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Made in us
Stealthy Space Wolves Scout





Florida

I've see a lot of talk of TWC and thought I'd add my two cents. I typically use mine for antiinfantryvor heavy infantry clearing. Giving the leader hammer and shield is good if you want to kill something larger but dual claws would be good for more attacks. The regular guys could be chainsword and shield/ claw and shield/ or dual claws. I'd probably take units of 3 buffed by Canis Wolfborn and a Lord on thunderwolf with wulfen stone and saga of wolfkin or hunter. Claws will allow reroll of all attacks, strategem gives the plus 1 to wound, Canis gives extra attack to wolf lord reroll 1s to hit,+1 hit hunters unleashed, +2 attacks for wulfen stone and wolfkin. Tons of S5 attacks -2/-1 raining on your opponent. With strat still wounds knight on 4+ in a pinch plus reroll all claws. I'm going to buy more TWC.
   
Made in fi
Hoary Long Fang with Lascannon




Finland

TheunlikelyGamer wrote:
I've see a lot of talk of TWC and thought I'd add my two cents. I typically use mine for antiinfantryvor heavy infantry clearing. Giving the leader hammer and shield is good if you want to kill something larger but dual claws would be good for more attacks. The regular guys could be chainsword and shield/ claw and shield/ or dual claws. I'd probably take units of 3 buffed by Canis Wolfborn and a Lord on thunderwolf with wulfen stone and saga of wolfkin or hunter. Claws will allow reroll of all attacks, strategem gives the plus 1 to wound, Canis gives extra attack to wolf lord reroll 1s to hit,+1 hit hunters unleashed, +2 attacks for wulfen stone and wolfkin. Tons of S5 attacks -2/-1 raining on your opponent. With strat still wounds knight on 4+ in a pinch plus reroll all claws. I'm going to buy more TWC.


I can't run TWC without full Stormshields. They are notorious in our group from previous editions and are going to draw a lot of antitank fire. Without shields they are just going to vaporize instantly.

7000+
3500
2000 
   
Made in hk
Steadfast Ultramarine Sergeant




 Weazel wrote:
TheunlikelyGamer wrote:
I've see a lot of talk of TWC and thought I'd add my two cents. I typically use mine for antiinfantryvor heavy infantry clearing. Giving the leader hammer and shield is good if you want to kill something larger but dual claws would be good for more attacks. The regular guys could be chainsword and shield/ claw and shield/ or dual claws. I'd probably take units of 3 buffed by Canis Wolfborn and a Lord on thunderwolf with wulfen stone and saga of wolfkin or hunter. Claws will allow reroll of all attacks, strategem gives the plus 1 to wound, Canis gives extra attack to wolf lord reroll 1s to hit,+1 hit hunters unleashed, +2 attacks for wulfen stone and wolfkin. Tons of S5 attacks -2/-1 raining on your opponent. With strat still wounds knight on 4+ in a pinch plus reroll all claws. I'm going to buy more TWC.


I can't run TWC without full Stormshields. They are notorious in our group from previous editions and are going to draw a lot of antitank fire. Without shields they are just going to vaporize instantly.


Of course, they need SS for sure. But how many? I think if I run more than 3, I can afford to let the pack leader not taking shield, instead maybe give him a plasma pistol on his left hand while his right hand wielding the Thurnder Hammer or Powerfist. Or a chainsword in his left hand to add the number of attacks.
   
Made in us
Nurgle Chosen Marine on a Palanquin






Northern85Star wrote:
It’s weird how the iron priests’ tempest hammer is still terribly overcosted. 30 pts for a thunderhammer with the helfrost ability on a 6...


I really hope that the FAQ changes helfrost to be like the relic, on a +4. In the GW bat rep they used a +4 on all helfrost weapons and it really got my hopes up. 1 extra mortal wound is not all that hot, if it was 1 extra wound chance for each failed save, that would be something to write home about.

