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Warhammer 40,000/7th Edition Tactics/Space Wolves
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===Troops=== *'''Grey Hunters''' - Mostly the same as regular Tactical squads, minus a heavy weapon, but much nastier in close combat. Their basic profile gives them a bolt pistol along with their bolter, losing the CCW. However, they can buy this back for 2 ppm, making them a bit pricier than before but still a price worth paying as you can have a much more versatile defensive/ offensive mid-ground unit. Also they can get one special weapon per 5 members. Now they can also upgrade one member to a Wolf Guard Pack Leader, making it easier to cram in more combi-weapons into your squad. The Terminator upgrade is kind of wasted on Grey Hunters in Drop-pods as it limits you to one special and a combi. Just stick with power armor boys. Consider spending the extra points on a Wolf Standard so you can buff your choppy units after you've dropped your Hunters in the thick of it. **'''Hengist Ironaxe's Grey Hunters (Stormclaw):''' A fixed five man unit that comes with a plasma gun, plasma pistol and a power axe. For 10 points more than the cost of a normal Grey Hunters unit but without the CCW + Pistol + Boltgun combination that Grey Hunters have always been [[RAGE|famed]] for. However, the one bright side is that your Power Axe wielder is a character with two base attacks and can accept and issue challenges, the bad side is that Wolf Guard cost 10 points anyway, so you've practically lost out on 1 Leadership point where you could have taken an similarly equipped squad for the same cost. It's also a requirement in Krom Dragongaze's unique formation so that is now the only reason you'll take Hengist's unit. *'''Blood Claws''' - Unlike Grey Hunters, they gain +2 Attacks instead of the usual +1 on the charge. Get a squad of 15 so you can take two specials. Flamers are recommended as you don't need to worry about hitting on 4's. If you feel like they need a power weapon or combi then attach a WGPL but then theres not much point if you're planning on sticking them with an HQ. Wolf/Rune Priests are excellent additions. Load them up in your Land Raider Crusader or Stormwolf, and then send this neat little package of violence at the nearest enemy. If you take the Wolf Guard Pack Leader don't forget you can confer him Termie Armor. Keep in mind this will take up two slots in your LRC or Stormwolf. A pack of 8 Claws + Termie WGPL in a Drop-Pod is a relatively cheap and sometimes effective fire magnet and giving the WGPL a Powerfist will make sure your opponent has to pay attention to them. **'''Lukas the Trickster''' - One Blood Claw pack per army can purchase Lukas, who comes equipped with a Wolf Claw and a Plasma Pistol, as a free Troops Choice. Attacks against Lukas in a challenge hit at -3WS, making sure that he'll keep up as a tarpit. He can also suicide-bomb if he is killed in a challenge (sense a trend here?)- both players roll a 1d6, and if the player controlling Lukas rolls higher than the enemy who killed Lukas dies too. Good stats and a nice way to put some more special weapons in your Blood Claws, but his points cost and mandatory use of his Leadership 8 make him a dicey proposition- much like his personality in the fluff, really. ***Just remember that anyone not running Chaos Marines can just refuse the challenge, ignore almost all his special rules, and bash his face in. Either give him a nice Blood Claw meatshield or take advantage of Champions of Chaos as soon as humanly possible. ****Remember that Character models which are in a unit of 1 are unable to refuse challenges. In particular, MC and vehicle characters are very commonly by themselves. **'''Egil Redfist's Blood Claws (Stormclaw):''' Like Ironaxe's Grey Hunters, this squad is also overcosted where you could have had a similar squad for the same price but lose out on the wolf guard. It's a fixed five man squad with a plasma pistol and a power fist, where the fist wielder is Egil Redfist himself and can accept and issue challenges and has +1 base attack, but he's not a Wolf Guard so is only WS/BS3. Again only take this unit if you're going to take the unique formation. **'''Hrothgar Frostborn's Blood Claws (Heroes of Sanctus Reach):''' another unique squad, much like Egil Redfist's unit, although this one comes fixed at ten men rather than five. Again, no option for a Wolf Guard pack leader, but you get a unique +1 A & Ld Blood Claw character who ''must'' issue & accept challenges with Orks, but he may re-roll fails to-hit and failed armour saves in this challenge. This unit costs ''exactly'' the same amount of points as an equally equipped unit with a Wolf Guard leader, so you're fighting against Orks having rerollable hits it might be worth it, though he suffers on the return strike. Furthermore re-rolling saves isn't '''"that"''' great as in most [[Metagame|Metas]], Ork squad leaders will have Power Klaws instead of Big Choppas. Basically you have to know your opponent when considering this squad.
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