Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
No adverts like this in the forums anymore.
Times and dates in your local timezone.
Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
Email notifications for threads you want to watch closely.
Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.
2017/06/29 15:27:26
Subject: Re:8th Edition Space Wolf First Impressions: Wolf Guard Battle Leader (Warning, some Walls of Text)
As for the WGBL I give them Jump Packs and paired Wolf Claws, then drop them to shore up Grey Hunters or Wolf Scouts who are under performing.
Wolf Claws seem like a poor choice for the WGBL since he can natively reroll 1s to wound anyway. I would prefer a SS and TH or Frost weapon.
Wolf Claws work better on a Wolf Lord IMHO as he can then reroll 1s to hit and any failed wound rolls while still getting his 4++ from the Belt of Russ.
I stand between the darkness and the light. Between the candle and the star.
2017/06/29 18:24:46
Subject: 8th Edition Space Wolf First Impressions: Wolf Lord (Warning, some Walls of Text)
I'd also go with SS/TH on a WGBL and a pair of claws for the lord or even only a TH for the lord, without the shield.
In 7th edition I always gave a shield to the lord because with only 3 wounds that +1 to the invuln was useful, but now he has a lot of wounds and the biker wolfpriest can even restore wounds that were lost in previous turns. No more shield for the lord
2017/06/29 23:37:00
Subject: 8th Edition Space Wolf First Impressions: Wolf Lord (Warning, some Walls of Text)
As far as i can tell, you can't upgrade a Wolf Lords that use the Captain entry with Space Wolves wargear, though i would love to shown otherwise.
I think a Frost Sword is the way to go for the WGBL for sure. The better AP makes up for the rerolls on the Wolf Claw.
On other units the wolf claws do more damage most of the time, but the swords are more efficient on a wounds to points ratio, and just better if there is a wgbl around.
I've also been giving a 2 point storm bolter to most of my HQs with any scrap points i have left in most of my lists.
2017/06/30 00:06:44
Subject: Re:8th Edition Space Wolf First Impressions: Wolf Guard Battle Leader (Warning, some Walls of Text)
As for the WGBL I give them Jump Packs and paired Wolf Claws, then drop them to shore up Grey Hunters or Wolf Scouts who are under performing.
Wolf Claws seem like a poor choice for the WGBL since he can natively reroll 1s to wound anyway. I would prefer a SS and TH or Frost weapon.
Wolf Claws work better on a Wolf Lord IMHO as he can then reroll 1s to hit and any failed wound rolls while still getting his 4++ from the Belt of Russ.
For the extra attack, extra strength and ap-2.
If you're backing up Hunters or Scouts like that something is closing with them and re-rolling any failed to-wound for everybody is going to be the bigger help than re-rolling ones to hit.
My Wolf Lord gets Thunderwolfed near models with BS2 or WS2 and he carries the paired Wolf Claws as well.
This message was edited 1 time. Last update was at 2017/06/30 00:08:49
I don't break the rules but I'll bend them as far as they'll go.
2017/07/01 14:37:14
Subject: Re:8th Edition Space Wolf First Impressions: Wolf Lord (Warning, some Walls of Text)
UNIT COMPOSITION: 5 Models
WARGEAR: Mark X Power Armor (Save 3+, T4, W2), Plasma Incinerator and Bolt Pistol
Plasma Incinerator: >Safe Mode: (30’ Rapid Fire 1, S7, AP-4, Damage 2)
>Not-So-Safe-Mode: (30” Rapid Fire 1, S8, AP-4, Damage-2, Roll a one and Die)
Special Rules: >ATSKNF
Overview/How I would use them: >Well 1st there are no options to take any more models or change up their Wargear, but I am good with that.
>Transports: Since you have nothing to transport them in...they have to hoof it.
>Point Defense Weapon: I think is what they will be best at, sort of like a Long Fang Pack. Place them someplace with a good field of fire and vaporize anything that gets within line of sight.
>Walking Fire: Move 6” every Movement Phase behind either Grey Hunters or Powered Armor Wolf Guard loaded with Combi-Weapons finish off what they did not.
