Objectives:
11 OATH OF VENGEANCE: When this Tactical Objective is generated, your opponent must nominate one of his characters from his Army Roster. Score 1 Victory Point at the end of your turn if the chosen character has been removed as a casualty during this, or any previous turn.
>This can be a quick way to get a VP, but odds are your opponent is going to just pick someone nowhere close to being threaten. This might be a good one to get later in the game were choices are limited.
12 THE STUFF OF SAGAS: Score 1 Victory Point at the end of your turn if at least one enemy Vehicle or Monstrous Creature was destroyed during your turn. If any enemy Vehicle or Monstrous Creature was destroyed by a Space Wolves Character, score D3 Victory Points instead.
>This can be a good way to pick up d3 points, especially for a Thunderlord or Lone Wolf.
13 UNLEASH THE WOLVES: Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed during your Assault phase.
>Another good one to get at the right time, just before your Blood Claws Assault the Command Squad.
14 HOLD YOUR GROUND: When this Tactical Objective is generated your opponent must select a single objective marker that is within your table half. If you control that objective marker with the same unit at the end of two consecutive turns, score 2 Victory Points.
>This could be an issue if your opponent is set up to take an objective from you.
15 HUNT WITH CUNNING: Score 1 Victory Point at the end of your turn if at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during your turn. If at least one enemy unit was completely destroyed by a Space Wolves unit with the Scout, Infiltrate or Outflank special rules during the same turn that it arrived from Reserves, score D3 Victory Points instead.
>This is where you Melta-Scouts or Outflanking Melta Grey Hunters can really shine.
16 THE HEROES OF FENRIS: Score 1 Victory Point at the end of your turn if at least one of your Space Wolves characters issued or fought in a challenge during your turn. If between 3 and 5 of your Space Wolves characters issued or fought in a challenge during your turn, score D3 Victory points instead. If 6 or more of your Space Wolves characters issued or fought in a challenge during your turn, score D3+3 Victory Points instead.
>This one is probably only bad on Turn-1. The d3 VPs is probably easy to achieve on Turn 2+. the D3+3 VPs will only happen in higher point games.
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![[Post New]](/s/i/i.gif) 2014/09/15 13:31:14
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Allies: Battle Brothers
[This is new, but here is my evaluation of the Allies of the Space Wolves: Battle Brothers]
Adepta Sororitas
Astra Militarum
Blood Angels
Dark Angels
Grey Knights
Imperial Knights
Inquisition
Space Marines
Adepta Sororitas [Sisters of Battle]
As an Ally: Unless you have a large Sister's Force I don't think Space Wolves would make a Good Ally.
As Allies: They should make good Allies.
Troops:
Battle Sisters Squad: You are going to have to take one, so stick them on an Objective with two Flamers and Combi-Flamer and one power Weapon. Add a SW Character to them, a WGBL or Wolf Priest. This will give them Counter-Attack and with the Wolf Priest Preferred Enemy.
Elite:
Sisters Repentia: With the Eviscerators could do some nasty things in close combat vs. vehicles. This is a unit to take advantage of your FA Drop Pod or Stormwolf to target normal Tanks.
Fast Attack:
Seraphim Squad: Well they are sort of the opposite of Skyclaws, they are not as tough, but at better skilled. With the option of buckets of Bolt Pistols and Hand Flamers and/or Inferno Pistols they could be a real deadly force to your chosen target. Also without a Character Upgrade they are immune to Challenges.
Dominion Squad: Here is a nasty Squad you can Abuse. Shove them one of your FA Pods or a Storm Wolf. You can also use them to take/Hold Objectives. What you do with them depends on what you want to do with the 4 Special Weapons. Remember with all three option you can still Assault after firing.
>Storm Bolter: If you age going to use them to hold an Objective or a general Combat Unit you could take the Storm Bolter.
>Flamer: If you are planning on going for Infantry, this is probably the best choice. A Stormwolf or a Land Raider is probably a good choice. I think a Redeemer would be a good Fluffy Choice.
>Melta Gun: 4 Melta Guns out of a FA Pod can ruin anyone's day quickly, You can also scout with them if you need to.
Heavy Support:
Penitent Engine: Having trouble getting in close, Shove it into a FA Drop Pod and land it near an entrenched infantry unit. Don't expect miracles, but it is a fast way to get them in to combat quickly.
Retributor Squad: Similar to the Dominion Squad, but with bigger Guns. There job should be based on there weapons.
>Heavy Bolter: Good for dealing most infantry at range. I would suggest unsung them for Objective holding. If you decide to Pod them, I would toss a Divination Rune Priest for the Re-Rolls or a Wolf Priest.
>Heavy Flamer: Another good choice for a Drop Pod out out of a Stormwolf. You could even put them in a Stormfang.
>Multi-Melta: Great for Tank Hunting. Again a great choice for Podding or a Stormwolf. Another good choice to attack a Rune Priest or Wolf Priest for.
One I concept I was thinking about as an allied Force:
HQ: Canoness
Troop: Battle Sister Squad with a Flamer and Heavy Flamer in a Rhino
Heavy: Retributor Squad with 4 Heavy Flamers in a FA Pod and the Canoness.
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![[Post New]](/s/i/i.gif) 2014/09/16 13:11:49
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Astra Militarum [Imperial Guard]: Due to the large number of units I am going to highlight some of the more interesting options.
Can work well in both directions.
HQs:
Company Command Squad: I see the best thing out of a CCS is the Master of Ordinance and the Officer of the Fleet. Of coarse a CCS filled up with an Medic , 3x Melta-Guns and a pod. You could also put them with an ADL, Quad Gun and a Las Cannon.
>Master of Ordinance: He gives you Pie from Sky, witch can help a lot.
>Officer of the Fleet: Having your Pods come in on a 2+ can only be a good thing.
