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===Elites=== *'''Servitors''' With Chapter Approved 2018 Servitors got a huge buff in that servo-arms are now free. While they are still not viable for ranged combat, naked they are the same price as a guardsman, except each one comes with a free thunder hammer equivalent. For less cost than you'd pay for a thunderhammer on a character you get four bodies with servo arms <s>hitting on 4+'s on the charge</s>''(Servitors do not benefit from Hunters Unleashed)'' hitting on 5+ (assuming you have a techmarine nearby). They have the spacewolf keyword as well, so all the buff auras affect them <s>as well as gaining +1 on the charge</s>''(again, no Hunters Unleashed)''. Give them a Iron Priest with the wolf stone and perhaps even the saga of the wolf, and you'd have a neat little deathstar for under 90 points. *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons (with only combi options). Instead, they have a wider array of excellent ''melee'' weapons options. With chainswords being a free upgrade, Wolf Guard are more points-effective than Grey Hunters. Wolf Guard are very versatile, but be careful with going overboard; they're still 1-wound save 3+ models. **'''Wolf Guard on Bikes:''' Still as versatile as the footslogging version; you can outfit them for ranged fire with combi-weapons or gear them for close combat. A very cheap but effective option is to give them storm bolters and chainswords, doubling their firepower and making use of their higher BS compared to Swiftclaws. 5 of them will set you back 190 points (after both storm bolters) but will chug out ''40'' bolter shots at rapid fire range, with ''16'' attacks in melee (or more if Arjac/Wulfen/Wulfenstone/Saga of the Wolfkin are nearby). Large, cheap infantry blobs are going to be common in 8th, and these guys are your best answer for them. At 34 points a dude, the comparison to Thunderwolf Cavalry (which is essentially these same guys on wolves, only as a Fast Attack choice, with the minimum unit size dropped to 3 and all ranged choices removed) at 40 per dude invites itself; the bikes easily win on mobility and ranged output, but the cavalry is far more wounds per point (albeit they'll die ''faster'' to multidamage weapons, such as lascannons), even after paying double for their Storm Shields. Melee wise, the bikes will get you more landed hammer hits per point, but the cavalry will pull ahead once you consider their mounts nibbling. The tl;dr is that the Bikes will deal with hordes better at range and heavies better in melee, while the Wolves will deal with hordes better in melee, and can take significantly bigger punches, e.g. during particularly nasty Overwatch. ***The potential for these guys is incredible. The storm shield lets them eat up big hits, while shooting 20 bolt rounds at infantry, followed by beating down heavy units with fists or hammers. Do note that the new Legends datasheet only lets them take 2 wargear options now (i.e. one gun with one melee) instead of the three options that the index gave them. **'''Wolf Guard Terminators:''' Wolf Guard Terminators are interesting in that they can mix-and-match close combat and ranged loadouts, and can equip each Terminator with combi-weapons (much like Chaos Terminators). Also, they get access to all the various frost weapons, giving them an edge over their equivalents. Mixing and matching means you can protect your assault cannon Wolf Guard with a few storm shield-wearing Wolf Guard. An alternate way to look at the Terminator Wolf guard is as an exceedingly tough dakka squad. Equip each one with a storm shield and combi-weapon, and you've got a 2+/3++, 2 wounds deepstriking unit for 4ppm less than a sternguard group in a pod. Other good choices include thunder hammer and combi-weapon (for better combined melee and ranged output than other chapters can possibly field in their terminators), power sword and combi-weapon (for more cost-efficient dakka than they can field), and frost sword and combi-weapon (for a compromise between the two). Note that with proper support these guys can become one of the nastiest melee units in 40k. Load them up with either wolfclaws or TH/SS then deep strike them with Arjac, Logan and a character with saga of the wolfkin and the wulfen stone then grab a lawnchair and watch them put Berzerkers to shame. Yes this is a huge points sink for a relatively unreliable deathstar but god damn if it isn’t satisfying to watch a tau players face as your hyper buffed termies shred through their entire gunline at record speed. **'''Wolf Guard Cataphractii Terminators:''' ''Drastically'' curtailed weapon choices and movement, and 