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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

gruntl wrote:
 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.

This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.

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.

Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

Nice write-up Anpu. So do you think Biomancy would be a solid choice for say... Njal, leading a pack of Melee terminators out of a LRC ?

 Anpu42 wrote:
gruntl wrote:
 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.
This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.
The section on how many warp charge points are harnessed and therefore how many are required to be nullified couldn't be more clear. I simply wouldn't tolerate an opponent who tried to scam that rule.

Every 4+ casting = 1 "Harnessed" WCP.
To deny - you must counter ALL "Harnessed" points.
The number of WCP required to cast a power has nothing to do with the number of WCP required to deny (except, of course, that you don't have to deny failed casts)

Personally, I took "easily denied" to mean that witchfires and maledictions target enemy units, and therefore modifiers apply to Deny the Witch - lowering the dice roll required and therefore making them easier to deny.
Conjurations and Blessings don't target enemy units, so they may only ever Deny on a natural 6

 Anpu42 wrote:
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.
Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.
I don't really understand why you're talking about your own armour saves.... we're talking about the Helm of Durfast right? Re-roll to hit?

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Spoiler:
 karlosovic wrote:
Nice write-up Anpu. So do you think Biomancy would be a solid choice for say... Njal, leading a pack of Melee terminators out of a LRC ?

 Anpu42 wrote:
gruntl wrote:
 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.
This comes for the early discussions one what they mean by "Charges Expended". You can use as many charges you want, but you can only Expend 1 Charge on the Power. As far as I know that was never settled.
The section on how many warp charge points are harnessed and therefore how many are required to be nullified couldn't be more clear. I simply wouldn't tolerate an opponent who tried to scam that rule.

Every 4+ casting = 1 "Harnessed" WCP.
To deny - you must counter ALL "Harnessed" points.
The number of WCP required to cast a power has nothing to do with the number of WCP required to deny (except, of course, that you don't have to deny failed casts)

Personally, I took "easily denied" to mean that witchfires and maledictions target enemy units, and therefore modifiers apply to Deny the Witch - lowering the dice roll required and therefore making them easier to deny.
Conjurations and Blessings don't target enemy units, so they may only ever Deny on a natural 6

 Anpu42 wrote:
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.
Usable, Yes, Solid I don't know. The problem comes down to the Challenge System. Unless you know that your are fighting a Slower Army or are going pass the Challenge of to some one else you are not going to last long. All it takes is one Model going off on I4 or better with a AP3 Weapon to take you out of the fight. You need some level of either 2+ save or a good Invulnerable save to survive long enough to take out your opponent.
I don't really understand why you're talking about your own armour saves.... we're talking about the Helm of Durfast right? Re-roll to hit?

Warp Charges: I got some editing to do then.
Helm and Saves: Why I brought up saves is you still have to be alive on I4 to get your Re -Rolls. Now it might be me being Gun-Shy after a pair of games where I was taking on Dark Eldar and dealing with a Multi-I7 AP3 Poisoned model that I never got a swing off. I even had the Divination Power Precognition and Force Going, but without the Invulnerable Save going it did not mater I was killed off on I7 both times and the rest of the Pack was mostly whipped out on I5 from his Bodyguard, the only survivor both time was the WGPL with a Storm Shield.
I think it change my priorities to Survival First, Re-Rolls Second.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Perfect Shot Dark Angels Predator Pilot





Australia

Iron arm makes you ap2 from smash. I combine it with armour of russ so I can Insta kill anything in a challenge before they can hit back.

 
   
Made in au
Stealthy Space Wolves Scout





Sydney

 Anpu42 wrote:
Helm and Saves: Why I brought up saves is you still have to be alive on I4 to get your Re -Rolls. Now it might be me being Gun-Shy after a pair of games where I was taking on Dark Eldar and dealing with a Multi-I7 AP3 Poisoned model that I never got a swing off. I even had the Divination Power Precognition and Force Going, but without the Invulnerable Save going it did not mater I was killed off on I7 both times and the rest of the Pack was mostly whipped out on I5 from his Bodyguard, the only survivor both time was the WGPL with a Storm Shield.
I think it change my priorities to Survival First, Re-Rolls Second.
I agree with that, but Helm of Durfast doesn't prevent you taking Runic/TDA


Automatically Appended Next Post:
I'm not sure if it's worth the 20pts on a Biomancy guy... rerolls are certainly good, though

What did you think about Njal for Biomancy?

This message was edited 1 time. Last update was at 2014/09/25 03:53:42


- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in se
Been Around the Block




Yeah, you're right that the Helm may not come into effect with challenges in play. I normally run my biomancer RP on a bike with a TWC unit+Iron priest+Cyberwolves, so I normally don't take the challenges on the RP (I don't think I've ever had the RP in a challenge actually). And for normal wound allocation having multiple characters in the unit makes it very easy to make the Look out sir rolls. But the Helm is one of the first things to go if I'm swamped for points.
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Note: generally don't reply after 6:00PM PST because of the Automatic Amended thing.


DAEMONOLOGY: Both of these are very dangerous to cast, but can be a good choice to create Fallen Wolves, Rune Priest with a very Shamanistic background or even the lost 13th Company..

DAEMONOLOGY: SANCTIC POWERS

These can very good for you, though I would just take Grey Knight Allies if you really wanted to use these powers.
PRIMARIS POWER
BANISHMENT [Warp Charge 1]

Banishment is a malediction that targets a single unit with the Daemon special rule within 24". Whilst this power is in effect, all models in the target unit suffer a -1 penalty to their invulnerable save (normally reducing it to 6+). This is cumulative with any other modifiers to a Daemon’s invulnerable save, but cannot make it worse than 6+.

This a good power for dealing with Daemons.

#1 GATE OF INFINITY [Warp Charge 1]
Gate of Infinity is a blessing that targets the Psyker. Unless the target is Zooming or Swooping, remove the target and his unit from the board. It then immediately arrives anywhere on the board using the rules for Deep Strike.

A quick way to get any unit across the table. Mixes real well with Drop Pods with Locator Beacons.