Tank Commander/Knight Commander Pask: For some of us Old School Wolves, this is a great way to get us our Leman Russ [Well 2-3] as part of our list. If you want to be traditional take the Exterminator. This can be a good way to add some reliable Anti-Tank to your list.
Troops:
Infantry Platoon: This is good to get a lot of cheep bodies on the field.
>Heavy Weapons Squads: These could be great way add some firepower to your army. A Rune Priest or Wolf Priest is a great way to offset their BS3.
>Special Weapons Squad: This one should go in a Pod most of the time.
1] Demolition Charge: Three out of FA Pod can do a lot of serious Damage, add a Deathwind Launcher for an 4th Lie Plate.
2 ] Flamer: Once more Three in a Pod to clear out intrenched Infantry.
3] Grenade Launcher: A relative cheap way to put out some Cupcakes.
4] Melta-Gun: Melta Guns out of a pod with a Rune Priest or Wolf Priest to take down Vehicles.
4] Plasma Gun: Theses wold work as both a Point Defense Unit on an Objective or out a Pod with a Wolf Priest for Monster Hunter
5] Sniper Rifle: 1-3 Sniper Squads could be handy. Put Ulrik between three of to increase their accuracy.
>Conscript Mob: A fun way to bring mas numbers to the battlefield. Give them a Rune Priest or Wolf Priest to lead them.
Veteran Squad: A good Unit to add some fire support. How you use them should depend on what gear you give them. If taken as allies this is a good choice for the one Troops Choice you take.
>Flamer: Great for taking Objectives and Holding them. I would also consider them in a FA Pod. I would also take Demolitions and or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Grenade Launcher: A relative cheap way to put out some Cupcakes. I would take these with the Mortar for lots of Cupcakes.
>Melta-Gun: great for Anti-Tank work. If you want to take a heavy weapon, go for the Las-Cannon. Good out of a pod, or a Stormwolf. I would also take Demolitions and or Grenadiers for them as they will be in the thick of things. Forward Sentries would be good of you are planning on using them to hold an Objectives.
>Plasma Gun: Theses would work as both a Point Defense Unit on an Objective or out a Pod. A good heavy Weapon would be a Las-Canon.
>Sniper Rifle: Make them Forward Sentries for the Camo Cloaks and use them in cover. Just about any heavy Weapon other than Heavy Flamer or Mortar.
>Auto-Cannon: Good Long Range Firepower. I would mix it with Plasma Guns or Grenade Launchers.
>Heavy Bolter: This gives you a great RoF, especially when mixed with Harker.
>Heavy Flamer: Works best with the Flamers and you can still can take Heavy Weapons Team, I would suggest if you want one take the Heavy Bolter.
>Las-Cannon: Great Anti-Tank Weapon, I would take it with Plasma-Guns just to keep your Squad focused on it's Anti-Armor Role.
>Missile Launcher: General Duty Weapon Jack of Trades Weapon. I would take Grenade Launchers with this. I would only take Flakk Missiles if you plan on taking an ADL with Quad Gun.
>Mortar: This gives you some light Artillery, especially when mixed with Grenade Launchers.
Elites:
Orgyns: These could easy represent some of the inhabitants of Fenris. Three of them in a Pod with a Wolf Priest could cause Complete Chaos. You could also put 5 and the Wolf Priest in a Stormwolf.
Bullgryns: You could use them like Orgyns. The other use would be as a mobile ADL for Dreads or other Vehicles. Attach a Wolf Priest to give them FNP.
Rattlings: Cheap Sniper Squad, Attach a Rune Priest or Wolf Priest for some Re-Rolls.
Wyrdvane Psykers: These are an interesting choice. They are cheep and can add a warp charge. One though about had was Njal or a Rune Priest with the Helm of Durfast in a Pod. The 5-9 Wyrdvane take divination to give Rune Priest Re-Rolls with Tempest Powers.
Fast Attack:
Scout Sentinel Squadron: This could be an interesting choice to give you some outflanking heavy Weapons.
Armored Sentinel Squadron: Relatively cheap Heavy Weapons.
Rough Riders: Well this could be a cheap bodyguard for your Thunderlord. Put your Riders on Goblin rider Wolves or even take Goblin Riders to represent some sort of monster from Fenris.
Hell-Hound Squadron: Fast moving light tanks could be a nice addition to a TWC list to add some firepower that can keep up.
Valkyrie Squadron: A cheep way to create an Air Wolf List. Just take 3 Grey Hunters in a three Valkyrie Squadron. The big advantage it they will all show up on the same turn.
Vendetta Squadron: This could be a good choice to add some Air Defense to your list.
Heavy Support:
Leman Russ Squadron: This can add both Anti-Tank to Anti-Infantry to your List.
Hydra Battery: Relatively Cheap AAA Defense.
Basilisk Battery: Not Cheap, but if you feel you need heavy Artillery it is hard to beat.
Wyvern Battery: A good option for a replacement for the Whirlwind. And you can get them in 3s.
Manticore: Another Artillery piece, though I would be wary if you are running an aggressive list, friendly fire could be an issue.
Deathstrike Missile: Like the Manticore and the fact it goes off later in the game you could end up with a Friendly Fire.
One I concept I was thinking about as an allied Force:
HQ: Commander Pask with a Vanquisher and an Exterminator.
Troop: Plasma-Vets as an Objective Holder
Elite: Bullgryns in a Pod with a Wolf Priest to give cover for Murderfang on the Drop.
Fast Attack: 3x Valkyries loaded with ex Grey Hunters and Wolf Guard.
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![[Post New]](/s/i/i.gif) 2014/09/17 14:19:37
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Blood Angels: If the rumors are true in a few month I will have to rebuild this one.
HQs:
Commander Dante: He gives you Access to Sanguinary Guard as Troops.
Troops:
Tactical Squads: Well, you can use them to take hold Objectives using their Fast Rhino's.
