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Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Ruling out human error does a generic sw force have weaknesses to exploit?
Grey hunters, long fangs, and their supporting Hq don't seem to ever struggle and are very well priced.

Help?

 
   
Made in ca
Emboldened Warlock




Duncan, B.C

Plasma. Marines hate it. I play a space wolf player fairly regularly (though he doesn't use some of the more brutal lists) and I've had great success with plasma guns/cannons. What army do you play? That could help determine what tools you have to deal with them.

40k Armies:
Alaitoc 9300 points
Chaos 15000 points
Speed Freeks 3850 points

WHFB Armies:
Lizardmen 1000 points

Check out my blog at http://wayofthedice.blogspot.ca/ 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

What army do you play? Imperial Guard?

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Under 5th edition they didn't really have any. Now, the big gap is flyers/anti-flyer, which means you see a whole lot of SW armies now (and most tournament SW lists) sporting Imperial Guard allies.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Possessed Khorne Marine Covered in Spikes






New Hampshire

I haven't played against SW before, but if they're similar to regular SM a good weakness to exploit is numbers.

WAAAGH!!!

 
   
Made in ca
Longtime Dakkanaut






Well Imperial Guard or Tau ... both have answers. IG though has platoons - another SW weakness in 6ed. Even at 1500 points you get 4 infantry squads and a vendetta to back up your SW. It is the platoon - with flamers/axes - that roadblocks and protects the GH that can really mess with the opponents plans. I posted a list that might expalin the functionality here ...
http://www.dakkadakka.com/dakkaforum/posts/list/0/498789.page#5145668

 
   
Made in nz
Boom! Leman Russ Commander




New Zealand

 cox.dan2 wrote:
I haven't played against SW before, but if they're similar to regular SM a good weakness to exploit is numbers.


Their equivalent units are either on par or better and cost less points.


5000
 
   
Made in us
Speedy Swiftclaw Biker




NJ

I must be a bad general because I'm a SW player who regularly plays a Tau/Eldar army and I only win about half the time. I really struggle with the Runes of Warding / Broadsides combination... especially when combined with the tons of mech / speed / bonused cover saturation he uses. Always a tough matchup.
   
Made in us
Boom! Leman Russ Commander





Ohio

I would have assumed flier heavy or fast armies would throw spacewolves off.

 
   
Made in au
Drone without a Controller





Vacuum cleaners, Baths, The Mailman. Just to name a few

railgun to the face!  
   
Made in us
Possessed Khorne Marine Covered in Spikes






New Hampshire

MarsNZ wrote:
 cox.dan2 wrote:
I haven't played against SW before, but if they're similar to regular SM a good weakness to exploit is numbers.


Their equivalent units are either on par or better and cost less points.



Wow I had no Idea they were that good.

WAAAGH!!!

 
   
Made in us
Longtime Dakkanaut




St. George, UT

Anything that kills space marines kills space wolves. So AP3 and better are your friends. And failing that just force a ton of saves by focusing on removing that which threatens you the most.

See pics of my Orks, Tau, Emperor's Children, Necrons, Space Wolves, and Dark Eldar here:


 
   
Made in us
Rough Rider with Boomstick




Gunblaze West

guard... guard is their weakness..... "so i see you have marines.... i have a plasma tank... and 3 plasma guns in each vet squad.... also have fun with this flying lascannon platform" dont allies seem cooler now?

This message was edited 2 times. Last update was at 2013/01/07 05:21:30


 Kilkrazy wrote:
We moderators often make unwise decisions on Friday afternoons.
 kestril wrote:
Page 1: New guard topic
Page 2: FW debate
Page 3: Ailaros and Peregrine fight. TO THE DEATH
I swear I think those two have a hate-crush on each other sometimes.
 
   
Made in us
Heroic Senior Officer





Western Kentucky

I've noticed Space Wolves have a crippling weakness to battlecannons, Plasma, and meltas.