#2 HAMMERHAND [Warp Charge 1]
Hammerhand is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit have +2 Strength.

A Good choice for adding some extra Strength to your Thunderwolf Cavalry. Also great for most other units.

#3 SANCTUARY [Warp Charge 1]
Sanctuary is a blessing that targets the Psyker. Whilst the power is in effect the Psyker and all models in his unit receive a +1 bonus to their invulnerable save (models that do not have an invulnerable save gain a 6+ invulnerable save whilst this power is in effect instead). In addition, all units with the Daemon special rule (friend or foe) treat all terrain, including open ground, within 12" of the Psyker as dangerous terrain.

This is probably one of the better powers to get.
>Runic Armor: Becomes 5++
>Terminators: Become 4++
>Belt of Russ or Armor of Russ: Become 3++
>Storm Shields: Become 2++
With all of that who cares about the secondary effect.

#4 PURGE SOUL [Warp Charge 1]
Purge Soul is a Focused Witchfire power with a range of 24". Both the Psyker and the target model roll a D6 and add their respective Leadership values. If the target’s total is greater than the Psyker’s total, nothing happens. If the Psyker’s total is greater than or equal to the target’s total, the target model suffers an automatic Wound with no Armor or cover saves allowed. Purge Soul has no effect on vehicles.

This is a good way to Snipe Characters and Special Weapons.

#5 CLEANSING FLAME [Warp Charge 2]
Cleansing Flame is a Nova power [9”, S5, AP4, Assault 2d6, Ignores Cover, Soul Blaze.

An Expensive and Dangerous Power to cast, but worth it when it goes of right. With it being a Nova Power you can cast it while in Melee.

#6 VORTEX OF DOOM [Warp Charge 3]
Vortex of Doom is a Witchfire Power [12”, SD, AP1, Assault-1, Blast, Vortex.]
If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

An Very Expensive and VERY Dangerous Power to cast. If it scatters wrong you are in trouble yourself. I would not Assault the targeted unit as you never know where it is going to be in a few moments. I would toss it and RUN the other way!

Tricks and Tips:
Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 just in case you get Vortex.
Weapon Choices: I don't think it really matters, though the Runic Axe is worth it if you get Sanctuary
Armor Choices: I would go with Terminator Armor or Runic Armor are both worth it, just because of Sanctuary.
Wargear Choices:
>Psychic Hood:
I feel this should always be taken.
>Melta Bombs: I don't see this as necessary if you don't plan on getting close. Though if you are going to get close to Big things, I would consider it.
>Digital Weapons: If you think you might be getting into Close Combat they might be worth it.
>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. Once more Sanctuary is a good reason to take it.
>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: Not a real good choice unless you are planning on being Assaulting a lot.
>Helm of Durfast: I don't see this one as big a need as you don't really have any powers that can benefit from it unless you are planning on getting into challenges.
>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 planning on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.




Automatically Appended Next Post:
Njal and Biomancy: It is very doable, but I see some issues.
>You are not taking advantage of one of his Special Abilities, The Ability to Re-Roll a Tempest Power.
>His Runic Armor, it is only a 6++ save, I would only go this route with him in Terminator Armor because you will be spending along of time in close combat most likely.
>Mobility: Biomancy is best with an "Assault Unit". He his the option of Runic Armor or his Terminator Armor forcing him to use a Transport, an Expensive Transport if you plan on him being in his Terminator Armor or Deep Striking.

This message was edited 1 time. Last update was at 2014/09/25 14:25:08


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

In my original question I suggested using him with a pack of Wolf Guard Terminators (TH/SS & LCs) riding in a Land Raider Crusader.
In fact... I'd consider Araj's Shield Brothers as well.

I often like a pack of melee focussed Terminators in a LRC.
So i guess the real question is - what's a good character to lead them?
I was thinking Njal in TDA with Biomancy

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

DAEMONOLOGY: Both of these are very dangerous to cast, but can be a good choice to create Fallen Wolves, Rune Priest with a very Shamanistic background or even the lost 13th Company..

DAEMONOLOGY: MALEFIC POWERS
This makes a great set of powers to really create the 13th Company. It also will challenge you to come up with Models to represent what is summoned.
PRIMARIS POWER
SUMMONING [Warp Charge 3]
Summoning is a conjuration with a range of 12" that creates one of the following units (your choice):
>10 Bloodletters of Khorne {Wolf Guard}
>10 Pink Horrors of Tzeentch {Blood Claws}
>10 Plaguebearers of Nurgle {Grey Hunter}
>10 Daemonettes of Slaanesh {Wolf Guard}
>5 Flesh Hounds of Khorne {Wolves}
>3 Flamers of Tzeentch {Skyclaws}
>3 Nurgling Swarms {Wolf Swarms}
>5 Seekers of Slaanesh {Thunderwolf Cavalry}

An Very Expensive, Very Dangerous Power to cast. It can easily represent calling more 13th Company from the Warp.

#1 CURSED EARTH [Warp Charge 1]
Cursed Earth is a blessing that targets the Psyker. Whilst the power is in effect, all models with the Daemon special rule (friend or foe) within 12" of the Psyker have a +1 bonus to their invulnerable save (normally increasing it to 4+). This is cumulative with any other modifiers to a Daemon’s invulnerable save. In addition, whilst the power is in effect, friendly units with the Daemon special rule will not scatter when arriving from Deep Strike Reserve so long as the first model is placed within 12" of the Psyker.

A Good way to boos your incoming 13th Company.

#2 DARK FLAME [Warp Charge 1]
Dark Flame is a Witchfire Power [Template, SW4, AP5, Assault-1, Soul Blaze, Torrent]

This is a very good ranged power. Defiantly a keeper.

