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.
2018/09/12 16:54:31
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
I joined an event on the weekend when new codex formally released, and 30min after I got my 8th edition SW codex . Just got a breath from real day life to finish this sharing about my experience of the new Space Wolves. Do a mini writing Battle Report of the games. Sorry for not having time to publish this sharing a little earlier, the real life work is tough.
The event comprised three game in the campaign day. 1500pts list, no LoW allowed. Here is my list:
Spoiler:
Battalion HQ:
Rune Priest: Runic Axe, Bolt Pistol, Jumppack, Armor of Russ
Wolf Guard Battle Leader: Powerfist, Stormshield, Thurnder Wolf Mount
Vanguard Detachment HQ Bjorn the Fell-handed: Hell-frost Cannon and True Claw
Elite Venerable Dread: Hell-frost Cannon and DCCW Wulfen Dread: Axe and Shield
Wulfen: 6 men, 3 TH/SS, 2 Axes, Pack Leader w Frost Claws
Honestly, the army does quite well in an "friendly competitive" environment (organizer calls for bringing "competitive but friendly" army to the campaign). I ended up in winning two games and losing one. The army is fun to play imo at the current stage. Despite all my games ended up in "almost tabling opponent or be tabled", the games process are not one-sided, except the 2nd game where I run into a Dark Eldar with 3 Flyers, 3 Ravagers 2 Venoms and 1 Raider.
Here is some details for the game
Game 1: Werewolves (SW) VS Vampires (BA)
Spoiler:
His list is something like the following:
Battalion HQ: Captain Slamguinius
Curbulo
Librarian with Jumppack
Troops 3 x 5men Scouts
Vanguard HQ: Lemartes
Elite Death Company: 10men, Powersword and Chain Sword
Death Company: 10men, Powersword and Chain Sword
Death Company Dreadnought
Transport Razorback w THB
Razorback w TAC
Deployment type and Map: short table edge, long march to meet in the centre. Moderate terrain in the centre, ruined industrial facilities, there are two corridors between terrains.
Psychic Power for the Space Wolves I chose the Living Lightning and Fury of the Wolf Spirit, his Librarian has Shield of Sanguinius and Unleash Rage
BA got 1st turn despite SW finished deployed first.
Game started with his Scouts, Razorbacks and Dreads moves towards me while all Jumppack guys are in Deep strike reserve, his 1st turn shooting does no effect. My turn I disembarked the Blood Claw supported by Venerable Dread to confront his one 5 men scout and DC Dread looming at my right flank, with some luck from the Helfrost cannon and plasma shot, and the Powerfist swings, I destroyed both the DC Dread and the Scout, and seized the objective which was claimed by that infiltrated scout. The rest army rush onwards through the left corridor towards the BA deployment, with the Rhino carrying 2 GH packs rushing at the front, with advance rolls it is close to the enemy deployment zone now, followed by the Wulfen Dread, Jumppack RP, and WGBL, Bjorn covering the rear on my left flank.
Round 2 sees all his DS units coming into my back line, behind Bjorn, I paid 2CP to let Bjorn intercept because he is near the RP, shot on the Librarian who are equally closest with the Captain Slamguinius but dealt only 2W. Psychic Phase his Librarian casted Unleash Rage and Shield of Sanguinius. Later he successfully charged the Captain Slam and one squad of Death Company into Bjorn and wolf Venerable Dreads respectively. His Captain Slamguinius slammed Bjorn in one round , while his DC rolls amazing charge range getting into both my Ven Dread and WGBL, dealting a total of 7 unsaved wounds to the Dread, and put 3 unsaved wound on WGBL, in reply, the Dread and WGBL killed like 4-5 DC.
In to my turn, Wulfens comes in, the Wulfen Dread, and Rune Priest turns back. Both the Grey Hunters disembarked from the Rhino, one marched towards the BA scout and one towards his midfield Razorback and Curbulo. Psychic Phase my Rune Priest smited 1 DC but Living Lightning got denied. I charged the Wulfen Dread into his Captain Slam and the outflank Wulfen into both his Captain Slam and Librarian, killing them both, and his “only in death does duty end” on the Captain dealt 3 dmg on the Wulfen Dread and kills one Wulfen. The Wulfen Dread consolidate into the DC and got stabbed with PS, losing another wound. I also charged the two squad into Curbulo and Scout, inflict damages but failed to wipe any of them. His rest DC in combat stabbed at the Ven Dread, inflict one AP-3 wound, and miracle happened I saved it.
Third turn his Razorback shoot at my GH squad looming down at the BA Scouts killing 3. His second squad of DC dropped in last turn move in and charged into the Ven Dread and WGBL together with Lemartes, with Curbulo who retreated from combat standing nearby they get +1 Str, but little luck is on my side, Ven Dread saved all the wounds again hanging on with its last wound for 3 rounds of combat. On the other hand, the WGBL and Wulfen Dread got stabbed dead.
After that the BA’s momentum is basically gone, and SW make the mop up, the Rune Priest casted the fury of the wolf spirit to get 6 additional attacks and smited 3 DC. The Wulfen and Rune Priest charged into the rest DC and Lemarte to kill them all. Curbulo got caught by the GH and dead to the hail of bolter shot followed by Powerfist swings. And my other GH squad charged and killed his right flank depleted scout before being shot dead by his last scout squad on his back field objective. The game ends at Turn 5 with score 8-4 for the SW, and what is left for the BA after the brutal fight between the two close combat army are 2 heavily wounded RB and one healthy Scout. For the SW what is left are 4 Wulfens, the hero Ven Dread, Rune Priest, 2 wounded Rhinos, 1 depleted GH pack and healthy BC pack.