On the subject of TWC. I doubt it would be competitive, but it is pretty hilarious how many attacks they can get. TWC get 2 base, 2 chainswords for 2 more, wulfenstone and warlord for 2 more, then canis can buff the teeth to 4. 10 attacks each (in a perfect world with a ton of pt investment into buffs, so it will likely never happen, but it's still fun to think about)

Are index lone wolves still something we can bring? Having a unit "turned into" a stratagem is something that hasn't ever happened. I assume we still can, but am unsure if they are worth it.

   
Made in us
Stealthy Space Wolves Scout





Florida

 Weazel wrote:
TheunlikelyGamer wrote:
I've see a lot of talk of TWC and thought I'd add my two cents. I typically use mine for antiinfantryvor heavy infantry clearing. Giving the leader hammer and shield is good if you want to kill something larger but dual claws would be good for more attacks. The regular guys could be chainsword and shield/ claw and shield/ or dual claws. I'd probably take units of 3 buffed by Canis Wolfborn and a Lord on thunderwolf with wulfen stone and saga of wolfkin or hunter. Claws will allow reroll of all attacks, strategem gives the plus 1 to wound, Canis gives extra attack to wolf lord reroll 1s to hit,+1 hit hunters unleashed, +2 attacks for wulfen stone and wolfkin. Tons of S5 attacks -2/-1 raining on your opponent. With strat still wounds knight on 4+ in a pinch plus reroll all claws. I'm going to buy more TWC.


I can't run TWC without full Stormshields. They are notorious in our group from previous editions and are going to draw a lot of antitank fire. Without shields they are just going to vaporize instantly.


This is when the -1 to hit spells, cover, LOS blocking terrain, target saturation etc come into play.
   
Made in gb
Been Around the Block




 Ordana wrote:
 Dakka Wolf wrote:
Why did they ruin Blizzard Shields?
Because GW felt a bunch of Dreadnoughts with 3++ was to good.
At at the more casual level they might well b right.


Yes because we don't see any t7 knights with a ton of wounds walking round.
To be honest I've played a ton of games with the new wolves and they are gak. They do nothing vanilla can't but vanilla do it cheaper and better
. The +1 to hit is a distraction, it's distracting you away from the point the army at whole is crap. a good player will never let you get in combat to use the +1.
Good units are super expensive wulfen and astartes fw models.
   
Made in us
Dakka Veteran






Sn33R wrote:
 Ordana wrote:
 Dakka Wolf wrote:
Why did they ruin Blizzard Shields?
Because GW felt a bunch of Dreadnoughts with 3++ was to good.
At at the more casual level they might well b right.


Yes because we don't see any t7 knights with a ton of wounds walking round.
To be honest I've played a ton of games with the new wolves and they are gak. They do nothing vanilla can't but vanilla do it cheaper and better
. The +1 to hit is a distraction, it's distracting you away from the point the army at whole is crap. a good player will never let you get in combat to use the +1.
Good units are super expensive wulfen and astartes fw models.


I am not ready to write us off as "gak" just yet. We are not an obviously broken army but I think now that we have some decent strategems and rules we can play with everyone else on some more even footing.
   
Made in dk
Regular Dakkanaut




Had good succes today using a wolf priest as warlord with the saga of majesty. In this way he has a 9” re-roll all CC to hit and a 9” LD 9 bubble. Gave him frostfury, because i didnt want him in melee.

Wulfen er absolute beasts. A 5 man pack took down a 3++ leviathan dread and GM Voldus in one turn - thanks to the stratagem that lets them fight twice. Opponent conceeded after that.

Long fangs are fragile, and gets dealt with quickly.

TWC got shot to pieces, leaving only the leader left (out of 5), he didnt manage to earn his pts cost back, but he did good work clearing units from objectives. I think th/ss on leader and chainsword/ss on everyone else is the way to go. They will still tear infantry to pieces, now that they hit better.

The thing is it all came down to wulfen making their 9” charge when they entered the board.
   
