Switch Theme:

Spacewolf Vehicle Woes  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


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.




Made in us
Regular Dakkanaut







I'm trying to build a decent wolf list focusing mostly on vehicles and hard hitting wolf guard (Rockfist + Librarian + wulf stone + wulfin warlord trait nets 5 thunder hammer attacks each).
One of the problems I'm running into is that Iron priests are AWFUL. just terrible. You're locked into tempest hammer, frost pistol and servo arm turning your <50pt character to a 100pt character.

Is there anything else that can be used to repair space wolf vehicles? I'm not familiar with admech but do they have anything that restore hull-points to allies? Psychic abilities? Guard stratagems? Is there any way to keep a few tanks and a leviathan alive OTHER than the iron priest?

Like Minis and sculpts? Check out our Patreon! https://www.patreon.com/themakerscult 
   
Made in us
Deadshot Weapon Moderati




MI

IIRC, Cawl is the only method that AdMech have that would be able to fix non AdMech units.
   
Made in us
Powerful Phoenix Lord





Even with Techmarines/Iron Priests, Space Marine vehicles still die pretty quick. You'd be better off looking at spells to give them negatives to hit, etc. (and I'm not familiar with all of the Space Wolf spells, I think they're mostly mortal wound generators).
   
Made in gb
Lord of the Fleet






London

Repair units in general aren't really worth much these days, especially as the repair roll is quite random (usually D3). If it was a solid 3 wounds back perhaps they'd be worth it, but you'd be better off focussing your resources on negative hit modifiers and the like.
   
Made in us
Regular Dakkanaut






Unfortunately there's only 1 general -1 modifier and it costs 3 cp.
The wolf power list had a limited power than can make one unit have a -1 modifier but it's hard to get off.

Like Minis and sculpts? Check out our Patreon! https://www.patreon.com/themakerscult 
   
Made in us
Sure Space Wolves Land Raider Pilot





NYC

Alternatively you can forgo any ability to make repairs for more vehicles. Strip paying for points on war gear on said vehicles for more vehicles.

It would be tough and costly to bring some Iron Priests with Servitors pals. Bringing such units you need more use out of them.
   
Made in gb
Insect-Infested Nurgle Chaos Lord






You're not locked into those options- per the flowchart whatever options the IP had in the Index he has in the codex, you just the codex points costs for the items.


Games Workshop Delenda Est.

Users on ignore- 53.

If you break apart my or anyone else's posts line by line I will not read them. 
   
Made in fi
Locked in the Tower of Amareo





 Grimtuff wrote:
You're not locked into those options- per the flowchart whatever options the IP had in the Index he has in the codex, you just the codex points costs for the items.


This.

And as it is I have faced various vehicle heavy armies. None have been particularly defined by ability to heal them. Maybe because 8th ed is game of awesome firepower so odds of having vehicle damaged and not destroyed right away is slim. Especially non super heavy ones.

2024 painted/bought: 109/109 
   
Made in ch
The Dread Evil Lord Varlak





 MattKing wrote:

I'm trying to build a decent wolf list focusing mostly on vehicles and hard hitting wolf guard (Rockfist + Librarian + wulf stone + wulfin warlord trait nets 5 thunder hammer attacks each).
One of the problems I'm running into is that Iron priests are AWFUL. just terrible. You're locked into tempest hammer, frost pistol and servo arm turning your <50pt character to a 100pt character.

Is there anything else that can be used to repair space wolf vehicles? I'm not familiar with admech but do they have anything that restore hull-points to allies? Psychic abilities? Guard stratagems? Is there any way to keep a few tanks and a leviathan alive OTHER than the iron priest?


Same with warpsmiths, albeit they do get more dakka but a flamer is really not worth it.

As pointed out, repair hq's aren't particulary good.
Do they need a buff, probably altough dangerous since healing abilities are difficult to balance.

https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page
A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units."
Players: "why?!? Now we finally got decent plastic kits and you cut them?"
Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?"
GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!"
Chaos players: Guess i stop playing or go to HH.  
   
Made in us
Speedy Swiftclaw Biker





An iron priest on thunderwolf is actually a pretty good HQ choice if you give him the armor of Russ. 2+/4++ is not bad.

This has nothing to do with his ability to repair, however. I agree with the other comments that repairing is very meh this edition.
   
 
Forum Index » 40K General Discussion
Go to: