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![[Post New]](/s/i/i.gif) 2017/07/14 16:13:30
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Longtime Dakkanaut
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Yeah Krom seems okay, but not good enough to really care that much about or cheap enough to take over a normal wolf lord imo.
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![[Post New]](/s/i/i.gif) 2017/07/14 16:19:41
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Steadfast Grey Hunter
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jcd386 wrote:Yeah Krom seems okay, but not good enough to really care that much about or cheap enough to take over a normal wolf lord imo.
24 points for an extra attack and the angry stare... (Going off a Cap' with a Relic blade as almost identical and bolt pistol).
I have his model primed and he may be a stand-in wolf lord for now.
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![[Post New]](/s/i/i.gif) 2017/07/14 18:14:23
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Ulfhednar_42 wrote:jcd386 wrote:Yeah Krom seems okay, but not good enough to really care that much about or cheap enough to take over a normal wolf lord imo.
24 points for an extra attack and the angry stare... (Going off a Cap' with a Relic blade as almost identical and bolt pistol).
I have his model primed and he may be a stand-in wolf lord for now.
Yes he is a little bland...maybe if they gave him Runic Armor (2+/4++) or a Mastercrafted Bolt Pistol...maybe team him up with Lukas for a -2 to leadership...maybe...
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![[Post New]](/s/i/i.gif) 2017/07/14 21:46:10
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Longtime Dakkanaut
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Anpu42 wrote:Ulfhednar_42 wrote:jcd386 wrote:Yeah Krom seems okay, but not good enough to really care that much about or cheap enough to take over a normal wolf lord imo.
24 points for an extra attack and the angry stare... (Going off a Cap' with a Relic blade as almost identical and bolt pistol).
I have his model primed and he may be a stand-in wolf lord for now.
Yes he is a little bland...maybe if they gave him Runic Armor (2+/4++) or a Mastercrafted Bolt Pistol...maybe team him up with Lukas for a -2 to leadership...maybe...
See, I'm comparing him to a > 80 point wolf lord with a power weapon and maybe a storm storm bolter that mostly exists to give things rerolls as I've tended to get my damage elsewhere. If you are going to take one loaded out then yeah Krom probably isn't bad.
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![[Post New]](/s/i/i.gif) 2017/07/14 22:54:28
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Krom + Lukas + Wolf Scouts might do the trick.
Just need something to dish up enough damage to continually force the morale check.
I'm thinking a Razorback with Twin Assault Cannons - reminder to self, Twin does not mean two it means Twin - to transport Lukas and Krom about, nab Krom's re-roll 1s aura and dish up some good damage.
The Wolf Scouts might be able to pick off HQs that could change the result.
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/07/15 03:10:41
Subject: 8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Longtime Dakkanaut
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The thing about -1 ld is...it's not that great. It just means one more model dies of they fail a morale check, which is something half the armies rarely do. It's not bad, but idk if it's worth taking him over, say, ragnar or just a wolf lord.
Would you really take sniper wolf scouts? They seem pretty lackluster to me. I played a game recently where the other guy had 2 squads of scouts shooting at my rune priest for like two turns and did like 2 wounds to him. Relying on 6s for good damage hurts them a lot imo.
I want to try a list with 3 units of tooled out scouts coming in from behind enemy lines and see what that is like...but I'm afraid without a reroll to charge it won't be that reliable, but they are pretty cheap so that might still be okay? Idk we'll see how it goes i guess.
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This message was edited 1 time. Last update was at 2017/07/15 03:11:12
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![[Post New]](/s/i/i.gif) 2017/07/15 15:38:19
Subject: Re:8th Edition Space Wolf First Impressions: Krom Dragongaze (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Harald Deathwolf
UNIT COMPOSITION: 1 Model
WARGEAR:
>Glacius (Mêlée 4, S6, AP-2, Damage 2, If you do not kill the model roll 1d6, on a 6 inflict 1 mortal wound)
>Bolt Pistol (12” Pistol 1, S4, AP-, Damage 1)
>Frag and Krak Grenades
>Crushing Teeth and Claws (Mêlée 3, S5, AP-1, Damage 1)
>Storm Shield (3+/3++ Save)
Options: None
Special Abilities:
>ATSKNF
>Expert Hunter: Outflank 12” deep, 9” from an Enemy.
