Warhammer 40,000/Tactics/Space Wolves(7E): Difference between revisions

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===HQ===
===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.
'''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 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 servicable HQ for low-point games, but you might as well just use a Wolf 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.  
*'''Wolf Guard Battle Leader:''' Cheaper, weaker, version of the Wolf Lord (with a few less options). Make's a servicable 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. 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.
*'''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. 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.
*'''Wolf Priest''' - This guys is, for all intents and purposes, a Space Marine Chaplin, 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.
*'''Wolf Priest:''' This guys is, for all intents and purposes, a Space Marine Chaplin, 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.


The Space wolves also have access to several special characters:
The Space wolves also have access to several special characters:


*'''Logan Grimnar''' - The Greatwolf himself. 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...
*'''Logan Grimnar:''' The Greatwolf himself. 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''' - An Armor 13, Venerable dreadnought with an invulnerable save! Easily the most tough and deadly walker in the game, and boy do you pay for it! He's within a handful of points from the most expensive characters in the game, and '''cannot''' be put in a drop-pod. He can, if you so desire, change out his ranged weapon. He has a few nice special rules (such as possessing the Saga of Majesty) and turning into an objective after he is killed. Potentially quite useful, but again, very, very expensive...
*'''Bjorn The Fell Handed:''' An Armor 13, Venerable Dreadnought with an Invulnerable Save! Easily the most tough and deadly walker in the game, and boy do you pay for it! He's within a handful of points from the most expensive characters in the game, and '''cannot''' be put in a drop-pod. He can, if you so desire, change out his ranged weapon. He has a few nice special rules (such as possessing the Saga of Majesty) and turning into an objective after he is killed. Potentially quite useful, but again, very, very expensive...
*'''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 (i.e. he hide inside a Land Raider). 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 an improved psychic hood, which add to his value.
*'''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 (i.e. he hide inside a Land Raider). 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 an improved psychic hood, which add 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 moral tests. Handy, may-or-may not be worth his points. Your mileage may vary.  
*'''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 moral tests. Handy, may-or-may not be worth his points. Your mileage may vary.  
*'''Canis Wolfborn''' - Yes, his name really is "'''Wolf''' '''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.
*'''Canis Wolfborn:''' Yes, his name really is "'''Wolf''' '''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.
   
   
===Elite===
===Elite===
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==Tactics==
==Tactics==
[[Category: Warhammer Tactics]]

Revision as of 18:39, 9 May 2010

Why Play Space Wolves

  • Special Wargear and units unavailable to any other marine variants.
  • Powerful HQ characters, both special and standard.
  • All the close-ranged firepower you expect from marines, backed by excellent h2h ability.

Unit Analysis

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 servicable 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. 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.
  • Wolf Priest: This guys is, for all intents and purposes, a Space Marine Chaplin, 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.

The Space wolves also have access to several special characters:

  • Logan Grimnar: The Greatwolf himself. 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: An Armor 13, Venerable Dreadnought with an Invulnerable Save! Easily the most tough and deadly walker in the game, and boy do you pay for it! He's within a handful of points from the most expensive characters in the game, and cannot be put in a drop-pod. He can, if you so desire, change out his ranged weapon. He has a few nice special rules (such as possessing the Saga of Majesty) and turning into an objective after he is killed. Potentially quite useful, but again, very, very expensive...
  • 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 (i.e. he hide inside a Land Raider). 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 an improved psychic hood, which add 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 moral tests. Handy, may-or-may not be worth his points. Your mileage may vary.
  • Canis Wolfborn: Yes, his name really is "Wolf Wolfborn". 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 Wolftooth necklace. He may also be accompanied by up to 2 Fenrisian Wolves. He is marked with the Saga of the Wolfkin (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 Wolfkin - This rule allows all units of Wolves within 12" to use Canis' leadership.

Elite

  • Wolf Guard -
  • Dreadnought -
  • Venerable Dreadnought -
  • Lone Wolf -
  • Iron Wolf -
  • Wolf Scouts -

Troop

  • Grey Hunters -
  • Blood Claws -

Fast Attack

  • Fenrisian Wolf Pack -
  • Land speeder squadron -
  • Skyclaw Assault Squad -
  • Switfclaw biker squad -
  • Thunderwolf Calvary -

Heavy Support

  • Land Raider -
  • Land Raider Crusader -
  • Land Raider Redeemer -
  • Long Fangs Pack -
  • Predator -
  • Vindicator -
  • Whirlwind -

Transports

  • Rhino -
  • Razorback -
  • Drop Pod -

Building your Army

Tactics