4 points more per model base, in return for a 4++ without needing a Storm Shield; effectively a waste of your time, because you are locked into power fists, chainfists, or lightning claws for your melee choices, and combi-bolter for your ranged choices, while your mobility is cut out from under you, further emphasizing the need to bring ''good'' guns. You can do test combats yourself with double lightning claw cataphractii versus double wolf claw base terminators yourself to watch the latter win every fight readily, even though the latter costs 2 points ''fewer'' per model. You're far better off tailoring the base unit to your needs than trying to tailor your needs to this unit. *** For 180 pts, you get a grenade harness, four combi-bolters, a heavy flamer, four lighting claws and a power sword, plus a 2+/4++ model with T4 and 2A. These guys can be deepstruck onto a midfield objective, and with bolter drill, combined with mid-tier AP and wound rerolls in melee means that they can hold against anything short of a Maulerfiend rampaging into them. In games with more casual players, thier statline can make them a nice DISTRACTION CARNIFEX. **'''Wolf Guard Tartaros Terminators:''' Better than the Cataphractii, because they get +1" of movement versus the base unit ''without'' a points cost increase; a similar downside of curtailed weapons choices, which is significant - Power Fists aren't ''nearly'' as efficient as Thunder Hammers, and you ''can't'' fit the unit with Power Swords to drop their total cost - but if you ''were'' considering Power Fists and Storm Bolters or twin Lightning Claws for some reason, this unit will be better, for the same cost. One in five also have the option of taking a Reaper Autocannon or a Grenade Harness. Only the Sergeant can take either a Plasma Blaster or a Volkite Charger. But if you choose your load out correctly. Tartaros become excellent chaff killers. Consider Deep Striking a full squad or loading them into Storm Eagle to make the most of their firepower. Freeing up other units equipped with Specialist and Heavy weapons to take on higher priority targets. ***Honestly though, if you want terminators to hold points and kill chaff, use the base unit. Give them all storm shields and storm bolters and drop them on a point for a near unshiftable unit that spits out 20 bolt shots at 24" for the same cost of 2 min sized tactical squads. Except they're 2+/3++. *'''Dreadnought:''' Dreadnoughts are excellent now since they can be set up to deal with a wide variety of enemies, are very tough like other vehicles, while not degrading if they take damage. Being a Space Wolf means that they generally want to be getting in the thick of it. *'''Venerable Dreadnought:''' 20pts more than a regular Dreadnought to gain WS2+, BS2+, and 6+++FNP. It gets all of the same weapon options as a regular dread, in addition to a blazzard shield and Fenrisian great axe option. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit. **'''Combat Arm vs. Great Wolf Claw:''' S12, AP-3, D3 vs S10 AP-2, D3 but re-rolling to-wound rolls. **'''Fenrisian Great Axe:''' Venerable Dreadnought only. For when you really want to clear out those swarming 'Gaunts and then slice a Carnifex in half the next turn. Has two killing modes: Scythe, which doubles their number of attacks that hit at S6, AP-3, D1, or Cleave, which causes -1 to their to-hit rolls, but hits at S10, AP-3, Dd6. Always taken with a Dreadnought-sized storm shield known as a blizzard shield that gives a 4+ invulnerable save, and removes all ranged options. **'''Assault Cannon:''' You know it, you love it. Heavy 6, S6, AP-1, D1. Used to erase infantry. **'''Twin Heavy Bolter <sup>Index Option</sup>:''' Still has its uses compared to the assault cannon. At S5, you're still wounding MEQ's on a 3+, you're still getting six shots, you're still getting -1AP, but you get an extra 12" of range. **'''Twin Heavy Flamer <sup>Index Option</sup>:''' Now we're cookin' laddie. Heavy 2d6 autohitting S5 AP-1. Combine with the heavy flamer on the combat arm and ensure no-one will ever want to charge you. **'''Twin Lascannon:''' You also know it, you also love it. Heavy 2, S9, AP-4, Dd6. Used to damage vehicles, monsters, and paste poorly positioned characters. **'''Missile Launcher <sup>Index Option</sup>:''' No **'''Twin Autocannon <sup>Index Option</sup>:''' Can replace either arm, but is a waste of the Space Wolf "chapter tactic" if you replace the fist. The best "all-rounder" option, with 48" range, S7, AP-1, and the golden D2. Heavy infantry and light vehicles preferred, but it can take its pick against most things, however a tad bit wasted against W1 