>Jarl of Fenris: 6” Re-Roll 1 Bubble
>Lord of the Wolfkin: Thunderwolves, Fenrisian Wolves and Cyberwolves within 6” use his Leadership 9.
>Mantle of the Troll King: 2+ Save vs Shooting.
Overview/How I would use him: I like him, he can be brutal in combat with a few 6s you could be doing 3-12 points a turn though most likely 8-9 before saves.
>Cyberwolves: Bodyguard unit that works even if you are tagging along with other units.
>Fenrisian Wolves: This can be a fun unit and with Lord of the Wolfkin most of their Leadership problems and with their re-roll on the charge they can take the Overwatch fire for him.
>Thunderwolf Cavalry: Now this is a good choice as a bodyguard, with being nearby and the Re-Rolls make them Brutal in Mêlée.
>Wulfen: Try to keep one of these nearby for the Re-Roll on the Charge or +1 to the Attack.
>Wolf Scouts: Oddly enough another good choice for Harald to team up with another Outflanker. Combi-Plasma, Plasma Gun combination with the Jarl of Fenris.
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![[Post New]](/s/i/i.gif) 2017/07/15 19:17:54
Subject: 8th Edition Space Wolf First Impressions: Harald Deathwolf (Warning, some Walls of Text)
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Longtime Dakkanaut
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I need to make a list with 3 scouts units, harold, and Ragnar + something in a drop pod and see how that does.
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![[Post New]](/s/i/i.gif) 2017/07/17 05:59:04
Subject: 8th Edition Space Wolf First Impressions: Harald Deathwolf (Warning, some Walls of Text)
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Ancient Space Wolves Venerable Dreadnought
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Harold is a monster when combined with a Jumpin' WGBL.
Both pop up where something needs re-enforcing and you're piling re-roll ones to hit and re-rolls to wound.
EAT SNIPER ROUNDS WEENIES!!!!
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I don't break the rules but I'll bend them as far as they'll go. |
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![[Post New]](/s/i/i.gif) 2017/07/17 16:49:23
Subject: Re:8th Edition Space Wolf First Impressions: Harald Deathwolf (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Vindicator
UNIT COMPOSITION: 1 Model
WARGEAR:
>Demolisher Cannon (24” Heavy 1d3, S10, AP—3, 1d6, If the target is 5+ Models becomes Heavy 1d6)
Options:
>May take a Hunter Killer Missile.
>May take a Storm Bolter
Special Abilities:
>Smoke Launchers
>Explodes...
Overview/How I would use it: It is a close support weapon much like a Sturmpanzer (Brummbär). It looks like it would make a good Infantry support vehicle, though it could work in the Anti-Armor/MC hunter. Though I think it would work best is on Multi-Wound High Save units like like Terminators or Tyranid Warriors. Most will come in numbers greater than 4 so you should get the 1d6 most of the time.
>Bare Bones: Don’t bother with any upgrades. This a simple built, but not the best way to play them any more.
>With Everything: For 8 Points (This is the one of the few time I will be talking about points) more you can add the Hunter Killer Missile and Storm Bolter. One CP to the number of Shots taken could make all of the difference in the world vs Large Units when mixed with the Storm Bolter.
>Cavalry Support: It does suffer from a short range. With their 10” Move they keep up with Thunderbolt Cavalry giving your Opponent a choice between the Thunderwolves or the thing dumping 1-6 S10 Shots at them. Tossing in an Iron Priest on a Thunderwolf to heal damage. This could also work with a Rhino/Razorback Rush.
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![[Post New]](/s/i/i.gif) 2017/07/18 15:41:51
Subject: Re:8th Edition Space Wolf First Impressions: Vindicator (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Intercessor Squad
UNIT COMPOSITION: 4 Models + 1 Sargent
WARGEAR:
>Power Armor (Save 3+, T4, W2)
>Bolt Pistol (12 Pistol, S4, AP-, Damage 1)
>Bolt Rifle (30” Rapid Fire 1, S4, AP-1, Damage 1)
>Frag and Krak Grenades
Options: None
Special Abilities:
>ATSKNF
Overview/How I would use them: Well...they are essentially a bare bones 5 man Tactical squad with 2 Wounds and a better Gun. Put them on an objective on your side of the board or one nearby because they cant ride in any transport at this time. With their 15” Rapid Fire Range they can threaten units farther away with a good rate of fire. I think this will relegate them to Gunline Status for now or as a waking Firing Line. It looks like they would be good at both especially with the Wolf Lord or Wolf Guard Battle Leader nearby. The once thing you do want to avoid with them is Mêlée...
Note: While think they are an ‘Ok’ unit for Space Wolves, I don’t believe they fit well with them, Now other Chapters I believe they fit very well, especially the Raven Guard.
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![[Post New]](/s/i/i.gif) 2017/07/25 15:18:50
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Sorry for the late reply, I was getting ready for a con, give me a few days and I will get back to posting.
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![[Post New]](/s/i/i.gif) 2017/07/25 18:30:54
Subject: Re:8th Edition Space Wolf First Impressions: Vindicator (Warning, some Walls of Text)
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Esteemed Veteran Space Marine
Ottawa
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Anpu42 wrote:Intercessor Squad
UNIT COMPOSITION: 4 Models + 1 Sargent
WARGEAR:
>Power Armor (Save 3+, T4, W2)
>Bolt Pistol (12 Pistol, S4, AP-, Damage 1)
>Bolt Rifle (30” Rapid Fire 1, S4, AP-1, Damage 1)
>Frag and Krak Grenades
Options: None
Special Abilities:
>ATSKNF
Overview/How I would use them: Well...they are essentially a bare bones 5 man Tactical squad with 2 Wounds and a better Gun. Put them on an objective on your side of the board or one nearby because they cant ride in any transport at this time. With their 15” Rapid Fire Range they can threaten units farther away with a good rate of fire. I think this will relegate them to Gunline Status for now or as a waking Firing Line. It looks like they would be good at both especially with the Wolf Lord or Wolf Guard Battle Leader nearby. The once thing you do want to avoid with them is Mêlée...
Note: While think they are an ‘Ok’ unit for Space Wolves, I don’t believe they fit well with them, Now other Chapters I believe they fit very well, especially the Raven Guard.
Would it be worth adjusting this now for the Codex rules since we know what they are?
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![[Post New]](/s/i/i.gif) 2017/07/25 21:20:48
Subject: Re:8th Edition Space Wolf First Impressions: Vindicator (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Lemondish wrote: Anpu42 wrote:Intercessor Squad
UNIT COMPOSITION: 4 Models + 1 Sargent
WARGEAR:
>Power Armor (Save 3+, T4, W2)
>Bolt Pistol (12 Pistol, S4, AP-, Damage 1)
>Bolt Rifle (30” Rapid Fire 1, S4, AP-1, Damage 1)
>Frag and Krak Grenades
Options: None
Special Abilities:
>ATSKNF
Overview/How I would use them: Well...they are essentially a bare bones 5 man Tactical squad with 2 Wounds and a better Gun. Put them on an objective on your side of the board or one nearby because they cant ride in any transport at this time. With their 15” Rapid Fire Range they can threaten units farther away with a good rate of fire. I think this will relegate them to Gunline Status for now or as a waking Firing Line. It looks like they would be good at both especially with the Wolf Lord or Wolf Guard Battle Leader nearby. The once thing you do want to avoid with them is Mêlée...
Note: While think they are an ‘Ok’ unit for Space Wolves, I don’t believe they fit well with them, Now other Chapters I believe they fit very well, especially the Raven Guard.
Would it be worth adjusting this now for the Codex rules since we know what they are?
All I have is the faq, but that another thing I will be doing, going back and making adjustments.
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![[Post New]](/s/i/i.gif) 2017/07/25 22:45:53
Subject: Re:8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Grim Dark Angels Interrogator-Chaplain
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You should post this stuff in an article if you aren't already. As an up-and-coming Space Wolves player I'm enjoying seeing your take on these units.
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![[Post New]](/s/i/i.gif) 2017/07/25 23:24:34
Subject: Re:8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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ZergSmasher wrote:You should post this stuff in an article if you aren't already. As an up-and-coming Space Wolves player I'm enjoying seeing your take on these units.
I would love to, but unless they made it simpler to use in the fast few years it is so much above my computer skills to do an article. I know just enough about computers to know I do not know what I am doing.
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![[Post New]](/s/i/i.gif) 2017/07/26 13:35:58
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Fresh-Faced New User
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Anpu42 wrote:Sorry for the late reply, I was getting ready for a con, give me a few days and I will get back to posting.
