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===Elites=== *'''Servitors''' - Gone are the T5 Iron Thralls and in are the generic T3 servitors like everyone else gets, with exactly the same options. One bizarre rules-as-written exploit is the "Thralls" rule, which means that they do not take up a slot if you have "at least one" Iron Priest, so you can legally spam as many units of 1 Heavy Bolter Servitor for 20 points each as you like. Yes, they'll all Mindlock 50% of the time, but [[Cheese|each one has to be targeted and assaulted individually.]] **Good luck trying this in a game of Purge the Alien; in that case you'll qualify for the Darwin Awards. *'''Wolf Guard''' - Your Veterans. They can take all sorts of wargear, from simple power weapons and plasma pistols up to Frost Blades and combi-weapons. You can even stick them on bikes or with Jump Packs. Versatile, powerful, customizable. You can't go wrong. A good squad of these with a wolf lord and wolf priest can take any land raider as a dedicated transport. They can also take combi-weapons and take Drop Pods for dedicated transport providing a vicious alpha strike option. *'''Wolf Guard Terminators''' - Curiously enough, now Termies are their own entry instead of being an upgrade for the WG, but are otherwise identical save for some price cuts for wargear. As a plus, they have Deep Strike, finally allowing them to go somewhere without having to be shoehorned into a Land Raider. **'''The Fierce Eye's Wolf Guard (Stormclaw)''' - A 5 man squad with pre-selected wargear, costs ''exactly'' the same as an equivalent Terminator squad, take only for Dragongaze's Stormclaw formation. *'''Arjac Rockfist''' - Arjac can now be purchased on his own as an independent character like Snikrot and his Kommandoz but doesn't take up a slot if your army already includes unit of wolf guard ''(power or terminator armoured)''. He can only join units of Wolf Guard though, so there is essentially no point in taking him on his own. He's a Terminator Wolf Guard with a Storm Shield that gives him EW and HoW and is armed with a S10 Thunder Hammer that he can throw before he charges,. Essentially Lysander with 2 wounds instead of 4. He's great at popping vehicles and mashing Independent Characters and Monstrous Creatures, but he's only useful in melee; make sure you stick him in a Land Raider or Stormwolf to make sure he gets into combat safely. Still, he's cheaper than a Wolf Guard Battle Leader with the same wargear. **He gets an extra rule: "Grimnar's Champion". This forces him to issue and accept challenges and, in addition, he re-rolls all failed To Hit rolls when taking part in a challenge, which is AWESOME. He does also have one formation of [[Deathwing|Fearless, +1 WS, +1 Toughess, Hammer of Wrath]] Terminators, all with TH/SS, in Champions of Fenris. *'''Dreadnought''' - It's a Dreadnought, it's not much different from Dreadnoughts of other Marine armies, although they have an option for a Sx2 AP2 claw with Shred if you really want to take something down, as well as a Helfrost Cannon. A good way to put some mobile heavy weapons on the field, and a close combat monster with its Dreadnought CCW and packs a Multi-Melta for extra pain. **'''Venerable Dreadnought''' - 25 points more than the normal Dreadnought, has 1 WS/BS more, and forces your enemy to reroll vehicle damage, but is otherwise identical to the standard Dreadnought. Definitely a ton cheaper than before. They can also take an Sx2 AP2 MC Dread-sized axe and an AP2 Shield with a 3++ shield on the front for a big price. If you're planning for more killy, take '''MURDERFANG''', if you want more shooty, take Bjorn. ***GW official Errata'd all non-space marine (so basically Grey Knights, Blood Angels and Space Wolves) Dreadnought's to have 2 extra attacks, now they are finally in line with the Codex: Space Marine Dread's. Venerable Dreadnought's and '''MURDERFANG''' just got a lot more deadly in CC. *'''MURDERFANG the Curseborn''' - A brand new character Dreadnought from the new codex who somehow turned into a Wulfen while entombed in the Dread on a planet named Omnicide (relation to '''MURDER''', planet of the giant space spiders, yet to be known), '''MURDERfang''' is actually 15 pts more than a Venerable Dread, but packs +2A, IWND, Furious Charge, Rage and Rampage alongside two 2 MC S7 AP2 (this was actually FAQ'd to S+1 so not to make furious charge pointless.) '''MURDERCLAWS''' with Shred and a mounted Storm Bolter and Heavy Flamer. Flat-out, he's a melee '''MURDER (the joke)''' machine with immunity to Crew Stunned and Crew Shaken (given by the rule MURDERlust), but is otherwise is not much different than a plain Ven Dread besides a weak BS3, which he's not meant for using a lot. He's a 12/12/10 3 HP close combat dreadnought so a drop pod is an absolute necessity but even then he will likely get destroyed by the enemy in one turn before he can do any real damage. Murderfang's biggest problem is that he seems really cool in theory but he's pretty terrible in practice because he's just not very durable and he must get into assault. It Will Not Die is nice but it's unreliable since it only has a 1/3 chance of happening and it only happens at the end of your turn. If you're deciding between Murderfang and an Axe and Shield Venerable Dread, go with the Venerable Dread because it's much more survivable with it's 3++ and venerable rule. *'''Space Wolves Contemptor Pattern Dreadnought (Forgeworld)''' - It's a Contemptor, so you know it's awesome already. 