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		<title><![CDATA[Latest posts for the thread "Space Wolves"]]></title>
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				<title>Space Wolves</title>
				<description><![CDATA[ Hmmm... Don't usually see a lot of <span class="glossaryitem" onmouseover='gp(124);'>SW</span> players around. But our Tau player is picking up a <span class="glossaryitem" onmouseover='gp(124);'>SW</span> army, and is bragging that he's, "going to show me how to play marines." <br /> <br /> Pffft. Any one have info on the Wolves? What are their strengths, what are their weaknesses? <br /> <br /> I play vanilla marines, so think in those terms. But <span class="glossaryitem" onmouseover='gp(69);'>IG</span> advice wouldn't be bad. Then my pal and I can alternate beating him.<br /> <br /> Battles are usually around 1500 to 2000 at my club.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 04:53:40]]> GMT</pubDate>
				<author><![CDATA[ smreferee]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ what do you play?<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 04:56:11]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Vanilla Marines, like I said in the first post.]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 05:12:38]]> GMT</pubDate>
				<author><![CDATA[ smreferee]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ oops...sorry. Hmmm, <span class="glossaryitem" onmouseover='gp(124);'>SW</span>, when I played (back in 4th) were essentially better at <span class="glossaryitem" onmouseover='gp(19);'>cc</span>. Their extra attacks make them a bit more lethal than your average marine. Also, if the codex I had was up to date, then long fangs can target 2 targets in the shooting phase, making their heavy support choices a bit more dangerous too. Basically their infantry units are slightly better at what they do instead of using all manner of combat tactics and nifty tricks to deal with an opponent. This also means that they generally rely on less vehicles, though not definately. <br /> <br /> Hopefully someone with a bit more up-to-date experience can help you out a bit more. ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 05:24:35]]> GMT</pubDate>
				<author><![CDATA[ Lukus83]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Not much to go on here.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 12:05:20]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Well, what do you want? I prefer shooty armies, usually revolving around 2-3 Devestator squads with missiles or <span class="glossaryitem" onmouseover='gp(51);'>HB</span>. Not sure what information you'd require to tell me about Space Wolves..]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 15:14:42]]> GMT</pubDate>
				<author><![CDATA[ smreferee]]></author>
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				<title>Re:Space Wolves</title>
				<description><![CDATA[ I believe <span class="glossaryitem" onmouseover='gp(124);'>SW</span> are some of the best marines out there right now. They have the ability and potential to take on and win against any build. Here are some of my thoughts of Space Wolves in 5th:<br /> <br /> <u>Fenrisian Wolves<br /> </u><br /> Ok, prior to 5th edition the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> said to ignore the second paragraph in the Fenrisian Wolves entry.<br /> <br /> The 5th edition <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> says to just use the rule as written.<br /> <br /> Now what the lovely second paragraph says, at the end of it, is that the wolves "...may be removed as casualties in place of the character or in place of models in the unit which they have joined."<br /> <br /> For obvious reasons, we were told to ignore this part in the last <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>. By the codex now I can roll armor saves as normal for my marines, and just remove the wolf instead as a casualty. Daemonhunters can do this too. Acolytes for the Inquisitors.<br /> <br /> <u>Power Fist Attacks, Counter Attack, and more</u><br /> <br /> If you play power armor you are at least slightly saddened by not getting that extra P.fist attacks. I suppose Orks are too, but who cares about them. They don't need any more advantages. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> So <span class="glossaryitem" onmouseover='gp(18);'>CA</span> in 5th gives you the +1 A for counter-charging if you've been charged. So the first round of combat you always getting 2 attacks per guy. The wonderful thing about <span class="glossaryitem" onmouseover='gp(124);'>SW</span> is that you can take at 3 (sometimes more) fists in each squads by adding in Wolf Guard.<br /> <br /> Wolf Guard: Give em a Wolf-Pelt for a measly 3 points. This gives them an additional +1 attack when they use their counter charge skill. Put one in every unit because they are throwing 4x P.Fist attacks for being charged.<br /> <br /> Having all this counter-charge is great when coming out of pods.<br /> <br /> Blood Claws: Get +2 attacks when they <span class="glossaryitem" onmouseover='gp(18);'>CA</span>. If you had a squad of 10 (2 w/ fists) including a Wolf Guard (who also gets +2 with the pelt), your throwing 10 power fist attacks, and 28 regular attacks even if someone charges you!<br /> <br /> <u>Vehicles and Wargear</u><br /> <br /> Unlike their sad cousins Blood Angels and Dark Angels, <span class="glossaryitem" onmouseover='gp(124);'>SW</span> get most of the cool stuff in the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dex. The <span class="glossaryitem" onmouseover='gp(124);'>SW</span> <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> and dex specifically says see the <span class="glossaryitem" onmouseover='gp(119);'>SM</span> Codex for rules on these vehicles.<br /> <br /> The <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span> specifically says:<br /> <br /> "Space Wolves vehicles: Use the point costs and<br /> rules from Codex: Space Marines for<br /> Dreadnoughts, Land Speeders, Attack Bikes,<br /> Whirlwinds, Predators, Land Raiders and<br /> Vindicators. All of the different variants and<br /> options available to these units in a Space Marine<br /> army are also available to the Space Wolves. The<br /> exception to this is the Venerable Dreadnoughts,<br /> which must be chosen from the Space Wolves<br /> army list (as detailed on page 7), and not the<br /> Space Marines army list."