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Made in us
Regular Dakkanaut




I want to make sure I understand "Spam" correctly.

Is it that I can abuse the Detachments system and thus field an army of, say, six Space Marines Assault Squads and no Troops at all? Or six Space Marines Devastator squads, or six Space Wolves Long Fangs squads?

Is that what is meant when people say "spam lists"?
   
Made in au
Ancient Space Wolves Venerable Dreadnought






phydaux wrote:
I want to make sure I understand "Spam" correctly.

Is it that I can abuse the Detachments system and thus field an army of, say, six Space Marines Assault Squads and no Troops at all? Or six Space Marines Devastator squads, or six Space Wolves Long Fangs squads?

Is that what is meant when people say "spam lists"?


You are correct.
The effectiveness of the spam is irrelevant.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
The Last Chancer Who Survived




United Kingdom

phydaux wrote:
 Selym wrote:
1337 5ki11z, presumably.

Or the "Spam Edition" hypothesis is wrong.

But we can't have that, now, can we?


So what are the Space Wolves players doing, OTHER THAN SPAM, that are giving them that win rate?
I have never seen a SW army IRL, so I don't know.

Primark G wrote:From what I seen so far there is no dominant army and I think it's the wrong mindset going forward.
Eh, no.
https://www.dakkadakka.com/dakkaforum/posts/list/730601.page



Automatically Appended Next Post:
Just look at the win/loss disparity here. The numbers are the amount of wins gained for every loss taken:
 Selym wrote:
Time for another W/L ratio, this time of any army with more than 40 games :
 mrhappyface wrote:

1) Astra Militarium - 1.889
2) Space Wolves - 1.643
3) Dark Eldar - 1.471
4) Eldar - 1.192
5) Tyranids - 1.061
6) Necrons - 1
7) Space Marines - 0.743
8) Chaos Space Marines - 0.714
9) Orks - 0.566
10) Tau - 0.429

This message was edited 2 times. Last update was at 2017/07/08 03:12:55


 
   
Made in us
Spawn of Chaos




If I had to guess to the Wolf Success, they have tons of Re-roll Charge, access, plenty of models that can takes storm shileds without the whole unit requiring them, and a easy source of melee rerolls. (Wolf Priests)

In general, if you get across the table, and get into melee, you'll make a impact on the poor sods in front of you. Wolf Armys, just so happen to have units that already prefered a mix of Storm Shields and Other Things, Plenty of Deep Strike options (Pods anyone) and the best armored assualt list from the Iron Wolf (That everyone dreamed of working and no-one ever got to work)

Their psychic phase is all about keeping their troops alive as well, with one of the few BS penaties you can inflict in the game. (Which given a number of armies saw a shooting buff, this makes a huge impact.)

In general. I see this meta being three Core things.
Mobility. Anything with a double move. (Sisters, and CSMs come to mind first off)
Mortal Wounds. (While a good chunk of these are tied to the psychic phase, the first tau player that effectively figures out the magic formula to put consistent mortal wound on Knights will be the guy to murder.)
Strength 7... Strength 7 seems to be the magic number to deal d3 or D2+, wounds on a 4 and tends to be minus 1 to Ap. If your hitting in Melee on Str 7 on a Charge, you wound both current primarchs at 50%, (Is girlyman a T6 or T7 model?) all light to medium vehicles, and almost every non monster model.

Now these are just some observations from a total of 10 games, mostly against imperium forces, while playing my Chaos, or a friends Foot Crons. (The guy needs Monoliths, actually, ALL Necron players, this edition is like 5th edition, you NEEEEEEED a Monolith)

This message was edited 1 time. Last update was at 2017/07/08 03:42:56


 
   
Made in us
Numberless Necron Warrior




gatebuster202 wrote:
...a friends Foot Crons. (The guy needs Monoliths, actually, ALL Necron players, this edition is like 5th edition, you NEEEEEEED a Monolith)


Given other conversations, I'd be very interested in why you say that.