After game thought That was a brutal fight between the two. And although everyone is saying going first is very decisive, but it is not in every case, at least for a game between 2 close combat armies is not that important. The real important issue is who can charge his killy unit into enemy soft spot and emerge victor more quickly.
Anyway, luck plays an important part, I talked to my opponent after the game, we both agree that the Ven Dread hold up against 20 DC for 3 rounds bought me enough time to kill his characters and clearing the DC. TBH, the Dread holding that long with 1 wound left is just unbelievable, for both him and me .
Game 2: Viking wolves (SW) VS Evil Elves (DE)
Spoiler:
His list is something like below, I don't know what DE unit / weapon exactly name, might be errors, sorry :
Battalion: HQ: Archon
Archon
Troops Kabalite Warriors, 5men 1 blaster
Kabalite Warriors, 5men 1 blaster
Kabalite Warriors, 10men 2 blaster (? cannot recall certain on this loadout)
Heavy Support Ravagers
Ravagers
Ravagers
(Note, can't remember the exact weapons loadout on these gunships, they each has three heavy firepower guns sure, but can't recall the exact mixing of weapons, some Dark lances and some DIsintegrator Cannons?)
Transports 2 Venoms
1 Raider
Psychic power: The rune Priest grab the Storm Caller and Fury of the Wolf Spirit.
Pre-game thought Deployment type is the Search and Destroy, moderate terrains, the middle large ruins the size of around 12" x 8" x 8" cannot be walk through without climbing over the top. While 4 other large pieces also have more than one storeys. From there I already know that I am in huge huge trouble, because I only have one HQ unit that can fly, and most of my combat force being Dreadnoughts means my oppoenent can easily avoid them by driving his gun boats onto the 2nd floor of terrains when I get close. The Dark Eldar also pack a tremedous amount of Str 8 AP-4 long range weapons so my vehicles survival chances are really low as they are all T7 Sv3+ except Bjorn being T8, and my shooting has nothing over 24". This would be one of the worst match up I could ever imagined for the 8th 40K games. Nevertheless, if I can snatch the first turn, rush up, pop smoke for every vehicles that can do, and cast the Storm Caller and use the Cloak by the Storm, I might still stand a chance. However:
Dark Eldar rolled high and get the 1st turn despite Space Wolves finished deploy first
In the 1st turn the Dark Eldar moved their flyers up to the bottle neck location between two high-rise terrains, thus should they failed to destroy their intented target, the flyers' bases would still blocking my Dreads, WGBL on Thurnderwolf mount and Rhinos carrying the BC and GH from passing through this bottleneck to close the distance towards his skimmer gunboats in his deployment zone in the 1st turn. Shooting is a display of Dark Eldar firepower, which sees my Wulfen Dread and two rhinos goes down under the flyers' strafing run and the firepower from those gunboats, the Ven Dread being half dead, and 8 out of the 16 Power Armor guys fallen out of the destroyed transports got killed by the rest Disintegrator Cannons not firing at the vehicles, the Splinter Cannon on Venom and Kabalite Warrior shooting out of their own skimmer Transports.
After that I know I have already lost, but as SW, being stubbron I decided to fight on until being tabled. My GH moves pass the Flyers aiming their melta gun at the flyer, the BC moves towards the big LoS blocking ruin to go around the blockade flyers and seek cover for later chances. Everyone else moves only 5" before being stopped by the flyers' bases , and Bjorn ready his cannon and HF. Psychic Phase, I smited the Bomber, causing 2 MW, but failed the Storm Caller, I then used the Cloak of Storm Stratagem but is also denied by his "anti stratagem stratagem" and he rolled a , so I just paid 3 CPs to drag his 3 CPs and nothing else. Shooting I played the keen senses stratagem on one GH which is closet to the flyer to let the melta and grenade hit on 3s, and shoot guns / flamers and throw every grenade I can into Bomber, but only able to reduce it down to 6 wounds remaining. What was impressive is Bjorn and the Ven Dread both rolled a 4 which hits the flyer, but both rolled a 2 to wound, using a stratagem to reroll the Bjorn's wound rolls and it comes out with a Rune Priest charged into the Bomber, taking 2 wounds in overwatch and only deals 1 wound with his runic axe to the flyer.
Second turn DE started the mopping up. Raider and 1 Venom spread out to avoid my Wulfen coming in to the place too close to the Ravagers. Flyers fly over and keep shooting, Basically after the DE 2nd turn shooting I only have WGPL that was in the BC squad, RP, WGBL and Bjorn with 1 wound left still standing on the table while DE still have everything functional except his bomber being degraded. Into my turn the WGBL advances hide himself behind one LoS blocking building near the board edge so only one Ravager can see him, Bjorn knowing he won't last long so go seek his own saga and try to chase and shoot the bomber not that far away from him, but rolled another 2 for the wound roll after hitting the flyer with Helfrost Cannon. Rune Priest jump on a high-rise terrain to confront the Venom sitting on Objective, but only dealt 5 wounds between smite and close combat while taking another wound in overwatch. Wulfens comes in but failed the 9" charge against the nearest Venom.