13/12/10, Atomantic Shielding, fleet, WS5, S7 - yeah you've seen this before; sadly not as good as the Contemptors from other chapters. You can load this bro with a handful of the Contemptor goodies, but we recommend tooling up for close combat: chainfist all the way and maybe a carapace-mounted cyclone launcher if you have the points to spare. For this small sacrifice in options (no heavy conversion beamer, no targeting upgrades, no graviton guns or plasma blasters either) you get access to either a Wolf Tail Talisman or a Wolf Tooth Necklace for bouncing psychic powers or hitting on 3's always ever, respectively. As we said before, you are tooling up for close combat so you're taking the Necklace. It also costs 10 pts more than other Contermptors, but for that ten point bump you get yourself a single Night Saga: **'''Saga of the Black Call''' - Used to be Furious Charge, but is now Rage. That extra attack on the charge is awesome and you want it for your CC contemptor. **'''Saga of the Forsaken One''' - Counter-attack at LD10. Could be useful if you're fighting against stuff that moves faster than the contemptor (as impressive as that is). **'''Saga of the Iron God''' - +1 on the damage charts against enemy walkers. It's okay but situational at best. *'''Lone Wolf''' - A 20-point non-scoring kamikaze model with Eternal Warrior, Fearless, Monster Hunter, and Feel No Pain that can take pretty much any wargear he wants, as well as some Wolves as a retinue. Great for [[DISTRACTION CARNIFEX|drawing retarded amounts of fire away from your other units.]] Load him to bear, send him against the biggest enemy you can find, and pray he goes down swinging. They become free choices for each troop choice or Wolf Guard unit, making fielding a ton of them a very viable tactic. They also don't give over points if they live, so you can now totally field them with impunity. The Space Wolves no longer abhor the idea of teleporting into battle, so the combination of a initial locator beacon equipped drop pod, next turn followed by several Lone Wolves in Terminator armour equipped with combi-weapons could in theory make you able to deal with a wide varity of threats, albeit for a steep price. Just don't expect them to capture any objectives, as they're never scoring. *'''Wolf Scouts''' - More expensive than other Marine's scouts and take up an Elite spot instead of Troop, but with the new Vanilla Marine 'dex making standard scouts WS/BS 4, their main claim to fame is now kaput. However, they can take flamers, meltas, and plasma guns, in addition to plasma pistols and/or power weapons, and the option to take Camo Cloaks to up their survivability. Good for surprise attacks against a vulnerable flank, but they can be overwhelmed easily thanks to their light armor. Give them a meltagun, a Power Fist + Combi-melta Wolf Guard Pack Leader. Keep in mind that you can't charge from reserves anymore, so these guys '''will go down'''. Give them a chance, but keep in mind they are pricy. *'''Wulfen:''' BEHOLD! [[If The Emperor Had a Text-To-Speech Device|DIGGANOBZ]]!!!! Where to start? There are so many rules they are practically unrecognisable as Space Marines. As a base and on top of the SW usual rules they have ''Feel No Pain'', ''Rage'', and W2, S5, and A3. For only thirty points each, this seemingly bargain cost is countered by the fact that they only have a 4+ save and BS2, but they have a few other special rules that mean you won't care that much. ''Death Frenzy'' from the "Kill" table means they can pile in and fight in any initiative step if they get killed in melee, [[What|even if they have already fought]], and they can get ''Bounding Lope'' from the "Hunt" table, so they can run and re-roll charge distances in the same turn. '''Any''' model can buy Frost Claws, a Two-Handed Frost Axe, or a TH/SS combination (though leaders are stuck with claws), so they have easy access to AP2 weapons for TEQ blending, Claws bring their points per model to 42 each, for four attacks base with S6 shredding at AP2; do this now. **Their final big rule is the ''Curse of the Wulfen'' which affects their non-mutated brothers within 6" ''(12" for Blood Claw variants but 3" for Long Fangs)''; these models get a roll on the "Hunt" or "Kill" table depending on whether they are in melee combat. Hunt makes all their charges more reliable or effective, while Kill gives them more Initiative, Shredding, or Death Frenzy. There are no down sides at all. Get a squad of Wulfen and stock up on Blood Claws and quit complaining about them only being WS/BS3 when they go all werewolf on your opponent's ass! **Keep in mind those axes are strength +3 meaning total strength of 8 meaning they're better against MCs, vehicles, and multi-wound models than even the claws. **Despite being the most expensive by far, Thunder Hammers are a perfectly viable option. Not only do they strike at S10, but ''Death Frenzy'' can (briefly) overcome ''Unwieldy'' so you don't have to worry about striking last without getting a chance. Also, the Storm Shield gives the model a reliable 3++ save, which is of more value to them in any Meta than a terminator who already has a 2+ save and might never use the shield... for 50 points per model in total. Oh look, that's only five points more than a TH/SS terminator for lots more attacks and special rules. ** Scratch that noise. Do the math. A 3++ save with Feel No Pain on a 5+ is so statistically close to a 2+ armor save that the difference is in the decimals (77.77% vs 83.33%; a 4+ Feel No pain is directly equal to a 2+ save)! For 5 points more than a TH/SS terminator, you're getting +1 wound, +1 strength (which becomes +2 with the TH), +1 attack, and can Sweeping Advance. This is ignoring every other rule the Wulfen gets. On top of that, the Feel No Pain works as long as you don't suffer ID, so you effectively have your uber save against AP2 weapons, something the TH/SS terminators can't claim. Granted, this means you actually have a worse save against Battle Cannons, but only by a small margin, and you become much less vulnerable to AP4 or better weapons in the bargain. **Their weapon upgrades are severely undercosted to the point where it looks like blatant GW favoritism. 12 points for two +1 Str AP 2 specialist weapons with shred!? Every other marine army has to pay 15 points for a basic power weapon (which is simply not true: see Honor Guard or Vangurad Vets). 20 points for a thunder hammer and storm shield? Every other marine army has to buy those separately and a thunder hammer costs 30 points by itself. Again untrue: Assault Termintors, Vanqurd Vets (30pts for shield + hammer) and to a lesser extent Honor Guard.
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