Assault Squads: This gives you an anti tank unit or Infantry unit with there Infernus Pistol and Hand Flamer.
Death Company: Similar to Wolf Guard, but are fearless and Relentless without all of the options.
Death Company Dreadnaught: A nasty Dread.
Elite:
Sanguinary Guard: Well it is a 2+ Assault Squad and a good bodyguard.
Furioso Dreadnaught: A trough Dreadnaught that if you can get it into Close Combat could be real nasty.
Furioso Librarian Dreadnaught: A Psychic Dreadnaught could be an interesting addition to your force.
Terminator Squad [Both]: Well the only reason to take Blood Angel Terminators over Terminator Wolf Guard if Price.
TechMarine: The big advantage for the TechMarine is his Bolster Defenses.
Sternguard: This is a great choice. With their Special Ammunition and ability to take 2 Special Weapons could easily stand in for Wolf Guard.
Sanguinary Priest: Another good choice to add FNP [5+] to one of your Space Wolf units. Add one to your Thunderwolf Calvary on a Bike or a Wolf Guard Terminator Pack.
Fast Attack:
Vanguard Veterans: Similar to Wolf Guard, but most of the options are more expensive.
Baal Predator: Fast close support tank, could defiantly be worth it.
Attack Bike Squad: Not a bad choice to get 1-3 Multi-Meltas quickly across the field.
Bike Squad: A mid way choice between Swiftclaws and Wolf Guard Bikers.
Scout Bike Squad: Swiftclaws with Scout.
Heavy Support:
Dreadnaught: An easy way to add another Dreadnaught to your list,
Stormraven Gunship: Now this is a reason to take Blood Angels as a Ally. Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: With being Fast Vehicles these can be a great asset. All of them can mover 12” and Fire there basic Weapons.
One I concept I was thinking about as an allied Force:
HQ: Captain with Jump pack, Lighting Claw and Power fist along with an Honor Guard armed about the same.
Troop: Tactical Squad with Plasma Gun and Plasma Cannon as an Objective Holder
Elite: Plasma Armed Sternguard.
Heavy Support: Stormraven for the Sternguard and Murderfang.
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This message was edited 1 time. Last update was at 2014/09/17 14:20:35
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![[Post New]](/s/i/i.gif) 2014/09/18 15:56:22
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Dark Angels: I know that Dark Angels and Space Wolves don't get along completely, but they can make great Allies.
HQs:
Azrael: Mostly a good choice because he unlock Terminators and Bikes as Troops. That and his ability to choose his Warlord Trait.
Belial: Making Terminators Troops is one big thing, but he can open up the ability to take three Deathwing Terminator Squads for use as an ally. [Deathwing Command Squad, Deathwing Knights, and a Deathwing Terminator Squad]. He can also pace them exactly where you want them on Turn 1 or 2.
Sammael: Similar to Belial, but with Bikes [Ravenwing Command Squad, Ravenwing Bike Squad and Ravenwing Bikes]. He also has his Flying Land Raider of Doom. He make a good choice for Thunderwolf Cavalry or Bikers with his Hit an Run.
Company Master, Interrogator Chaplin, Chaplin, Librarian and TechMarine: Most of these are ok choices, but the big reason is to get your hands on a Power-field Generator and its 3” 4++ Bubble. Pod one of these in near your Dreads and/or Grey Hunters for extra survivability. Put your TechMarine on a Bike for Your Bikers and/or Thunderwolf Cavalry. One would also be a good with your Long Fangs.
Deathwing Command Squad: This could make a good Bodyguard for one of your Wolf Lord, but I think they make work best escorting Arjac. Deep-strike, Assault Cannon tears into one Tank and then Arjac throws his Hammer at a second one.
Ravenwing Command Squad: This is a big one for either your Thunderlord or Bikerlord because of their Hit and Run and Apothecary. The Teleport Homer can also be great for your Deep-striking Wolf Guard and/or Lone Wolves.
Troops:
Tactical Squads/Scouts: Both are good solid choices, but you are not normality what going to ally for. Most likely this slot is going to be filled with Terminators or Bikers.
Elites:
Veteran Squad: An interesting choice, very similar to Wolf Guard, but able to take Special/Heavy Weapons.
Deathwing Knights: A Nasty choice to take as an Elite Choice. This gives you a good Bodyguard for Belial. Their Fortress of Shields only work on DA Units so it is not a real good choice for any others.
Deathwing Terminators: Isn't this the reason you are allaying with Dark Angels in the first place [or Ravenwing Bike]. While not as versatile as your Wolf Guard they can prove to make an interesting unit. Take a mix of Thunder Hammer/Storm Shields or Paired Lighting Claws and a Assault Cannon or Heavy Flamer for Close Combat. You could also go with a Cyclone or Plasma Cannon for Long Range work. Both would become good Taking and/or Holding Objectives.
Dreadnaught: I would just make it a Deathwing Vehicle for its benefits, beyond that this choice is nothing Special.
Fast Attack:
Ravenwing Attack Squadron: Isn't this the reason you are allaying with Dark Angels in the first place [or Deathwing Terminators]. A good choice to act as a bodyguard for your Bikerlord or Thunderlord with their Hit and Run.
Ravenwing Support Squadron: This gives you up to 5 Land Speeders giving you a lot of Mobile Firepower.
Ravenwing Knights: Similar to the Ravenwing Attack squadron, but with better weapons. This is also a good choice fro a biker army lead by Sammael.
Ravenwing Darkshroud: The Shroud of Angels gives you a 6” Stealth Bubble. This can be a good thing with your Wolf Scouts and vehicles that pop Smoke. Even in the open a 6+ Cover Save can save many units.