As you all might expected, in the end I got tabled, by the upper half of Turn 4. What happened between T2 and T4 can be briefed as follows: The Rune Priest, got shot by a hail of Splinter Rifle fire and eventually failed one save and dead. The Wulfens of course got shot to pieces by the flyers, Venoms and Disintegrator Cannon from the Ravager over 2 rounds of shooting. Bjorn, taking the chances when all those firepowers being distracted to the Wulfens, smashed the Venom that escaped from the Rune Priest, before he himself got a "heart shot" by a Dark Lance. The WGBL, charged into a Ravager to seek revenge for his fellow wolves, single handly destroyed that gun boat, but resulting explosion cut his saga short.
After-game thought It was quite a brutal fight, some problem of the Space Wolves unique units are exposed, lack of the “fly” ability is a really serious one, as they are mostly combat that need to get into base to base contact with the enemy, so they are really restricted by the terrain and can easily be blockaded from their route of advancing / charging. So basically, I think taking more Jumppack Wolf Guard, Long Fangs and Wulfens and bring fewer TWCs and Dreads would be an essential move to make the army more playable. Moreover, the Wulfen Dread seems a bit disappointing in both the two games, they do not soak up that many firepower as I expected before falling. In this game, a single Ravager is enough to successfully put it down.
Going first is really important in this game. After talked to my opponent, we agree that Space Wolves not getting the first turn decided the result of this game. Had the Space Wolves got the first move, not only the wolves might get a significant amount of buff in the survivability against the DE shooting through popping smoke, and psychic power, but also would allow those Rhinos and Dreadnoughts and WGBL to break through that terrain bottle neck which is just around 10” in front of them, instead being cornered by the bases of the flyers. But whatever, on the flip side of the coin, with this disastrous tragedy I myself have completed “my own saga” of failing to grab the “going first” on every games of 8th edition 40k I played after the implementation of the rolling off to decide first turn.
Game 3: Sons of Russ (SW) VS Sons of Mortarion (DG)
Spoiler:
His list is something like below:
Flying Daemon Prince
Chaos Sorcerer
Plague Marines, 5 men, 2 Blight Launcher
Plague Marines, 5 men, 2 Blight Launcher
Plague Marines, 5 men, 2 Blight Launcher
Plague Marines, 5 men, 2 Blight Launcher
Myphitic Blight-Hauler, Multi-melta and missile laucher
Foetid Bloat-Drone, meat-grinder weapon
Foetid Bloat-Drone, meat-grinder weapon
Foetid Bloat-Drone, meat-grinder weapon
Plagueburst Crawler, Mortar and two entropy cannons
Plagueburst Crawler, Mortar and two entropy cannons
Psychic Power DG: Plague Wind, Miasma Pestilence, smite (I forgot the rest of the power, as far as I can remember only these three powers does something meaningful, sorry)
SW: Fury of the Wolf Spirits, Living Lightning, Smite
Pre-game thought Unlike the other two armies I have fought against, this is a mix of close combat and shooting army, imo, it is a well-organized "combined arms force", it can unleash a devastating salvo should the rolls been hot, and can dealt a "not to be overlooked blow" in close combat while also has the resilience to tank the damages. In fact, this army just tabled another Space Wolves army (who focused on Wulfen and Primaris models) in the last game, so it is surely not an army that to be taken lightly.
The deployment type is Frontline-Assault (the deploying along long table edge, arrow-head pattern into the center). The terrain setup is nice for both side to maneuver, as the high-rise ruins are placed more to the table edge, the center ground is relatively open, with one large piece of terrain the height of around 1.5 Dreadnoughts but have slopes extending in all directions from the center high-points, so it block certain LoS but would not impeded movement for anything over it. One piece of high-rise “impassible” ruins to my extreme left. While other terrains near the center are low-rise, looks like for cover save only, so we agreed that Rhinos, Dreads and Cavalry all can move through. Imo it is a terrain setup that can be good for both side, while I can rush up with less obstacles, my opponent can also have his gun line shoot at me without moving, this could be important for his two PBC, which are the units I have concerns about before the game commence.
My opponent deployed his gun line, as expected his PBC, MBH and Plague Marines are mostly surround the DP at the middle, to gain the reroll hit roll of 1, while the 3 Bloated Drones spread out on center and both flanks. I deployed more concentrated on the center to my right, where large open ground exists, and my army mainly looming down at his left flank, Wulfen of course goes outflanking again.
Though the Space Wolves finished deploying first and rolls higher than DG in the roll off, but my opponent then rolled a and seize the initiative. Hence, my own saga of “always going last” continues, till the moment.
Turn 1 the DG moves the three Bloated-Drones up, closing the distance but eventually failed the attempted charge, he casted Miasma of Pestilence on the central Bloated Drone, and smite the Rhino inflicting 1 MW. His shooting is much more successful, killing the wounded Rhino, and a total of 3 GH falling out of the transport, and put 3 wounds on the Wulfen Dread. On to my turn, I moved everything up, slightly swing to the right. The Blood Claws disembarked from their Rhino are now only 8”away from his left flank Drone, shooting and combat attacks after the successful charge put a total of 4 wounds on it. Bjorn stands between my center and right flank, but failed to charge the nearest Plague Marines. One GH pack, Venerable Dread, Rune Priest, WGBL all shoot and charge into the central Drone, Wulfen Dread and Bjorn failed the charge. Despite facing a hell of close combat attacks, his psychic buff and a few higher than average 5++/5+++ rolls kept the Bloated Drone survived with 1 wound left.