   
Made in au
Ancient Space Wolves Venerable Dreadnought






gatebuster202 wrote:
If I had to guess to the Wolf Success, they have tons of Re-roll Charge, access, plenty of models that can takes storm shileds without the whole unit requiring them, and a easy source of melee rerolls. (Wolf Priests)

In general, if you get across the table, and get into melee, you'll make a impact on the poor sods in front of you. Wolf Armys, just so happen to have units that already prefered a mix of Storm Shields and Other Things, Plenty of Deep Strike options (Pods anyone) and the best armored assualt list from the Iron Wolf (That everyone dreamed of working and no-one ever got to work)

Their psychic phase is all about keeping their troops alive as well, with one of the few BS penaties you can inflict in the game. (Which given a number of armies saw a shooting buff, this makes a huge impact.)

In general. I see this meta being three Core things.
Mobility. Anything with a double move. (Sisters, and CSMs come to mind first off)
Mortal Wounds. (While a good chunk of these are tied to the psychic phase, the first tau player that effectively figures out the magic formula to put consistent mortal wound on Knights will be the guy to murder.)
Strength 7... Strength 7 seems to be the magic number to deal d3 or D2+, wounds on a 4 and tends to be minus 1 to Ap. If your hitting in Melee on Str 7 on a Charge, you wound both current primarchs at 50%, (Is girlyman a T6 or T7 model?) all light to medium vehicles, and almost every non monster model.

Now these are just some observations from a total of 10 games, mostly against imperium forces, while playing my Chaos, or a friends Foot Crons. (The guy needs Monoliths, actually, ALL Necron players, this edition is like 5th edition, you NEEEEEEED a Monolith)



I think you've pretty much nailed it - just to extend.
Space Wolves success recipie.

You don't have to charge the unit you shot at - that alone is HUGE for all-rounder armies like Space Marines and possibly bigger still for melee-centric armies like Space Wolves.

Almost all Space Wolves characters help the Space Wolves to deal damage.

Space Marine dedicated transports survive to deposite their cargo and even if they don't the embarked unit can still charge.
Bloodclaws - Their Headstrong weakness is damn near irrelevant.
Grey Hunters cost 14ppm but are armed with Bolters, Bolt Pistols and Chainswords.
Space Wolves' Troops no longer being "tax" units is huge.

Snowflake Dreadnoughts with Storm Shields - that can be repaired.

Wulfen - 37 ppm, 25 points for Storm Shield+Hammer combo, 17 points for Great Frost Axe, 15 points for Frost Claws pair.
M7' + adv - S5 - W2, A3. Capable of hitting at S10, aura buff for re-rolls to charge or extra attacks for allied Space Wolves.

Wolf Guard Bikers - 34pts + 5points for each Storm Shield.
M14' - S4 - T5 - W2 - A2 almost TWC from 7th. Due to wording a unit of WG Bikers models can each have three Boltguns, a Storm Shield and a Chainsword for 39 ppm. Capable of taking an extra Bolter each and pumping three shots each a turn at 24' or six shots each at half range.

TWC - 45ppm suffering Character tax on Storm Shields 15ppm.
Lost the ability to get S10 and one attack for the rider but gained an extra wound and three extra attacks at S5 with one rend value for the mount.

Swiftclaws - 31ppm but can be purchased in units as small as three models.

Long Fangs - Have always been pricey but missed out on any benefit aside from access to Heavy Weapons. Fire Discipline is amazing.

Spamming the same unit isn't how you win with Space Wolves in 8th. Having high mobility models available in just about every slot backed by very focussed synergy for bashing stuff is the Space Wolves' power.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Stern Iron Priest with Thrall Bodyguard



UK

I'll agree with that wolves win by layering buffs not by spam.

Wulfen auras are big the charge reroll means deep striking units have a better chance to make that charge, then once your in you get that extra attack while hitting first.

Wolf priests combo very well with heroes able to heal D3 wounds gives them a big boost to longevity.

Thunder wolves are still nasty you take ss and they hang around for ages and the wolfs attacks can tear through infantry.

   
 
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