<br /> <br /> And:<br /> <br /> "Drop Pods: Use the rules for Drop Pods in<br /> Codex: Space Marines. Follow the Codex: Space<br /> Wolves list of models that can utilize Drop Pods."<br /> <br /> Besides having the wonderful new Ironclad Dreadnoughts and Land Raider Redeemers this including Drop Pods as they work in the new dex! This is awesome. <span class="glossaryitem" onmouseover='gp(124);'>SW</span> were always one of the best drop-podding lists out there. Now half of their stuff comes in turn 1.<br /> <br /> Another cool thing you can do is put scouts (who are way more assaulty than <span class="glossaryitem" onmouseover='gp(119);'>SM</span> scouts what with power weapons and stuff) into the new scout transport speeder for a nifty, fairly inexpensive, super-fast assault unit.<br /> <br /> Wargear: You get access to the new rules in the new <span class="glossaryitem" onmouseover='gp(119);'>SM</span> dex for certain wargear. Most notably Storm Shields. Why would you not give a 3+ <span class="glossaryitem" onmouseover='gp(162);'>INV</span> to your characters for 10pts?<br /> <br /> Venerable Dreadnoughts: One of the only vehicles that you have to use the <span class="glossaryitem" onmouseover='gp(124);'>SW</span> dex for. But who cares? Even though you only get one, they are cheaper than the new Ven Dreads, and you still get that +1 to go first! Yes, in 5th you roll to see who goes first and who picks their zone all in one roll. However, the Ven Dreads "Old and Wise" rule states that if the mission being played has a dice roll to see who goes first, then you may re-roll it. Is the 5th edition roll a dice roll? Yes. Does it determine who goes first? Yes. So by <span class="glossaryitem" onmouseover='gp(111);'>RAW</span>, I would say you get the re-roll. Though I could be mistaken, as these are all just initial thoughts. <br /> <br /> Another unique vehicle the wolves get is the Lemun Russ Exterminator. Another FAV 14 in a marine army is certainly welcome by the marine player. Not to mention this tank is great at shredding infantry. <br /> <br /> <u><span class="glossaryitem" onmouseover='gp(97);'>Misc</span>.</u><br /> <br /> To sum up, these are just some of the cool things you can do with the wolves in 5th. They still have lots of sweet stuff (chooser of the slain stopping units from outflanking by blocking their infiltrate skill) and cool combos (healing potions and balms letting you re-roll your 3+ <span class="glossaryitem" onmouseover='gp(162);'>INV</span> storm shield) that can be pulled out. A few are mentioned here. Not to mention some of this great stuff like <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>'s and some of the weapons (P.fists at 15pts) are still quite cheap.<br /> <br /> Hope that helps a bit.  <img src="/s/i/a/3280d57d913d8178fb42a55db16d1e89.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 16:22:38]]> GMT</pubDate>
				<author><![CDATA[ WhiteDevil]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ The problem with <span class="glossaryitem" onmouseover='gp(124);'>SW</span> is their new rules will be out soon. I would not start a new army until I had the new rules. They are great as is now and so were <span class="glossaryitem" onmouseover='gp(25);'>DA</span> before their new codex was released. Oh well.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Fri, 23 Jan 2009 18:47:20]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ I'm a Wolves player and WhiteDevil made a great write up of the strengths of a <span class="glossaryitem" onmouseover='gp(124);'>SW</span> army. They cost a bit more than your average marine but have different options. Personally I run a Mech/Drop Pod list and drop Blood Claws and a Ven Dread with a follow up pod later and move in with the rest of my mech force.]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 03:12:22]]> GMT</pubDate>
				<author><![CDATA[ VirusSD1]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Whats so special about the Ven. Dread? I'm pretty sure he's running one, and he said it was better than a normal dread. What gives?<br /> <br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 26 Jan 2009 11:52:43]]> GMT</pubDate>
				<author><![CDATA[ smreferee]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Any damage roll on the vehicle damage chart you can make your opponent reroll if you so choose. Also Wolf Ven Dreds have <span class="glossaryitem" onmouseover='gp(14);'>BS</span> & <span class="glossaryitem" onmouseover='gp(149);'>WS</span> 5 and base 3 attacks.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 01:51:08]]> GMT</pubDate>
				<author><![CDATA[ VirusSD1]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(280);'>OP</span>, shoot at them with big guns. Devastators, predators, terminators with assault cannons, vindicators and attack bikes are all good at this.<br /> <br /> Don't charge them. Play keep away.<br /> <br /> You will do fine.]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 04:43:20]]> GMT</pubDate>
				<author><![CDATA[ Mike Leon]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ Pretty much to beat them you have to keep them at arms length. Always take a Vindi or two, nothing ruins deepstrike more than vindis. (Especially when assaulting said deepstriek will get you assraped like no tommorow.)<br /> <br /> Shoot the longfangs, the sergeant generally goes first and the unit is only 5 man max. Kill him it gets rid of theri rule to seperate fire. Always shoot bloodclaws, they are the most dangerous of their infantry aside from Termies. Grey Hunters, for the most part, can be ignored. Just don't let anything in this list get close to you, thats how you win. Their long range support sucks. ]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 04:49:58]]> GMT</pubDate>
				<author><![CDATA[ Ratbarf]]></author>
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				<title>Space Wolves</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(124);'>SW</span> don't need <span class="glossaryitem" onmouseover='gp(57);'>HS</span> as they can take meltaguns and combi meltas in drop pods. They have solid assault units for troop choices plus good <span class="glossaryitem" onmouseover='gp(67);'>ICs</span>. The one that hurt them is the loss of True Grit but I think this will be addressed when they get their new rules. I am hoping Wulfen make a comeback.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Tue, 27 Jan 2009 09:38:31]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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