Nephilim Jetfighter: An ok Flyer. Its big thins are the Twin Linked Las-Cannon and Unrelenting Hunter. The ability it have a 2 in 6 chance of an Immobilized is over looked by a lot, but it can cause havoc with Zooming Fliers. The Avenger Mega-Bolter only looks to be good vs. Mob/Swarm Armies.
Ravenwing Dark Talon: A So-So fighter Bomber. It does suffers when Jinking as it shuts down 2 of its 3 weapons. When you can fire them off it is devastating, but should only be taken if you know your opponent has no AAA.
Heavy Support:
Devastator Squad: Can add some more firepower to your list, but nothing Special.
Predator/Whirlwind/Vindicator: Well you can add another one to your list.
Land Raiders: When taken as a Dedicated Transport of Inner Circle Units you can add the “Venerable” to one.
Land Speeder Vengeance: This look like a good choice for a fast moving Vehicle/Monster Hunter. Could benefit from a Rune Priest on a Bike following it.
One I concept I was thinking about as an allied Force:
HQ: Belial and a Deathwing Command Squad (Champion, Apothecary, Standard of Fortitude or Retribution, Assault Cannon)
Troop: 10 Models Deathwing Terminator Squad with a pair of Plasma Cannons and possibly a second one with Cyclones.
Elite: Deathwing Knights (Belial's Bodyguard)
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![[Post New]](/s/i/i.gif) 2014/09/19 15:40:01
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/12/14}
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Grim Rune Priest in the Eye of the Storm
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Grey Knights: This can be fun with their Love Hate Relationship.
The Aegis: That and the Aegis will make Denying the Witch so much easier.
Lord of War:
Kaldor Draigo: He brings his Psychic Powers mostly
>Banishment: Helps when dealing with Daemons
>Gate of Infinity: This could be a fun way to quickly get your Wolf Guard or Thunderwolf Cavalry.
>Hammer Hand: Once more a real buff to Wolf Guard or Thunderwolf Cavalry. Just think about those Thunderwolf Wolf Claws at S8.
>Purge Soul: Well a quick way to hurt a Character or MC.
Add a Divination Rune Priest to hive him more Warp Charges and re-Rolls.
HQs:
Grand Master/Brother Captain: Both are good choices to lead your Grey Knights.
Brother Captain Stern: Is probably not going to add much unless you are fighting Daemons.
Brotherhood Champion: He looks good to be choice if you need one in Power Armor. Think of him leading a Pack of Blood Claws out of Stormwolf after casting Hammer Hand.
Castellan Crowe: Similar to the Brotherhood Champion, but he can trash most targets and and if is your Warlord his unit gains Hammer of Wrath.
Librarian: He gives a level 3 Psyker and with the book give you a good chance of getting the powers you want.
TechMarine: With an HQ you can take a TechMarine. This gives you both an extra Psyker and Bolster defenses.
Troops:
Strike Squad: This gives you a Psychic Deep Striking unit. They could be good for both taking and Holding objectives. Though to take advantage of their deep striking you would need you Wolf Lord to take Terminator Armor.
Terminators: These are as cheep as your own Terminator, but with Psychic Powers. Probably a better choice of the two choices.
Elites:
Purifiers: These are a nasty choice to quickly clear out an area. Take a full 10 model Squad and shove them in a FA Pod and then Combat Squad, kick off 2 Cleansing Flames and then your 4 Heavy Weapons. You can also pull off the same trick with a Stormraven or Stormwolf.
Paladin Squad: Great choice for taking out priority targets.
Dreadnaught: A little pricy, though it does add a Warp Charge and its Sanctuary Power can help keep it alive. Could be a great choice to take as a Rifleman Dread near your Long Fangs to make it harder for Daemons to Assault.
Fast Attack:
Dedicated Transports [Rhino, Razorback]: Not much these can add to your Space Wolves.
Space Wolf Drop Pod: This can be a big thing, especially for Purifiers and Purgation Squads.
Interceptor Squad: With there Shunting they can add heavily to a opening Drop Pod Assault.
Stormraven Gunship: Now this is a reason to take Grey Knights as a Ally. Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
Heavy Support:
Purgation Squad: Another good choice for one of your FA Pods. You could even take a Terminator and still get all 4 Special Weapon. Or go with a Stormraven or Stormwolf. They are also a good candidate for a Stormfang.
Nemesis Dreadknight: With a Personal Teleporter and Sanctuary could also add a good boost to a Drop Pod Assault with an Interceptor Squad.
Land Raiders [All Types]: Thy would only add to the number your own Land Raiders.
One I concept I was thinking about as an allied Force:
HQ: Librarian with the book teamed up with the Terminators
Troop: Terminator Squad with Psycannons
Elite: Purifier Squad with 4 Incinerators in a FA Pod
Fast Attack: Interceptors with Incinerators.
Heavy Support: Either a Nemesis Dreadknight or Purgation Squad with 4 Incinerators in a FA Pod.
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![[Post New]](/s/i/i.gif) 2014/09/20 04:25:10
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Had some Edits}
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Enginseer with a Wrench
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Anpu42 wrote: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]
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.
I think you left out the murderlust special rule
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![[Post New]](/s/i/i.gif) 2014/09/20 12:29:49
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {Even More Edits 9/20/14}
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Grim Rune Priest in the Eye of the Storm
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Imperial Knights: These could really increase you Firepower, but for a huge price tag.
Knight Paladin:
Wargear:
2x Heavy Stubbers [36”, S4, AP6, Heavy-3]: They are basically weak Heavy Bolters.
Rapid-Fire Battle-Cannon [72”, S8, AP3, Ordinance-2, Large Blast]: Long Range Pie-Cannon. Can be devastating vs most targets, AV-14 might give you some issues.
Reaper Chain-Sword [SD, AP2, Melee]: This is a great weapon vs EVERYTHING with its 3 Attack.
Ion Shield: Pick a side 4++ Save.
