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Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

This is just my First Impressions and possible usage of the Space Wolves Army in no particular order. i will try to post a different unit each day. I am placing it under Tactics as there will be Tactical Usage Discussions going on with each unit and will get mote in depth as time goes on.


Automatically Appended Next Post:
8th Edition Space Wolf First Impressions (Canis Wolfborn)
Name: Canis Wolfborn
FOC: HQ
KEYWORDS: Imperium, Adeptus Astartes, Space Wolves
FACTION KEYWORDS: Cavalry, Character, Thunderwolf, Wolf Guard, Canis Wolfborn.
UNIT COMPOSITION: 1 Model
Movement: 10”
Weapon Skill: 2+
Ballistic Skill: 5+
Strength: 4
Toughness: 5
Wounds: 6
Attacks: 4 (5)
Leadership: 8
Save: 3+
WARGEAR:
>2 Wolf Claws: (Melee, Hits on a 2+, S5, AP-2, Damage 1, May Re-Roll Failed Rolls to Wound and Gain +1 Attack because he has two)
>Bolt Pistol: (12” Pistol-1, Hits on a 5+, S4, AP-0, Damage-1)
>Frag Grenades: (6” Grenade-d6, Hits on a 5+, S3, AP-0, Damage-1)
>Krak Grenades: (6” Grenade-1, Hits on a 5+, S6, AP-1, Damage 1d3
>Thunderwolf: Crushing Claws and Teeth (Melee, Hits on a 2+, S5, AP-1, Damage 1, Makes 3 Attacks after Canis Wolfborn makes his)
Abilities:
>Alpha Predator: Can Re-Roll Failed Charges with Canis Wolfborn.
>ATSKNF: May Re-Roll Moral Checks
>Born of Wolves: Thunderwolves, Fenrisian Wolves and Cyberwolves can make one Additional Attack if withing 6” of Canis Wolfborn.
>Champion of the Deathwolves: Friendly Space Wolves can Re-Roll Wound Rolls of 1.
>You may only have 1 Canis Wolfborn in your Army.

What does all of this mean?
From what I have seen he is a Melee Death Machine. He and his Thunderwolf will rarely miss in Melee and have a good chance of wounding anything with all the Re-Rolls. If you can get withing I would say 5”-7” of an Enemy unit he will more likely make a successful charge.
However he does have two failing I can see, he could not shoot his way out of a burlap sack and does not have an invulnerable save. He needs to be supported by other units.
What he does for everyone else?
While he helps all of his fellow Space Wolves only two truly benefit from him, Fenrisian Wolves and Thunderwolves.
What do others do for him?
A Wolf Priest on a Bike would do him a lot of good
A Rune Priest on a Bike with the Storm Caller and Tempest Wrath will help him survive Shooting.
Harald Deathwolf would only be good if he was with Canis Wolfborn and a Pack of Fenrisian Wolves and/or Thunderwolf Cavalry for his leadership. Though his Re-Roll 1s To-Hit would almost guarantee all your Melee Attacks would hit.
Uses and Abuses:
If you noticed I did not talk about any of the other type of Space Wolf Units other than Fenrisian Wolves, Thunderwolf Cavalry and the Wolf Priest and Rune Priest on Bikes. The reason is he does little for any of the other units and even then only the Thunderwolves of the Thunderwolf Cavalry.
>Fluffy: Take with one or more Packs of Fenrisian Wolves to hide in. With him in their mitts the Fuzzballs with Teeth will not only have 4 Attacks with Re-Rolls for Damage (and if you work in a Wolf Lord To-Hits).
>Thunderwolf Cavalry: Another Good choice as a body Guard as you could toss in a few Storm Shield to take those Las-Cannon Shots, but Wolf Lord would be a better choice I think.
>Grenades: If you are withing 6” of an Infantry Unit, toss the Grenade. While it has a lower Strength than the Bolt Pistol, it give you more chances to hit. Not that shooting is going to be a big thing as you are most likely going to be surrounded by Fenrisian Wolves and unless someone have figured out how to mount Frekin’ Las-Guns to there heads there is not going to be any other Shooting going on.

This message was edited 38 times. Last update was at 2017/07/18 15:42:29


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in fi
Hoary Long Fang with Lascannon




Finland

Soo is this going to be a thread for introducing a unit per day or more open to discussion about 8th edition tactics?

If the latter, are power armor Wolf Guard still a bit meh? I don't see much difference to 7th except slightly cheaper equipment (SS for 5pts is nice).. Always wanted to build a pack of them but I don't know it's still worth it. Opinions?

How would you kit out a pack of 8-10 models?

This message was edited 1 time. Last update was at 2017/06/02 09:10:06


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






Lukas the Trickster will see the field in this edition.
He's once again a UNIT killer rather than a slow ass character assassin.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Weazel wrote:
Soo is this going to be a thread for introducing a unit per day or more open to discussion about 8th edition tactics?

If the latter, are power armor Wolf Guard still a bit meh? I don't see much difference to 7th except slightly cheaper equipment (SS for 5pts is nice).. Always wanted to build a pack of them but I don't know it's still worth it. Opinions?

How would you kit out a pack of 8-10 models?

It will be a day by day thing for the most part.
As for how to lit out a pack...you will have to see.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Name: Power Armored Wolf Guard
FOC: Elite
KEYWORDS: Imperium, Adeptus Astartes, Space Wolves
FACTION KEYWORDS: Infantry, Wolf Guard
UNIT COMPOSITION: 1 Wolf Guard Pack Leader and 4-9 Basic Wolf Guard
Basic Wolf Guard:
Movement: 6”
Weapon Skill: 3+
Ballistic Skill: 3+
Strength: 4
Toughness: 4
Wounds: 1
Attacks: 2
Leadership: 8
Save: 3+
Wolf Guard Pack Leader:
Movement: 6”
Weapon Skill: 3+
Ballistic Skill: 3+
Strength: 4
Toughness: 4
Wounds: 1
Attacks: 2
Leadership: 8
Save: 3+
WARGEAR: All start with a Bolt Gun, Bolt Pistol, Frag Grenades and Krak Grenades.
>Bolt Gun: (24” Rapid Fire-1, Hits on a 3+, S4, AP-0, Damage-1)
>Bolt Pistol: (12” Pistol-1, Hits on a 3+, S4, AP-0, Damage-1)
>Flamer:
>Frag Grenades: (6” Grenade-d6, Hits on a 3+, S3, AP-0, Damage-1)
>Krak Grenades: (6” Grenade-1, Hits on a 3+, S6, AP-1, Damage 1d3
>Melta Gun:
>Plasma Gun:
>Plasma Pistol:
>Storm Bolter: (24” Rapid Fire-2, Hit on a 3+, S4, AP-0, Damage-1)
Melee Weapons:
>Chainsword: (Melee, Hits on a 3+, S4, AP-0, Damage-1, Each time the wielder fights he may make an extra Attack)
>Frost Axe: (Melee, Hits on a 3+, S6, AP-2, Damage-1)
>Frost Sword: (Melee, Hits on a 3+, S5, AP-3, Damage-1)
>Lighting Claw: (Melee, Hits on a 3+, S4, AP-2, Damage-1, You can Re-Roll failed Attempts to wound, If you are armed with 2 you can make an extra attack)
>Power Axe: (Melee, Hits on a 3+, S5, AP-2, Damage-1)
>Power Fist: (Melee, Hits on a 4+, S8, AP-3, Damage-1d3
>Power Maul: (Melee, Hits on a 3+, S6, AP-1, Damage-1)
>Power Sword: (Melee, Hits on a 3+, S4, AP-3, Damage-1)
>Thunder Hammer: (Melee, Hits on a 4+, S8, AP-3, Damage-3)
>Wolf Claws: (Melee, S5, AP-2, Damage-1, May make 1 Additional Attack and Re-Roll failed Damage Rolls)
WARGEAR Options:
>Any Model may Replace their Bolt Gun with a Storm Bolter (24” Rapid Fire-2, Hit on a 3+, S4, AP-0, Damage-1), Combi-Flamer, Combi-Melta, Combi-Plasma.
>Any Model may Take and Item from the Space Wolf Melee List (Chain Sword.
>Any Model may replace his Bolt Pistol with a Storm Shield (3++ Save) or Plasma Pistol.
>The entire unit may take Jump Packs giving them a 12” move and the Jump and Fly Keywords.
Abilities:
>ATSKNF: May Re-Roll Moral Checks
>Jump Pack Assault: May start in Reserves and Deep Strike.
What does all of this mean?
Wolf Guard can take up a few Roles on the Battlefield, Take on All Comers (TAC), Close Assault, Gunline.
What does others do for them?
>Arjac Rockfist: Can give you Re-Rolls on any 1s rolled for Wounds if within 6”.
>Bjorn The Fell Handed: Last of the Company of Russ: Re-Roll 1s To Hit.
>Krom Dragongaze: Jarl of Fenris: Re-Roll 1s To Hit, The Fierce -Eye: Enemies are at -1 Leadership.
>Logan Grimnar: Chapter Maser: Re-Roll Failed To Hits, High King of Fenris: Immune to Moral
>Lukas The Trickster: Master of Mischief: All units within 3” must subtract 1 from their leadership. (This could be real good for low Leadership Units)
>Njal Stormcaller and Rune Priest: Help Defend against Psychic Attacks, Storm Caller can give them a 2+ Save, Tempest Wrath can make it harder to be hit.
>Ragnar Blackmane: War Howl: Re-Roll Failed Charges, Jarl of Fenris: Re-Roll 1s To Hit.
>Ulrik The Slayer: Healing Balms can return Wounds, Slayer’s Oath: Re-Roll Failed to Hits and possibly Re-Rolls of 1 on Rolls to Wound, Wolf Helm of Russ: Use his Leadership of 9.
>Wolf Guard Battle Leader: Huskarl to the Jarl: Re-Roll 1s To Hit.
>Wolf Lord: Jarl of Fenris: Re-Roll 1s To Hit
>Wolf Priest: Healing Balms can return Wounds, Oath of War: Re-Roll Failed to Hits in the Fight Phase. Spiritual Leader: Use his Leadership of 9.
Transports
>Drop Pod: A way to Deep Strike 10 (1-2 Packs) of your Wolf Guard without taking Jump-Packs. If you have someone like Ragnar with you consider charging anyways, with the Re-Roll you have decent chance of making it.
>Land Raider (God-Hammer): A Tank to take your 10 (1-2 Packs) Wolf Guard into Battle.
>Land Raider Crusader: A Very Shooty Tank to take up to 16 Wolf Guard (1-3 Packs + Extras?) into Battle.
>Land Raider Excelsior: Can take 10 Wolf Guard (1-2 Packs?) into battle with a few Special Abilities.
>Land Raider Redeemer: Transports up to 12 Wolf Guard (1-2 Packs?) while dishing out a mix of hot death and fiery death.
>Razorback: Can hold 6 Wolf Guard and give you some firepower while you are at it.
>Rhino Primaris: Transport up to 6 Wolf Guard and some special Abilities.
>Rhino: Simple and basic way to Transport up to 10 (1-2 Packs) Wolf Guard.
>Stormfang Gunship: A flier that can transport 6 Models. A good way to get your Wolf Guard across the Battlefield Quickly.
>Stormwolf: A flier that can transport 16 (1-3 Packs with extras?) Models. A good way to get your Wolf Guard across the Battlefield Quickly.
Uses and Abuses:
I think it depends on what you want to do with them.
>TAC Simple and Cheap: Don’t add any Wargear or very little. Maybe a few Combi-Weapons and a Frost Axe, Power Fist or Thunder Hammer for the tough targets, but since everything can be wounded on a 6...just don’t expect them to take down anything tougher than a Dreadnaught.
>TAC Simple Mix and Match: Give each one a ‘Special Weapon’, but only one per model except for maybe Chainswords. A couple of Combi-Plasmas or Combi-Meltas, A Power Weapon here and there and a few Storm Shields to Tank Shots.
>TAC Super Fluffy Damn the points we are using Power Levels Anyway: Give each one two of everything as a mix. One has a Thunder Hammer and Combi-Flamer and another a Wolf Claw and a Plasma Pistol. You just want to make sure each has a ranged weapons of some kind and a Melee Weapon.
>Assault Simple and Cheep: Just give each a Chainsword with a Frost/Power Sword or a Power Fist or thunder Hammer thrown in, if that. Toss them in a Flier or Drop Pod and get them close as fast as you can. If you can toss in a Wolf Priest, Wolf Guard Battle Leader or named Character to give them a boost.
>Assault Mix and Match: Give each a Chain Sword or Power Weapon. Toss in a Storm Shield here and there. Maybe a couple of Combi-Flamers, add a Drop Pods or a Stormwolf.
>Assault Super Fluffy Damn the points we are using Power Levels Anyway: Just go for it, take what ever you want. Just make sure each one if different in some way and you should be able to deal with most things.
>Gunline Simple and Cheep: Don’t buy them anything, they don’t need it. You will most likely be starting in some sort of cover giving you a 2+ save.
>Gunline Mix and Match: Take about half with Combi-Weapons of some sort as they are amazingly good now. I personally would go with 2 of each. This could also work well with a Drop Pod Assault especially with Combi-Meltas and Combi-Plasmas.
>Gunline Super Fluffy Damn the points we are using Power Levels Anyway: Combi-Weapons for everyone or at least Storm Bolters. You could either hide in Cover and wait for the enemy to come to you and let them have it or step out of the Pod and give them 20 Bolter Shots followed up by 20
Plasma Shots, I would even consider Over-Charging them based on how the Bolters did.