#3 INFERNAL GAZE [Warp Charge 1]
Infernal Gaze is a beam [18”, S3, AP4, Assault-1, Armorbane, Fleshbane]

Ok...this is an odd one. Is ok vs Vehicles and Non-Vehicles. This might be a good way to attack a number of different targets reliable, and Snipe Specific ones. {For us old School Wolves this is the closest we are going to get to the JotWW.}

#4 SACRIFICE [Warp Charge 1]
Sacrifice is a conjuration with a range of 6" that creates one of the following units (your choice):

>1 Herald of Khorne
>1 Herald of Tzeentch
>1 Herald of Nurgle
>1 Herald of Slaanesh
With up to 30 points’ worth of options. Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, one friendly model within 6" of the Psyker (or the Psyker himself) immediately suffers a single Wound with no saves of any kind allowed.

This is one of the safer ones to cast to give you a “Wolf Lord”.

#5 INCURSION [Warp Charge 3]
Incursion is a conjuration with a range of 12" that creates one of the following units (your choice):
>3 Bloodcrushers of Khorne {Thunderwolf Cavalry}
>3 Screamers of Tzeentch {Sky Guard or Jet-Bikers}
:3 Plague Drones of Nurgle {Jet-Bikers}
>3 Fiends of Slaanesh {Terminator or Wolf}
Rules for these units can be found in Codex: Chaos Daemons.

An Very Expensive, Very Dangerous Power to cast, but worth it if the Models look cool.

#6 POSSESSION [Warp Charge 3]
Possession is a conjuration with a range of 6" that creates one of the following new units (your choice):
>1 Bloodthirster
>1 Lord of Change
>1 Great Unclean One
>1 Keeper of Secrets.
Rules for these units can be found in Codex: Chaos Daemons. If this power is successfully manifested, the Psyker is immediately removed as a casualty (if the Psyker was part of a unit with the Brotherhood of Psykers/Sorcerers special rule, remove the entire unit as casualties). If, when using this power, the Psyker fails his Psychic test, he automatically suffers Perils of the Warp.

An Very Expensive, Very Hard to Deny and VERY Dangerous Power to cast. I would either use a Dreadnaught or a giant Wolf Model to represent this one.

Tricks and Tips:
Rune Priest Mastery Level: You need to take Level-2 Mastery or take Njal as you are going to need the Warp Charges.
Weapon Choices: I don't think it really matters.
Armor Choices: I would not bother upgrading as you are going to be removed Quickly as a Casualty.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I would not bother.
>Digital Weapons: I would not bother.
>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: I would not bother.


Automatically Appended Next Post:
 karlosovic wrote:
In my original question I suggested using him with a pack of Wolf Guard Terminators (TH/SS & LCs) riding in a Land Raider Crusader.
In fact... I'd consider Araj's Shield Brothers as well.

I often like a pack of melee focussed Terminators in a LRC.
So i guess the real question is - what's a good character to lead them?
I was thinking Njal in TDA with Biomancy

Njal In Terminator could work
A Rune Priest in Terminator Armor with the Wulfen Stone could be a real good choice.
Also a Wolf Priest in Terminator Armor with the Wulfen Stone.

This message was edited 1 time. Last update was at 2014/09/26 12:38:32


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

DIVINATION
Probably best when used in a Backfield unit, especially with Long Fangs.
PRIMARIS POWER
PRESCIENCE [Warp Charge 2]

Prescience is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit can re-roll all failed To Hit rolls.

A little Pricy to cast, but worth it most of the time.

#1 FOREBODING [Warp Charge 1]:
Foreboding is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit have the Counter-attack special rule and fire Overwatch using their full Ballistic Skill, rather than Ballistic Skill 1. Note that this does not allow weapons that could not normally fire Overwatch to do so.

This is only a Good Power, but not Great. The reason is one of the USRs you already have. However the Overwatch at full BS could be real big. This would work best if you are going to be close to the action.

#2 FOREWARNING [Warp Charge 1]
Forewarning is a blessing that targets a single friendly unit within 12". Whilst the power is in effect, the target unit has a 4+ invulnerable save.

A Great Cheap Power. This is the one you want for your Long Fangs or Deep Striking unit.

#3 PERFECT TIMING [Warp Charge 1]
Perfect Timing is a blessing that targets the Psyker. Whilst this power is in effect, the Psyker and his unit’s weapons have the Ignores Cover special rule.

This is a good Power especially for Long Fangs or Grey Hunters.

#4 PRECOGNITION [Warp Charge 1]
Precognition is a blessing that targets the Psyker Only. Whilst the power is in effect, the Psyker re-rolls all failed To Hit and To Wound rolls. In addition, while the power is in effect, the Psyker re-rolls failed saving throws.

A good cheap power. It would be best either for taking wounds for your unit or in a Close Combat Unit to take on challenges.

#5 MISFORTUNE [Warp Charge 2]
Misfortune is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all attacks that hit the target unit have the Rending special rule.

An Expensive to cast, but worth it. No mater where you place it, that unit will become an Bullet Magnet.

#6 SCRIER’S GAZE [Warp Charge 2]
Scrier’s Gaze is a blessing that targets the Psyker. Whilst the power is in effect, you can re-roll the dice when rolling for Reserves, Outflank and when any of your units identifies a Mysterious Objective. In addition, if the mission has the Tactical Objectives special rule, you can immediately choose to discard one of your active Tactical Objectives and generate a new one.

This is not a cheap power to cast. This can be a good one, especially if you are using Wolves Unleashed or Maelstrom missions.

Tricks and Tips:
Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 if you feel need it, but not necessary.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: I don't think it really matters any could do.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>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 a choice if you plan on being in Challenges or taking wounds for Long Fangs.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: I would pass on this one, there is not really any need for it.
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>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.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

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Grim Rune Priest in the Eye of the Storm





Riverside CA

TELEKINESIS
Looks to be a great class of powers for Drop Pod Assault List if you get the right combination.
PRIMARIS POWER
ASSAIL [Warp Charge 1]
Assail is a beam [18”, S6, AP-, Assault-1, Strikedown]

This looks to be a very useful power to target specific Models and Disrupts them.
Strikedown: Any non-vehicle model that suffers one or more unsaved Wounds or passes one or more saving throws against an attack with the Strikedown special rule moves as if it is in difficult terrain until the end of its next turn. It is a good idea to mark affected models with counters or coins so that you remember.