Stomp Attack: Stomp! Stomp! Stomp! For Justice. [1d3 Cupcakes that can crush most things]
SPECIAL RULES:
Fear: Well you should be afraid of it!
Hammer of Wrath: A free S10 Attack!
Invincible Behemoth: Make this model really hard to kill.
Move Through Cover: Is pretty much that, it moves though Difficult Terrain quickly.
Relentless: Can Move and Shoot
Smash: All Close Combat Attacks are AP2
Strikedown: Most models can be knocked over when hit with a Melee Attack.
I think would be best as a Backfield Support and Counter Assault Weapon. Its 72” range of Death Pie should be the main reason to take this for dealing with Non-Tank Armies. Then if something is Brave enough to get close rush forward, kick it, hack it a few times and then stomp on it, it should go away.
Knight Errant:
Wargear:
2x Heavy Stubbers [36”, S4, AP6, Heavy-3]: The are basically weak Heavy Bolters.
Thermal Cannon [36”, S9, AP1, Heavy-1, Large Blast, Melta]: This is a Mid-Ranged Tank Hunter.
Reaper Chain-Sword [SD, AP2, Melee]: This is a great weapon vs EVERYTHING with its 3 Attack.
Ion Shield: Pick a side 4++ Save.
Stomp Attack: Stomp! Stomp! Stomp! For Justice. [1d3 Cupcakes that can crush most things]
SPECIAL RULES:
Fear: Well you should be afraid of it!
Hammer of Wrath: A free S10 Attack!
Invincible Behemoth: Make this model really hard to kill.
Move Through Cover: Is pretty much that, it moves though Difficult Terrain quickly.
Relentless: Can Move and Shoot
Smash: All Close Combat Attacks are AP2
Strikedown: Most models can be knocked over when hit with a Melee Attack.
If you are running an aggressive List, this is the Knight for you. It also can make a very BIG Distraction for your Drop Pods. Who is going to care about Murderfang when this thing just waddled up 12” and Dropped a Molten Pie Plate on your Land Raiders Still Sitting there on turn one.
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![[Post New]](/s/i/i.gif) 2014/09/21 03:17:46
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Stealthy Space Wolves Scout
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How about a tactica on the relevant strengths and synergies of the different Psychic disciplines?
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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) 2014/09/21 14:03:56
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Grim Rune Priest in the Eye of the Storm
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Inquisition: Space Wolves normally don't get along, but they can work together. This is defiantly is one of the better choices as an Ally.
HQs:
Inquisitor Coteaz: Well other than him being a Level- Psyker, his big thing looks to be I've Been Expecting You! Place him near an Objective or two and keep the Deep-Strikes at bay.
Inquisitor Karamazov: He looks to be a fun one to take. He has a good array of Weapons including his Orbital Bombardment. His Dread Reputation will also keep units near him in the fight. His “By Any Means Necessary! Power is probably the most abuse-able Rule. Take a Lone Wolf with Storm Shield and wait for him to be engaged in Melee and then drop the “Pie From The Sky” on him. There is a 2/3 chance of your Lone Wolf surviving with out a wound.
ORDO MALLEUS INQUISITOR: Looks to be a good solid choice. One of the things he can do is take Terminator Armor with a Psycannon. He can also take Servo-Sculls to restrict your Enemies Deployment of Troops.
ORDO HERETICUS INQUISITOR: This is who you take to create an Anti-Psyker Unit. Take a Null Rod and Psyocculum, the attach him to a Long Fangs Pack loaded with Plasma Cannons. You are now Immune to Psychic Powers and are BS 10 vs them.
ORDO XENOS INQUISITOR: Another Solid Choice with his mix of Wargear. I would take him with Wolf Guard to represent Death-Watch.
Elite:
INQUISITORIAL HENCHMEN WARBAND: This is a Swiss Army Knife with its ability to be tooled up to do anything.
>Acolyte: These are the core with their ability to take most everything. [I usaly take 3 with Plasma Guns and the Rest with Hot-Shot Las-Guns to deal with MEQs.
>Arco-flagellant: Cheap FNP Melee Specialist, You get what you pay for. You probably only need 2-3 in a squad.
>Crusaders: A Power Weapon and a Storm Shield. These are a great choice for helping keep your Squad Alive. You probably only need 2-3 in a squad.
>Daemonhost: I find it hard to justify taking one of these with a Space Wolf Army, but it could prove to be an interesting choice. Their Powers are so random.
>Death Cult Assassin:A Fast Killing Machine. Give them two different Power Weapons [Like a Axe and a Maul] to add to their Flexibility. You probably only need 2-3 in a squad.
>Jokaero Weaponsmith: These are an oddity, but with there ability to modify your Warband's Weapons it is worth taking 1-3 at most. Of course with their ability to make multiple Heavy Weapons you could take a whole bunch become a very deadly force.
>Ministorum Priest: This give your unit Zealot.
>Mystic: Gives you Non-Scatter Deep Strikes.
>Psyker: Gives you a Psychic Attack.
>Servitor: Good for keeping your Vehicle Alive and up to 3 of them can take a Heavy Weapon.
Dedicated Transports:
>Rhino: Basically the same, but you can make your Storm Bolters S5.
>Razorback: Basically the same, but you can take Psybolt Ammunition and Psyflame Ammunition.
>Chimera: A Good sized Troop Transport with Firing Ports. With Psybolt Ammunition and Psyflame Ammunition you can really increase the killing power your Heavy Bolters and Heavy Flamers.
>Valkyrie: Good Cheap Air Transport.
>Land Raider: Good Solid Transport. Psybolt Ammunition can really help the Heavy Bolter.
>Land Raider Crusader: Popular High Capacity Transport that Truly benefits from Psybolt Ammunition.
>Land Raider Redeemer: Perfect sized for your Warband, though it takes both Psybolt Ammunition and Psyflame Ammunition, but can be totally worth it. Automatically Appended Next Post: karlosovic wrote:How about a tactica on the relevant strengths and synergies of the different Psychic disciplines?