Made in us
Longtime Dakkanaut




ArmchairArbiter wrote:
Sn33R wrote:
 Ordana wrote:
 Dakka Wolf wrote:
Why did they ruin Blizzard Shields?
Because GW felt a bunch of Dreadnoughts with 3++ was to good.
At at the more casual level they might well b right.


Yes because we don't see any t7 knights with a ton of wounds walking round.
To be honest I've played a ton of games with the new wolves and they are gak. They do nothing vanilla can't but vanilla do it cheaper and better
. The +1 to hit is a distraction, it's distracting you away from the point the army at whole is crap. a good player will never let you get in combat to use the +1.
Good units are super expensive wulfen and astartes fw models.


I am not ready to write us off as "gak" just yet. We are not an obviously broken army but I think now that we have some decent strategems and rules we can play with everyone else on some more even footing.


I am with ArmchairArbiter, I don't think we are gak. We are definatly not stronger than a standard marine army though like what used to happen when a wolf codex came out.

Still, comparing us to a standard marine codex army (or even a dark angels / blood angels army) we have some advantages.

1. We can outflank with the stratagem. Its incredibly useful and gives us the ability to get certain units that normally can't get close to the enemy in a cheap fashion.
2. All of our basic marine troops are flat better than any other forces basic marine troops thanks to the free chainsword. This is more of a "basic marines should get that ability" than anything else, but hey, at least wolf players can go "Our armys troops know what a freaking holster is for that bolt pistol".
3. Our longfangs are better than devistators except for Dark Angels. We get a flat reroll 1's vs 1 target, most don't get that, and Dark Angels if they don't move get that vs anything they shoot at. The fact we can take 5 heavy weapons vs 4 that are normally able to be taken is a trap though, your putting more points into a unit that can not easily take ablative wounds. Also the fact we don't get a regular apothecary to bring dead ones back to life it makes this one a double edged sword.
4. We get some awsome unique units. Wulfen are powerful, but expensive. Ven Dreads with Axe and Shield setup are still pretty nasty. We have 2 Charecter dreadnaughts that are quite scary. With the drop in points for the Stormfang that ship is quite awsome at its cheapest loadout.
5. Our scouts fill a completly different roll than normal. They don't start further up on the field, they 'outflank' for free. Load them with some plasma and they can do 6 plasma shots for 108 pts.

I think the issue comes when you look at our unique units and go 'this is supposed to be a close combat army.' Then you look at the army wide bonus and go 'This is a close combat bonus.' So, 1+1= This is a close combat army. We are not. We are a close fire army. We want to get close and unload on the enemy, and we are strong enough that most armies will think twice before charging us. We have some nasty CC units that can back up the close fire guys and really become a scary force. The problem is 8th isn't friendly to this kind of force.

With the meta shifting to Knights like it has (which having finally looked through the knights codex I don't think the issue is Knights or how they are written, its the fact that they don't have to be a warlord to get a warlord trait which also gives them access to a relic. That + the warlord trait that gives them an effective 4++ save, with a 3++ save thanks to a stratagem, that is what makes them so nasty. Remove that warlord trait and I think knights are fine. Or make it so if you have that warlord trait you can't use that stratagem. But I am ranting about something else here...) its hard for us to work the way intended. Add gunlines like guard or tau which are HARD as hell to deal with sometimes thanks to their cost, and we don't come out very good.

Thats when it comes down to looking at the codex and not saying "What can I take to play the way I want" but really looking at it and going "How does this codex need to be played to make it work".

I have found the answer is to look out for trap units. These are units that cost a lot and have questionable returns, but this also comes in with taking expensive close combat options onto units that don't really want to be in close combat. Take grey hunters. Really, they are great fire support that can hold their own in CC. They don't WANT to be in CC though, they are more effective with their bolters. So don't take power weapons on the leaders, leave them bare. Blood Claws are the opposite, they WANT to be in CC. Don't put plasma pistols on them because they can take them, thats wasted points. Take a powerfist or a power sword instead.