Hello Anpu42,
I'm (kind of) new to Warhammer 40k and the space wolves and wanted to echo comments from other people here. I'm really enjoying this thread and the review of the space wolves units. Thanks for taking the time to do that. It's providing insightful and practical tips on top of the (somewhat dry) codex.
I’m trying to build an army from this post (which some readers might want to do too) and I wanted to ask a few questions:
Notes:
* I'm optimising this army to take on multiple threats as per JCD386 post)
* I started buying a getting started Space Wolves box
* I’m saying "kind of new" because I started Warhammer 40k 16 years ago (I think it was the third edition back then) and bought a space wolves battle force and long fangs back then but didn’t finish these. They’re still at my parents overseas (and hopefully to be shipped home soon).
Here are my summarised notes & questions
* Grey hunters (great all rounder troops)
* Boltguns and chain swords. Take wolf standard. 2x plasma for every 10 GH
* WGPL (combo plasma + chainsword)
1) When would you hit diminishing returns with GH units? Eg would 3 x 10 GH units be optimal? Or 4*10 GH units starts to be too many?
2) Do you need to have a transport for all units?
3) Why do you NOT take a WGPL when mechanized? Is it worth to take one all the time?
* GH dedicated transport
* Drop pods - storm bolter
4) Do you really need to run them in threes? Drop pods seem really expensive vs. rhinos
* Rhinos - double storm bolter (HK missile optional)
5) Would you get one for each 10x GH unit? How do you decide to go with drop pods vs rhinos?
* Thunderwolf cavalry
* Most with SS and Chainswords
* Best synergy seems to be with Wolf priest on bike.
6) You get 3 in the getting started pack, is that enough to run or realistically you’d get more?
7) Would you run them with a Wolf lord on Thunderwolf over a Wolf priest on bike or would you get both <insert cheesy Old El Paso tacos meme>?
8) Any reason you run yours with SS + chainswords and 1 TH and 1 frost sword? Why not all with CS or all with TH? Is it because of points?
* Wolf lord
* You get a pedestrian one in the getting started box vs. one on thunderwolf (which would be best seeing you get 3 TWC in the box...)
* Was thinking of going with a TH + SS (looks great too) but it seems like SS is not worth it as you get a 4+ invulnerable save. Then that frees up both his hands.
* Double claws seem to be the go then.
9) I was wondering why not get Canis Wolfborn then as they’re roughly the same cost once you’ve equipped your wolf lord on TW with double claws? You seem to say he’s inferior to the wolf lord? Is that because Jarl of Fenris >> to Born of Wolves & Champion of the Deathwolves?
* Switfclaws (bikes)
* Chainswords and one plasma gun
* Wolf Priest get one on bike with a storm bolter
10) Is 3x bikes enough?
11) How would you decide if you need to add an attack bike and/or a WGBL? Any reason you equip your WGBL with a first sword vs the other options?
* Venerable dreadnought
* It looks like they are a very targeted unit, e.g. you equip them depending on the threat you’re addressing and it probably would not make senses to have them be a mix of close combat and long range fire support
* Melee => fenrisian axe and shield or triple flamer (go well with TWC or GH))
* Long range fire support = 2x twin ACs or 2x twin las cannons or twin las cannon and twin AC (go well with long fangs)
12) How would you choose over Axe & board vs triple flamer? Is one dread enough?
13) Is the choice over twin las cannons vs twin AC for versatility on long range fire support based on whether you want to deal purely with heavy vehicles or heavy vehicles and infantry (as the twin AC will give you more shots but less powerful)? Is one dread enough?
14) Re Bjorn would it be fair that he’s probably best used in close combat? Eg what you describe as “brawler”?
* Long fangs
* 4x Missile launchers +1 terminator with cyclone missile and storm bolter
15) Do you need a pack leader / sergeant?
16) Reading the codex it looks like the lascannons and missile launchers are fairly similar, is that correct or I am missing something? Why would you use one vs the other?
17) They strike me as the guys that sit back tight and rain missiles on the enemy. Do you need transport for them at all or not? If so, it seems like your recommendation is to get a Razorback w Twin Las-Cannon and a HK Missile to inflict 3d6 Damage each. The storm Bolter is not necessary, but take it just in case
18) Is one unit enough or would you get two?