I probably will, I just make it in a separate thread though.
I got Grey Knights on deck right now. I will start that one up in a few days.
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This message was edited 1 time. Last update was at 2014/09/21 14:06:06
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![[Post New]](/s/i/i.gif) 2014/09/21 23:10:56
Subject: Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Perfect Shot Dark Angels Predator Pilot
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Subbed.
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![[Post New]](/s/i/i.gif) 2014/09/22 14:54:35
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Grim Rune Priest in the Eye of the Storm
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Space Marines: Here is where the Real Fun begins. I will probably only talk about Special Characters in Detail if they have a Real Effect
HQs:
MARNEUS CALGAR [Ultra-Marines]: Other than his ability to use an Extra Chapter Tactics his other big thing is the multiple Honor Guards he can take. He could make a good Character to come in with Wolf Guard Terminators.
CAPTAIN SICARIUS [Ultra-Marines]: His Big one it +1 To Reserve Rolls.
CHIEF LIBRARIAN TIGURIUS [Ultra-Marines]: He is a Mastery Level-3 Psyker that can take Pyromancy. He can also Re-Roll for what Powers he can take giving you a better chance to get the powers you want.
CHAPLAIN CASSIUS [Ultra-Marines]: His big thing is Preferred Enemy [Tyranids], that and Fearless. He could make a good Leader for your Stormwolf Blood Claws.
KOR'SARRO KHAN [White Scars]:He give you Hit & Run to any unit he is attached to. Put him on Moondrakkan and stick him with your Thunderwolf Cavalry for some real fun.
VULKAN HE'STAN [Salamanders]: He does not add much to the Wolves, but a Melta-Gun Armed Sternguard or Multi-Melta Armed Devastators out a Pod on the other hand.
SHADOW CAPTAIN SHRIKE [Raven Guard]: Attaching him to some Skyclaws for some Stealth and Infiltrating goodness.
CAPTAIN LYSANDER [Imperial Fist]: His 2+/3++ and Eternal Warrior makes him a Tank. Team him up with some Terminator Wolf Guard to give Arjac for some real staying Power.
PEDRO KANTOR [Crimson Fist]: His biggest thing would be his making Sternguard OS Unit.
HIGH MARSHAL HELBRECHT [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader.
CHAPLAIN GRIMALDUS [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader.
THE EMPEROR'S CHAMPION [Black Templars]: He gives whatever unit his is with Adamamium Will and Crusader. He is also brutal in Challenges.
CHAPTER MASTER: He may nor add anything Specific other than any bennies from Chapter Tactics you can get from having him as part of your Unit. Though he can make Bakes Troops and an Orbital Strike. He also unlocks the Honor Guard.
HONOUR GUARD: A solid 2+ Save unit. This could make a good Body Guard for a Character.
CAPTAIN: Well he is a good HQ Choice. If he takes a Bike he can also make Bikes Troops.
TERMINATOR CAPTAIN: Similar to the Captain, thou he fits well with Terminator Wolf Guard.
COMMAND SQUAD: These could really add something to Your Space Wolves. Either as a Plasma/Melta Unit or a Close combat Unit. A Close Combat Kit with Champion, Apothecary in a Drop Pod could make a nice Bodyguard for your Wolf Lord. You can also take Bikes and Grav-Guns to go with your Thunderlord [Just go with White Scars for Hit and Run].
LIBRARIAN: This is a way to add Pyromancy to your Army or just to add 1-2 Warp Charges. One in Terminator Armor can also take a Storm Shield.
CHAPLAIN: A good cheap way to give you a 4++ Save as a HQ.
MASTER OF THE FORGE: This is a great choice for an HQ. He opens up Dreads as a Heavy Slot and Bolster Defenses.
TECHMARINE: As you can take one for each HQ you can take a MotF and a TechMarine and bolster a second Ruin.
Troops:
TACTICAL SQUAD: There use depends on what you want to do with them. It also gives a option to take a Grav-Weapon or two.
SCOUT SQUAD: Nice and Cheap objective holders. You can tool them up three basic ways.
>Assault Scouts: Bolt Pistols and Close Combat Weapons or Shotgun. Put 5 of them in a Land Speeder Storm and ho hunting for Objectives. [I would take White Scars]
>Bolter Scouts: Just let them keep their Bolt Guns. Put them in a Land Speeder Storm and perform Drive-By-Shootings, A Heavy Bolter might be good to. [Imperial Fist would be a good choice.]
>Sniper Scouts: Take Sniper Rifles and Camo Cloaks and park yourself in that Bolstered Ruin with an objective. Both a Heavy Bolter and Missile Launcher are good Choices.
>SERGEANT TELION [Ultra-Marines]: A good choice for Scout Snipers. You could also take a Missile Launcher with Flakk to deal with Fliers using a BS6 or the Heavy Bolter for dealing with Hordes.
CRUSADER SQUAD: An interesting choice. A good choice for them might be to throw them into a Stormwolf to get them into Close Combat Quickly.
Dedicated Transports: The Rhino, Razorback and Drop Pod are just like the Space Wolves ones.
Land Speeder Storm: Can only be taken by the Space Marines Scouts, but one could always after deployment put your Wolf Scouts in it. I would suggest if you are going to that take the 2 Plasma Pistols and a Melta-Gun for Tank Hunting.
Elites:
VANGUARD VETERAN SQUAD: Similar to Wolf Guard set up for Close Combat work. They would probably be best when kept cheap or as an Elite Body Guard with Storm Shields. They would also go good with a Stormwolf.
STERNGUARD VETERAN SQUAD: Once more a good choice to use like Wolf Guard. One option could be putting a 5-6 model Squad loaded with Grav, Melta or Plasma in a Stormfang for dropping off as some point.
DREADNOUGHT: This is a good place add one more to your list.
IRONCLAD DREADNOUGHT: This gives you an option to take a nasty Close Combat Dreadnaught.
LEGION OF THE DAMNED: Why not add them. It is a nasty 3+/3++ Relentless Squad that Deep Strikes in at some point. This can be a great Unit to soak up damage while at the same time taking down primary targets.
TERMINATOR SQUAD: Well it may not be as cheap as basic Wolf Guard Terminators, but if you want lots of Power Fist and Chain Fist this is a cheaper way to go. You can fit 5 in a FA Pod for 1st Turn entry.
TERMINATOR ASSAULT SQUAD: If you want lots of Thunder Hammer/Storm Shield Terminators this is the way to go. You can fit 5 in a FA Pod for 1st Turn entry.
CENTURION ASSAULT SQUAD: Maybe not the greatest choice, but Space Wolves can take great advantage of them. Put 4-5 of them in a Stormwolf along with a Space Wolf Character like a Rune Priest or Wolf Lord. This will let them Assault at they leave and Counter Attack.
Fast Attack:
ASSAULT SQUAD: This will give you an alternate for Skyclaws.
LAND SPEEDER SQUADRON: Give you access to more Land Speeders.
STORMTALON GUNSHIP: This give you access to an Air-Superiority Fighter that could come in with your Stormwolf.
BIKE SQUAD: Gives you an alternate or addition to your Swiftclaws. You can also take 2 Grav-Guns.
ATTACK BIKE SQUAD: Gives you the 1-3 independent Attack Bikes. I would suggest going with Multi-Meltas and Vulcan for real tank hunting.
SCOUT BIKE SQUAD: A good alternate to Swiftclaws.
Heavy Support: I am not going to bother with the Predator, Whirlwind, Vindicator and Land Raiders. They are just like the normal Space Wolf Ones.
Sergeant Chronus [Ultra-Marines Tank Commander]: Chronus is always bought HS an upgrade and starts tl1c game a.~ commander of an Ultra-Marines Tank (sec the army list). Use the tank commander model of Chronus to represent this. Chronus. Tank has the It Will Not Die .special n 1k. Furthermore. It ignores the effects Crew Shaken or Crew Stunned results, though it .still loses a Hull Point as normal. The Tank uses Chronus' Ballistic Skill of 5.
DEVASTATOR SQUAD: Like your Long Fangs, but less big guns and more possible bodies. One option is to take a few extra bodies, an ADL and a Quad Gun with Flakk Missiles for a decent AAA unit. Add a Divination Priest for lots of Re-Rolls.
CENTURION DEVASTATOR SQUAD: There are three basic ways to use them with Transport options.
>Base: Just keep the Heavy Bolters and Hurricane Bolter. This makes a good Anti-Swarm/Horde unit.
>Anti-Armor: Take the Grav-Cannons and Missile Launcher. This should deal with most MEQ, TEQ and MCs.
>Anti-Tank: Go with the Las-Cannons and Missile Launchers.
>Foot: This is a good choice to hold Objectives, maybe for walking fire.
>Drop Pod: Just three in a Drop Pod. Add Character of choice and go hunting.
>Stormwolf: This option can carry up to 5 Centurions and a Character.
THUNDERFIRE CANNON: This gives you a nice Fire Support Unit + a TechMarine. The Cannon itself give you the ability to attack multiple types of targets at 5'. The TechMarine also give you another chance to Bolster Defenses.
HUNTER AAA Tank [60”, S7, AP2, Heavy-1, Armor Bane, Savant Lock, Skyfire]: This weapon will hit Fliers, MCs and Skimmers Hard. If you miss a Flier or FMC it will continue to chase it around until it hits or the target leaves the board. Just think about that Dark Eldar Raider being hit by a 7+2d6 AP Attack. A Divination Priest will help a lot with hitting.
Stalker AAA Tank [One Target at BS4, 48”, S7, AP4, Heavy-4, Skyfire, Twin-Linked or Two Targets at BS-2, 48”, S7, AP4, Heavy-4, Skyfire: This is a good AAA Unit for taking on multiple targets. It can make quick work of Fliers and Skimmers. Add a Divination Priest to make shooting at two targets more Reliable.
Stormraven Gunship: Take a Stormraven fill it with Grey Hunters or Wolf Guard and Murderfang. After getting into position you can Assault with your Passengers and Murderfang strait into Melee.
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![[Post New]](/s/i/i.gif) 2014/09/23 06:09:19
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Stealthy Space Wolves Scout
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Anpu42 wrote: karlosovic wrote:How about a tactica on the relevant strengths and synergies of the different Psychic disciplines?
I probably will, I just make it in a separate thread though.
I just meant the disciplines available to Space Wolves, and synergy between Rune Priests using those decks and the rest of the army
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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) 2014/09/23 11:47:57
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Grim Rune Priest in the Eye of the Storm
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karlosovic wrote: Anpu42 wrote: karlosovic wrote:How about a tactica on the relevant strengths and synergies of the different Psychic disciplines?
I probably will, I just make it in a separate thread though.
I just meant the disciplines available to Space Wolves, and synergy between Rune Priests using those decks and the rest of the army
Ok, give me a day or so. Almost finished with the Grey Knights.
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This message was edited 1 time. Last update was at 2014/09/23 11:54:50
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![[Post New]](/s/i/i.gif) 2014/09/24 13:16:54
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Grim Rune Priest in the Eye of the Storm
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Psychic Powers:
BIOMANCY:
A good choice if you want to be involved in Close Combat.
PRIMARIS POWER:
SMITE [Warp Charge 1]
Smite is a Witchfire Power [18”, S4, AP2, Assault-4]
This Biomancy Power is cheap to cast and can wreck havoc on most models, it could even pop Transports.