Second turn saw two big mistake for the DG, he spread out the his Plague Marine to try to shoot at my Wulfen Dread and capture the objective to gain the turn by turn VP which did loosen the bubble warp of his Daemon Prince. His psychic phase is a bust, only got one MW on the GH pack in combat with the Bloated Drone and everything else failed or got denied by my Rune Priest. His shooting took down the Wulfen Dread, and the GH that is not in combat, before he made the second mistake – Charge the 3rd Bloated Drone into both my Venerable Dread and Rune Priest, which putting it dangerously close to Bjorn, so Bjorn Heroic Intervention into the combat to kill that Drone which just charged into the mess. His other Drone is also got killed by the WGBL, but the two resulting explosion killed the Rune Priest giving him Slay the Warlord. However, now Bjorn is only 8” away from the hole in the Plague Marine battleline which led to his Daemon Prince, ready to craft a new Saga.
Come to my turn, Utilizing the Death Guard mistake, Bjorn moved into the hole shot at the Plague Marines nearby but failed to kill anyone, he then charged the Daemon Prince, dealt 4 unsaved wound resulting in 18dmg, no Nurgle’s resilient can hope to block this brutality so the Daemon Prince decided to go back into the warp. Other units also did very well, Wulfen came in from behind and charged into one of the PBC in his backline, reduce it down to its last 3 wounds. The Venerable Dreadnought charged into the MBH reducing it down to less than half wounds left and took one back by the bite of the MBH’s maw. WGBL charged into the last Bloated Drone locked in combat with the Blood Claw Packs from previous turn, the combined might of the three “leaders” dealt another 5 wounds on the drone before the last two models of the Blood Claw pack are dragged into the meat grinder of the Nurgle’s floating daemon machine.
Turn 3 the Death Guard start to drop their shooting efficiency with the loss of Daemon Prince, the two squads of Plague Marines which haven’t been dragged into combat shoot at the Grey Hunter Squad, all 4 Blight Launchers are just enough to take down the last two guys standing. Sorcerer smited the wulfen before the PBC not got charged shoot at them as well, only killing one TH/SS guy. Into my turn, Bjorn depleted one squad of Plague Marine in shooting and charged into another killing all of them. The Wulfen charged into the healthy PBC and killed it with one round of combat. The Venerable Dread tried to charge the MBH retreated from it but the MBH rolled 6s after 6s for overwatch of both its missile launcher and MM, killing the Dread in overwatch! Meanwhile, the Powerfist of the WGBL swings into the rotted drone it was fighting, exploding it but the sprayed poisons choked the SW hero dead.
At the start of turn 4 what was left on the battle for Space Wolves was only Bjorn, and the Wulfen at 5 men strong, confronting 2 depleted squad of Plague marines, a heavily wounded PBC, MBH and Sorcerer. However, that was the last moment the Death Guard could hope for victory, the Death Guard shoot at Bjorn with one PM squad and MBH, doing nothing, Sorcerer jinx the Wulfen and only get one MW through, the shooting from Sorcerer, PM and PBC killed that great axe wielding Wulfen. Come to my turn Bjorn split fire into the closet PM and MBH, dealt one wound on each of them. He then charged into the MBH and that legendary overwatch was just not able to reproduce itself and the result of the combat is just without doubt. The Wulfen multi charged into the Sorcerer and the one wound left PBC, also destroyed both of them without any difficulty. What is left for the DG at the start of Turn 5 were only two squads of Plague Marines, which both got chased by the Bjorn and Wulfen and killed at the end of this turn.
After-game thought Another brutal fight. It is fun and both side actually have some chances in the game. The victory of the Space Wolves has been carried forward with no small part of luck on dice, the precise execution of the battle and most importantly, the exposure of the enemy mistake in the game. When the enemy’s two mistake accumulated, Bjorn’s surgical strike is the most decisive moment of the game.
Bjorn is the hero in this game, almost nothing the Death Guard brought up in this game can stand against him in close combat for even a single round. Wulfen did pretty good as well, maybe they haven’t met their match, but they made their costs back within 2 game turns, which is more than enough to prove their value when considering what they confront are the “most resilient” army.
Imo, the three games shows that the Space Wolves with their new codex do have some teeth, although not being an upper tier army, it can hold itself in semi-competitive games “pretty-ok”. Generally speaking, Space Wolves would never afraid other elite combat army, or a relatively “static” gunline army. What it have trouble against are the armies with strong shooting and high-mobility. And Flyers would likely give an un-prepared SW army real headache. It is also noticed that to build a more competitive army of SW, WG with Jumppack and Characters with Jumppacks should be seriously considered, though not that fluffy for SW. The fluffy units like thunder wolf mount and wolf Dreadnoughts, while being not bad, have huge limitations in their movement due to their big base and not being “fly”. Game two is a textbook example of how their movement can be limited and loss the game.
Best units: Wulfens, whatever they charged into, they kill it. While 3++/5+++ can tank a certain amount of shooting.
Bjorn also do ok, in the last game at least, his surgical strike decided the game.
Worst units: Wulfen Dread, even with 4++, it cannot hold for more than 1 rounds of concentrated fire. It is a distraction Carnifex with 1.5 the points of a Carnifex that still dies easy without attracting enough attention from other units.
