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Warhammer 40,000/8th Edition Tactics/Space Wolves
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===Troops=== *'''Grey Hunters''' They're less tactical than they used to be after the loss of Counter-Attack. But the Wolf Standard now lets you reroll run and charge rolls of 1, significantly improving their mobility, while their chainswords make them a cut above standard Tacticals in assault. Like most of your units, cowards at Ld 7 unless you pay to add a Wolf Guard Pack Leader - the stock sergeant they come with has +1A, but no +1Ld. Consider Terminator Armor on the Wolf Guard Pack Leader - it's unique, if nothing else - but leave it off if you want the unit to fit in a Razorback. They now cost the same as Tacticals and Blood Claws. ** Something important to note is that the Wolf Guard Pack Leader is no longer an upgrade for the Grey Hunter Pack Leader; instead, you have to take him separately. You'll need at least 6 models in the squad if you want a combi-weapon in the unit, unlike codex Space Marines that only need 5. Thankfully that's just enough to stuff a combi and a special weapon inside of a Razorback MSU-style, but you'll be paying a few more points to do this than regular Marines would. ** The reason to take this unit is their Wolf Standard, but you can't fill them up with flamers or good melee weapons to synergize with their sped-up Advancing and Charging. ** The Wolf Guard in Terminator Armour has no discount, but a base one comes at 2 points less than you'd pay for one in the actual, full unit. ** One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a 119 pt troops choice. Stick them in a Razorback (Assault Cannons are fun) and run them next to a Wolf Lord or Bjorn to confidently overcharge your Plasma shots. This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game. *'''Blood Claws''' Brutal on the charge with an additional attack. They've gotten their "must charge if able" rule back too, and their WS is better than their BS. All this means is that you want these guys in melee ASAP, and should consider HQs and Wulfen to buff their melee game. Unfortunately costs the same per model as codex Marines despite being ''worse'' (debatably) base, so you'll want to buff them to fix the issue. With the Chapter Approved update, Grey Hunters are now the same price as these. The ability to get one more attack on the charge is a trap for people who can't count (or people that can and can also read the rules that give them +1 to hit on all their melee attacks, of which they get more than the Grey Hunters, making them slightly better in melee in an army that focuses on melee. 3 melee attacks vs. 2 bolter shots and 1 melee attack is 15/18 vs 13/18 chance of causing a wound against MEQs, so they are actually SLIGHTLY better, more buffs can widen that gap, not to mention the Specialist Detachment that can give every Blood Claw on the field +1 to wound vs a specific target for only 2 CP). Assuming you are going to shoot the same unit that you are charging, having a boltgun rapid fire rather than shooting a pistol once does the same thing, except the bolt pistol hits on 4's and you can lose a model in overwatch that would have gained the +1 attack. Basically, having +1 on the charge is straight-up worse than having a bolt gun, unless your opponent is in cover and/or has other protection from ranged attacks. **Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too. ** You can stuff three 5 man squads (no Wolf Guard) with wolf priest into a land raider crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP. **The only edge Blood Claws have over Grey Hunters is the ability to be taken in squads of 16 (15 + Wolf Guard Pack Leader). This allows for more effective use of stratagems such as Cunning of the Wolf (16 MEQs wreaking havoc in the enemies backline can be a real thorn in the enemies side and serve as an excellent DISTRACTION CARNIFEX) and the Stalker Pack's stratagem for +1 to wound. *'''Intercessor Squad''' The Primaris counterpart to the Tactical Squad is a 5 to 10-man force with an extra attack and wound per model and packs Bolt Rifles with longer range and better AP than the standard Bolter, allowing to be more effective against infantry and tougher opponents, and Auto Bolt Rifles are assault 3 bolters. **The Intercessor Pack Leader can bring a Power Fist, which Space Wolves loves. Take multiple MSU INtercessors, all with a Power Fist for their respective Pack Leaders. Now you have multiple potential targets for your '''Lone Wolf''' Stratagem. *'''Infiltrator Squad:''' Same statline as Intercessors, but with +1Ld. Standard unit of one Sergeant and four Bodies, and an optional five extra, but unique in that it can replace one with either an Apothecary-Cadet (that can only heal a model from this unit, or revive one on a <b>5+</b>), or a comms specialist who will let your whole unit benefits from the auras of any Phobos Captains or Lieutenants currently in play ''no matter where they are on the board''. Marksman bolt carbines are exactly the same as <b>boltguns</b>, but unmodified hit rolls of 6 automatically hits and wounds, but your opponent still gets a save. They are affected by the Bolter Discipline rule, so double tap out to 24" when stationary. Their smoke grenades work exactly as vehicle smoke launchers; sacrifice a round of shooting for a -1 hit modifier against opponents shooting attacks (Raven Guard chapter tactics anyone?). They can deploy when setting up anywhere on the battlefield that is more than 9" from an enemy unit or your opponent’s own deployment zone: this is during set-up only, not during any of your other turns. Finally, enemy units cannot arrive as reinforcements within 12" of this unit, making them excellent at area denial. **Sadly, at 22 points a model (and 32 points for the Helix Adept or Comms), much of this needs to be judged against the flexibility of the Tactical Squad, the solidity of firepower from an Intercessor squad, and the cheapness of the Scout Squad. Bad? Maybe not. Overcosted? The jury is still out...but the verdict is likely yes. **While they do cost as much as Reivers with grapple guns and grav shutes, they do deny deep strikes within 12" of them meaning the majority of Rapid-Fire weapons can't upon arriving and more importantly enemy units ''' can't charge you out of deepstrike''' (crippling to armies and players that rely on it and makes their ability much more valuable against Orks, 1K Sons & GSC). Spread them about to maximize that bubble and watch them draw fire from your opponent (assuming their army relies on this tactic) possibly saving other key units. So weigh this against their staggering cost (230 for 9 plus a Hellix Adept) for a troops choice, although thankfully now you at least don’t have to take the full 10 man squad to include a specialist. **Arguably the best use of Infiltrator squads in the new codex is as a universal '''"Anti Everything"''' troop choice. By combining the use of a few key buffs, Captain, Phobos Lieutenant, and Chaplain, infiltrators can cause extreme damage to any target. With Storm of Fire from the captain(plus rerolls), Target Priority from the Phobos lieutenant, and catechism of fire from the chaplain, they can bring forth a withering hail of bolts that can outright destroy even hard targets such as dreadnoughts. *'''Incursor Squad:''' Cheaper infiltrators that trade their auto-wounding on 6 rifles for ignores cover. Also trade their fancy electronic warfare kit for sensors that can ignore hit penalties, and carry knives to get an extra hit on 6s. They can set a single haywire mine per game and... that's about it. They lose the ability to take a Helix Adept or comm array, which I guess makes them the jocks to the Infiltrators nerds, complete with explosive football to toss. In Space wolves they actually serve as excellent combat troops, their knives stacking with their assault doctrine buffs meaning each 6 to hit is two additional hits, so now knives act exactly like Tesla! Honestly would deeply consider these as a premier Space wolf troop choice, especially with how quickly they can get stuck in without a transport. **The mine bears a little discussion. When a unit gets within 3" it deals d3 mortal wounds, plus an extra 1 if it's a vehicle. If you aren't willing to blow points on infiltrators you don't have much excuse to take these over the now-improved Intercessors. Against certain hard to hit armies they may be worth it, but they are still simply scout troopers with a d3 MW trick.
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