Editing
Warhammer 40,000/7th Edition Tactics/Space Wolves
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===HQ=== *'''Wolf Lord:''' This guy is pretty much a Space Marine Captain, but he has an extra attack, and can take better wargear. 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. A good rule of thumb is "boys over toys:" take a cheaper HQ and more troops. A good tactic with this lord is to give him twin wolf claws a thunderwolf and you are now the god of destruction. To make him even better at this job, try rolling for Saga of the Warrior Born or taking the Helm of Durfast. All this makes him about 185 points (205 with the Helm). Another thing to consider is to replace one of the wolf claws with a power fist. As they're both specialist weapons, you can attack with the full amount of attacks and can choose each turn whether you need to cut down MEQs or crack open TEQs. *'''Wolf Guard Battle Leader:''' Bog-standard dirt-cheap version of the Wolf Lord with a few less options. He's a fine HQ for low-point games, but Rune/Wolf Priests are almost always better choices. He is slightly better at close combat than the others, with one more attack and one higher initiative. However, the free wargear and squad-enhancing abilities of the Wolf Priest and the psychic abilities and psychic defense provided by the Rune Priest more than make up for that difference. *'''Rune Priest:''' These are your Librarians, though starting at ML1. They have a few wargear options (A Hood, a Mastery Level, Runic and Terminator armour, which cost the same, more runic weapons), and they have access to fewer disciplines (Only Tempestas, Daemonology, Divination, Biomancy, Telekinesis) than other marines. They also give you access to the Rune Staff, which unlike libby's tinfoil hat increases the priest's own DtW, rather than that of everyone else around him, but he can still purchase the hat for that. He also lost Chooser of the Slain, meaning that anyone can sneak up on him now. Turning him into a Divination buffing machine is probably the best way to use him now. Do note though that making him a level 2 psyker now costs half as much, so it is worth considering. *'''Wolf Priest:''' This guy is, for all intents and purposes, a Space Marine Chaplain, with more options. Oath of War isn't as useful as Liturgies of Battle on the charge (it merely gives Preferred Enemy to a single unit type, so you can declare it on all MCs, or all Tanks) but you do get its bonus beyond the first round and a 6+ FNP, 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, and is far worse stat-wise than the former, losing 1 WS, 1 BS, 1W, 1T, and 2A. If you still want to use him, then put him in 2000 point games where you have more HQ options, and give him a large unit of Blood Claws, You'll lose an extra attack in the charge, but you'll get your shooting back, and it's better to rely on Overwatch+Counter Attack, this makes for a great tarpit unit. *'''Iron Priest''' - Your Techmarine (Now an HQ thanks to Curse of the Wulfen), with an option for either a Servitor Squad or a Thunderwolf Mount with an option for Cyberwolves. Can be useful on a Thunderwolf running around with Cyberwolves as a mini-Thunderwolf Cavalry squad of sorts and with IC, he can join more wolves or cavalry. Bringing him mounted also allows him to keep up with a Knight or Fellblade if you want to make them a little more survivable, whilst retaining full mobility. Also, the Stormfang Gunship has a transport capacity of 6, bring him in it with 3 Servitors to have it recovering a hull-point every turn to help avoid getting pot-shotted to death. **With the curse of the wulfen book giving them the new Helfrost Pistol option it gives them a chance to break open a transport in the shooting phase so they can charge the squad inside instead, something that Thunderwolf Cavalry typically can't do, and with the new Tempest Hammer, he can also wreck high-toughness enemies. *'''Space Marine Command Tanks (Warhammer World Exclusive)''' - The new Warhammer World tanks both take up 1 Force Org slot, so you can have an HQ AND both of these awesome tanks! Also, can be used with Blood Angels, Dark Angels, and Space Wolves due to the Designer's note in the White Dwarf containing their rules. Their exclusivity is made up for by being able to give Marines some serious anti-whatever tools and other support. **'''Rhino Primaris''' - Gives access to a Chapter Master's one-use 7" Blast