models. **'''Multi-Melta:''' Meh, take the lascannon. Half the range, half the firepower, -1S (and considering a lot of battle tanks are T8, this is significant), for the same damage unless you're within 12". By the time you get to that range however, you could've killed it with the lascannon. **'''Heavy Plasma Cannon:''' It's just a plasma cannon with the wording changed to that it only deals one mortal wound instead of killing the bearer if it overheats. Heavy d3, S7, AP-3, D1, +1S and D but take a wound on a to-hit roll of 1. Just take the autocannons instead. **'''Helfrost Cannon: HARD PASS.''' Dispersed, it's worse than the plasma cannon. Focused, it's worse than the lascannon. Just take one or the other, and you'll have a much better life. *'''Contemptor Dreadnought:''' For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought, and a 3+/5++ (it also costs more than a Venerable). All of this, unfortunately, comes with a small consequence. The Contemptor and the Redemptor are the only non-FW dreadnought variants currently that suffer from a Damage Table. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. It's limited to a melee weapon and either a multi-melta or Kheres-pattern Assault Cannon (which has one more point of S compared to the normal AC, in exchange for costing 4 points more - not that S7 vs S6 is a compelling jump) and lacks smoke launchers, but its wargear is still more than enough to take out most enemies. *'''Wulfen Dreadnought:''' The Furioso Dreadnoughts aren't the only melee specialist dreads now. Only has a single storm bolter or heavy flamer as standard, but its paired axe and wolf claw make it a death machine in melee and it can re-roll failed charges. Going for single-wound infantry? Flamer and axe, since he gets to swing eight times with it. Going for anything else? Flamer and claw, since you re-roll failed to-wounds and always deal 3 damage in assault. Be careful about which armies you pit him against. He's not that good compared to the Forgeworld Dreadnoughts. While the axe is a more expensive Power Fist. His save isn't that great either. Save points for Murderfang or a Chaplain Dread if you want a melee monster. **If you take the claw and shield combination, you actually end up with two storm bolters, any of which can be swapped for a heavy flamer. If you decide on the storm bolters, remember he's only BS5+. *'''Invictor Tactical Warsuit:''' Dreadnought Lite—all the bulk, half the calories points. T6 and W13 helps keep it on the board, and it doesn’t degrade until it’s down to 6 wounds. For firepower, it can take either an Incendium Cannon that’s basically a souped up Heavy Flamer (12” Heavy 2d6 auto-hit S5 AP-1 D1), or a Twin Ironhail Autocannon (48” Heavy 6 S7 AP-1 D2) for shooting up heavy infantry. Backup weapons are a standard Fragstorm Grenade Launcher, a pair of Heavy Stubbers, and a Heavy Bolter that switches to Pistol 3 when enemies are within 1”. The only real way to take on vehicles (or, say, the occasional Bloodthirster) is with its Power Fist, which does 4 attacks at S14, AP-3, and D3. Finally, to get in position, it has the same Concealed Positions ability as Infiltrators and Incursors. **Best use of this is probably to give it the flamer option and use Concealed Positions to start it within 12” of some enemy infantry. Further, this unit packs 5 S14 Ap-3 D3 hits on the charge or when charged, and careful positioning will hamper monsters and vehicles running towards your infantry, which is just another reason to get it as close to the enemy as possible. **You could also give it the Autocannons and either leave it in your backfield for long-range fire support or use Concealed Positions to put it where it can pop shots off at targets who tried to hide and block line of sight. However, the rest of its weapons are oriented towards close-range infantry mulching, leading to the same issues as with the laser version of the Repulsor Executioner. *'''Lone Wolf <sup>Index only</sup>''' He's now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he's neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models. **'''Lone Wolf in Terminator Armour (Index only)''' With the buffs to terminator armor, charging after deep strikes, and the removal of scattering, he's less terrible than his PA equivalent, but now costs more than a wolf lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that's only if he's the closest unit to them. ** Take a blizzvendread instead for 1 more point. *'''Company Ancient''' A Grey Hunter stat line with 4 wounds and 3 attacks. Come with bolt pistol base but may be given a bolter, a plasma pistol, a special melee weapon or a combi-weapon instead. Gives an aura of +1Ld for all Space Wolves within 6". When any SW dies within 6", they can make one CC attack or shoot with one weapon on a 4+. Good combo is to put him with Long Fangs so you get the most from their shooting, especially if you lose them to supercharged plasma. *'''Primaris Ancient''' Upgraded Company Ancient. Comes with added durability and a better gun; park behind a melee and plink away at enemy counter chargers. *'''Wolf Scouts''' Wolf Scouts have more weapons options than vanilla Scouts, and at no additional cost; exchange Concealed Positions for Behind Enemy Lines, allowing you to set up Wolf Scouts near ''any'' table edge. A small unit packing maximum plasma (Scout = plasma pistol, Scout = plasma gun, Pack Leader = plasma pistol, Wolf Guard = combi-plasma or twin plasma pistols) will only set you back around 110pts and can cause your opponent plenty of grief deploying behind their expensive heavy support units. *'''Wulfen:''' One of the best melee units in 8th, kit them out with the giant axes and a couple of Stormshields & Thunderhammers. These guys are your choice against elites and enemy beatsticks as these guys wreck them, just don't charge hordes. Their Death Frenzy rule is insanely powerful; giving them a 5+ ignore all wounds save after armour and Invulnerable have failed them and also allows them to instantly attack again if they die in combat. They also buff your units, giving them either charge re-rolls or an extra attack. Bounding Lope allows them to advance & charge with re-rolls to failed charges as well, combined with their 7" move you'll find them getting around the board quicker than Thunderwolves a lot of the time. Combine with a Wolf Priest for an absolutely murderous unit that will molest anything and can take a bit of punishment as well. **Use Dark Angels stratagem the Lion and the Wolf to see what +1 WS, attack, strength and leadership can help the wulfen leader. *'''Reivers:''' Something between Wolf Scouts and Wulfen, Reviers are something of a 'jack of all trades, master of none' kind of unit in Space Wolves. They have the deployment capability of the Scouts, but non of the special weapons. They have better armor then Wulfen, but none of the special melee weapons or strength that the Wulfen have. What makes Reivers truly special is their shock grenades and terror troops rule. Set these guys up to throw a shock grenade to neutralize overwatch, and then set in a second unit to just butcher the target. As for terror, set these guys up near a target, and then use a second unit to shoot up the target and force a morale check. The point is that Reivers are a force multiplier for the Space Wolves. Also, remember to give these guys grav-chutes and grapnel launchers. The ability to deploy anywhere and ignore vertical height means that no one is safe from the Reivers. ** Weaponwise, you're probably better off with combat blades. The Hunters Unleashed rule with the added attack that combat blades give to Reivers make them a powerful MEQ close combat unit. That being said, Bolt Carbines do mesh nicely with Grapnel Launchers, allowing Reivers to shoot and advance. *'''Great Company Champion:''' Basically a battle leader armed with only a bolt pistol and master-crafted power sword. He does get a reroll against characters. All in all a poor choice, since he doesn't really offer much that you already have. Ok if you don't want to spend much on points, but honestly there are better options. **Now gets different war gear, including a combat shield. Check the FAQ page on Warhammer Community. *'''Aggressors:''' Primaris Marines who really hate hordes. Since 8th is the horde edition you need them. Can take either Auto Boltstorm Gauntlets with Fragstrom Grenade launchers or Flamestorm Gauntlets. They have to be close to the enemy to do their jobs. So make sure you have points left over for a Repulsor. Relentless Advance removes firing penalties on their hit rolls. If they remain stationary during their turn. Aggressors are allowed to fire twice. Their Gauntlets double as free Power Fists. Making them much better Cataphractii. ** Space Wolves have the unique ability to outflank Aggressors (now that the Raven Guard strat was nerfed). This means we're the only ones who can reliably get these bad boys right where we need them, and still have a chance to charge. The best way to run them is 1-3 max squads with boltstorm gauntlets, running with an ancient. When they die, on a 4+ they get to shoot twice (since they didn't move in your opponent's movement phase). If your opponent is dumb enough to let them live, 6 aggressors shooting twice conservatively pumps out 100 shots. Not bad for 222 points... ====Special