>Character: Logan, Ragnar, Krom, Bjorn and Wolf Lords are good choices to take care of those pesky 1s when firing in ‘Not-So-Safe-Mode’ allowing you to put off some serious damage, a Wolf Lord with a Bolt Gun or Comb-Weapon would be the best choice. Logan could be good, but you really want him in close combat.
>Primaris Lieutenant, Wolf Priest and/or Wolf Guard Battle Leader: All all good choices as normal for either the Healing or Re-Rolls to wound.
>I will probably add them to my “Core” as I call it ...ok I admit it I have an addiction to Plasma… I will be placing them in my second line of defense just behind my Grey Hunters and in front of my Long Fangs along with either a Wolf Guard Battle Leader (With a Combi-Plasma and Wolf Claw) and a Wolf Priest nearby. This should give me a 30” wide control of my Backfield that I can put out safely 10 S8, AP-3, Damage 2 Fire.
Tomorrow with be the Primaris Lieutenant, one of the few ‘HQ Units’ I think are maybe as good as a Wolf Guard Battle Leader.
Automatically Appended Next Post: I also want an opinion, should I do all the Land Raiders as one or each individual?
I am thinking each individual as there are now 4 to choose from.
This message was edited 2 times. Last update was at 2017/07/02 02:54:36
I would say you can safely lump them all together. They are mostly the same except for their weapons, and don't have a lot of options.
I am interested in why you think the Primaris Lieutenant is any good for SW, as I see them as a more expensive WGBL with less options. I see them as good for normal SM, but thats about it.
2017/07/01 22:59:20
Subject: 8th Edition Space Wolf First Impressions: Hellblaster Pack (Warning, some Walls of Text)
The idea of leaving something with that much firepower behind has merit in hammer and anvil and for holding objectives.
I wonder how they'd stand up to the Relic?
I don't break the rules but I'll bend them as far as they'll go.
2017/07/02 02:43:23
Subject: 8th Edition Space Wolf First Impressions: Hellblaster Pack (Warning, some Walls of Text)
Plasma incinerators are AP-4. I like them a lot and they pair well with Bjorn. Hellblasters provide volume of fire while Bjorn buffs them and handles anything trying to threaten them in melee.
2017/07/02 02:56:56
Subject: Re:8th Edition Space Wolf First Impressions: Hellblaster Pack (Warning, some Walls of Text)
Primaris Lieutenant (This extra one is for missing yesterday)
UNIT COMPOSITION: 1-2 Models that can be split up.
WARGEAR: Mark X Power Armor (Save 3+, T4, W2), Master Crafted Auto Bolt Rifle (24” Assault 2, S4, AP-, Damage 2), Bolt Pistol.
Options: May Replace the Master Craft Auto Bolt Rifle with a Power Sword.
Special Rules: >ATSKNF
>Tactical Precision: Essentially is the same as Huskarl of the Jarl: 6” Re-Roll 1s on Damage Bubble
Overview/How I would use them: They are practically the same as a Wolf Guard Battle Leader and possibly if I had the choice equipped the same way from time to time.
What they have to offer that the WGBL does not: >Well basically two things, first is the ability to take two for one HQ Slot.
>The second is the Master Crafted Auto Bolt Riffle. This gives you a 24” two shot weapon that you can fire on the mover that inflicts two wounds. This would make him a good choice for Gunline Grey Hunters or sitting back with the Long Fangs or even the Hellblasters.
>Give him the Power Sword and he looks good to hang with Mêlée Focused Packs like Wolf Guard or Grey Hunters.
Note: You noticed I Left out Blood Claws, well they do not get the Wolf Guard Keyword so they will not be able to control them.
Note: Since you can not put them on any Transport this will relegate them to Foot Slogging, hence my suggestion of sticking them near Gunline Grey Hunters, Long Fangs and Hellblasters.
Where I think they may be better than a Wolf Guard Battle Leader is when you are pressed for HQ Slots
(Remember I am not taking any Unit’s cost into my First Impressions, this is just how I see them and how they can be used, only you can decide if they are worth the price)
Automatically Appended Next Post:
crouching lictor wrote: Plasma incinerators are AP-4. I like them a lot and they pair well with Bjorn. Hellblasters provide volume of fire while Bjorn buffs them and handles anything trying to threaten them in melee.