* Stormwolf
* consider this a flying land raider. It’s a super sick vehicle
* probably best to magnetise the weapons. Replace twin-heavy bolters with missile against flyers or with twin multi-meltas to go tank/monster hunting
* Arjac and termies in stormwolf or Land raider crusader?
* All TH+ SS for close combat
Posting that now, I'm realizing it's a lot of questions :/ See that as being super eager
In a previous post you also mentioned you wanted to hear about which units we'd like to have reviewed in the future, If I may, would it be possible to get a review on:
* Predator and how/when to use it vs long fangs
* Rune priest.
Thanks a lot!
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![[Post New]](/s/i/i.gif) 2017/07/26 16:18:28
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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For grey hunters, i think the best loadout is 5 + wolf guard, for 6 guys, with a plasma gun, combi plasma, and plasma pistol. And i would always start them in a rhino / razorback.
You can go up to 10 for the extra plasma and still fit in the rhino, but it's not as points efficent on a points per damage ratio. I did the math at one point but difnt save it lol.
Power weapons on them aren't great, but are okay if you have extra points. The standard seems pretty meh to me as well.
Once they get out of their box they are likely to die right away, so i don't see the point in putting more points into them than you have to.
I think you should take 3 units tops to fill out the detachment. And 2 units with a blood claw unit seems fine too. Automatically Appended Next Post: For long fangs, i think you should take 4 or 5 normal guys with missiles and leave out the terminator, as he costs too much per missile.
I also think 2x5 guys with 4 missiles/las with a rhino is worth considering. I've played games vs people with enough long range anti infantry shooting to kill 2 squads of long fangs in one turn, and i can tell you really sucks if they go first and you can't hide the long fans. The rhino can be useful later on so it's not much of a tax, and hitting on 4s is better than not shooting because you are dead.
Buying the 2 squads and the rhino is more expensive than 2 predators, but the rhino has to die completely in order to hurt the guys, whereas the predator would just be dead.
I see predators as basically more durable long fans. They can't reroll 1s to hit without a wolf lord, though, which is sad, so i think the long fangs are generally better.
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This message was edited 2 times. Last update was at 2017/07/26 16:33:34
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![[Post New]](/s/i/i.gif) 2017/07/26 16:51:50
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Grim Rune Priest in the Eye of the Storm
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Grey Hunters
1) When would you hit diminishing returns with GH units? Eg would 3 x 10 GH units be optimal? Or 4*10 GH units starts to be too many?
I don't think Diminishing Returns is an issue unless you take all of them loaded up with the same. 6x Plasma Hunters will do great vs most Armies, but not as well vs Tank/ MC List and struggle with Hordes. When I field 6 Grey Hunters it is 2x Plasma-Hunters, 2x Melta-Hunters, 2x Flamer-Hunters. For the most part this would give me a mix that can deal with a lot of Armies. When I build a Troop Based List it is usually 2x Plasma Hunters and 2x Blood Claws with Flamers.
2) Do you need to have a transport for all units?
Not Really unless you are planing on being very Mobile, I would go with Rhinos/Drop Pods with Melta-Hunters and Flamer-Hunters.
3) Why do you NOT take a WGPL when mechanized? Is it worth to take one all the time?
I Always take a WGPL for the extra Combi-Weapon and to give you a Power Weapon.
Transports
4) Do you really need to run them in threes? Drop pods seem really expensive vs. rhinos
I found the more Drop Pods the better, three seems to be the sweet spot for me. On thing to remember is that one Drop Pod is just a pain for your opponent, the will be a problems. One Storm Bolter or Missile Launcher can almost be ignored, but not three. Multiple Drop Pods also have a physiological affect just by being there. They will have to be dealt with and take up resources to eliminate them.
5) Would you get one for each 10x GH unit? How do you decide to go with drop pods vs rhinos?
Depends on how I was going to play the game. A frontal Attack go with the Rhinos though for Hammer and Anvil Drop Pods and Thunderwolves.
Thunderwolf Cavalry
6) You get 3 in the getting started pack, is that enough to run or realistically you’d get more?
I would start with getting 4-6 of them, One for your Wolf Lord and/or Wolf Guard Battle Leader, one to make an Iron Priest and the rest for the Pack.
7) Would you run them with a Wolf lord on Thunderwolf over a Wolf priest on bike or would you get both?