#1 CRUSH [Warp Charge 1]
Crush is a Focused Witchfire power with a range of 18". Roll 2D6. The target model suffers a hit with a Strength equal to the result (a result of an 11 or 12 wounds automatically or, in the case of a vehicle, causes an automatic penetrating hit) with an AP equal to the result of a separate D6 roll.

This can be an effective [though not reliable] way to take down specific Models. Figure the Average of S7, AP4, but it would be against the model of your choice.

#2 OBJURATION MECHANICUM [Warp Charge 1]
Objurgation Mechanicum is a malediction that targets a single enemy unit within 24". Whilst the power is in effect, all of the target’s ranged weapons have the Gets Hot special rule. In addition, if the target is a vehicle (or vehicle squadron), each vehicle in the unit suffers a single Strength 1 hit with the Haywire special rule.

This one probably looks like ti would be best for Large Units [Boyz Mob] or ones with a Huge RoF [Leman Russ Punisher].

#3 [SHOCKWAVE [Warp Charge 1]
Shockwave is a Nova Power [9”, S4, AP-, Assault-2d6, Pinning]

This is a great power best suited to getting into Close Combat with, possibly on a Rune Priest Biker with Thunderwolf Cavalry.

#4 LEVITATION [Warp Charge 1]
Levitation is a blessing that targets the Psyker. Unless the target is Zooming, Swooping or is locked in close combat, the Psyker and his unit immediately make a move of up to 12". This move cannot end up on top of another unit or impassable terrain, but ignores intervening units, terrain etc. Any model that starts or ends this move in difficult terrain must take a Dangerous Terrain test. The Psyker and his unit cannot charge in the same turn that they use this power, and all models count as having moved in the Movement phase for the purposes of shooting weapons in the Shooting phase.

An interesting way to get models across the battlefield. Probably some of the better units for this power are Wolf Guard or Grey Hunters for grabbing Objectives. It can sloe bee a good way to get the Terminator Wolf Guard who scattered off target closer to the targeted Unit.

#5 TELEKINE DOME [Warp Charge 2]
Telekine Dome is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker, and all friendly models within 12" of the Psyker, have a 5+ invulnerable save against any shooting attack.

This helps most units near your Rune Priest. Some of the good choices would be Blood Claws of all types and Long Fangs. Though as part of a Mechanized for he could benefit Rhinos to Land Raiders to Dreadnaughts. This might just what your Drop Podding force was needing.

#6 PSYCHIC MAELSTROM [Warp Charge 2]
Psychic Maelstrom is a Witchfire Power [12”, S10, AP1, Assault-1, Barrage, Large Blast]

This can be a big one, though dangerous to everyone near it. Another good power for Assaulting with, very few things can stand up to it.


Tricks and Tips:
Rune Priest Mastery Level: This is one of the ones that you should go for Level-2 if you feel need it, but not necessary.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: Terminator Armor looks to be the best. Most of the powers look to be best suited to Deep Striking units. The only power that this sort of become useless looks to be Telekine Dome, though with a mixed Terminator/Dreadnaught Drop Pod List could still benefit.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>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 a choice if you plan on being in Challenges. The other reason I could suggest this one is it looks like you are going to spend a lot of time close to the enemy.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: This could be a real good choice, especially considering you are going to be running around close to the action.
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>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.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Perfect Shot Dark Angels Predator Pilot





Australia

Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.

 
   
Made in au
Stealthy Space Wolves Scout





Sydney

 Kavish wrote:
Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.


Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where

Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards

This message was edited 1 time. Last update was at 2014/10/02 22:31:13


- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in au
Perfect Shot Dark Angels Predator Pilot





Australia

I just checked the hard copy rulebook, and the ibooks version, they both say WC3. I reckon the typo is in the ebook.


Automatically Appended Next Post:
Besides, it's too powerful for WC2.

This message was edited 1 time. Last update was at 2014/10/03 01:58:55


 
   
Made in au
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Sydney

Well GW is certainly going to need to errata it, whatever the case

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Sorry for the delay, my Wi-Fi finally kicked the bucket and I just got my new one


TEMPESTAS DISCIPLINE

Primaris Power
Living Lightning [Warp Charge 1]
Living Lightning is a Witchfire Power [18”, S7, AP-, Assault-3, Shock]

This looks to be an nasty power for dealing with most targets. With its Shock Power you can pull off up to 6 Wounds.
Shock: For each To Hit roll of 6 made with Living Lightning, the target suffers an additional 2 hits, unless those To Hit rolls were Snap Shots.


#1 Storm Caller [Warp Charge 1]
Storm Caller is a blessing that targets the Psyker and his unit. Whilst the power is in effect, the target unit has the Shrouded special rule.

A good way to protect most units. A good choice for protecting units in Ruins.
>Power Armored Wolves [3+ Cover Save]
>Sniper Scouts [2+ Cover Save]
In the open
>Powered Armored Wolves crossing the Battlefield [5+ Cover]
Sniper Scouts: 4+ Cover

#2 Tempest’s Wrath [Warp Charge 1]
Tempest’s Wrath is a malediction that targets a single unit within 18". Whilst the power is in effect, models in the target unit suffer a -1 penalty to their Ballistic Skill (to a minimum of 1) and treat all terrain, even open ground, as difficult terrain. In addition, unless they are Immobilized, all models in the target unit that have the Jump, Jet Pack, Jet-Bike, Flying Monstrous Creature, Flyer or Skimmer unit type must immediately take a Dangerous Test.

Another Protective Power. It can quickly shut down very mobile movements and even work as Air Defense.

#3 Thunderclap [Warp Charge 1]
Thunderclap is a Nova Power [12”, S3, AP-, Assault-2d6]

A nice power, probably best when used as part of Drop Pod Assault. While not very Powerful [S3], but covers a lot of territory.

#4 Murderous Hurricane [Warp Charge 2]
Murderous Hurricane is a Witchfire Power [18”, S4, AP-4, Assault-1, Large Blast, Rending.

Looks to be a nice decent ranged Power. With its Large Blast and Rending it could easily ruin targeted unit's day. Might even do well vs some Vehicle Squadrons.