Fixed
This message was edited 1 time. Last update was at 2017/07/02 02:57:15
Has someone tried the dread characters in this edition? I'm obviously referring to murderfang and bjorn.
They're footslogging now but they have decent movement and since they're characters they can be targeted by normal shooting. This combined to the new profile system that makes walkers more durable, they finally have the chance to do their stuff for a significant part of the game.
Murderfang in 7th edition was basically a bullet magnet and most of the times it didn't cause a single wound as it was gunned down all the time before having the chance to charge. The axe/shield dreads at least had a nice invuln. But now murderfang can really kick asses At last
2017/07/02 14:50:28
Subject: Re:8th Edition Space Wolf First Impressions: Primaris Lieutenant (Warning, some Walls of Text)
Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
Blackie wrote: Has someone tried the dread characters in this edition? I'm obviously referring to murderfang and bjorn.
They're footslogging now but they have decent movement and since they're characters they can be targeted by normal shooting. This combined to the new profile system that makes walkers more durable, they finally have the chance to do their stuff for a significant part of the game.
Murderfang in 7th edition was basically a bullet magnet and most of the times it didn't cause a single wound as it was gunned down all the time before having the chance to charge. The axe/shield dreads at least had a nice invuln. But now murderfang can really kick asses At last
I've found the opposite.
Murderfang used to arrive in a Lucius Pod or normal pod, from the normal pod he'd remove a unit with his Heavy Flamer and Storm Bolter along with the Drop Pod's Storm Bolter then get evaporated in my opponent's shooting phase - from the Lucius Pod he'd thin a unit, the Pod would absorb the fire and blow during my and he'd start wrecking enemy units, higher initiative MCs and other Dreads with power-fists were his weak points, as long as he kept picking on more than he could kill on the charge he kept covered and kept killing.
Now Murderfang needs bodyguards because my opponents want his scalp and can bail from melee to take it.
Automatically Appended Next Post:
Anpu42 wrote: Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
It's always been so hard to choose your Land Raider, last edition I went for the Redeemer in the Ironwolves formation, start the Wolf Guard that it's dedicated to on the field, grab the Wulfen bonus, load the Wulfen in and burn rubber - well, scuff metal tracks - into the enemy frontlines and fire as many weapons as possible. The Landraider goes boom during my opponent's turn, my Wulfen step out of the wreckage and unleash hell during my turn.
This edition...I think my Deathwatch will be using the Land Raider.
This message was edited 1 time. Last update was at 2017/07/02 22:51:54
I don't break the rules but I'll bend them as far as they'll go.
2017/07/03 03:03:47
Subject: 8th Edition Space Wolf First Impressions: Primaris Lieutenant (Warning, some Walls of Text)
Anpu42 wrote: Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
It's always been so hard to choose your Land Raider, last edition I went for the Redeemer in the Ironwolves formation, start the Wolf Guard that it's dedicated to on the field, grab the Wulfen bonus, load the Wulfen in and burn rubber - well, scuff metal tracks - into the enemy frontlines and fire as many weapons as possible. The Landraider goes boom during my opponent's turn, my Wulfen step out of the wreckage and unleash hell during my turn.
This edition...I think my Deathwatch will be using the Land Raider.
I had (I think I still have one, but not sure which one...long story), but it was a God Hammer, a Crusader and Redeemer and used them every so often, though when I did it was usually in pairs, the Crusader and Redeemer. Usually loaded up with Wolf Guard Terminators, Njal in Terminator Armor, Arjac and Logan (at 2,000 points it was 15 Models ). To make it work with 8th I had to make a few changes.
Anpu42 wrote: Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
It's always been so hard to choose your Land Raider, last edition I went for the Redeemer in the Ironwolves formation, start the Wolf Guard that it's dedicated to on the field, grab the Wulfen bonus, load the Wulfen in and burn rubber - well, scuff metal tracks - into the enemy frontlines and fire as many weapons as possible. The Landraider goes boom during my opponent's turn, my Wulfen step out of the wreckage and unleash hell during my turn.
