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.
Karhedron wrote: The Wolves are larger than a codex Chapter but far less than a Legion. I would not mind betting that they are not even the largest chapter. Black Templars are supposed to number several thousand IIRC.
Back in 3rd edition there was an article (I think it was Index Astartes) that stated that unlike Codex Chapters, each GC was large enough and had enough resources to operate independently of the rest of the Chapter indefinitely if needed.
that I can belive, a codex chapter has a centralized armory, has a independant scout and veterns company etc. the Great companies are more stand alone.
Opinions are not facts please don't confuse the two
Yeah I remember reading that back in 3rd edition or something about the space wolves being massive vs a normal chapter size but I could never find that going back and looking and really, even if it was written into the fluff back then, it's probably 100% retconned now.
Still 2k vs the normal 1k, that's still something.
Azuza001 wrote: Yeah I remember reading that back in 3rd edition or something about the space wolves being massive vs a normal chapter size but I could never find that going back and looking and really, even if it was written into the fluff back then, it's probably 100% retconned now.
Still 2k vs the normal 1k, that's still something.
ohh it is, although these figures are an upper estimate and reflect the space wolves prior to the loss of Cadia Battlezone Fenris etc. chances are prior to Primaris Reinforcements they where BADLY depleted. (doubly so as this seems to be a theme) buuut we should PROABLY move this convo elsewhere we're here to discuss tactics.
How do Agressors work with Cunning of the wolf? worth using?
Opinions are not facts please don't confuse the two
I have used them with strategem before. Worked well but a savvy opponent will deploy to mitigate their effectiveness. They are obviously best if they don't have to move before they shoot getting double shots. I did clear a full squad and a half of genestealers when I last used them in this way. I take them in full squads of 6 when I take them.
I don't own any aggressors, and have never used them, but have gone up against them a few times with my wolves and let me tell you they are dead simple to deal with and cost quite a bit for 3 guys that can die so easily. I don't see the flank stratagem helping that much.
Yup, Agressors work better with Ravenguard so they can get close but still count as stationary for that vital opening salvo. They also work well defensively for UMs in that they can withdraw and still shoot.
For horde clearance, Wolf Guard Bikers with storm bolters work much better. They have 2 wounds and T5 like Aggressors but are much faster and do not lose shots for moving. They get 8 shots at 12" or 4 at 24" which compares fairly well with Aggressors for firepower. Whether they retain this option in the codex remains to be seen.
For Outflanking, I prefer Hellblasters. These guys have awesome firepower but middling range. By popping up from a table edge, there is a good chance of catching something juicy in that 15" double-tap bubble. Have a Wolf Lord with Jump Pack or TDA drop in next to them for rerolls and you can overcharge them with minimal risk of overheats.
This message was edited 1 time. Last update was at 2018/05/14 21:03:09
I stand between the darkness and the light. Between the candle and the star.
Karhedron wrote: Yup, Agressors work better with Ravenguard so they can get close but still count as stationary for that vital opening salvo. They also work well defensively for UMs in that they can withdraw and still shoot.
For horde clearance, Wolf Guard Bikers with storm bolters work much better. They have 2 wounds and T5 like Aggressors but are much faster and do not lose shots for moving. They get 8 shots at 12" or 4 at 24" which compares fairly well with Aggressors for firepower. Whether they retain this option in the codex remains to be seen.
For Outflanking, I prefer Hellblasters. These guys have awesome firepower but middling range. By popping up from a table edge, there is a good chance of catching something juicy in that 15" double-tap bubble. Have a Wolf Lord with Jump Pack or TDA drop in next to them for rerolls and you can overcharge them with minimal risk of overheats.
I agree on all accounts. I use a wolfguard bikers with s.bolters in all my lists. I haven't outflanked the hellblasters yet... but I'll give it a try.
I have a unit of JPWG with combi-plasmas. Now with the FAQ I'm wondering how to deploy them now.
Maybe hiding them behind a Rhino? Should keep them out of most harm and they at least have the chance to get into rapid-fire range T1.
I would just deep strike them t2, use your first turn to get them a clearing pad / drop zone to land in. A rhino with grey hunters can do that job well on the cheap.
ArmchairArbiter wrote: There is something about wolf guard bikers that I just refuse to use them. I just don't like bikers lol.
Why ride a bike when you can ride a thunderwolf?
Depends. What is the purpose of the unit in question? If I want to shoot something then it's bikes because they can shoot All of their weapons. If CC then I take thunderwolves. Stormbolter WG bikers put out 8 shots each at 12 inches and move 14". Bikes are are cheaper too if you compare units kitted the same. Thunderwolves would have 1 more wound each and extra attacks for the wolf.
ArmchairArbiter wrote: There is something about wolf guard bikers that I just refuse to use them. I just don't like bikers lol.
Wolf Guard Bikers are awesome.
Go check out some of those retiree bikie clubs and you'll see great inspirations for grizzled old bastards on motorbikes.
Blood Claw Bikers on the other hand are just goofy.
