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Warhammer 40,000/9th Edition Tactics/Space Wolves
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===Troops=== *'''Grey Hunters: CORE.''' Tactical Marines, Space Wolf flavour. However, these guys are geared mostly towards assault. Each and every one can take a chainsword for 1pt each, and 5pts gets them a Wolf Banner, which lets them re-roll 1's when advancing and charging. They lack the ability to take heavy weapons, instead being able to take one special weapon per five Grey Hunters. Unlike regular Tacticals, your Sergeant is Ld7, and you have to pay extra for the Wolf Guard Pack Leader in either power armour or terminator armour to get Ld8. The Grey Hunter Pack Leader can replace their chainsword with a power axe, sword, or fist, and the WGPL can replace their weapons with any melee weapon, combi-weapon, or storm shield. ** 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 128 pt troops choice. Stick them in a Razorback (Assault Cannons are fun). 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. ** Due to the changes to Blood Claws and the introduction of Assault Intercessors along with Phobos units, the above strategy may be the most reasonable. Like other Tactical Marines, the only pressing use of Grey Hunters is access to assault weapons (they don't even get heavy weapons). Everybody else is either tougher, faster/sneakier, or more deadly on the charge. *'''Blood Claws: CORE.''' Instead of starting as scouts, Space Wolves start you off as Diet Assault marines. 1A base + 1A from Shock Assault + 1A from Berserk Charge + 1A from chainswords makes them brutal on the charge. they also have a rule where they must charge if they are able. This isn't an issue most of the time, as that's where they want to be. However lets' say the closest unit is somehow a Leman Russ at 11". You're forced to charge it and if it's successful, you end up being stuck in combat where you'll probably dink off a few wounds by sheer numbers. If your opponent doesn't fall-back, you have to either spend another turn in combat with half the number of attacks (you haven't charged, thus you don't benefit from SA or BC), or you must fall-back and be unable to charge. ** 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 with a power-armoured Character 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. ** Functionally, these guys are very similar to Assault Intercessors, being 1 point cheaper per model but without heavy bolt pistols and the need for HQ support, yet they can access a much more diverse selection of transports and can take better Wolf Guard options/buffing opportunities. Both units dish out 4 attacks on the charge with Astartes Chainswords, at WS 3+, with 2 wounds. ** Do you like Orks? These guys allow you to play Space Marines as if they were Orks. 16 Blood Claws will provide you 32 power armoured wounds on a single unit, making it difficult for your opponent to claim objective markers and unit killing objectives. Additionally at that size, even if a lot of the pack dies, a bunch will reach melee and make anybody suffer. Take three units of these for way too much wound saturation for your enemy to be able to effectively counter you. ** Something to note is that you only have to declare a charge against the closest enemy unit. You do not have to charge them if there is another enemy unit within charging distance.
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