This edition...I think my Deathwatch will be using the Land Raider.
I had (I think I still have one, but not sure which one...long story), but it was a God Hammer, a Crusader and Redeemer and used them every so often, though when I did it was usually in pairs, the Crusader and Redeemer. Usually loaded up with Wolf Guard Terminators, Njal in Terminator Armor, Arjac and Logan (at 2,000 points it was 15 Models ). To make it work with 8th I had to make a few changes.
Anpu42 wrote: Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
It's always been so hard to choose your Land Raider, last edition I went for the Redeemer in the Ironwolves formation, start the Wolf Guard that it's dedicated to on the field, grab the Wulfen bonus, load the Wulfen in and burn rubber - well, scuff metal tracks - into the enemy frontlines and fire as many weapons as possible. The Landraider goes boom during my opponent's turn, my Wulfen step out of the wreckage and unleash hell during my turn.
This edition...I think my Deathwatch will be using the Land Raider.
I had (I think I still have one, but not sure which one...long story), but it was a God Hammer, a Crusader and Redeemer and used them every so often, though when I did it was usually in pairs, the Crusader and Redeemer. Usually loaded up with Wolf Guard Terminators, Njal in Terminator Armor, Arjac and Logan (at 2,000 points it was 15 Models ). To make it work with 8th I had to make a few changes.
That's a really elite list, how have matches turned out for you?
Well first we are very casual Cheezy Poof and Dr. Pepper type players, but in 5th and 6th I never lost a match (And I still don't know how), never got to play it in 7th.
Automatically Appended Next Post: Here is the original:
Space Wolf 13 Model 1500 Point List
Here is a list I came up with for a 1500 point game. Like some others I just want to see what a low model count Space Wolf Army would do. For another 500 points I can add 2 Land Raiders.
Bjorn the Fell-Handed [Assault Cannon]
Logan Grimnar, The Great Wolf
Logan’s Wolf Guard
-Arjac Rockfist, The Anvil of Fenris
-Wolf Guard [Terminator Armor, Thunder Hammer, Storm Shield]
-Wolf Guard [Terminator Armor, Storm Bolter, Frost Axe, Melta-Bombs]
-Wolf Guard [Terminator Armor, Frost Axe Storm Shield, Melta Bombs]
-Wolf Guard [Terminator Armor, Assault Cannon, Chain Fist]
Njal Stormcaller, Lord of Tempests [Runic Terminator Amour]
-Wolf Guard x4 [Paired Wolf Claws]
-Wolf Guard [Heavy Flamer, Chain Fist]
Anpu42 wrote: Land Raiders UNIT COMPOSITION: 1 Model
WARGEAR: >Land Raider [God-Hammer]: Twin Heavy Bolter (36” Heavy 6, S5, AP-1, Damage 1), Two Twin-Las-Cannons (48” Heavy 2, S9, AP-3, Damage 1d6)
>Land Raider Crusader: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin Hurricane Bolters (24” Rapid Fire 6, S4, AP-, Damage 1), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
>Land Raider Redeemer: Twin Assault Cannons (24” Heavy Heavy 12, S6, AP-1, Damage 1), Twin FlameStorm Cannons (8” Have 1d6, S6, AP-2, Damage 2, Automatically Hits), Frag Assault Launcher (50%/50% chance any Unit that gets close takes 1d3 Mortal Wounds)
Options: >Take a Multi-Melta (24” Heavy-1, S8, AP-4, Damage 1d6, at 12” Roll 2d6 and take the Best Damage). I see very little reason not to take it.
>Take a Storm Bolter (24” Rapid Fire 2, S4, AP-, Damage 1). Just take it, something you will never regret.
>Take a Hunter Killer Missile (48” Heavy 1, S8, AP-2, Damage 1d6, One Shot). If you have more than one Vehicle that can take it, it is so worth the Turn One Missile Barrage from 3-5 Vehicles.
Special Abilities: >Power of the Machine Spirit: Never take a Movement Penalty for Moving
>Smoke Launchers: Once per game -1 to be hit.