#5 Fury of the Wolf Spirits [Warp Charge 2]
Fury of the Wolf Spirits is a Witchfire Power. Each time this power is manifested, the Psyker shoots using both of the profiles given below, one at a time, in any order. Both attacks must target the same unit.
Fury of Freki the Fierce [18”, S6, AP-, Assault-4]
Fury of Geri the Cunning [18”, S5, AP4, Assault-2, Precision Shot]

An interesting power that could cause a lot of damage to a unit, even taking out Special Character and/or Wargear.

#6 Jaws of the World Wolf [Warp Charge 2]
Jaws of the World Wolf is a Focused Witchfire power that targets a single non-vehicle unit within 18". A model hit by Jaws of the World Wolf must take an Initiative test. Monstrous Creatures automatically pass this test. If the test is passed, nothing happens, but if the test is failed the model is removed from play.

A good power for targeting a specific Model. It works better on some Armies [Orks] and not so good vs others [Eldar]

Tricks and Tips:
Njal Storm-Caller: These are the best powers for him with his re-Roll.
Rune Priest Mastery Level: I would choose to go for Mastery Level-2, partial because it is good for the flexibility and these are the Space Wolf Powers and you should share them with your enemy as much as possible.
Weapon Choices: I don't think it really matters any could do.
Armor Choices: All are good.
Wargear Choices:
>Psychic Hood: I feel this should always be taken.
>Melta Bombs: I don't see this as necessary especially unless you plan on going after Vehicles or MCs.
>Digital Weapons: I don't see this as necessary, unless you get the right power(s) you wont be spending a lot of time in Melee.
>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 a good choice if you are going to getting into challenges or getting close the the enemy.
>The Bite of Fenris: A good choice as a ranged weapon especially if you are planning on getting close to the action.
>Black Death: I would not suggest this one.
>Helm of Durfast: This could be a really good choice to as many of your powers will benefit from them, especially Living Lighting [Gives you more chances at getting the Shock Power] and Fury of the Wolf Spirits [Gives you more chances at getting the Precision Shot Effect].
>Fangsword of the Ice Wolf: Similar to the Back Death, I would not bother with it.
>The Wulfen Stone: An interesting choice once more. Worth it if you are planning on being with a “Assault Unit” like Bikers or Thunderwolf Cavalry.


Automatically Appended Next Post:
 karlosovic wrote:
 Kavish wrote:
Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.


Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where

Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards

Generally speaking, the main entry in the rule book overrides all of the others, but I don't know right now and The Current FAQs and it is not addressed in either one.

This message was edited 1 time. Last update was at 2014/10/04 13:57:58


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

 Anpu42 wrote:
 karlosovic wrote:
 Kavish wrote:
Psychic maelstrom is WC3. Where is everyone getting WC2 from? This is not the first time I've had to correct people.


Rule Book wrote:6 - PSYCHIC MAELSTROM - Warp Charge 2
That's where

Edit: Just checked my deck of cards and it says WC3 on that though, so I guess we'll have to look for an errata.
For what it's worth, my rulebook is the ebook version and I have updated it... so maybe the misprint is on the cards
Generally speaking, the main entry in the rule book overrides all of the others, but I don't know right now and The Current FAQs and it is not addressed in either one.
The problem is that there's now 4 different official versions of "the rule book" - Hard Copy, Epub, Mobi, ipad..... and it looks like they're not all consistent

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I think I am mostly done other that fortifications and War-Machines.
I will work on them later, if anyone has suggestions, please let me know.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

It's been a good article, I've gotten a few ideas to try.
Thanks for taking the time.

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 karlosovic wrote:
It's been a good article, I've gotten a few ideas to try.
Thanks for taking the time.

Thank you

I am also asking what to do next: http://www.dakkadakka.com/dakkaforum/posts/list/617788.page

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Well, I got another game in and some of my concepts worked well.
The Good!

Landing Pad + Stormwolf: Basically worked other than I got a little arrogant and left it the middle of the table in hover mode rather than making the "Run" move to get in a better position [I wanted to fire the Helfrost Weapon to much], though it did take an the entire Guard Army to take it down.
Long Fangs: I tried my 4x ML, 1x LC combo with Ulrik, it was brutal, but I never missed with much [I even hit with a 3 out of 4 Snap Shot with the Missile launchers] only to keep rolling 1s and 2's for pens.
Landing Pad + Typhoons: Worked great, though I missed about 3/4 of my saves. I had a great field of View from atop it and the 4++ really helped, I will defiantly be doing this more often.
The Bad

Blood Claws with a Bio-Priest: Had my normal First time out of the Gate bad luck. When the Stormwolf was Wrecked they all ended up in the middle of the field before I could get my Endurance off, though it realy did not matter as I was fed a lot of really accurate Basilisk Fire. Then the next Turn failed a 6" Assault.
Vindicare Assassin: I could not miss [That was the no brainer], but I could not roll a Pen to do anything. I inflicted one, repeated ONE Hull Point the whole game and that was against the side of a Chimera.
The Ugly:

Knight Paladin: First time out and it was brutal. The Two Battle Cannon shots inflected horrible damage to the Basilisk Squadron CCS when the Pie drifted and caught all three. That one shot killed everyone but Creed and Both Basilisk. The it assailed a Pair of Chimera and Stomped, Stopped, Stomped for Justus wrecking one and then when the 2nd Exploded and killed off most of the Squad from the first one, they ran off the table in fear.
Plasma Hunters: Did great as usual. From the inside of a Mid-Field Building never needed to fire anything but the Two Plasma Guns to leave a field of Exploded and Wrecked Chimera Hulks!

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

What was the full list ?

- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

2k Wolves [CAD]

HQ: Ulrik the Slayer (145 pts)

HQ: Rune Priest in Power Armour (130 pts): [Bolt Pistol; Psychic Hood; Runic Sword; The Armour of Russ, Mastery Level 2: Biomancy; Smite, Life Leach and Enfeeble] Warlord: Saga of the Bear
Troops: Blood Claws (16#, 480 pts) [Bolt Pistol x12; Chainsword x13; Plasma Pistol; Power Axe; Flamer x2]
>Wolf Guard Pack Leader (Power Armour; Storm Shield x1; Wolf Claw x1)
>Stormwolf (Twin-linked Helfrost Cannon; Twin-Linked Lascannon; Ceramite Plating; Skyhammer Missile Launcher)

Troops: Grey Hunters (10#, 250 pts) [Bolt Pistol x8; Boltgun x8; Plasma gun x2; Power Fist; Plasma Pistol)
>Wolf Guard Pack Leader (Power Armour; Power Axe x1; Storm Shield x1)

Fast Attack: Land Speeder Squadron (3#, 225 pts) [Heavy Bolter x3; Typhoon Missile Launcher x3]

Heavy Support: Long Fangs (6#, 165 pts) [Chainsword x5; Heavy Bolter x1; Missile Launcher x3; Lascannon x1]
>Long Fangs Ancient (Power Armour; Bolt Pistol; Chain Sword]

Skyshield Landing Pad (80 pts) [Ready for Takeoff]

Knight Paladin (375 pts)

Elite: Vindicare Assassin (150 pts)

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

CHAMPIONS OF FENRIS

Well I finally got my hands on the Champions of Fenris


Part 1: CHAMPIONS OF FENRIS SPECIAL RULES

SAGABORN
Characters that are part of a Detachment or Formation presented in this book must always issue and accept a challenge whenever possible. If you have several models in a combat with a special rule to this effect, you can choose which model issues or accepts the challenge.
Well this makes Space Wolves be The Heroic Figures they should be. I would always make sure that each Pack had a Wolf Guard Pack Leader just to take up the slack if you don't want to waist your Wolf Lord against to Grot Runt Herder.
FIRST AMONG EQUALS
All Wolf Guard Battle Leaders, Wolf Guard Pack Leaders, Wolf Guard Terminator Leaders and Thunderwolf Cavalry Pack Leaders that are part of a Detachment or Formation presented in this book have the Preferred Enemy (characters) special rule when fighting in a challenge.
Well this just makes your Sagaborn all that much better.

RELICS OF THE GREAT WOLF
Any character that is part of a Detachment or Formation presented in this book that can select Relics of the Fang cannot select from those listed in Codex: Space Wolves, but can instead select from Relics of the Great Wolf, presented in their own section.

ARMOUR OF ASVALD STORMWRACK: The Armour of Asvald Stormwrack confers a 2+ Armour Save and a 4+ invulnerable save. The wearer also has the Bulky, Deep Strike, It Will Not Die and Relentless special rules, but cannot make Sweeping Advances.
Really Good Armor for your Wolf Lord, though I would consider it for a Wolf Guard Battle Leader or Rune Priest.
>Wolf Lord Wolf Priest: Give you IWND, but that is the only advantage.
>Wolf Guard Battle Leader and Rune Priest: While he does have as many wounds to take advantage of IWND it will give him the 4++ Save.

FROSTFURY: 24”, S4, AP5, Assault-4, Helfrost
I Like this one. It is not to expensive, but has a punch. I am personally thinking about giving one to one of my Rune Priest in Terminator Armor with Tempest Powers, This would give him a double punch, first in the Physic Phase and then the Assault Phase.
Helfrost: When a model suffers one or more unsaved Wounds from this weapon, it must pass a separate Strength test for each Wound suffered or be removed as a casualty.

KRAKENBONE SWORD: S+1, AP2, Melee, Mastercraft.
Not Cheep, but you get what you pay for. There are very few Auto-Takes in my opinion, but this come close. This on a Thunderlord becomes 5-6 S6, I5, AP2 Attacks.
A Wolf Lord with Bolt Pistol, Krakenbone Sword, and a Thunder Wolf is 190 Points. This would make him a very Tough Puppy. 210 with Runic Armor.

MORKAI’S CLAWS: [S+1, AP3, Melee, Maul, Rending, Shred, Specialist Weapon.] Morkai’s Claws are a pair of unique wolf claws that replace all of a model’s ranged and Melee weapons.
This is what Canis should have. Once more not Cheap, but I think you get what you pay for. I would only put these truly on a Wolf Lord for maximum effect.
>Wolf Lord: You are talking 5-7 S5 AP3 Rending, Shredding Attacks.
>Thunderlord: You are talking 6-8 S6 AP3 Rending, Shredding Attacks.
This is without any Force Multiply Add-Ons like a Wulfen Stone, Wolf Priest or Hammer Hand.
Maul: In close combat, the bearer of Morkai’s Claws gains +D3 Attacks instead of +1 for fighting with two weapons (roll at the start of each Fight sub-phase).


THE PELT OF BALEWOLF: The wearer of the Pelt of Balewolf has the Fear special rule. Furthermore, enemy units with the Beasts, Cavalry or Monstrous Creature unit types that are in base contact with the wearer or his unit automatically fail any Fear tests they are required to make unless they have the And They Shall Know No Fear or Fearless special rules.
All I have to say is I want to listen to the story form the Wolf Lord talking about how the he could hear the Girlish Scream as the Riptide ran away.

FELLCLAW’S TEETH: The bearer of Fellclaw’s Teeth re-rolls all failed To Hit rolls in close combat.
>Well, this is a good Replacement for the Wolf Tooth Necklace. It is a good choice almost any Model that you plan on getting into Melee. Will mesh well Wolf Claws.