People want to take lots of cool stuff with cool options, and I understand that. Before the codex dropped my typical list was 15 bloodclaws and lucas in the stormwolf, 2 venerable dreads with axe and shield, Bjorn, Murderfang, Wulfen out flanking, Herald Deathwolf out flanking, and 7 wolf scouts out flanking. Now? I have tried that list a few times since the change and its not as good. I just can't spend the points on cc units outflanking. Stormwolf still gets shot out of the sky leaving a lot of infantry sitting in my back field with no way to move fast enough to be useful. And enemy knights still outrun Bjorn and his crew, but now have worse luck and end up getting killed easier than before.

I think Dark Angels have the strongest marine codex out this edition thanks to 1 stratagem (Weapons of the Dark Ages) and the ease of getting plasma everywhere. Its like at some point Oprah showed up in the 40k universe at the steps of the emperors golden thrown started yelling "YOU GET A PLASMA WEAPON, YOU GET A PLASMA WEAPON, AND YES YOU GET A PLASMA WEAPOIN!". But I think we are more tactical than Dark Angels. They can't outflank. They can't get -1 to hit (though the fact that OUR chaptermaster gives us ignore moral and theirs give 4++ to everything within 6" is more bull...) on tanks. They can't ignore all penalties to hit something no matter how well it is at using tricks (looking at you eldar). But this makes us CP hungry. I can blow through 13 CP within 2 turns easy now. Thats sad.
   
Made in us
Dakka Veteran






I feel like that is a pretty good analysis Azuza001. I believe it's also why I saw a SW player on (I think) another forum using a weird fire support list backed up with units that can engage enemies that come close.

He was using preds and whirlwinds, guarded by grey hunters and had outflanking MSU bloodclaws. RP and some other things. So far he's had good success with it.

I think the other issue is we are still trying to use units that have changed like we have in the past. TWC are a perfect example of this. In 7th they were super smashy and could tear high T units apart. I believe we need to rethink them as what they're named, cavalry, used for running down soft targets.

I thought about it on the train ride home and putting TH/SS on the TWC makes them too expensive and Wulfen just do it better anymore. Put a free bolter and a frost sword on them however and they become much more affordable and rather effective vs MEQ, let alone GEQ units.

A 4 man TWC unit with bolters + frost swords is only 188 points. They move 10", toughness 5 and 3 wounds a pop? They will hit on 2s on the charge, have a ton of additional attack buffs for them and some decent strategems to help them out. Not too much more than a 10 man blood claw squad with a WGPL but with a much more effective punch. They could be a hardy and very effective flanking unit or great at guarding the back line and counter-charging units that drop in.
   
Made in us
Longtime Dakkanaut




That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Azuza001 wrote:
That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.


Aren’t they already illegal? I seem to recall the big FAQ ‘ahem’ neutered that load out.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Dark Angels Interrogator-Chaplain






A Protoss colony world

 Dakka Wolf wrote:
Azuza001 wrote:
That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.


Aren’t they already illegal? I seem to recall the big FAQ ‘ahem’ neutered that load out.

You can still run Bike Wolf Guard from the Index, just like you can run various SM characters on bikes. GW has said that the Index options are still valid for things that aren't in the Codex. Same with options on certain models, like Autocannons on Dreadnoughts. Eventually they might phase all that stuff out, but hopefully not for a while as it would completely invalidate a lot of people's cool conversions (some of which people spent a lot of time on).

My armies (re-counted and updated on 11/7/24, including modeled wargear options):
Dark Angels: ~16000 Astra Militarum: ~1200 | Imperial Knights: ~2300 | Leagues of Votann: ~1300 | Tyranids: ~3400 | Stormcast Eternals: ~5000 | Kruleboyz: ~3500 | Lumineth Realm-Lords: ~700
Check out my P&M Blogs: ZergSmasher's P&M Blog | Imperial Knights blog | Board Games blog | Total models painted in 2024: 40 | Total models painted in 2025: 29 | Current main painting project: Tomb Kings
 Mad Doc Grotsnik wrote:
You need your bumps felt. With a patented, Grotsnik Corp Bump Feelerer 9,000.
The Grotsnik Corp Bump Feelerer 9,000. It only looks like several bricks crudely gaffer taped to a cricket bat.
Grotsnik Corp. Sorry, No Refunds.
 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 ZergSmasher wrote:
 Dakka Wolf wrote:
Azuza001 wrote:
That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.