Tough Choice, but I would go with the Wolf Lord (Re-Roll 1's to hit) and a Wolf Guard Battle Leader (Re-Roll wounds of 1) if I got two, the Wolf Priest would be good to heal wounds.
8) Any reason you run yours with SS + chainswords and 1 TH and 1 frost sword? Why not all with CS or all with TH? Is it because of points?
If you are concerned about points, yes a mix. I have my Pack Leader with a Frost Sword, 1 with the Thunder Hammer and the rest with Chain Sword (Well modeled with Lances), but I gave all of them Storm Shields. Remember Thunderwolves will attract Anti-Tank Weapons in their direction.
9) I was wondering why not get then as they’re roughly the same cost once you’ve equipped your wolf lord on TW with double claws? You seem to say he’s inferior to the wolf lord? Is that because Jarl of Fenris; to Born of Wolves & Champion of the Deathwolves?
Where his is inferior is he is not as durable as a Wolf Lord without the Belt of Russ or a Storm Shield. He is a good choice for Thunderwolves though with the Re-Rolls on charges and the additional Attacks.
Switfclaws (bikes): Chainswords and one plasma gun Wolf Priest get one on bike with a storm bolter
10) Is 3x bikes enough?
Not to me, but I tend to like larger units. If you are going to take them with a Wolf Priest the more models that can benefit from him the better.
11) How would you decide if you need to add an attack bike and/or a WGBL? Any reason you equip your WGBL with a first sword vs the other options?
I have mine with paired Wolf Claws though if you are going with the Plasma Gun why not take a Combi-Plasma and a Power Sword, take a Combi-Plasma for the Wolf Priest too.
Venerable dreadnought
12) How would you choose over Axe & board vs triple flamer? Is one dread enough?
The Axe and Board Dread should be taken as part of a group of Dreads or a Bodyguard for someone. Triple Flamers can be vicious, but as a lone Dread I think would struggle.
13) Is the choice over twin las cannons vs twin AC for versatility on long range fire support based on whether you want to deal purely with heavy vehicles or heavy vehicles and infantry (as the twin AC will give you more shots but less powerful)? Is one dread enough?
In this mode if you are going to hang back as fire support you only need 1. The True Rifleman Dread (Twin-Las-Cannon, Twin-Auto-Cannon) should do the job you need it to do. Though I think the x2 Twin-Auto-Cannon would be a good for Air-Defense just from the rate of fire.
14) Bjorn would it be fair that he’s probably best used in close combat? Eg what you describe as “brawler”?
Hard to say, where he becomes a great brawler is when you take him with a pair of Axe and Shield Dreads.
Long fangs * 4x Missile launchers +1 terminator with cyclone missile and storm bolter
15) Do you need a pack leader / sergeant?
Well you get the Long Fang Pack Leader by default. Either leave him as is or get him a Plasma Gun.
16) Reading the codex it looks like the lascannons and missile launchers are fairly similar, is that correct or I am missing something? Why would you use one vs the other?
Las Cannons do a little better vs Tanks and some MCs. Missile Launchers have flexibility, both are good. Cost I think is the deciding factor.
17) They strike me as the guys that sit back tight and rain missiles on the enemy. Do you need transport for them at all or not? If so, it seems like your recommendation is to get a Razorback w Twin Las-Cannon and a HK Missile to inflict 3d6 Damage each. The storm Bolter is not necessary, but take it just in case
That is what they do best, sit back and kill from afar. A Razorback with Las-Cannons makes a good support Vehicle. Oddly enough the only Transport I take for them is a Drop Pod with all Heavy Bolters and Combi-Plasmas.
18) Is one unit enough or would you get two?
I have found such, though when I have pulled out a second one is has only performed so-so.
Stormwolf
A Stormwolf is always a good choice in my opinion.
As for Magnets, If you can do it, it is worth it.
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![[Post New]](/s/i/i.gif) 2017/07/26 17:07:45
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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Also it's worth mentioning that so much of what is good depends on what the rest of the army has.
If you drop 30 marines in someone's face, it's probably okay to have your long fangs outside of a transport, as their anti infantry firepower will likely be busy.
If you have an army with 6+ T7 vehicles and 15 long fangs on foot, then they are likely to die pretty quick.
It's also hard to say a unit is good or bad, as there is probably a good list that can use most units effectively. When i say a unit is good or bad, i mean it is good or bad in most lists. I consider drop pods to be generally terrible, but I'm sure you could male a good list built around them.