And with IG, that's all that matters.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in za
Poxed Plague Monk





Cape Town

As a SW player I struggle against fast moving things that I cant get into combat with. Flyers are a problem as I have no anit-aircraft fire. Keep away from combat unless you have a marine killer like Kharn, and shoot them to death. Daemon flamers are a nightmare for me, and Tau are pretty good at racking up the kills with all the long range S5 guns.

Its better to burn out than to fade away

@kevinwarhammer 
   
Made in ca
Depraved Slaanesh Chaos Lord





cox.dan2 wrote:I haven't played against SW before, but if they're similar to regular SM a good weakness to exploit is numbers.

Yeah, good luck with that. The basic troops, Grey Hunters, are almost universally considered to be significantly undercosted. You can comfortably put 40+ onto the field at 2k and still have support units.

Jayden63 wrote:Anything that kills space marines kills space wolves. So AP3 and better are your friends. And failing that just force a ton of saves by focusing on removing that which threatens you the most.

Generally, this is true. However, you may have to do so whilst being bombarded by missile launchers and knowing that in general it is not a smart idea to get into CC with SW unless you are fielding above-average dedicated CC units. Also, count on Rune Priests messing with your plans.

Honestly, Flyers are the only weak spot that SW have, although I wouldn't be suprised to learn that some FAQ in the near future will declaire that all IOM armies get the option to take Flakk Missiles for their launchers. Overall, SW have the same benefit that IG have: many units in the codex are severely undercosted, and have a "complete" codex, in that the army on its own is able ot perform just about every task.
   
Made in us
Executing Exarch





The Twilight Zone

As stated, there are basically three

1. Fliers
2. Ap3, Ap2 or Ap1 weapons
3. Psychic defense(this effectively means other space wolves or eldar. Mainly eldar)

But space wolves have a LOT of strengths, mainly the fact that they are cheaper/better marines.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Douglas Bader






Space Wolves have no weaknesses. The only way to beat a Space Wolf army is to use a better Space Wolf army.

There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. 
   
Made in ca
Resolute Ultramarine Honor Guard






Vancouver, BC

 Peregrine wrote:
Space Wolves have no weaknesses. The only way to beat a Space Wolf army is to use a better Space Wolf army.


This.

Killing your opponent for spamming LF, Grey Hunters, and Rune Priests is also perfectly acceptable.

But in all seriousness, whatever you use to kill Space Marines, and a good cover save. 15 Missiles a turn is pretty sketchy. Say goodbye to anything out in the open, essentially.

 warboss wrote:
Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be.
 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

 Peregrine wrote:
Space Wolves have no weaknesses. The only way to beat a Space Wolf army is to use a better Space Wolf army.

hahaha I really like this. Plasma can be a pain but if I know I'm going to be playing someone that uses a lot of it I'm going to be TWCing into cc as soon as possible

 
   
Made in gb
Regular Dakkanaut




West Browmich/Walsall West Midlands

reddwarf54 wrote:
Vacuum cleaners, Baths, The Mailman. Just to name a few



real life always intervenes one way or another- i'm lucky my 40k stuff has not yet had an 'incident' with a domestic appliance...


on topic...

main weakness- flyers, i'm allowed to use FW stuff in my club league so my stormeagle will get some action (he is yet to however ), and i'm after a whirlwind to become a hyperios version

otherwise they don't have many, other than the person using them of course- last week the nid player in our league got a shock when i countered his list with a foot list that he wasn't expecting, long fangs ftw


however...

Killing your opponent for spamming LF, Grey Hunters, and Rune Priests is also perfectly acceptable.


where i play we all like to win and have fun so we bring 'competent' lists, so far my SW have not attracted any whines of Chaos marines are getting a pasting in that regard- rumous were circultated that his legaue rating could be 'adjusted'


   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Yep just what I thought......
The only luck ive had is fliers. And usually the game will end in a tie or eekd out just barely one way or another.

I use csm, daemons, guard, and sisters.

All three do ok, but even a squad of csm nurgle bikers (7 of them) have issues assaulting a damn grey hunter squad with a termies wolf guard.