Orbital Strike, and has a fancy Servo-skull hub which can either grant a unit within 12" Snap-shots (including overwatch) at full Ballistic Skill (Giving that OP Invisibility the middle finger), restore a nearby vehicle's hull point on a 2+, or give said unit Fearless. Also, you can co-ordinate Reinforcements by selecting a unit held in reserves to automatically come on. **'''Land Raider Excelsior''' - Comes with a Grav-cannon and Grav-amp for those re-rolls to wound and immobilize and lascannon sponsons. Also has a 6+ Invuln and ignores Crew Shaken/Stunned results. Also can grant a single unit in 12" (which can be boosted to 18" for 10 points) one of a huge selection of special rules for the turn (Counter-Attack, Fearless, Hit & Run, Interceptor, Preferred Enemy, Skyfire, Split Fire, or Tank Hunter), and gets +1 BS if a Rhino Primaris is within 24". ====Special characters==== *'''[[Bjorn the Fell Handed]]:''' Poor old Bjorn. On the one (Fell) hand he's a AV 13/12/10 WS/BS6 Venerable Dreadnought with an Invulnerable Save and the option for a Helfrost Cannon for ''free'' (He can also take a Plasma Cannon for free, while the TL Lascannon is 5pts). He also no longer becomes an objective once destroyed. On the other hand he's within a handful of points from the most expensive characters in the game (He's 220 Points for Russ' sake!). 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 get a +1 on the Seize, which is huge. Saga of Majesty means he can chill with Long Fangs and fire off a plasma cannon or better yet, a Helfrost Cannon, (with 24" range? seriously?) while giving them re-rolls on leadership and being in a good position to defend against assault units as a decent tarpit. He can also give a helluva fight in close combat with 6 WS6 hits with his ''True Claw'', which is a Master-Crafted S10 AP2 claw with Shred and a Heavy Flamer - Watch out against other Dreads, though, because Bjorn hits at I3, meaning that a lot of enemies will get the chance to pop him in melee before he can attack. From this player's experience, he is one of the most resilient units in the entire game. He only died once on my watch, from a guard player firing 3 lascannons at him a turn, for SIX TURNS. *'''[[Njal Stormcaller]]:''' Cheaper at 180 points, fragile without Terminator Armor (But why wouldn't you take it if you can get it for free?), potentially game-changing with ML3, but he got massively nerfed. He does also come with the useful Saga of Majesty, and an improved rune staff, which grants him a re-roll on a failed DtW test. As a bonus, he can also re-roll to manifest a Tempestas power. However, he's no longer able to provide protection to the army with the loss of 'Chooser of the Slain' which makes him nothing like the monster he was. ** As of the Wulfen update, Njal gets a slight upgrade: His bird can now be used as an assault d6 weapon, though with S3 and AP-, its usefulness is up to debate. ''This is not new, it is in the codex.'' *'''[[Ulrik the Slayer]]:''' He's a Wolf Priest with a Stat-line slightly more in line with a Wolf Lord, with Fear and Fearless in exchange for an attack. He allows any friendly unit within 6" of him Preferred Enemy, and friendlies within 12" get Stubborn. Stack him with a killy unit, and watch as they keep on truckin' through hits. *'''[[Canis Wolfborn]]:''' Yes, his name really is [[Derp|"'''Dog''' '''Wolf'''born"]] (a name so stupid, Lupis Wolfborn would actually be an improvement). He also dual-wields '''wolf''' claws (a weapon unique to the Space '''Wolves''') while riding a gigantic thunder '''wolf'''. 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 Rampage and the ability to give all Fenrisian '''wolves''' and Cyber'''wolves''' in his unit the ability to re-roll to-hit when they charge. *'''[[Ragnar Blackmane]]:''' The ''other'' roughly 200 pts costed character, even counting the price cut the entire codex gave (To point, he's 195 Pts. A stock Wolf Lord is 105). 