#1 IRON ARM [Warp Charge 1]
Iron Arm is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker has +3 to his Strength and Toughness and he gains the Smash special rule.
This is a brutal Power. It quickly makes your Force Axe S8 and your Toughness 7, 8 on a Bike.
>Force Axe [S8, AP2, Force, Unwieldy]
>Force Staff [S9, AP4, Force Concussive]
>Force Sword [S7, AP3, Force]
#2 ENFEEBLE [Warp Charge 1]
Enfeeble is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, the target unit suffers a -1 penalty to both Strength and Toughness, and treats all terrain (even open ground) as difficult terrain.
A nasty power. If it takes affect though it can make a big difference. Most T3 armies are not being ID by your S4 Attack and makes T4 Armies vulnerable to ID to your Plasma or Frost Axes.
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
#4 WARP SPEED [Warp Charge 1]
Warp Speed is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker has +3 to his Initiative and Attacks and he gains the Fleet special rule.
Another nasty Power to buff your Rune Priest giving you I7 and 5 or 6 Attacks.
#5 ENDURANCE [Warp Charge 2]
Endurance is a blessing that targets a single friendly unit within 24". Whilst the power is in effect, all models in the target unit gain the Eternal Warrior, Feel No Pain (4+) and Relentless special rules.
While not cheap he can make a unit hard to kill.
>Bikers or Thunderwolf Cavalry: Makes them Real Hard to kill, Requiring S10 Weapons to bypass the FNP.
>Long Fangs: A pack of 6 Relentless FNP Long Fangs can be real nasty, especially out of a Pod.
#6 HAEMORRHAGE [Warp Charge 2]
Haemorrhage is a focused Witchfire power with a range of 18". The target must pass two separate Toughness tests or suffer a Wound with no Armor or cover saves allowed for each test that was failed. If the target is removed as a casualty, randomly select another model (friend or foe) within 2" of him. That model must pass a single Toughness test or suffer a Wound with no Armor or cover saves allowed. If that model is removed as a casualty, continue the process of selecting another model and taking a single Toughness test until a either a model survives or there are no more suitable targets within range.
This can be a real nasty power. A little hard to cast, but harder to deny. It is also a good one to follow Enfeeble with.
Think about that now Grot Mob that are now T1. Not that I would waist the 6 Warp Charges other than for the WTF moment.
Tricks and Tips:
Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 because you are going to want more than Smile and Hemorrhage. You will also need the Warp Charges for Endurance.
Weapon Choices: Keep is quick, You will be kicking yourself if you are wielding your Force Axe and roll Warp Speed. I would just go with the Staff in case you pull off Iron Arm for some S9 Whacking Power.
Armor Choices: I would go with Terminator Armor or Runic Armor as there is a good chance you are going to find yourself in a lot of Melee/Challenge situations.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially if you have a Staff and Iron Arm.
>Digital Weapons: As you are probably going to spend a lot of time in Melee, these are a good choice.
>Jump Pack: Well, I would not suggest a Jump Pack unless you don't want to spend the 5 Extra Points on a bike.
>Marine Bike: If you are planning on hanging with Bike or Thunderwolves this is the choice for you.
Relics of the Fang:
>The Armor of Russ: This is probably the best choice of the Relics as it give you a 4++ Save and Gives you Opponent a I-5 in challenges. This makes the Axe worth it, but with Warp Speed and Iron Arm making your Staff S9, I7 making the combo worth it as you will always go off first.
>The Bite of Fenris: A good choice as a ranged weapon, though I think you would be better off with just your Bolt Pistol or Storm Bolter.
>Black Death: An interesting choice, but can be worth giving up your ranged weapon for it, that means in Terminator Armor you will need to but a Storm Bolter first. However when mixed with Warp Speed it will give you 9 Attacks. Iron Arm gives you S9 Attacks. With Both Iron Arm and Warp Speed that makes it 9 S9 AP2 I1 Attacks! This is the only Axe I would take for a Biomancy Rune Priest. As a Not you could make it 9, S9, S9, AP4, I7 Attacks. As for a ranged Attack, you always have a Grenade if you are not in Terminator Armor.
>Helm of Durfast: I don't see this one as big a need as you only have 3 Powers that truly need the bonuses it gets. You also have to weigh Survivability vs To-Hit Rolls.
>Fangsword of the Ice Wolf: Similar to the Back Death, but not a good. I would take this on only if I was set on taking the Runic Axe.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planing on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry. The Furious Charge could take your Iron Arm Runic Staff to S10 and give everyone +2 Attacks on the Assault.
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This message was edited 1 time. Last update was at 2014/09/25 00:04:29
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![[Post New]](/s/i/i.gif) 2014/09/24 14:24:10
Subject: Re:Anpu42’s 7th Edition Space Wolf Synergy [Warning Walls of Text May Happen] {More Edits 9/20/14}
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Been Around the Block
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Anpu42 wrote:
#3 LIFE LEECH [Warp Charge 1]
Life Leech is a Witchfire power [18”, S6, AP2, Assault]
If Life Leech causes at least one unsaved Wound, the Psyker, or one friendly model within 6" of the Psyker, immediately regains a Wound lost earlier in the battle (up to their starting number of Wounds).
This is a great way to keep your Multi-Wound models going, but it can easily be denied.
What do you mean by easily denied? How easy a power will be to deny only depends on how many warp charges you are willing to risk using to get it going. The opponent must succeed on a number of deny dice equal to or greater than the number of successes you had when rolling to activate the power. The required number of warp charges for the power is not really relevant for denying. I mean, if you really want a power to go off and not be denied you can put a lot of charges into it and make it extremely hard to deny.
As far as I know, Helm of Durfast allows rerolls also for close combat hit rolls, making it a solid option for a Biomancer, even if you're not using the ignore cover part. Ignore Cover on Smite is quite nice.
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