The tank plasma idea works great but no player falls for that more then once. Decent sw players tend to drop pod right on those units first and shoot the hell out of them.

My best counter ive used is massed infantry with a ton of missile launchers.

 
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

I seem to do okay with a Thousand Sons + Tzeentch daemon allies list.

Flamers of Tzeentch, Screamers of Tzeentch and a swooping Lord of Change seem to cause lots of trouble and Thousand Sons are much better when everything only has a 5+ cover save and focus fire exists.



Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
Made in us
Speedy Swiftclaw Biker




NJ

I think it depends how the wolves are played too. They are VERY friendly to power gaming min-maxers which is unfortunate.

In my opinion, part of what makes the Space Wolves such an awesome army (and the reason I chose them) is that their character is so individualistic and against the grain of what's considered acceptable tactics. They use Codex Astartes as toilet paper.

As such, if the fluffy Space Wolves were to make their own "list", I highly doubt it would involve a static 15 missile launchers, 40 Grey hunters, and 4 Rune Priests. Way too much bread and butter for such a flavorful army.

But I guess it depends on whose using them and what they want to get out of them.
   
Made in us
Dark Angels Librarian with Book of Secrets






Connecticut

 sfshilo wrote:
Ruling out human error does a generic sw force have weaknesses to exploit?
Grey hunters, long fangs, and their supporting Hq don't seem to ever struggle and are very well priced.

Help?
Flyers.

"Why oh why can't I hit those things in the sky?"
   
Made in gr
Perfect Shot Ultramarine Predator Pilot




Yeah, right but 3 long fang squads with 15 missiles and 3 Runepriests to cast divination disagree with you
   
Made in us
Locked in the Tower of Amareo




Well my BA basically just kiss their asses goodbye vs the space puppies, so I'm not sure what I can add here.

Yeah, I can try to shoot them, but they can shoot back. And fight better. And get better CC weapons. And have better psychic defense. And.........

Given that most IG units are equally hosed if any meq gets into CC with them, the space wolves are just more meqs to be gunned down mercilessly. Is that actually a weakness? I'm not sure; it just means the space wolves just look like other meqs to IG, and not any better.
   
Made in no
Liche Priest Hierophant





Bergen

The SW codex is very good and perhaps a bit underpiced in some regards. It is hard to tell you what their weaknes is unless you have a particular list.

Theyr troops are "all around" in melle and on short range but they have no long ranged game. However, long fangs are priced so cheaply that they compensate for it. Also, razorbacks gives them a longer reach.

If you can take out their long fangs, or other long range before the grey hunters close the gap then you will have a ranged advantage. Also, think twice about going in melle with them. I would say the best would be a good long ranged list MSU or something tricksy with flyers.

   
Made in us
Locked in the Tower of Amareo




 Niiai wrote:
The SW codex is very good and perhaps a bit underpiced in some regards.


There's an understatement.

   
Made in fr
Tzeentch Veteran Marine with Psychic Potential





France

 sfshilo wrote:
Yep just what I thought......
The only luck ive had is fliers. And usually the game will end in a tie or eekd out just barely one way or another.

I use csm, daemons, guard, and sisters.

All three do ok, but even a squad of csm nurgle bikers (7 of them) have issues assaulting a damn grey hunter squad with a termies wolf guard.

The tank plasma idea works great but no player falls for that more then once. Decent sw players tend to drop pod right on those units first and shoot the hell out of them.

My best counter ive used is massed infantry with a ton of missile launchers.


On CSM, I can answer a few things MEQ hate :
- the hell chicken, with the bale flamer. Usefull in any case, but against MEQ, it is just even better
- I use PM as troops - 2 specials / unit, defensive grenades, tough as nail (T5+FNP) and poisoned weapons. Expansive, but worth their points IMHO. With plasma or melta, they'll do great.
- Chosen with plasma / melta.
- Huron. Great versatile HQ that gets you to infiltrate all those great units.

I am struggling to see how 7 bikers, nurgle ones at that, would have a problem coming into assault?

   
 
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