I also had a game against the “OP” IK Superheavy Detachment plus IGCP battery the last weekend. Despite losing it was not “one-sided” as I thought when the game started. I would post that when I have time. For anyone and everyone interested to reference.
For Russ and the All-Father!!!!!
Owwoooooo!!!!!
This message was edited 1 time. Last update was at 2018/09/12 16:57:16
2018/09/12 18:57:12
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
I'm looking forward to playing with my Wolves soon, focusing on my Iron Warriors until after Dragon-Fall in October.
Good advice getting some jumppack dudes in there, all my characters are on bikes and TW right now. Wulfen are in Land Raiders though, to help them get to their charges.
2018/09/12 21:44:15
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Good reports. Its not surprising you had trouble with dark eldar, thats a lot of firepower there. I do like bjorn, i like him a lot, but i cant stomach taking him at 250 pts in a 1500 pt game (if you take him with twin las). Its just so many points.
2018/09/14 18:58:51
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Has anyone had a chance to try out TWC as a distraction carnifex unit? Toss maybe a thunderhammer and then a bunch of chainswords on them and run up the middle?
The BAO winning list had a giant distraction unit of terminators plop into the middle of the table and just engage everything. He kept them cheap and used weight of attacks. We can't buff our TWC as well as DG can buff their terminators, but TWC always seem to pull tons of fire. Wulfen are obviously better at killing stuff, no competitions there, but I would love to have a use for TWC, as I really do like the models.
If you are gonna think of the bao list then wulfen is your carnifex.
The problem is the wolves have no t8 threats that they can spam to support that type of list.
If vindicators get a points drop, then yeh you can have some hard nosed vehicles to draw fire, because 3 vindi's running at you would draw alot of attention. With the 1cp strat for 3d3 mortals.
This message was edited 1 time. Last update was at 2018/09/15 03:49:38
2018/09/15 11:19:29
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
I may be playing against harlequins next Friday. What should I look out for? I won't be using vehicles so haywire won't be a problem right? Keen senses on the long fangs should mitigate any - to hit. Can you guys think of anything that will be a problem for my wolves?
2018/09/15 13:48:27
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
They are going to be moving very fast at you and they will need to get in close to be effective. Stuff will die, expext it. Watch out for their vehicles, they are able to put out some real damage. Going infantry only is already a pretty smart idea.
If your playing objetives take a few small, cheap squads with deep stike abilities like 5 man skyclaws or an empty drop pod. That way you can drop it in behind their lines onto their objectives easy. Thats the best advice i can give.
2018/09/15 14:57:07
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Watch out for the characters. Shadowseers have tricky spells, Solitare with the Kiss relic will mulch multiwound infrantry (flat 3 damage), and a Deathjester with the other relic can do some nice damage (mortal wounds and leadership checks).
2018/09/15 15:39:56
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Expect to die horribly. Your likely going to get charged turn 1 and whatever gets charged dies (aside from maybe Wulfen).
Keep gaps so he can't consolidate from unit to unit and kill them when they're out in the open.
2018/09/15 16:33:17
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Ordana wrote: Expect to die horribly. Your likely going to get charged turn 1 and whatever gets charged dies (aside from maybe Wulfen).
Keep gaps so he can't consolidate from unit to unit and kill them when they're out in the open.
Pretty much this, imho Harlequin is one of the OP army if they go first but fortunately SW could at least negate that army wide -1 to hit.
Generally you may not want to take lots of great AP weapons, the Harlequins have army wide 4++ and some guys have 3++. Bolter, Heavy Bolters, Assault Cannons, Chainswords, Wolf Claws are good.
2018/09/15 20:31:49
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Ordana wrote: Expect to die horribly. Your likely going to get charged turn 1 and whatever gets charged dies (aside from maybe Wulfen).
Keep gaps so he can't consolidate from unit to unit and kill them when they're out in the open.
Pretty much this, imho Harlequin is one of the OP army if they go first but fortunately SW could at least negate that army wide -1 to hit.
Generally you may not want to take lots of great AP weapons, the Harlequins have army wide 4++ and some guys have 3++. Bolter, Heavy Bolters, Assault Cannons, Chainswords, Wolf Claws are good.
I was thinking this. I spoke to a buddy who uses them and learned that sure they are fast, their weapons are short range and have a 4++ but I can throw a lot of dice at them. outflanking aggressors with both storm gauntlets and Long fangs outflanking with heavy bolters. I need to blow up their vehicles which are lower toughness value . Most of my weapons and shooting wound thief infantry on threes and twos could be very effective. I know they can mitigate some overwatch but if I feed them units like gray hunters an overzealous opponent will try and finish them allowing me to heroically intervene where needed. I plan to take the armor of Russ on a jump pack claw Lord to make sure I attack whatever I need to first and pile in any characters or anything else that I can to kill whatever it is like a psyker or super character . So I need to keep my distance and shoot them up before I assault them.
Long Fangs [9 PL, 186pts] . Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang: Heavy bolter
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
I have the ability to deepstrike a lot if I choose. We don't play beta rules in my FLGS so I could outflank the wulfen and aggressors turn 1 and DS the jumppack wolfguard with lord and wgbl. Allowing aggressors to reroll 1s for hits and wounds. And charge in with wulfen and wolfguard hopefully since wulfen give reroll charge bubble. I also plan to smite and spell the transports as much as possible. I will hide my long fangs in a back corner completely out of sight then move and keen senses my turn.