Aren’t they already illegal? I seem to recall the big FAQ ‘ahem’ neutered that load out.

You can still run Bike Wolf Guard from the Index, just like you can run various SM characters on bikes. GW has said that the Index options are still valid for things that aren't in the Codex. Same with options on certain models, like Autocannons on Dreadnoughts. Eventually they might phase all that stuff out, but hopefully not for a while as it would completely invalidate a lot of people's cool conversions (some of which people spent a lot of time on).


I meant StormBolter/StormShield on WG Bikers.
I thought they got nerfed back to one or the other but not both.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

If you think TWC are our flankers/soft target killers what is our vanguard? Who does the heavy lifting?

Wulfen are great when they get stuck in, but getting them there reliably is an issue. Either you Hunt with them giving them a ~50% chance of making that 9" charge or you put them in a Stormwolf which is vulnerable at least on turn 1, probably turn 2 as well if you go second.

Björn and Shield Dreads backed by multiple characters?

Terminators?

Bloodclaws?

7000+
3500
2000 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Weazel wrote:
If you think TWC are our flankers/soft target killers what is our vanguard? Who does the heavy lifting?

Wulfen are great when they get stuck in, but getting them there reliably is an issue. Either you Hunt with them giving them a ~50% chance of making that 9" charge or you put them in a Stormwolf which is vulnerable at least on turn 1, probably turn 2 as well if you go second.

Björn and Shield Dreads backed by multiple characters?

Terminators?

Bloodclaws?


Knights with Space Wolves livery.
Just ask GW.
On a more serious note all of the above. Space Wolves’ bigger units suffer from being good at everything but not being great at anything. That is Close Combat in a nutshell, freaking amazing - if you make it.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Steadfast Grey Hunter






 Dakka Wolf wrote:
 ZergSmasher wrote:
 Dakka Wolf wrote:
Azuza001 wrote:
That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.


Aren’t they already illegal? I seem to recall the big FAQ ‘ahem’ neutered that load out.

You can still run Bike Wolf Guard from the Index, just like you can run various SM characters on bikes. GW has said that the Index options are still valid for things that aren't in the Codex. Same with options on certain models, like Autocannons on Dreadnoughts. Eventually they might phase all that stuff out, but hopefully not for a while as it would completely invalidate a lot of people's cool conversions (some of which people spent a lot of time on).


I meant StormBolter/StormShield on WG Bikers.
I thought they got nerfed back to one or the other but not both.


They nerfed the stormbolter, stormshield AND chainsword loadout. Now they replace the bolter with a stormbolter, chainsword with a stormshield. Which is the same as normal Wolf Guard.

Zap Brannigan -
"In the game of chess you can never let your adversary see your pieces."
"If we hit that bullseye, the rest of the dominoes should fall like a house of cards. Checkmate."
"Rock breaks scissors. But paper covers rock, and scissors cut paper! Kiff: we have a conundrum...... Search them for paper... and bring me a rock." 
   
Made in dk
Regular Dakkanaut




Well, competitively, we have to do what all other imperial players do: IG cp farm.

Then i would go 2 x wulfen, outflank. This forces the opponent away from the middle. For characters, atleast one rune priest for defensive measures. Probably wolf guards on bike with stormbolter.

A BA batallion with smash captains to kill the stuff that went out of reach of the wulfen. Scouts to hold objectives/screen.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 Garrlor wrote:
 Dakka Wolf wrote:
 ZergSmasher wrote:
 Dakka Wolf wrote:
Azuza001 wrote:
That other list sounds like my list I am currently running, 3 Whirlwinds, 3 Preds, and 30 grey hunters with some blood claws running around intercepting soft targets.