WARLORD TRAITS
1. Fire in the Blood: The Warlord can re-roll a single failed saving throw every turn.
A Good Trait, but not my first choice. If I had a Storm Shield though I would defiantly conciser it.
2. Thread-cutter: When fighting in a challenge, the Warlord re-rolls all failed To Wound rolls.
Another good one, especially for your Thunderlord with a Thunder Hammer or other high Strength Attack..
3. Gatekeeper: Nominate one weapon carried by your Warlord. That weapon has the Master-crafted special rule. Note, however, that this cannot be applied to any Relics of the Great Wolf.
Well if you don't have a Relic of the Great Wolf, go for it. Or if you or packing a Combi-Weapon this could be a good one.
4. Blessing of the Wolf: The Warlord and any unit he joins during deployment have the Outflank special rule.
A Wolf Lord a Wolf Priest, Arjac and 5 Hammernators Outflank in an LRC. Sounds like a bad joke, but you still get the point.
5. Thane to the King: The Warlord has the Fearless special rule.
Not bad, A Fearless Thunder Wolf Pack sounds good.
6. Deeds Beyond Counting: The Warlord has the Preferred Enemy special rule.
Like Thread Cutter and Gatekeeper, but only better.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

COMPANY OF THE GREAT WOLF DETACHMENT

COMPULSORY

1 HQ
2 Elites

OPTIONAL
3 HQ
3 Troops
6 Elites
3 Fast Attack
3 Heavy Support
1 Fortification
1 Lords of War

Bjorn: Take Bjorn and 8 Dreadnaughts for that all Dreadnaught Army [In 9 Pods]
Harald: Take Harald, Canis or any Thunderlord, 2 Iron Priest and 3 Thunderwolf Cavalry [or Fenrisian Wolves] for an all Wolf Army.
Logan: Take Logan and Njal in Terminator Armor and as many Wolf Guard Terminators as you wish, now you have a Loganwing.
Ragnar: Ragnar, Ulrik and Powered Armored Wolf Guard Drop Pod Army. Without a lot of Special Wargear this army can be relatively cheap.
This is real big for those who feel Troops are a Tax, you don't need them.
RESTRICTIONS
All units in this Detachment (except fortifications) must have the Space Wolves Faction.
COMMAND BENEFITS
Grimnar’s Right Hand: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Champions of Fenris Warlord Traits Table.
Kingsguard: The following models have +1 WS on their profile when chosen as part of this Detachment:
>Wolf Guard
>Wolf Guard Pack Leader
>Wolf Guard Terminator
>Wolf Guard Terminator Leader
>Thunderwolf Cavalry
>Thunderwolf Cavalry Pack Leader

This is a good Detachment if you want to play the Space Wolves as an Elite Army from a Melee Focused Culture. It is even a good choice for a Grey Hunter focused List. Each Unit is impact in different ways, mostly it is the WS5 makes a big impact as most units you will need only a 3+ to Hit in Assaults.
Wolf Guard: Now the Expensive Wargear will Hit more making a bigger impact. Also some armies might have a harder time hitting you.
>Wolf Guard Bikers and Jump Wolf Guard: These will hit hard even without Special Wargear. This also lets you take them in smaller number for a bigger impact reducing there cost.
>Wolf Guard Pack Leader: Having a WS5 “Sargent” Has a big impact when involved in Challenges.
>Wolf Guard Terminators and Wolf Guard Terminator Leader: WS5 Terminators, is there anything that needs to be said. This makes even “Tactical Terminators” very dangerous in Melee even vs other elite Infantry and Monstrous Creatures. This will even put you on equal footing with a lot of HQs.
Thunderwolf Cavalry and Thunderwolf Cavalry Pack Leader: Once more WS5 is a big “Game Changer” for them. With the ability to hit more, you don't need as much Special Wargear.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Kingsguard Formation

FORMATION:
Logan Grimnar
1 unit of Wolf Guard Terminators
1 Land Raider (any type)
1 Stormfang Gunship

RESTRICTIONS:
Logan Grimnar must be equipped with Stormrider.
The Wolf Guard Terminator unit must include 5 models and must take the Formation’s Land Raider as a Dedicated Transport.
SPECIAL RULES:
First Among Equals, Kingsguard, Sagaborn.
First Into the Fray: On any turn that they disembark from this Formation’s Land Raider, the Wolf Guard Terminator unit has the Furious Charge special rule, and can re-roll failed charges.
Wrath of the Stormfang: As long as Logan Grimnar is alive, the controlling player can choose whether to pass or fail any Reserve Rolls for this Formation’s Stormfang Gunship.

This looks to be a fun one to add to any Detachment. With the Stormfang Gunship showing up when you need it to, Logan and a Land Raider it can punch a hole in most armies on turn two. Adding a few Characters to either the Stormfang or Land Raider can even make a bigger punch.

Some Thoughts I have had:
Land Raider: I think this is a good mix with the Stormfang as both are Anti-MC/Anti-Tank units.
Land Raider Crusader: 5 Wolf Guard Terminators, Arjac and 2 other Terminator Characters. This will be a Giant Hammer to throw at something you want dead.
Land Raider Redeemer: 5 Wolf Guard and Arjac, this looks like all you would need.
Stormfang: I am thinking Ragnar with 5 Wolf Guard would be a good choice or a Long Fang Pack to take an Objectives.
Thunderwolf Cavalry and/or Fenrisian Wolves: These could make a good Bodyguard/Shield for Logan.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Brethren of the Fell-Hand

FORMATION:
Bjorn the Fell-Handed
2 Dreadnoughts
RESTRICTIONS:
All Dreadnoughts must be upgraded to Venerable Dreadnoughts.
SPECIAL RULES:
Adamantium Will, Sagaborn.
Blessing of Russ: As long as a Dreadnought from this Formation remains within 6" of Bjorn the Fell-Handed, it has a 5+ invulnerable save.
Warriors of Legend: Whilst Bjorn the Fell-Handed is alive, all units in this Formation re-roll all failed To Hit rolls in close combat.

This is worth taking just because of it being Bjorn and two of his drinking buddies.
With the Blessing of Russ and Adamantium Will they get a 5++ for most things out there.
Drop Pod Assault: Take Bjorn with either the Assault Cannon or Helfrost Cannon. One Dread should take the Axe and Shield if not both. Taken with a bunch of Podding Grey Hunters or Wolf Guard should create a lot of Havoc in their backfield.
Long Range Fire Support: Take Bjorn with wither the Plasma-Cannon or Las-Cannon. Give the other a mix of Auto-Cannons, Las-Cannons and/or Missile Launchers and look for the high ground. With the Twin-Linked-Auto-Cannons and Twin-Linked-Las-Cannons they could even make a tough to kill Add-Hock Air Defense Unit, I know Skimmers won't like them.
Iron Priest: Have one hang close for quick repairs.