This message was edited 2 times. Last update was at 2018/09/15 21:05:08
2018/09/15 21:26:01
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Yeah, that's good advice. I would probably go with a huge bunch of grey hunters to start with. 4 squads of 10. Give them a few plasma guns and start them on the board far back. Let them come to you. Then on the 2nd turn outflank some longfangs on the side / in their deployment zone. As far away as you can and still in range. I would probably go 4 heavy bolters in one squad and 4 missile launchers in another. Say what you want, 4d6 range 48 bolter equivalent shots can make low t armies with invulnerable saves cry (stupid fun to do to demons after they spent 2 turns running across the board to get you to make them turn around and run back to where they started).
2018/09/16 03:05:05
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Ordana wrote: Expect to die horribly. Your likely going to get charged turn 1 and whatever gets charged dies (aside from maybe Wulfen).
Keep gaps so he can't consolidate from unit to unit and kill them when they're out in the open.
Pretty much this, imho Harlequin is one of the OP army if they go first but fortunately SW could at least negate that army wide -1 to hit.
Generally you may not want to take lots of great AP weapons, the Harlequins have army wide 4++ and some guys have 3++. Bolter, Heavy Bolters, Assault Cannons, Chainswords, Wolf Claws are good.
I was thinking this. I spoke to a buddy who uses them and learned that sure they are fast, their weapons are short range and have a 4++ but I can throw a lot of dice at them. outflanking aggressors with both storm gauntlets and Long fangs outflanking with heavy bolters. I need to blow up their vehicles which are lower toughness value . Most of my weapons and shooting wound thief infantry on threes and twos could be very effective. I know they can mitigate some overwatch but if I feed them units like gray hunters an overzealous opponent will try and finish them allowing me to heroically intervene where needed. I plan to take the armor of Russ on a jump pack claw Lord to make sure I attack whatever I need to first and pile in any characters or anything else that I can to kill whatever it is like a psyker or super character . So I need to keep my distance and shoot them up before I assault them.
Long Fangs [9 PL, 186pts] . Long Fang: Plasma cannon
. Long Fang: Plasma cannon
. Long Fang: Lascannon
. Long Fang: Lascannon
. Long Fang: Heavy bolter
. Long Fang Pack Leader: Boltgun and Bolt Pistol, Chainsword
I have the ability to deepstrike a lot if I choose. We don't play beta rules in my FLGS so I could outflank the wulfen and aggressors turn 1 and DS the jumppack wolfguard with lord and wgbl. Allowing aggressors to reroll 1s for hits and wounds. And charge in with wulfen and wolfguard hopefully since wulfen give reroll charge bubble. I also plan to smite and spell the transports as much as possible. I will hide my long fangs in a back corner completely out of sight then move and keen senses my turn.
I think you would like to consider putting the Armour of Russ on the Rune Priest who is taking the Fury of the Wolf Spirits, he is one of the character who don't have a decent (4++ or above) inv saves. The Wolf Lord has Belt of Russ anyway, and Wolf Lord and WGBL both can take Storm Shield. While by taking the Fury of the Wolf Spirits I bet you would like this Rune Priest to engage in close combat, so the Armor of Russ would be useful if put on him as well.
For the weapon of choice most are good. Not so sure about the lascannons, maybe change those to Plasma Cannon as well? more shots and cheaper, while also wound the Harlequin vehicles on 3+ anyway. If overcharge you are actually doing more dmg to those T6 4++ vehicles than the Lascannon.
I think you might modelled the Rune Priest with sword or axe, but it is better to say those Rune Priest are having the Runic Stave for this game if you guys are not implementing the most extreme WYSIWYG, Str 6 VS Str 5 or Str 4 is meaningful for fighting any kind of Eldar, while the improved AP for the axe and sword is meaningless against army wide 4++.
Harequins' close combat weapons are all AP-2 or AP-3, and even their basic troops have 4-5 attacks for each model their transports can get across the board super fast and their infantry have the genestealer speed, and have some trick to deny your overwatch. So I can expect your Grey Hunters would all die in the first two round without doing any significant damage back. So maybe keep them cheap and use them as speed bump, and rely on Long Fangs, Aggressors, WG and Wulfens to do the damage back. Hide the Long Fangs at the far back and behind large LoS blocking terrain is the right way to go, also it is suggested you deploy them last, after the majority of the Harlequin units are deployed.
It would likely be a tough fight but it is not saying that you stand no chance. Good luck.
2018/09/16 14:18:23
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
What are the ideal numbers and loadout for Wulfen in 2000 points. They will mainly be backed by grey hunters, Wolf Lords and Dreadnoughts. I am going to convert some models as I hate the dancing ones and wanted to know how many legs and chests I needed.
2018/09/16 15:48:47
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
I think you would like to consider putting the Armour of Russ on the Rune Priest who is taking the Fury of the Wolf Spirits, he is one of the character who don't have a decent (4++ or above) inv saves. The Wolf Lord has Belt of Russ anyway, and Wolf Lord and WGBL both can take Storm Shield. While by taking the Fury of the Wolf Spirits I bet you would like this Rune Priest to engage in close combat, so the Armor of Russ would be useful if put on him as well.
For the weapon of choice most are good. Not so sure about the lascannons, maybe change those to Plasma Cannon as well? more shots and cheaper, while also wound the Harlequin vehicles on 3+ anyway. If overcharge you are actually doing more dmg to those T6 4++ vehicles than the Lascannon.
