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Warhammer 40,000/7th Edition Tactics/Space Wolves
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===Fast Attack=== *'''Fenrisian Wolf Pack''' - cheap beasts, but not super-killy compared to other units in the list and can be gunned down easily due to their terrible 6+ save, though you can promote one to be a Cyberwolf, with a 4+ save and +1 T/A/Ld. They're basically [[tarpit|tarpits]] to use to tie up big units in assault until your Terminators or Thunderwolf Cavalry can get to them. *'''Land Speeder squadron''' - Basically the damn same as the Land Speeders in the Space Marine codex. If you run one, run two, same as other vehicles. Jink rules now have you getting the 4+ whether you moved or not, at the cost of snap firing next turn. Get people to waste a turn or two (or three if you're lucky on the jink saves) shooting at these while your real vehicles are unimpeded. Of course, if your enemy ignores them, then you probably get a chance to pop something important with your Multi-meltas or kill some TEQs with volume Heavy Bolter fire (ones happen ppl), so you tend to win either way. Deepstriking also (sometimes) works, providing there is space for that (which there usually isn't). Gun wise, flamers are now a bad plan, since you can't fire them at all if you jink. Multi-meltas and Heavy Bolters all day here, with an emphasis on the H.B's which tend to do a little damage even while taking snap shots. Everything else (Assault Cannon, Typhoon Missiles, etc.) is too many points to mount on a hull that's going to be on fire if your opponent really wants it to be. I also recommend taking these as one-off vehicles rather than in squadrons. Keep in mind the purpose of these is to draw fire from more important targets. Having multiple units to kill forces your opponent to waste multiple units of fire, especially if he has bullshit guns like Serpent Shields that ignore cover saves and eat light armor for breakfast. If you've got 2 open fast attack slots and 120 points to spend, its hard to go wrong with 2 speeders with 2 H.B. apiece. *'''Skyclaw Assault Squad''' - Blood Claws with jump packs, good for delivering a power fist into the enemy and generally being a damn nuisance. However, their low WS/BS means they could be overwhelmed by more elite assault units; make them go for weaker targets, where their mobility and sheer number of attacks will hurt the most. *'''Swiftclaw Biker Squad''' - Blood Claws on bikes, with all the WS/BS 3 goodness that implies. They just have a bolt pistol that can be exchanged for a CCW i.e. worthless, and twin-linked weapons help to offset BS3. An attack bike with a multimelta will help with any tank problems you might have. Like Skyclaws, these guys are great at keeping your enemy distracted and making attacks of opportunity. Just avoid getting them bogged down in melee and they'll be fine. *'''Thunderwolf Cavalry''' - These are probably the best-in-slot for Fast Attack choices, but can also end up being one of the most costly. They're basically Nob Bikers with a potential 19-24" assault threat, with 6 attacks each on the charge (4 basic + 1 for 2CCW + charge) with higher strength attacks than normal MEQ '''and''' ''rending'' means they will generally be causing considerably more wounds than most fast moving combat squads in other armies, such as bikers or assault marines. You have to buy a minimum of three now but you can expand your squads to six guys now, and storm shields are only half as expensive as they used to be, so take a few! They are also proper Wolf Guard now and have Ld9.
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