Do it think they are worth it, Yes! I had started using a Pack of 10 armed with just Bolt Pistols and Chainswords with Ragnar and a Wolf Priest out of a Stormwolf at the end of 6th and I could do some quick and devastating damage to Soft Targets, I even killed a few tanks with just Krak Grenades.
While some of the dynamics have changed they have a lot of attacks (20-30) especially if armed with Chain Swords. A 3+ save also means something now vs special/heavy weapons. It might take a bit to figure out how they work best for you (That is one of the biggest things I think) and how you play.
What I think they bring is a hard hitting force to your army, but only if you use them right. If you tool them up for Anti-Monster/Vehicle work they will still function vs hordes still, just not as well.
I have toyed with the thought of making an All Wolf Guard Army mixing the tree types of builds. It would be a smaller more Elite army than Space Wolves already are, but the combinations that each one could be built with makes them an unpredictable one which I see as a strong point.



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






You'd wind up with something akin to Deathwatch or Grey Knights. Maybe a few more models, less varied firepower, more varied melee weaponry.
What you can do that neither DW or GK can is pack cheap bodies in the form of Fenrisian Wolves.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Dakka Wolf wrote:
You'd wind up with something akin to Deathwatch or Grey Knights. Maybe a few more models, less varied firepower, more varied melee weaponry.
What you can do that neither DW or GK can is pack cheap bodies in the form of Fenrisian Wolves.

I will get to them after doing Lukas Tomorrow.


Automatically Appended Next Post:
Stuff came up. I will get to Lukas tonight or tomorrow.

This message was edited 1 time. Last update was at 2017/06/03 13:27:18


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Longtime Dakkanaut




Lots of good info here, but a couple comments:

The way you are writing everything out makes it really hard to read. I would probably just highlight the few things that makes each unit interesting / useful. Most people will have the rules and can look the unit up and read along.

Also, it is hard to look at units in vacuum the way you are doing.
A unit is only good if another unit can't do what it does better. In my opinion most of the load-outs you list for Wolf Guard are frankly not good at all. Just because a load-out is possible doesn't mean you should try to make it look good if its not, as new players might take your advice and end up regretting it. I don't think many people will be playing with the Power levels, so i would gear most strategic thoughts towards points, and stress that most units are better off with the minimum effective upgrades.

All that being said, it seems to me that the main reasons to take Wolf Guard are the below:

1. They are good at assault (like grey hunters, they get free chainswords that don't replace anything. They also get 1 more attack than grey hunters, so they get 3 attacks on the charge.
2. They can take a lot of Combi-Weapons
3. They can take a lot of power weapons (which are cheap now)
4. They can take jump packs (100% better than a drop pod)

So i really only see 2 reasonable loadouts for them. Anything else either costs too much, or grey hunters/Blood claws can do it about as well.

1. Jump pack Combi-Suicide unit: Melta/Plasma suicide units got worse this edition, but 5 meltas should kill most tanks, and 5 plasma will really mess up most units. This unit can also charge if it wants to, thought without anyway except Ragnar to reroll charge ranges, its not something to count on since you need to roll a 9+ on a 2d6 or somehow have Ragnar nearby, which is why i don't love the idea of assaulty jump pack WG.

2. Assaulting out of a vehicle (land raider, probably, but rhinos could also work) with some power swords / maybe a couple fists. You can also throw in Ragnar here to help them and anything other nearby units out on that charge roll, or (this is probably better) a wolf priest to let them re-roll their hits. This unit should really tear a lot of things apart, I could see this variant being useful in some kind of 40-50 marines in rhinos list, or in a land raider with TWC or Wulfen etc.

The problem with the wolf guard units in general are that it is temping to load them up with points that do not really make them any harder to kill, so i think it is important to either just take a few combi's, or just take a few power weapons. If you want more assault units, or more shooty units, you can buy them seperately, which has almost always been the better choice in 40k.

Canis seems scary, but not having an invul save kinda sucks, and the extra attacks are just for the Crushing teeth and Claws, so really mostly only benifit a unit of Fen Wolves. Not amazing, but not terrible if you plan on taking a lot of Fen Wolves. Otherwise I think Harald Deathwolf or just a Wolf Lord or WGBL on a wolf would be better.

Anyway those are my thoughts and keep up the good work!

This message was edited 1 time. Last update was at 2017/06/03 17:12:58


 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Wolf Scouts are finally unique and elite!!!
Just like the normal Scout Marine but lacking Combat Squad and the 9' from enemy deployment zone abilities.
Instead they get Behind Enemy Lines enabling the Wolf Scouts to deploy at the end of the movement phase an inch from any board edge as long as they're at least 9' from any enemy unit.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

I just wanted to make a quick note on the three levels of play. I am trying not to discuss it as it is a hot blooded talking points for a lot of people. I am going to be vague for the most part using terms like cheap and expensive. My group plans on just using Power Levels for the most part.


Automatically Appended Next Post:
jcd386 wrote:
Lots of good info here, but a couple comments:

The way you are writing everything out makes it really hard to read. I would probably just highlight the few things that makes each unit interesting / useful. Most people will have the rules and can look the unit up and read along.

Well I am trying to put out everything...I will try something Different with Lukas, not worry about the Mechanical and just talk about what he can do.

Also, it is hard to look at units in vacuum the way you are doing.

I had this the first time I did this, but as time went on and I got more familiar with each Unit and what they could do, they got more inclusive.


A unit is only good if another unit can't do what it does better. In my opinion most of the load-outs you list for Wolf Guard are frankly not good at all. Just because a load-out is possible doesn't mean you should try to make it look good if its not, as new players might take your advice and end up regretting it. I don't think many people will be playing with the Power levels, so i would gear most strategic thoughts towards points, and stress that most units are better off with the minimum effective upgrades.

Again I was being deliberately vague. Myself I tool them up for Assault with mostly nothing but Bolt Pistols and Chainswords or just go for it and make my decisions based on how cool the model would look with a particular load-out. (Again I am part of a Competitive environment where the Rule of Cool overrides everything. I am though thinking of adding a Gunline PAWG unit loaded up with Combi-Weapons for use with Drop Pods.

All that being said, it seems to me that the main reasons to take Wolf Guard are the below:

1. They are good at assault (like grey hunters, they get free chainswords that don't replace anything. They also get 1 more attack than grey hunters, so they get 3 attacks on the charge.
2. They can take a lot of Combi-Weapons
3. They can take a lot of power weapons (which are cheap now)
4. They can take jump packs (100% better than a drop pod)

So i really only see 2 reasonable loadouts for them. Anything else either costs too much, or grey hunters/Blood claws can do it about as well.

1. Jump pack Combi-Suicide unit: Melta/Plasma suicide units got worse this edition, but 5 meltas should kill most tanks, and 5 plasma will really mess up most units. This unit can also charge if it wants to, thought without anyway except Ragnar to reroll charge ranges, its not something to count on since you need to roll a 9+ on a 2d6 or somehow have Ragnar nearby, which is why i don't love the idea of assaulty jump pack WG.
I don't either, but it has more to do with Fluffy Reasons. The Same thing with Teleporting, we as a group may house rule something, but we don't know quite yet.

Never a fan of Suicide units, but a Plasmaside unit can be real nasty especially if you add someone who can let you Re-Roll 1s like a Wolf Lord or WGBL.

2. Assaulting out of a vehicle (land raider, probably, but rhinos could also work) with some power swords / maybe a couple fists. You can also throw in Ragnar here to help them and anything other nearby units out on that charge roll, or (this is probably better) a wolf priest to let them re-roll their hits. This unit should really tear a lot of things apart, I could see this variant being useful in some kind of 40-50 marines in rhinos list, or in a land raider with TWC or Wulfen etc.

<Insert Evil Wolf Toothy Grin>
My favorite is a Stormwolf.

The problem with the wolf guard units in general are that it is temping to load them up with points that do not really make them any harder to kill, so i think it is important to either just take a few combi's, or just take a few power weapons. If you want more assault units, or more shooty units, you can buy them seperately, which has almost always been the better choice in 40k.
F
Yes, how I keep myself under control it be loading them out like I would Grey Hunters. 1-2 with Special Weapons (Combi-Plasma is my favorite) and 1-2 with Power Weapons. For the most part then I can use my Grey Hunters as PAWG Proxies.


Canis seems scary, but not having an invul save kinda sucks, and the extra attacks are just for the Crushing teeth and Claws, so really mostly only benifit a unit of Fen Wolves. Not amazing, but not terrible if you plan on taking a lot of Fen Wolves. Otherwise I think Harald Deathwolf or just a Wolf Lord or WGBL on a wolf would be better.

Yes the lack of an Invulnerably save is an issue, but that is why I wither used him with either Wolves or Thunderwolves.

Anyway those are my thoughts and keep up the good work!

Thanks

This message was edited 1 time. Last update was at 2017/06/04 03:56:49


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Regular Dakkanaut






My initial takeaways (haven't played any games yet)
- Blood Claws continue to be inferior to grey hunters, especially now units can fire rapid fire and charge, grey hunters can have more accurate shooting (especially with special weapons) before the charge, as well as more accurate pistol shooting in the following round of combat
- Wulfens and thunderwolves are super toned down as expected but still very durable and damaging. Wulfens are strangely slightly more durable now because they can take FnP saves on wounds that will previously instant kill them (force weapons, battlecannons, monsters). Wulfens can still wipe the floor with anything short of a greater daemon, and the new wound allocation means the enemy must always churn through those stormshields first. But they are much much more expensive for the same load out
- The glorious return of the missile launcher long fangs: much more accurate shots and D6 damage makes them invaluable in damaging big monsters and vehicles. Stick them in cover to enjoy a healthy 2+ armour save. Or if you're feeling generous, give them a WG terminator with stormshield to tank everything that comes their way (it's only 38 points)
- Storm Caller is an excellent spell when playing aggressive rhino rush, have all the rhinos move forward and pop smoke, then cast Storm Caller, now you've got a wall of super durable rhinos full of very angry grey hunters.
- 43 points gives you a WG terminator with stormshield and frost sword, pretty good all things considered
- Bjorn is an absolute beast, our best option to take down big monsters and vehicles in close combat
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Just Bjorn?
Murderfang is a S12 beastie, he'll mess up just about anything.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

[Had a long weekend, will post more tomorrow...

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in us
Perturbed Blood Angel Tactical Marine






I agree with Cont above. It's slightly depressing how much they've changed the wulfen and twolves. Our wolf lords can no longer take runic armor. We've also lost counter attack which was always a huge bonus as well. I have noticed though or at least I can't find anywhere that says wulfen cannot embark in a rhino. They are tagged infantry. The wolves fliers state that they count as two for transport but that's all I can find.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






 KillaCam wrote:
I agree with Cont above. It's slightly depressing how much they've changed the wulfen and twolves. Our wolf lords can no longer take runic armor. We've also lost counter attack which was always a huge bonus as well. I have noticed though or at least I can't find anywhere that says wulfen cannot embark in a rhino. They are tagged infantry. The wolves fliers state that they count as two for transport but that's all I can find.


Not overly worried about Runic Armour, difficult terrain is gone meaning a trip through cover nabs you a 2+ save with no risk to wounds, armour penetration is such a different thing your Storm Shield or Belt of Russ will usually be your save of choice anyway.
The loss of strength ten attacks hurts more.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Lukas the Trickster
Ok, now that I got my brain working again and the realization I don’t need to put every piece of information out there because it will be available to everyone, it is onto Loki...sorry Lukas the Trickster.
He looks so much better now.

Here is the good as I see it:
He had a 3+ save and 4 wounds making him reasonably resilient if he has Blood Claws near him.
>Plasma Pistol (3+ to Hit): His Plasma Pistol give him a good shot at hurting on at least a 5+ on most things and if you are willing to risk killing yourself wounding T4 Models on a 2+. You will also have a punch during Close Combat.
>Claw of the Jackal-Wolf (2+ to Hit): Unlike the last editions, you are not wasting a second attack by not having a second claw. With the 2+ WS he is not going to miss much in Close Combat with his 4 attacks with his S5 and Re-Rolls for wounding he should be able to wound a lot of models.
>Blood Claws Hero: He basically makes Blood Claw Units near him WS 2+ too making him a good choice as a ‘Nearby Leader’.
>The Last Laugh: With a more than 50% chance of inflicting 1d6 Mortal Wounds, get him into a Close Combat as quick as you can.
>Pelt of the Doppelganger: Here is another reason to get him into to a Fight, other models are -1 to hit him. This will make all of the difference in the world vs some targets (and hours of amusement vs T’au.)
>Master of Mischief (Not as bad as it could be though): Everyone within 3” is now Leadership 8...everyone Friend or Foe...think about it...that 30 model Ork mob with its Leadership 30 is now an 8 (I know this will end up in YMYC), that pack of Frensian Wolves L8 and with ATSKNF your Blood Claws are L8 with a re-roll...not bad.

The Bad as I see it:
In the fluff Lukas has been known to use as Jump Pack or Bike (and the occasional Thunderhawk). It would have been nice to give those options too.
No invulnerable save...Well this is what the nearby WGPL with his Storm Shield is for.

Were in the past I could never find the want to use him, now I want to take him, Ragnar, 30 Blood Claws and two Stormwolves and...well hide the children’s eyes...



Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






I wonder if there's a reason so many characters lost their ability to take Fen Wolf bodyguards.

Nice article on Lukas. I've had pretty much identical conclusions - funny thing is I wrote about Lukas when they announced 8th, saying I would pay twenty five points to equip him with a jump pack. He costs nearly fourty points more, has no jump pack and I can't wait to use him.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

 Dakka Wolf wrote:
I wonder if there's a reason so many characters lost their ability to take Fen Wolf bodyguards.

Nice article on Lukas. I've had pretty much identical conclusions - funny thing is I wrote about Lukas when they announced 8th, saying I would pay twenty five points to equip him with a jump pack. He costs nearly fourty points more, has no jump pack and I can't wait to use him.

I think to keep them in line with the while 'Characters' and 'independent Characters' now can not join units, so others can not join them...then I look at the Ork Ammo Runts and wonder.
i think my plan will be to just buy 5 model packs and stick them with Characters who do not already hanging around other units like Lone Wolves and Iron Priest.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in gb
Regular Dakkanaut




What do we feel about lone wolves? Feels overcosted to me but happy to hear other opinions.
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Nidzrule! wrote:
What do we feel about lone wolves? Feels overcosted to me but happy to hear other opinions.


Can't buy extra wounds - I mean Fen Wolves.
Terminator Armour is the only way of getting them anywhere quickly and that's a one-shot deal.
I think the only thing they're really good for is capturing one objective and Linebreaker.
Plant that bad boy in cover and your opponent is going to have to commit power to forcing him out.

This message was edited 1 time. Last update was at 2017/06/07 11:52:12


I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Grey Hunters are your Core of Your Space Wolf Army
UNIT COMPOSITION: 1 Wolf Guard Pack Leader and 4-9 Basic Wolf Guard. You can also Add a Wolf Guard Pack Leader.
WARGEAR: All start with a Bolt Gun, Bolt Pistol, Frag Grenades and Krak Grenades.

Loading them up should tell you their job:
Basic simple Load Out of just the Bolt Gun and Bolt Pistol makes the descent med range unit. Toss in Chain Swords and you can also be a good Counter Charge unit (will get into that a little farther down). Toss them in a Transport they can take and hold objectives.

Anti-Infantry Work: Take Chainswords and toss in a Flamer or Two. Make sure your Pack Leader takes some sort of Powered Melee Weapon (Myself, I am fond of Power Fist and Combi-Flamers).

Anti-Armor/Anti-MC: Take Chainswords and a pair of Combi-Meltas and have the Pack Leader take a Power Fist and Combi-Melta. Either Drop Pod or Rhino them near your target as quick as you can.

Anti-Most Everything: Chainswords and Plasmas. Have the Pack Leader take the Combi-Plasma. Other options depends on what you are doing with them.

Special Weapons and Combi-Weapons: Keep them all the same, You want Melta, great take all Melta. It might seem to add flexibility to take 2 Melta-Guns and a Combi-Flamer, but then they loose focus. Yes you can shoot the Combi-Flamer at the pesky little Grots that are next to the Truck, but you then loose a potential 1d6 2d6 Damage to the Truck. The Grots get the Bolt Guns. You also do not have to worry about tossing in the Melta-Gun if you need to take on something big, Everything now hurts Everything. Have a Bolt Gun toss a Krak Grenade and the rest light it up. If you chose your target right you will not be in this situation.

Rhino or Drop Pod: Go for 10 Models. If you take the WGPL give him a Combi-Weapon that matches the rest of your Grey Hunter Pack.

Storm Wolf: Take the WGPL and tool him up to match the rest of the Pack.

Razorback: Take the 5 Model Pack and a WGPL. This will still give you Three Special Weapons, well two will be Combi-Weapons.

Wargear you cant leave home without:
>Chainswords: I have not found a reason not to take one yet unless you are OCD with your WYSIWYG.

>Wolf Standard: Once more this is another item I see no reason not to take. With it you will not be Charging Less than 4” most of the time.

A number of different ways of using them:
>Gunline: Put them in a piece of Terrain for that 2+ save and wait for them to come to you. Take Plasma and your WGPL. Give both Pack Leaders Combi-Plasmas. This will give you a 24” Bubble of S7 attacks.

>Mechanized: The good old Rhino Rush. Multiple Packs in Rhinos look to be hard to counter right now. Also once you disembark you have a large brick to hide behind and follow in like a SWAT team. Let it take the Overwatch Fire and if it has both Storm Bolters it can do some punishment itself.

>Pod Wolves: I think this will be very viable. Sure you have to be more than 9” away when you land, but that is still within Rapid Fire Range. Again a good choice for Plasma-Hunters.

>Assault Focused Hunters: I would say the same applies as most other things I have focused on. Again Chainswords and I would say Flamers. I would not take a Power Fist for the Pack Leader unless you are taking the WBPL.

Notes on the WGPL:
I always take one when not being Mechanized or Podding. He gives you an extra wound and gun.
>Combi-Weapon: With the new way they operate, there is no reason not to take one for your WGPL unless you are are looking to take a Storm Shield.

>Terminator Armor: This is a tricky one, but can be put into simple terms, if you want to be Mobile-NO!. He will slow you down either by denying you some Transports, but also by being only a 5” move. If you are going Gunline, sure what the heck.

Couter-Charge: While we lost the ability to truly counter any charge, if you set them up right you can easily set up units to be charged. I when using my Gunline Wolves always place two of mine (Usually my Plasma-Hunters within 6”-8” of my Long Fangs. This gives me a very short range if I want to Assault whoever and give supporting fire. If I need to I can even Assault with my Long Fangs. There is also a Command Point Option I believe that you can use.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Counter-Charge
Emphasise your Space Wolfishnes. If you're expecting to recieve charges take a WGPL with Termie armour and a Power Sword, banner the Hunters up, keep some Wulfen close by and welcome those charges with open arms. I'm thinking bubble wrap the Wulfen with Grey Hunters, the Wulfen will be close enough to consolidate into combat but too far away to charge directly.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in gb
Regular Dakkanaut




how about bubble wrapping with fenrisian wolves?

I think bubble wrap with cheap models is going to be key in this new edition. Use your more expensive GH or BCs to do the counter charging.
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

With their low LD, FenWolves will melt like a snowman in summer. If 4 get killed, you lose automatically 1-6 more models, potentially exterminating a complete 10 model unit.

For this to work you need a babysitter like a Wolf Priest to give them a decent LD or be prepared to throw in 2 CP. And they are not really that cheap with 9 points each.

 
   
Made in gb
Regular Dakkanaut




Fair enough. Sounds like we might need some good old fashioned IG for bubble wrap fodder
   
Made in au
Ancient Space Wolves Venerable Dreadnought






IG won't benefit from the Wulfen.
Grey Hunters on the other hand, granted they cost a lot more but they also have good armour saves, they have solid shooting and they have the ability to stand up to more threatening assaults.

I don't break the rules but I'll bend them as far as they'll go. 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Fenrisian Wolves
UNIT COMPOSITION: 5-15 Models + 1 Cyberwolf
WARGEAR: Teeth And Claws
Cyberwolves
UNIT COMPOSITION: 1-5 Models
WARGEAR: Teeth And Claws

Since the 1st Leman Russ figure came out Wolves have been part of the Space Wolf Army. Now with the ‘New WH40k’ they are still here. I am combining the two because almost everything is the same for the most part.

What they got going for them:
>They are cheap
>They can come in large numbers, in fact the more there are the Higher their Leadership is. (Except for Cyberwolves)
>They are fast.
>Two Wounds (Cyberwolves Only)

Problems:
>Low Armor Save
>Low Leadership

It looks like the best way to use them is as cheap ‘Bubble-Wrap/Meat Shields’ though personally I don’t like using any unit that way.

Characters that help offset their weaknesses:
>Wolf Priest: They will give them a Leadership of 9 and can revive 1-3 lost Models each Turn. With the Oath of War you can Re-Roll To Hit Rolls.

>Ulrik The Slayer: He will give them a Leadership of 9 and can revive 1-3 lost Models each Turn. With the Slayer’s Oath there is a chance of Re-Rolling Wounds.

>Herald Deathwolf: He will give them a Leadership of 9. Also Re-Roll To Hit Rolls of 1

>Logan Grimnar: He makes it so you do not need to make Moral Saves. You can also Re-Roll To Hit Rolls.

Other Characters that can help them:
>Wolf Lord: Re-Roll To Hit Rolls of 1
>Wolf Guard Battle Leader: Re-Roll Wound Rolls of 1.
>Bjorn The Fell Handed: Re-Roll To Hit Rolls of 1

How I would use them:
>Lone Wolf Bodyguard: Take a Pack of 5 (Either) just to give your Lone Wolf a few extra Wounds. 5 For Fenrisian Wolves, 10 for Cyberwolves. Their Low leadership will be an issue, but odds are they will absorb one or two turns and possibly an Overwatch.

>Thunderwolf (or Bike Mounted) Bodyguard: Similar to the Lone Wolf they are there to absorb some of the damage that comes your way or take up an Overwatch. With their speed they can keep up with each other, though they will slow down the Bikes.

>Wolf Priest/Ulrik the Slayer Bodyguard: This will give them a decent Leadership and give you 5-15 wounds to work with that can Regenerate 1d3 wounds a turn.

>Herald Deathwolf: They seemed to be made to go with him. Use your CPs to Give the Wolves the ability to Out-Flank and you could have a nasty surprise and Edge of the board Charge.

>Logan: I just think it would be cool to see Logan standing on a hill overlooking the battle giving commands surrounded by a Mix of Fenrisian Wolves and Cyberwolves.

>Logan Claws: While Logan can be targeted as he rides his Sleigh of Death giving all that deserve it The Axe Morkai to the face it could make for an impressive sight, What the Wolves do is keep Logan from being charged till he is ready to Charge himself.

Overall I don’t expect to see them much in the Competitive Scene other than Fur Covered Meat Shields, for ‘Just For Fun’ games I would use them all the time if I had the models.


Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in de
Stealthy Space Wolves Scout




Germany, Frankfurt area

They can't be revived. Healing Balms only affect 1 wounded model, not dead models.

 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Ragnar69 wrote:
They can't be revived. Healing Balms only affect 1 wounded model, not dead models.

I rote this at 4am...though Cyberwolves do have 2 wounds.

Space Wolf Player Since 1989
My First Impression Threads:
https://www.dakkadakka.com/dakkaforum/posts/list/727226.page;jsessionid=3BCA26863DCC17CF82F647B2839DA6E5

I am a Furry that plays with little Toy Soldiers; if you are taking me too seriously I am not the only one with Issues.

IEGA Web Site”: http://www.meetup.com/IEGA-InlandEmpireGamersAssociation/ 
   
Made in au
Ancient Space Wolves Venerable Dreadnought






Probably just use Fen Wolves when I have points to spare.
They are fast and they do have a respectable melee statline, and five to fifteen models they'll probably be handy for surrounding models and locking them in combat.

I don't break the rules but I'll bend them as far as they'll go. 
   
 
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