I think you might modelled the Rune Priest with sword or axe, but it is better to say those Rune Priest are having the Runic Stave for this game if you guys are not implementing the most extreme WYSIWYG, Str 6 VS Str 5 or Str 4 is meaningful for fighting any kind of Eldar, while the improved AP for the axe and sword is meaningless against army wide 4++.
Harequins' close combat weapons are all AP-2 or AP-3, and even their basic troops have 4-5 attacks for each model their transports can get across the board super fast and their infantry have the genestealer speed, and have some trick to deny your overwatch. So I can expect your Grey Hunters would all die in the first two round without doing any significant damage back. So maybe keep them cheap and use them as speed bump, and rely on Long Fangs, Aggressors, WG and Wulfens to do the damage back. Hide the Long Fangs at the far back and behind large LoS blocking terrain is the right way to go, also it is suggested you deploy them last, after the majority of the Harlequin units are deployed.
It would likely be a tough fight but it is not saying that you stand no chance. Good luck.
I do have a limited load outs for models currently but I am always converting to try out new ones. I think my best bet will be just to keep my distance, shoot them as much as possible, and then counter charge if able. Our units have lots of attacks also its just that due to their speed they will likely be the ones getting to combat first. I will definitely use the grey hunters to speed bump them and use rune priests spells to keep the long fangs alive long enough to shoot the harlequin vehicles to ribbons. Ill outflank most likely turn 2 and shoot what I can most likely from behind them. Then, hopefully, counter charge turn 3 or so with my lord on thunder wolf and rune priests. I know wolves prefer combat but these shifty elven clowns want that and so I must deny them until I am ready.
2018/09/16 18:12:46
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
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.
2018/09/16 19:34:54
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
ZergSmasher wrote: So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
I would vote no. If you put the long Fangs on the Hunt to protect them from alpha strikes the cyclone might not be in range of your prime target. And if it shoots something else it looses the re-roll. . It's also 82 points. I would rather take a 5th heavy weapon in the squad.
2018/09/17 18:56:11
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
ZergSmasher wrote: So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
I would vote no. If you put the long Fangs on the Hunt to protect them from alpha strikes the cyclone might not be in range of your prime target. And if it shoots something else it looses the re-roll. . It's also 82 points. I would rather take a 5th heavy weapon in the squad.
This is true, but it is about the same cost as 2 long fangs with 2 missile launchers.
Having said that, I think you'd be better off taking a 5th heavy weapon, and then a WGPL with a storm shield for some protection against the high AP fire that they will inevitably attract.
2018/09/17 19:57:41
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
ZergSmasher wrote: So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
It looks like everyones objection is to the WGPL with the cyclone launcher. I am taking a second look at missile launchers myself because of the flakk missile strategem. I think I agree that it might not be worth it. The 5th heavy weapon instead or a WGPL with stormshield could do the trick.
My thought is to add a single missile launcher long fang as the 5th heavy weapons holder in a plasma or lascannon squad. Fire the missile at the same target for the reroll ones but use the strat and it's some good, additional damage.
This message was edited 1 time. Last update was at 2018/09/17 20:00:11
2018/09/17 22:27:56
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
ZergSmasher wrote: So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
I would vote no. If you put the long Fangs on the Hunt to protect them from alpha strikes the cyclone might not be in range of your prime target. And if it shoots something else it looses the re-roll. . It's also 82 points. I would rather take a 5th heavy weapon in the squad.
CML has same range as a normal Missile Launcher, 48 inches, yes? It would be hard to stay out of range of it even if the squad outflanks into your own deployment zone. I agree that it's a bit of a point sink for one model, but imagine the possibilities if he becomes a Lone Wolf...
As for taking a WGPL with Storm Shield, it seems a bit...fragile. Yes, he can tank good AP shots, but if I saw one of those in the squad I'd start shooting my crappy guns to try to drop that guy first, then shoot the better guns. Might it be worth taking some ablative bolter guys in the unit instead?
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.
2018/09/17 22:48:28
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Hey everybody necron player here. My FLGS is having a 2k tournament soon, and I was hoping you guys would have a couple of answers to some questions of mine.
My Space Wolves playing friend has been stomping me lately with a rhino rush full of bloodclaws with character support, rune priests giving them all cover, and copious use of the -1 to hit stratagem. He also runs a stormwolf, wulfen, long fangs, and wolf guard. I am hoping to give myself a little more of an edge against him at the tournament. Here is my list:
My goal is to try and kite him around. I've tried using infantry, but other than sitting on objectives, they seem to just get steam rolled and I have no real good targets for them. I am hoping dancing around from objective to objective will help me whittle him down to something more manageable. Do any of you fellow Wolf players see any major flaws in my plan? Any suggestions for my list?
2018/09/17 23:37:35
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
ZergSmasher wrote: So, Long Fangs. 4 Missile Launchers and a WGPL in Terminator armor with a Cyclone Launcher. Yes or no?
I would vote no. If you put the long Fangs on the Hunt to protect them from alpha strikes the cyclone might not be in range of your prime target. And if it shoots something else it looses the re-roll. . It's also 82 points. I would rather take a 5th heavy weapon in the squad.
CML has same range as a normal Missile Launcher, 48 inches, yes? It would be hard to stay out of range of it even if the squad outflanks into your own deployment zone. I agree that it's a bit of a point sink for one model, but imagine the possibilities if he becomes a Lone Wolf...