>Explodes: Well...
Transport Capacity: >Land Raider [God-Hammer]: 10 Models
>Land Raider Crusader: 16 Models.
>Land Raider Redeemer: 12 Models
Overview/How I would use Them: Well off of them are tough models requiring a lot of Firepower focused at them to take down. Each one has a role they play on the Battlefield.
>Land Raider [God-Hammer]: Still lightly Bi-Polar, but not as bad. I think it works bast at what it is meant to be, a Merkava, a tough tank with infantry support. The only unit I think that would go poorly in it is Long Fangs and that is because they won’t be able to fire till they get out. Everything else should go good in it and you should be able to get them in close. As far as the Anti-Tank/MC role, toss on the Mulit-Melta and the HK Missile and not much will stand up to it for long.
>Land Raider Crusader: This is a Wall of Bolter Fire (40 Shots at 12” with the Storm Bolter, you took that right) at 12”. It should be doing horrible things to any Infantry Units and this is what you should be going after. The main goal is to get in close and let out the 15 Model Blood Claw Pack Led by a Wolf Priest or 5 Model Wolf Guard Terminator Pack led by Arjac, A Wolf Priest and a Wolf Guard Battle Leader after shooting the <Censored> at anything to close. Put this on an Objective and let them come to you with an insane amount Overwatch Fire and a chance of 1d3 Mortal Wounds.
>Land Raider Redeemer: While different to the Crusader it serves the same basic role of getting in close. Between the Twin Assault Cannons and the Two Hellstorm Cannons you will be putting off 12+2d6 S6 Attacks. I would use this as a Wolf Guard Trasport as you can get 10 Wolf Guard + 1-2 Charcter or a Wolf Guard Terminator Pack with someone like Arjac. Most units will probably thing twice before Assualting it. This looks to be a good Heavy Infantry, Light Vehicle Hunter.
Note: You can see I left off the Land Raider Excelsior, that is so I can do one covering it and the Rhinos Primaris as one...
It's always been so hard to choose your Land Raider, last edition I went for the Redeemer in the Ironwolves formation, start the Wolf Guard that it's dedicated to on the field, grab the Wulfen bonus, load the Wulfen in and burn rubber - well, scuff metal tracks - into the enemy frontlines and fire as many weapons as possible. The Landraider goes boom during my opponent's turn, my Wulfen step out of the wreckage and unleash hell during my turn.
This edition...I think my Deathwatch will be using the Land Raider.
I had (I think I still have one, but not sure which one...long story), but it was a God Hammer, a Crusader and Redeemer and used them every so often, though when I did it was usually in pairs, the Crusader and Redeemer. Usually loaded up with Wolf Guard Terminators, Njal in Terminator Armor, Arjac and Logan (at 2,000 points it was 15 Models ). To make it work with 8th I had to make a few changes.
That's a really elite list, how have matches turned out for you?
Well first we are very casual Cheezy Poof and Dr. Pepper type players, but in 5th and 6th I never lost a match (And I still don't know how), never got to play it in 7th.
Automatically Appended Next Post: Here is the original:
Space Wolf 13 Model 1500 Point List
Here is a list I came up with for a 1500 point game. Like some others I just want to see what a low model count Space Wolf Army would do. For another 500 points I can add 2 Land Raiders.
Bjorn the Fell-Handed [Assault Cannon]
Logan Grimnar, The Great Wolf
Logan’s Wolf Guard
-Arjac Rockfist, The Anvil of Fenris
-Wolf Guard [Terminator Armor, Thunder Hammer, Storm Shield]
-Wolf Guard [Terminator Armor, Storm Bolter, Frost Axe, Melta-Bombs]
-Wolf Guard [Terminator Armor, Frost Axe Storm Shield, Melta Bombs]
-Wolf Guard [Terminator Armor, Assault Cannon, Chain Fist]
Njal Stormcaller, Lord of Tempests [Runic Terminator Amour]
-Wolf Guard x4 [Paired Wolf Claws]
-Wolf Guard [Heavy Flamer, Chain Fist]
No real tactics, just barreled into my opponent (Usually Orks) either on foot or in the Land Raiders when I had them. I also had insane luck with all of them each time I pulled them out. Oddly enough it was Arjac who usually had the most kills, more than once I threw the hammer and Exploded the Transport killing 90% of what was in it. Njal was the other big winner and I only use JotWW like twice. Once challenges came around...it was Arjac Blows up the Truck with a hammer toss, then charges the Ork Mob, Arjac kills the War Boss and any surviving Orks run off the table, rinse, repeat.