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 with S+1 AP3 Master-Crafted and Rending, gives his squad Furious Charge, and has Saga of the Warrior Born, which synchronizes with his Insane Bravado rule which forces him to issue/accept challenges. In exchange, however, he wears simple Power Armor, and has a built-in 4++ save, and doesn't have Eternal Warrior, and his Incredible Reflexes allow him to re-roll a single failed saving throw in each Assault phase, which makes him more survivable than he used to be. He will also probably be the focus of your opponent's melee assaults, 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 quickly. But he will probably take a few models down with him. Either you love him or hate him. Nice in drop-list with a lot of grey hunters. *'''Harald Deathwolf:''' Another new-ish character from 2E, Harald's kinda like Canis, except with a less retarded name, though he's Canis' direct superior, so there is an extremely fluffy excuse to put them together. He has a frost axe and bolt pistol but you can't claim the extra attack for 2CCW because he also has a Storm Shield, he rides a wolf and any Beasts or Cavalry within 12" of him uses his Ld and, if he is the warlord, he also gives them (and himself) Stubborn and Furious Charge, making them a much more troubling force. He can even take a retinue of 2 Fenrisian Wolves to help him out. He has outflank, not like the detachment gives you the chance of outflanking, he just has it. But his most shocking ability is his relic, which makes him '''immune to all flamers and Pyromancy'''. '''THE FUCK'''. Seriously, this would be acceptable if this were He'Stan or Ashmantle, but a Wolf?! Yeah, use him for the cavalry focus, keep the fire immunity for fun. Little hint: you will be almost (mind those Eldar) immune to "wall of death" special rule. Make those burna boys/ guardsmen/ sisters pay! **To be fair his Relic is a mantle made out of the skin of a Ice Troll King he personally slayed, so it basically nullify every heat based attack, hence his invulnerability. And while this could sound quite stupid in a sci-fi settings, we're still talking about a universe in which vampires and werewolves go around wearing power amour and "Magic" exists, so... *'''Krom Dragongaze (Stormclaw):''' A relatively cheap character in power armor who's only about 25 Points more than a plain Wolf Lord with a Frost Axe, and Saga of Warrior Born. But his own Frost Axe is master crafted and he also gets Stubborn & Furious Charge added into the deal too. Recently he got some buffs: ability to re-roll all failed to wound rolls in close combat, and now he can re-roll ALL failed saving throws as long as he is within 3" of an objective. Despite how lackluster his wargear selection and special rules compare to the other named special characters that the Wolves get, Dragongaze is a worthy choice if you want to save those points on upgrading other units, particularly if you're playing smaller games. He's also a required special character along with the other ''Stormclaw'' units in his unique formation. Also he'll give Furious charge for all the Drakeslayers gang-band form Curse of the Wulfen, which is nice. *'''[[Bran Redmaw]] (Forgeworld):''' As of the doom of Mymeara Second Edition, Bran Redmaw changed quite a bit, but his cost (210 points) is unchanged. For that, you bring home a common Wolf Lord with Runic Armour and a special power weapon, the Axe Langnvast, which is a Frost Claw that swaps Specialist Weapon for Two-Handed, which would be a nerf if he had a second Specialist Weapon, but he doesn't, so he can bash in faces reasonably well. Even with that, that's still a lot of points for a normal Wolf Lord. Then comes his truly sexy part: The Curse of the Redmaw, which is pretty similar to how it was. Basically, from your second turn onwards, at the beginning of the movement phase, you must roll a d6, adding +1 for every friendly Space Wolves unit locked in combat in his LOS. On a roll of 5+, Bran Redmaw become THE wulfen, switching profiles with The Redmaw (with the same number of wounds he had when he transformed), which just happens to have WS 7, S 6, T 6, I 6, and A 5, along with Fleet, Eternal Warrior, Feel No Pain, Fearless, Furious Charge, and Rending (Melee). Also, he retains all of his special wargear now, meaning he is a lot more difficult to kill in that form, becoming almost immortal! Unfortunately, he cannot use the Axe of Langnvast in this form (he is a freaking werewolf), but that's not as bad as it seems, as now he can go and wreck tanks as if there were no tomorrow, and even terminators wouldn't be too happy to see him charge them. Lastly, he now comes stock with the Saga of the Hunter, which can help him a lot: just put him in a big Blood Claws unit, outflank, and then go all werewolfy on your enemy's ass, letting him eat every unit he come across with.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information