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===HQ=== '''Note:''' Unlike other armies, Space Wolves can take '''two''' HQ units per HQ slot, giving them access to 1-4 HQ units in a standard force organization chart. *'''Wolf Lord:''' This guy is pretty much a Space Marine Captain, with an extra attack, and better (more expensive) wargear and options available to him. He can be tooled out to be a total hand-to-hand combat monster, but gets expensive very quickly. Be careful not to go overboard. You're often better served with "boys over toys" (Taking a cheaper HQ to allow for more troops). *'''Wolf Guard Battle Leader:''' Cheaper, weaker, version of the Wolf Lord (with a few less options). Make's a serviceable HQ for low-point games, but you might as well just use a Wolf or Rune Priest. He does offer 1 more attack and 1 higher initiative than the Wolf Priest, and, as such, is slightly better on his own in combat. The Squad-enhancing abilities of the Wolf Priest (and his free wargear) will typically make him a better "cheap hq" choice though. *'''Rune Priest:''' These are your Librarians. They don't have many wargear options, and most of their psychic powers are shooting attacks. One of which, "Jaws of the World Wolf" is useful for character and Monstrous Creature sniping, and is responsible for more than its fair share of wolf-hate, while "Living Lightning" has ''unlimited'' range and can land as many S7 AP5 hits as a Fire Warrior squad. Their non-shooting psy-powers (Tempest's Wrath and Storm Caller) provide some nice utility, but you really take these guys for the force lightning. They also give you access to a "Rune Staff" which is a slightly-improved version of the Psychic hood. The "Chooser of the Slain" Upgrade is well worth considering for the RAAAAGE it will make infiltrators feel. In short, a tough character with access to ''three'' of the most broken psychic powers in the game. *'''Wolf Priest:''' This guys is, for all intents and purposes, a Space Marine Chaplain, with more options. The Sagas are the only really note-worthy options available to him. (Though a Wolf Tail Talisman can come in handy). Oath of War isn't as useful as Liturgies of Battle on the charge(as it doesn't apply to everything) but you do get its bonus beyond the first round, so it's about even. In the end, he's not that useful, not being as killy as the Wolf Lord nor providing for the whole army as the Rune Priest. The Space Wolves also have access to several special characters: *'''Logan Grimnar:''' <strike>The Greatwolf himself</strike> OBLIGATORY 200+ PTS. NAMED CHARACTER. He is pretty great. Lets you take Wolf Guard as Troops (should you so desire), Gives everyone within 18" +1A once per game, gives a bonus (that you can choose each turn) to the squad he joins, and is a pretty nasty h2h fighter, complete with good gear, Eternal Warrior, and the ability to let nearby friendly units reroll failed morale, an ability quite useful to the painfully-average LD units of the Space Wolves. He is quite expensive though, more expensive than two discount characters, and good at little beyond bashing people in the face, so consider him carefully... *'''Bjorn The Fell Handed:'''Poor old Bjorn. On the one hand he's an Armor 13, Venerable Dreadnought with an Invulnerable Save. On the other hand he's within a handful of points from the most expensive characters in the game, becomes an objective when killed, and '''cannot''' be put in a drop-pod. At first glance this makes him look like an [[overcosted]] dread that's bad at doing a dread's job, but Bjorn's real value is in bolstering/defending a shooty-wolf army. Ancient tactician means you go first 75% of the time, which is huge. Saga of majesty means he can chill with Long Fangs and fire off a plasma cannon while giving them rerolls on leadership and being in a good position to defend against assault units. He tarpits like a motherfucker and even if he does manage to get himself killed (somehow) being near your gunline means his death will be at worst a minor inconvenience or at best a positive benefit. *'''Njal Stormcaller:''' Expensive, fragile, potentially game-changing. He's a good psyker, but his real power comes from his "Lord of the Storm" rule. Read it carefully, most of the effects require him to have LOS to his targets (with the recent FAQ, he can't hide in a bawks and use his rule anymore). Njal also suffers from the inherent randomness of his power, it may well do nothing for the first two turns, by which time it may be too late for it to impact the game in any meaningful way. Keeping him in reserve (perhaps by Drop Pod) can help keep him alive until his power can get over a 3, and actually do something of note. He does also comes with the very useful Saga of Majesty, and a significantly improved psychic hood, which adds to his value. *'''Ulrik the Slayer:''' He's a Wolf Priest with the Stat-line of a Wolf Guard Battle Leader, who allows any friendly unit that can draw LOS to him to re-roll failed morale tests. Handy, may-or-may not be worth his points. Your mileage may vary. *'''Canis Wolfborn:''' Yes, his name really is [[Derp|"'''Dog''' '''Wolf'''born".]] He also dual-wields '''Wolf''' claws (a weapon unique to the Space '''Wolves''') while riding a gigantic thunder '''Wolf''' , and wearing a '''Wolf''' tail talisman, and a '''Wolf'''tooth necklace. He may also be accompanied by up to 2 Fenrisian '''Wolves'''. He is marked with the Saga of the '''Wolf'''kin (Notice a pattern yet?) and is responsible for at least 80% of the Space '''Wolf''' rage threads on /tg/. He's quite nasty in hand-to-hand combat (for his point cost) and has an interesting special rule: Lord of the '''Wolf'''kin - This rule allows all units of '''Wolves''' within 12" to use Canis' leadership. *'''Bran Redmaw (Forgeworld):''' A new special character added in the latest Imperial Armour book. For 210 points you bring home a common Wolflord with Rune Armor, Wolftooth Necklace, a Belt of Russ and a special +1S power weapon that rerolls to wound. Also, he gives a single Grey Hunters pack Infiltrate and Behind Enemy Lines, and has a special Saga of the Hunter that extends to any Fenrisian Wolves unit he joins, but that's not why you take him. His main selling point is the "Curse of the Redmaw". From turn 2 onwards, before movement, you must roll a d6 and add the number of friendly units locked in combat: on a 6+ (reduced by 1 each turn, until you need only a 3+), he transforms into the big daddy of all Wulfens. He gains a Mephiston-like statline, counts as a Monstrous Creature and keeps the Necklace and all his old special rules, plus Fleet, Eternal Warrior, Feel no Pain and Furious Charge. Yup, you can still Outflank him. Yup, you can stick him in a normal unit to ensure nobody will ever want to charge it. Yup, your opponent will do the impossible to blast him off the board before he goes all werewolfy on his ass. *'''Ragnar Blackmane:''' A Wolf Lord who was promoted straight from Blood Claw to Wolf Guard, and the youngest Wolf Lord ever, Ragnar is an all or nothing h2h unit. He boasts an impressive stat-line, has a Frost Sword, gives his unit 1d3 extra attacks on the charge instead of the original 1, gives his unit Furious Charge, can give every unit within 12" of him Furious Charge, and has Saga of the Warrior. In exchange, however, he wears simple Power Armor, and has a 4++ save, and doesn't have Eternal Warrior, making him extremely fragile. He will also probably be the focus of your opponents h2h attacks, so don't expect him to live very long. He will wipe out shooty units in a single turn, but against lots of power weapons (I'm looking at you, Grey Knights), Ragnar will go down. But he will probably take a few models down with him. Either you love him or hate him.
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