I think TWC work absolutely best when you add a wolf priest with a jump pack in and put some storm shields on them. Storm Shields give them that valuable 3++ save to protect them from heavy incoming enemy fire, and if they take wounds thanks to simply mass fire the wolf priest can heal them up. But I haven't considered putting bolters on them. Thats not a bad idea, but I still prefer my Wolf Guard on Bikes for that roll. Yes, its an index option, but 5 wolf guard on bikes with storm shields and storm bolters are 2 wounds, 12" move, 3++ save, and put out 8 shots each at 12". Thats a ton of firepower for a 5 man squad thats not easy to kill.

Besides, I already have my Wolf Guard on bikes modeled up that way.... I will be sad the day they are no longer legal.


Aren’t they already illegal? I seem to recall the big FAQ ‘ahem’ neutered that load out.

You can still run Bike Wolf Guard from the Index, just like you can run various SM characters on bikes. GW has said that the Index options are still valid for things that aren't in the Codex. Same with options on certain models, like Autocannons on Dreadnoughts. Eventually they might phase all that stuff out, but hopefully not for a while as it would completely invalidate a lot of people's cool conversions (some of which people spent a lot of time on).


I meant StormBolter/StormShield on WG Bikers.
I thought they got nerfed back to one or the other but not both.


They nerfed the stormbolter, stormshield AND chainsword loadout. Now they replace the bolter with a stormbolter, chainsword with a stormshield. Which is the same as normal Wolf Guard.


Haha!
There’s a way around everything!

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Wolf Guard Bikers used to be able to take a melee weapon, a stormbolter AND a stormshield. That's when I bought a bunch of them. Now they can use only two of the above, which means they are pretty much just a polished turd.

I mean sure they can pump out a lot of shots but at the end of the day they are just bolter shots. They can't follow up with a charge because without even chainswords they just downright suck at melee. And if you drop the stormshields for melee weapons their survivability kinda goes down the toilet. Also you have to move within 12" for that sweet rapid fire which means that even a lone guardsman can charge them and shut them down for a turn should he survive overwatch.

You can run a minimum unit as a harrassment/objective grabber but don't expect them to do anything significant.

This message was edited 1 time. Last update was at 2018/09/05 08:43:01


7000+
3500
2000 
   
Made in ca
Commander of the Mysterious 2nd Legion





BTW pretty minor thing but I happened to notice just now that the Primaris Battle leader does NOT have the Wolfguard keyword.

Opinions are not facts please don't confuse the two 
   
Made in gr
Regular Dakkanaut





I believe wolves got the best marine codex so far because:

1. They do shooting better than all other marines thnx to reroll shenanigans for long fangs, cheaper guships than other marines, ignore minus to hit modifiers with the stratagem

2. They do combat better than other marines thnx to wulfen ( the best cc infantry in the game) and their chapter trait that buffs thunder hammers

3. Yes the other chapters get cheaper troops thnx to scouts but we get greyhunters with 3+ save and +1 attack with 2 points more

Blood angels have good close combat but death company and sanguinary guard are not as survivable as wulfen and thunderwolves, and they have mediocre shooting

Dark angels have good shooting but they are mediocre in cc

All marines have overcosted stuff and have the same points problem, but wolves are in the best position right now

 
   
Made in ca
Commander of the Mysterious 2nd Legion





Space Wolves certainly are one of the better generalist codices right now, various other codices out perform at X, but I think Space Wolves have the most flexability to do everything decently well.

Opinions are not facts please don't confuse the two 
   
Made in dk
Regular Dakkanaut




Our only problem is getting our heavy hitters reliably into combat. If outflanking wulfen misses the charge, they are toast. Which is why i think two units is needed. Both because with two units, statistically, one of them should make it - and because it takes serious firepower to kill them if they dont.