I am probably going to be going with:
Bjorn: Plasma Cannon
Venerable Dreadnaught: Twin-Linked-Auto-Cannon/Twin-Linked-Las-Cannon.
Venerable Dreadnaught: Twin-Linked-Auto-Cannon/Twin-Linked-Las-Cannon.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Wolf Guard Void Claws

FORMATION:
1 unit of Wolf Guard Terminators
RESTRICTIONS:
All models in this Formation’s squad of Wolf Guard Terminators must be equipped with one pair of wolf claws.
The squad of Wolf Guard Terminators must include at least 5 models.
SPECIAL RULES:
First Among Equals, Kingsguard, Sagaborn.
Coordinated Assault: As long as at least one model from this Formation is still alive and on the table, the controlling player can re-roll any Reserve Rolls.
If Needs Must: When units from this Formation arrive by Deep Strike, you can re-roll the scatter dice if you wish.
Spearhead Strike: All units from this Formation begin the game in Reserves, and must arrive by Deep Strike in their controlling player’s first turn.

This looks to be a great Supporting Formation. When attached to a Wolves Unleashed Detachment it can get your Army quickly onto the field. It also looks to be a good choice for any Pod List.

I see two basic ways to build them:
5 Model Pack [240 Points]: This is a way to get them in place and hope that you survive to get in some reserves.
10-Model Pack [480 Points]: This should survive until Turn Two in decent numbers.

Adding Characters: I have seen both sides of the argument on if a Character could be attached or not. Our group sees no reason why not.
Logan or Arjac: A good solid choice. He gives the Pack Stubborn and someone to Soak Wounds.
Njal: They make a good choice to get your Tempest Powers into the Battle Quickly.
Wolf Lord [or WGBL] in Terminator Armor: Add a Storm Shield to give a 3++ save.
Rune Priest in Terminator Armor: With Biomancy or if you can pull off Hamerhand will give your a big boost.
Wolf Priest: He gives you a 4++ Save and Preferred Enemy.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Stealthy Space Wolves Scout





Sydney

My issue with the Void Claws is the prohibition on assaulting on the turn they arrive. As they don't have ranged weapons or an inv save (to speak of), it means your opponent gets a free turn of killing them.

They are a complete waste of points unless you opt for a threat overload tactic, and even then, I'd prefer some flexibility on weapon load-outs

Also keep in mind, they're foot-sloggers with no guns once they arrive, so as well as having a turn to kill them, your opponent also has a turn to get away from them.

For my money, they're the weakest unit in the book (although not quite as bad as my initial impression)


Automatically Appended Next Post:
A single well-aimed plasma cannon will wipe them out instantly

This message was edited 1 time. Last update was at 2014/11/18 09:30:52


- 10,000+ (since 1994)
- 5000 (since 1996)
Harlequins/Ynnari -2500
Empire - 3000 (Current build)
Dwarves - Old and desperately in need of updating 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 karlosovic wrote:
My issue with the Void Claws is the prohibition on assaulting on the turn they arrive. As they don't have ranged weapons or an inv save (to speak of), it means your opponent gets a free turn of killing them.

They are a complete waste of points unless you opt for a threat overload tactic, and even then, I'd prefer some flexibility on weapon load-outs

Also keep in mind, they're foot-sloggers with no guns once they arrive, so as well as having a turn to kill them, your opponent also has a turn to get away from them.

For my money, they're the weakest unit in the book (although not quite as bad as my initial impression)


Automatically Appended Next Post:
A single well-aimed plasma cannon will wipe them out instantly

I had the same thoughts, basically. I would be mostly taking them for all of the Reserve Re-Rolls and just hoping to make it a few turn with a bunch of Pods. The other thought I was having it bringing them with a Grey Knight's Nemesis Strike Force. Also Adding Arjac or Njal to the mix could help. Remember though some groups wont allow Characters to join them.


Automatically Appended Next Post:
Here is my thought:
2000 Pts - Supplement: Champions of Fenris Roster - Logan's Void Claws
Company of the Great Wolf Detachment
Logan Grimnar, 250 pts (Warlord)
Njal Stormcaller, 180 pts (Terminator Armor)
Arjac Rockfist, 115 pts
Wolf Guard Void Claws, 240 pts
>Wolf Guard Terminator Leader (Two Wolf Claws)
>Wolf Guard Terminator (Two Wolf Claws)

Bjorn the Fell-Handed, 280 pts (Helfrost Cannon)
>Drop Pod (Locator Beacon; Deathwind Missile Launcher)

Wolf Guard Terminators, 290 pts
>Wolf Guard Terminator Leader (Thunder Hammer and Storm Shield)
>3x Wolf Guard Terminator (Wolf Claw; Chainfist)
>Wolf Guard Terminator (Power Maul; Assault Cannon)
>FA Drop Pod, 60 pts (Locator Beacon; Deathwind Missile Launcher)

Wolf Guard Terminators, 195 pts
>Wolf Guard Terminator Leader (Storm Bolter; Frost Sword)
>Wolf Guard Terminator (Storm Bolter; Power Axe)
>Wolf Guard Terminator (Storm Bolter; Power Lance)
>Wolf Guard Terminator (Storm Bolter; Power Sword)
>Wolf Guard Terminator (Storm Bolter; Power Maul)
>FA Drop Pod, 50 pts (Deathwind Missile Launcher)

Dreadnought, 170 pts (Storm Bolter; Extra Armor; Smoke Launchers; Great Wolf Claw and Storm Bolter; Twin-Linked Heavy Bolter)
>Drop Pod (Deathwind Missile Launcher)

Powered Armored Wolf Guard, 170 pts
>Wolf Guard Pack Leader (Combi-Plasma-Gun x1; Wolf Claw)
>Wolf Guard (Bolt Pistol; Chainsword)
>Drop Pod (Deathwind Missile Launcher)

This message was edited 1 time. Last update was at 2014/11/18 15:05:40


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
 
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