Like I said and have to many people, I don't know why this list Wins, it just does. Now I will admit when the game is over the total wounds on my side left on the table could be counted on one hand.
Now Murderfang needs bodyguards because my opponents want his scalp and can bail from melee to take it.
Of course, but I don't play SW without at least 4 grounded melee units among wulfen, thunderwolves or a blob of blood claws, while in the future I'll probably add the wolf guard bikers and maybe even terminators. I may run one single full unit of thunderwolves, blood claws, murderfang and a squad of wulfen. Basically the dread is going to replace the second unit of wulfen or thunderwolves.
Not that it's going to be the way to go, since I hate playing with less than 10 wulfen but it can be a nice alternative
No real tactics, just barreled into my opponent (Usually Orks) either on foot or in the Land Raiders when I had them. I also had insane luck with all of them each time I pulled them out. Oddly enough it was Arjac who usually had the most kills, more than once I threw the hammer and Exploded the Transport killing 90% of what was in it. Njal was the other big winner and I only use JotWW like twice. Once challenges came around...it was Arjac Blows up the Truck with a hammer toss, then charges the Ork Mob, Arjac kills the War Boss and any surviving Orks run off the table, rinse, repeat.
Like I said and have to many people, I don't know why this list Wins, it just does. Now I will admit when the game is over the total wounds on my side left on the table could be counted on one hand.
Killing 90% of the embarked unit is extremely lucky. I can't see how a list with only 13 bodies is going to defeat orks. It's probably a matter of that specific ork list or style of playing. With land raiders maybe, but with a footslogging unit, some characters and a deep strike squad a list with 150-300 wounds should be able to wipe out the elite army or at least win for the objective.
This message was edited 1 time. Last update was at 2017/07/03 08:19:05
2017/07/03 08:44:02
Subject: 8th Edition Space Wolf First Impressions: Primaris Lieutenant (Warning, some Walls of Text)
Now Murderfang needs bodyguards because my opponents want his scalp and can bail from melee to take it.
Of course, but I don't play SW without at least 4 grounded melee units among wulfen, thunderwolves or a blob of blood claws, while in the future I'll probably add the wolf guard bikers and maybe even terminators. I may run one single full unit of thunderwolves, blood claws, murderfang and a squad of wulfen. Basically the dread is going to replace the second unit of wulfen or thunderwolves.
Not that it's going to be the way to go, since I hate playing with less than 10 wulfen but it can be a nice alternative
Yeah...some Storm Shields might be an idea, especially when they can move as fast as or faster than Murderfang.
No real tactics, just barreled into my opponent (Usually Orks) either on foot or in the Land Raiders when I had them. I also had insane luck with all of them each time I pulled them out. Oddly enough it was Arjac who usually had the most kills, more than once I threw the hammer and Exploded the Transport killing 90% of what was in it. Njal was the other big winner and I only use JotWW like twice. Once challenges came around...it was Arjac Blows up the Truck with a hammer toss, then charges the Ork Mob, Arjac kills the War Boss and any surviving Orks run off the table, rinse, repeat.
Like I said and have to many people, I don't know why this list Wins, it just does. Now I will admit when the game is over the total wounds on my side left on the table could be counted on one hand.
Killing 90% of the embarked unit is extremely lucky. I can't see how a list with only 13 bodies is going to defeat orks. It's probably a matter of that specific ork list or style of playing. With land raiders maybe, but with a footslogging unit, some characters and a deep strike squad a list with 150-300 wounds should be able to wipe out the elite army or at least win for the objective.