I don't break the rules but I'll bend them as far as they'll go.
ArmchairArbiter wrote: There is something about wolf guard bikers that I just refuse to use them. I just don't like bikers lol.
Wolf Guard Bikers are awesome.
Go check out some of those retiree bikie clubs and you'll see great inspirations for grizzled old bastards on motorbikes.
Blood Claw Bikers on the other hand are just goofy.
I don't think SW get fat enough to be inspired by the retiree bike clubs in my area
ArmchairArbiter wrote: There is something about wolf guard bikers that I just refuse to use them. I just don't like bikers lol.
Wolf Guard Bikers are awesome.
Go check out some of those retiree bikie clubs and you'll see great inspirations for grizzled old bastards on motorbikes.
Blood Claw Bikers on the other hand are just goofy.
I don't think SW get fat enough to be inspired by the retiree bike clubs in my area
Logan Grimnar is fat enough to be Santa.
I don't break the rules but I'll bend them as far as they'll go.
I recently acquired a corvus in exhange for painting for a friend and I already have lots of primaris from the dark imperium boxes I got around Xmas. What kind of lists have you used? I was thinking of just combining my 1000pt lists. With some tweaks of course. This wolf list has worked great. I have yet to try out the DW list.
Wolves
Wolf Guard [20 PL, 126pts]: Jump Packs
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard Pack Leader: Chainsword, Storm bolter
Wolf Guard on Bikes [28 PL, 319pts] . Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Chainsword, Storm bolter
. . Bike: Twin boltgun
Wolf Scouts [6 PL, 113pts] . Wolf Guard Pack Leader: Combi-plasma, Storm shield
. Wolf Scout: Boltgun
. Wolf Scout: Boltgun
. Wolf Scout Pack Leader: Chainsword, Plasma pistol
. Wolf Scout with Heavy Weapon: Plasma gun
. Wolf Scout with Melee Weapon: Chainsword, Plasma pistol
Long Fangs [7 PL, 112pts] . Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Boltgun
. Long Fang: Boltgun
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
TheunlikelyGamer wrote: I recently acquired a corvus in exhange for painting for a friend and I already have lots of primaris from the dark imperium boxes I got around Xmas. What kind of lists have you used? I was thinking of just combining my 1000pt lists. With some tweaks of course. This wolf list has worked great. I have yet to try out the DW list.
Wolves
Wolf Guard [20 PL, 126pts]: Jump Packs
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard: Chainsword, Storm bolter
. Wolf Guard Pack Leader: Chainsword, Storm bolter
Wolf Guard on Bikes [28 PL, 319pts] . Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Storm bolter, Storm shield
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike: Chainsword, Storm bolter
. . Bike: Twin boltgun
. Wolf Guard on Bike Pack Leader: Bolt Pistol, Chainsword, Storm bolter
. . Bike: Twin boltgun
Wolf Scouts [6 PL, 113pts] . Wolf Guard Pack Leader: Combi-plasma, Storm shield
. Wolf Scout: Boltgun
. Wolf Scout: Boltgun
. Wolf Scout Pack Leader: Chainsword, Plasma pistol
. Wolf Scout with Heavy Weapon: Plasma gun
. Wolf Scout with Melee Weapon: Chainsword, Plasma pistol
Long Fangs [7 PL, 112pts] . Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Boltgun
. Long Fang: Boltgun
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
The Deathwatch have a strategem that will let you put infantry in Deepstrike. I can only imagine the damage those Intercessors or Hellblasters could do.
Drop them on an objective in cover and they'll be a menace.
I don't break the rules but I'll bend them as far as they'll go.
2018/05/22 02:30:19
Subject: Re:Owoo!! Space Wolf Tactica: 8th Edition.
I kinda think they might get the same chapter tactic as Emperor's Children, where they always fight first. This would emulate their counter attack abilities in previous editions letting them count as having charged.
I'm not sure how great to would actually be, or if I want it to happen, but it would make some sense.
ArmchairArbiter wrote: I am hoping for something a little more interesting... but that could easily swing to being useless or overpowered lol.
a ten man grey hunter squad would be receiving 30 attacks on the turn they are charged. would certainly be a solid thing, combine that with a "fight first stratigium" and I imagine it'll make a LOT of armies that might otherwise charge said unit think twice
Another possiability is they'll just get the world eaters +1 attack when charging trait. which TBH I think might be better. counter attack would encourage a more defensive play style then I think space wolves should have
This message was edited 2 times. Last update was at 2018/05/22 20:13:13
Opinions are not facts please don't confuse the two
SW chapter tactic has me stumped. I would like it to be something different, and everything I think of is already taken.
Strike first: slaanesh stuff
Advance with no penalty: slaanesh daemons
+1A/S: Khorne daemons if charge/charged
Fallback with no penalty: Ultramarines
+1 wound is blood angels, which is really nice!
+1 to hit seems underwhelming
I would love an option, like how the wulfen aura changes based on what you do.