As for taking a WGPL with Storm Shield, it seems a bit...fragile. Yes, he can tank good AP shots, but if I saw one of those in the squad I'd start shooting my crappy guns to try to drop that guy first, then shoot the better guns. Might it be worth taking some ablative bolter guys in the unit instead?
No, it's only 36". I'm also always starved for points and have to shave some toys to get all the boys I want.
2018/09/17 23:46:09
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
My longfang packs are always 4 heavy weapons, 1 extra guy with bolter, pack leader, and wgpl with storm shield. It gives enough extra guys that if someone fires a lot of base guns you can take the 2 regular saves first and if a big -ap comes your way everyone hides behind the shield.
2018/09/18 00:22:55
Subject: Re:For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
DudleyGrim wrote: Hey everybody necron player here. My FLGS is having a 2k tournament soon, and I was hoping you guys would have a couple of answers to some questions of mine.
My Space Wolves playing friend has been stomping me lately with a rhino rush full of bloodclaws with character support, rune priests giving them all cover, and copious use of the -1 to hit stratagem. He also runs a stormwolf, wulfen, long fangs, and wolf guard. I am hoping to give myself a little more of an edge against him at the tournament. Here is my list:
My goal is to try and kite him around. I've tried using infantry, but other than sitting on objectives, they seem to just get steam rolled and I have no real good targets for them. I am hoping dancing around from objective to objective will help me whittle him down to something more manageable. Do any of you fellow Wolf players see any major flaws in my plan? Any suggestions for my list?
well obviously you're going to be pretty short on command points with this army. which could be a weakness (dunno eneugh about 'cron strats to know if there are any you're gonna want)
Opinions are not facts please don't confuse the two
2018/09/18 02:17:35
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Azuza001 wrote: My longfang packs are always 4 heavy weapons, 1 extra guy with bolter, pack leader, and wgpl with storm shield. It gives enough extra guys that if someone fires a lot of base guns you can take the 2 regular saves first and if a big -ap comes your way everyone hides behind the shield.
And use them in cover whereever possible. Even a regular guy with 2+ save is great against small arms fire definitely save the shield for bigger guns.
For the necron player asking about how to play against the rhino rush. Do Crons have heavy weapons that can fly? Put them on top of terrain and blow up your opponents rhinos. Rhinos can't climb terrain and the guys will have to walk. Space your units further apart so we can't heroically intervene and avoid overwatch. We can do it up to 6" away and we just waltz right in without being shot. I immortals put out a lot of shots right? Pump the guys who get out of the rhinos full of lasers.
2018/09/18 02:42:35
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
Whats the best unit size for wulfen? I am thinking of running like 20 of them and was wondering if one big unit of 10 and two small unit would be a good combo. or should i just go brute force and run them as two 10 man squads.
2018/09/18 04:02:15
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
mightymconeshot wrote: What are the ideal numbers and loadout for Wulfen in 2000 points. They will mainly be backed by grey hunters, Wolf Lords and Dreadnoughts. I am going to convert some models as I hate the dancing ones and wanted to know how many legs and chests I needed.
I tend to run squads of ten, six with TH/SS, two with FC and the leader - Generally mangles anything that it hits and usually hits on the first turn they arrive.
I don't break the rules but I'll bend them as far as they'll go.
2018/09/18 05:11:17
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
mightymconeshot wrote: What are the ideal numbers and loadout for Wulfen in 2000 points. They will mainly be backed by grey hunters, Wolf Lords and Dreadnoughts. I am going to convert some models as I hate the dancing ones and wanted to know how many legs and chests I needed.
I tend to run squads of ten, six with TH/SS, two with FC and the leader - Generally mangles anything that it hits and usually hits on the first turn they arrive.
Wow, isn't that like a 1000 points right there.. what does the rest of your list look like? I really can't see the Wulfen kicking so much ass that they would pull their weight in points. Also the idea of painting 20 of them... hrrrrrr..
7000+
3500
2000
2018/09/18 07:08:23
Subject: For Russ and the Allfather! Space Wolves Tactica: (Codex Edition)
mightymconeshot wrote: What are the ideal numbers and loadout for Wulfen in 2000 points. They will mainly be backed by grey hunters, Wolf Lords and Dreadnoughts. I am going to convert some models as I hate the dancing ones and wanted to know how many legs and chests I needed.
I tend to run squads of ten, six with TH/SS, two with FC and the leader - Generally mangles anything that it hits and usually hits on the first turn they arrive.
Wow, isn't that like a 1000 points right there.. what does the rest of your list look like? I really can't see the Wulfen kicking so much ass that they would pull their weight in points. Also the idea of painting 20 of them... hrrrrrr..
Vanguard Space Wolves
Wolf Priest JP Rune Priest JP 10x Wulfen (6x TH/SS 3xFC 1xLeader)
10x Wulfen (6x TH/SS 3xFC 1xLeader)
5x Wolf Scouts
We do run Beta rules but my list is stupidly flexible in what goes into “Deep Strike” could be two squads of Wulfen, could be one squad and a Kill Team, could be three Kill Teams and Wolf Scouts. Not the most powerful list but constantly threatening.
I paint Wulfen pretty easily, scruffy works for them. My biggest gripe with twenty Wulfen is twenty single leg breaking points, that’s why ten of mine are Terminators kit-bashed to be Wulfen.
I don't break the rules but I'll bend them as far as they'll go.