Redundancy and threat priority are important concepts your list needs. Some units are just much better at making them work than others.
My preference is to run marines all in transports with dreads and tanks, presenting the enemy with nothing but t7 to shoot at until i decide to discembark.
Others might prefer other list styles, and different units and loadouts may be better or more useful in those lists than they would be in mine.
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![[Post New]](/s/i/i.gif) 2017/07/26 21:05:48
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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jcd386 wrote:I see predators as basically more durable long fans. They can't reroll 1s to hit without a wolf lord, though, which is sad, so i think the long fangs are generally better.
Predators are not necessarily more durable than Long Fangs, it depends what is shooting at them. A single lascannon can only kill 1 Fang per turn but can wipe half the wounds off a Predator. Infantry are more durable than vehicles/monsters against multi-wound weapons since any excess wounds are wasted.
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I stand between the darkness and the light. Between the candle and the star. |
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![[Post New]](/s/i/i.gif) 2017/07/26 21:43:24
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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Karhedron wrote:jcd386 wrote:I see predators as basically more durable long fans. They can't reroll 1s to hit without a wolf lord, though, which is sad, so i think the long fangs are generally better.
Predators are not necessarily more durable than Long Fangs, it depends what is shooting at them. A single lascannon can only kill 1 Fang per turn but can wipe half the wounds off a Predator. Infantry are more durable than vehicles/monsters against multi-wound weapons since any excess wounds are wasted.
Of course, and this is where redundancy comes into list building. A good list is going to have ways to handle light infantry, heavy infantry, and tanks, but only so much of each, so it can be a good idea to pick one of those three and spam it. A list with all t7 vehicles is going to mostly laugh at the anti infantry guns the enemy has. Likewise an army of all 1 wound infantry don't really care how many Las cannons you have.
Additionally, it's better to take 2-3 of a unit or similar units, as it is much easier to kill 1 predator and 1 unit of long fangs than it is 2 of either.
This is why i like taking rhinos for my long fangs in mech lists, because every las cannon they shoot at it is one less they shot at my dreads, bloodclaw rhinos, razor backs, etc.
In a list with 50 blood claws, wulfen, and TWC running up the table i would not bit them a rhino, or use a predator, as it would then become the obvious target for anti tank fire.
The more hard choices you make for your enemy, and the more of their firepower you make them shoot at inefficient targets (heavy bolters at rhinos, las cannons at blood claws, etc) the better chance you have of wining.
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This message was edited 1 time. Last update was at 2017/07/26 21:56:36
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![[Post New]](/s/i/i.gif) 2017/08/24 22:42:43
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Regular Dakkanaut
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Reivers yeah or neigh!! seems most likely in a space wolves list as harassers but wolf scouts almost do it better for cheaper depending on loadout!!!
Redemptor? anti horde/flyer and bullet magnet?
Repulsor? great anti horde/flyer imo, maybe for Aggressors only really as a transport.
Aggressors? seems severly limited in space wolf list!
Im thinking of buying the death watch battleforce as a good way to grab some nice mini's to add to my space wolves and im starting to think that primaris look alot better in a death watch list than wolves!
Might paint the death watch as space wolves with silver arms to signify there xenos slaying call up.
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This message was edited 1 time. Last update was at 2017/08/24 22:47:54
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![[Post New]](/s/i/i.gif) 2017/08/26 21:26:04
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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I don't really see any of the primaris really being all that worthwhile for SW at this time. Depending on what chapter tactic(s) they get in their codex, they might become more useful in the future. The same goes for deathwatch.
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![[Post New]](/s/i/i.gif) 2017/09/04 21:54:16
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Regular Dakkanaut
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The intercessors get stalker pattern bolters now right so they can fire deathwatch munitions. Somewhat of a shame the primaris dont fit with wolves and may never!
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![[Post New]](/s/i/i.gif) 2017/09/04 21:59:53
Subject: 8th Edition Space Wolf First Impressions: Intercessor Squad (Warning, some Walls of Text)
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Longtime Dakkanaut
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I have been having great results with my Hellblasters. I walk them up the field with Bjorn and he takes care of the rerolls. The firepower they put out is fantastic and they sit comfortably between GKs and LFs.
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I stand between the darkness and the light. Between the candle and the star. |
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