Nova blasts? The thirteen bodies hang on long enough that the Orks surround Njal and he Thunder Claps to force so many save checks that the tide can't hold together but is forced to pile in and cop another Clap anyway?
It's a stretch but it's all I can think of
This message was edited 1 time. Last update was at 2017/07/03 08:45:23
I don't break the rules but I'll bend them as far as they'll go.
2017/07/03 08:45:22
Subject: 8th Edition Space Wolf First Impressions: Primaris Lieutenant (Warning, some Walls of Text)
Killing 90% of the embarked unit is extremely lucky. I can't see how a list with only 13 bodies is going to defeat orks. It's probably a matter of that specific ork list or style of playing. With land raiders maybe, but with a footslogging unit, some characters and a deep strike squad a list with 150-300 wounds should be able to wipe out the elite army or at least win for the objective.
Well remember he said he ran this list back in 5th and 6th when Orks were still struggling and one good round of combat from one of the elites could wipe the ENTIRE Ork squad with initiative test results. >.>
2017/07/03 10:07:15
Subject: 8th Edition Space Wolf First Impressions: Land Raiders (Warning, some Walls of Text)
jcd386 wrote: As far as i can tell, you can't upgrade a Wolf Lords that use the Captain entry with Space Wolves wargear, though i would love to shown otherwise.
They've FAQ'ed it to say they anything in that list can take wolf stuff, which is how I'd figured it worked anyway but it's nice to have it in writing I guess.
Top of pg 2 of the Imperium 1 FAQ.
2017/07/04 05:35:19
Subject: 8th Edition Space Wolf First Impressions: Wolf Lord (Warning, some Walls of Text)
jcd386 wrote: As far as i can tell, you can't upgrade a Wolf Lords that use the Captain entry with Space Wolves wargear, though i would love to shown otherwise.
They've FAQ'ed it to say they anything in that list can take wolf stuff, which is how I'd figured it worked anyway but it's nice to have it in writing I guess.
Top of pg 2 of the Imperium 1 FAQ.
Yup, i wrote that days before the FAQ came out.
2017/07/04 09:09:49
Subject: Re:8th Edition Space Wolf First Impressions: Land Raiders (Warning, some Walls of Text)
No, you can't.
If you are an unscrupulous git you could rules-lawyer that you could put 10 Wulfen in a Drop Pod, but you wouldn't make any friends with that kind of WAAC behavior.
2017/07/04 10:10:30
Subject: 8th Edition Space Wolf First Impressions: Land Raiders (Warning, some Walls of Text)
Ragnar69 wrote: No, you can't.
If you are an unscrupulous git you could rules-lawyer that you could put 10 Wulfen in a Drop Pod, but you wouldn't make any friends with that kind of WAAC behavior.
What's wrong with transporting Wulfen? There is nothing in the Transport rules or the Wulfen rules to imply you cannot.
I stand between the darkness and the light. Between the candle and the star.
2017/07/04 10:30:15
Subject: 8th Edition Space Wolf First Impressions: Land Raiders (Warning, some Walls of Text)
There is a list with all units from the normal SMs that SWs can use (i.e. the tanks, the primaris stuff, the captain,...). Some, like the Land Raiders, have an asterix. This means those units can transport Wulfen and they count as 2 models.
Drop Pods, Rhinos and Razorbacks don't have that asterix. So it is very clear to any decent human being that those are not supposed to transport Wulfen. But some cut-throat investment banker types could argue that Wulfen are Astartes infantry and thus you could cram 10 in a Rhino/Drop Pod.
2017/07/04 11:07:45
Subject: 8th Edition Space Wolf First Impressions: Land Raiders (Warning, some Walls of Text)
In the first page of the SW codex is clearly stated that land raiders can also transport wulfen and that they count as two models.
In the stormwolf's profile there's also the statement that wulfen count as two models.
Drop pods, rhinos and razorbacks can't carry wulfen, only land raiders and the stormwolf can, and of course, they count as two models.
The stormfang gunship doesn't have enough seats as it can carry only 6 models and min squads of wulfen count as 10 in terms of trasnport capacity, but if you lose some models in battle that flyer can carry wulfen too.