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We dont really need more melee than wulfen imo. They are that good (and that much better in CC than anything else, most of all because we are guaranteed value with them, striking back as they die).

This message was edited 1 time. Last update was at 2018/09/05 09:51:41


 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

Putting Wulfen in a Stormwolf and deploying them last, far away and hopefully out of range of most of the enemies heavy weapons should hopefully be enough to keep the flyer alive to bring them where you need them T1. IF you can then get the -1 to hit strategem to protect it and also have some other scary targets like Long Fangs and TWC, they may even be able to disembark normaly instaed of climbing out of a burning wreck

Just have a small unit of GHs or BCs as ablative crash victims just in case.

Add in 3-4 jump pack characters, GHs and something shooty (WG with combi-plasma, helblasters, inceptors, tanks) and you are good to go.
And don't forget to take a few Cyber Wolves. They are cheap and usefull in many situations. Enemy has DS? Spread them around to deny the board. Smite? Put them to the front. Or just use them to grab uncontested objectives.

I am contemplating doing this with 6x5 GHs with a plasma each to have pure Wolves with 2 Battaillions

This message was edited 1 time. Last update was at 2018/09/05 10:07:17


 
   
Made in dk
Regular Dakkanaut




Ragnar69 wrote:
Putting Wulfen in a Stormwolf and deploying them last, far away and hopefully out of range of most of the enemies heavy weapons should hopefully be enough to keep the flyer alive to bring them where you need them T1. IF you can then get the -1 to hit strategem to protect it and also have some other scary targets like Long Fangs and TWC, they may even be able to disembark normaly instaed of climbing out of a burning wreck

Just have a small unit of GHs or BCs as ablative crash victims just in case.

Add in 3-4 jump pack characters, GHs and something shooty (WG with combi-plasma, helblasters, inceptors, tanks) and you are good to go.
And don't forget to take a few Cyber Wolves. They are cheap and usefull in many situations. Enemy has DS? Spread them around to deny the board. Smite? Put them to the front. Or just use them to grab uncontested objectives.

I am contemplating doing this with 6x5 GHs with a plasma each to have pure Wolves with 2 Battaillions


It is my thought aswell, but if we really want it to shine, we need an IG cp battery (3 cp for shroud, 2 cp to shoot at deepstriking enemies, 3 cp to attack twice with wulfen or something else, to devestate whatever we get into in melee). Maybe the IG battery will get nerfed soon, but right now it is just too good - for the price of 3 x 5 GHs, you get two commisars and 3 x 10 guardsmen with a mortar in each. That is 5 cp, regain cp on 5+, and gain a cp on 5+ when opponent uses a cp. Basically adding 1/3 of your own and opponents cp to yours. (Explaining in case someone is unaware of the tourney meta - it seems like most people here are assessing according to it).
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

But 3x5 GH is actually the cost that would give me a second sw battaillion as well as I actually want to field 4 HQs. So the only thing I would be missing would be the relic and that would cost 1 CP. So it would need to work at least twice to be worth it.
I ain't gonna paint 32 schmucks just for this

 
   
Made in us
Longtime Dakkanaut




You dont have to. The list i am taking tonight in my game is mostly space wolves, but i have 1 ig commander and 3 scout sentinals that i am bringing for first turn shinanigans. I make him my warlord, give him the relic and warlord trait, bam. 170 pts for cp regen and 3 units that can help keep the pressure off important stuff. (47 pts for a scout sentinal is a damn good price)

Rest of the army runs pure wolves, i dont use my hq's as assault units anyways other than dragongaze. For 90 pts he is a steal.
   
Made in dk
Regular Dakkanaut




I made a mistake, it isnt basically like adding 1/3 of own + opponents cp to yours, you also add 1/3 of those added cp... and 1/3 of those and so on. So you’re probably sitting on 20 cps or so with that battery.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

I'll be damned if would I make some IG schmuck the warlord of my Space Wolves. I would rather lose every single game. Some lines should not be crossed.

 
   
 
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