Characters==== *'''Lukas the Trickster:''' Makes everyone around him less disciplined, friend or foe, ''including himself'', not that single-model units care much about that. He has a +1D Wolf Claw and a Plasma Pistol, paired with a fairly incredible WS2+/BS3+/W4/A4, and opponents who Fight him get a -1 to hit penalty. If he's slain while Fighting, he rolls off with his opponent, and if he wins, the unit that killed him takes 1d6 mortal wounds. His best ability, and the reason to take him, is that he's like a lite version of a Wolf Guard Battle Leader - friendly {{W40Kkeyword|Blood Claw}} units within 6" (once again including himself) reroll ones to wound (which his claw already does, but his pistol won't - just remember to avoid overcharging the pistol without a ''very'' good reason, as it will tend to kill him right when you need it not to). He has no great way to keep up with the bike or jump infantry versions of his buddies, so he's probably best taken with the basic footslogging troops choice, and remember, he will stack with abilities that re-roll misses, like a Wolf Lord. **Points: Lukas costs 110, while a footslogging Wolf Guard Battle Leader costs 60 and has a more versatile aura (and comes stock with worse gear). This means Lukas' points are paying for his personal beatstickery (the claw, the pistol, the additional Wound he has over the leader, both of his Fight phase buffs, and his universal leadership debuff, if there's a good way to assign a cost to it), which is not an efficient way to get shit done - you should be investing points in making a good murder unit and then using your buffers to apply to it. You'll usually be better off with a Wolf Guard Battle Leader, as a result - roughly half the cost, and mostly ''better'' wargear choices, like a power fist and storm bolter. And, of course, you're not constrained to footslogging one. *'''MURDERFANG:''' As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. Just don't do something stupid like charging Relic/Hellforged Contemptor or Leviathan Dreads. Graviton weaponry and their Automatic Shielding/Hellfire Reactor invul saves will give Murderfang a nice buttfucking. However, he does make a decent meat shield for your own Forge World Dreadnoughts, or Bjorn. Having both of them with a Chaplain Dread so Murderfang can run interference for the two HQs is a viable strategy. ** After playing several games with this guy, I think he makes a very good defensive anchor for your army. If your opponent is running an alpha-strike type army, hide him near an important unit and charge deep striking heavy infantry. I guarantee if your opponent hasn't seen him on the table before, they'll underestimate him. I've had him completely wipe tough beatstick units in a single round of combat on multiple occasions, and he usually makes back his points and then some. Just be careful on where you deploy him so he doesn't get caught without a screen to protect him. ====Forge World==== *'''Relic Contemptor Dreadnoughts:''' 37 points (around 38%) more naked than a naked normal Contemptor. Two more wounds compared to the standard Contemptor, ignores wounds received on a 6+ AND has a 2+ save, but Attacks also degrade with damage now (rather than Movement). You also get access to way more options than any other Dreadnought. For your convenience, they're all listed below; you can take any two you like, unlike the base Contemptor, which is forced into 1 melee option and has only a Kheres and a Multi-melta to choose from for its main gun. Unfortunately is a Relic, so each one of these forces you to take a non-Relic Elite. If you really just want a Contemptor but better (i.e. filling the same role against the same targets), take 1 chainfist with a heavy flamer and 1 Kheres. You'll get into position for the Kheres faster since your Movement doesn't cripple, it'll take way more work to cripple your statline, and your fist's output in both melee and ranged will be incredible. **'''Cyclone Missile Launcher''': FAQ'd, 50 points for two 36" range missile launchers; two actual missile launchers cost the same, but with 48" range and the ability to split fire. '''Pass.''' **'''Powerfist:''' AP-3 and D3. Pay 6 points and get the chainfist. **'''Chainfist''': Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It's a must-take for all purposes. Don't take 2, though - 1 chainfist + 1 powerfist will give you identical performance while saving you 6 shiny points. **'''Combat Arm Gun Options''': Built-in Storm Bolter, Heavy Flamer, Plasma Blastgun (an assault 2 plasma gun at a steep price hike), or Graviton Blaster (an assault 2 grav-gun without paying a point more, which is sadly not nearly enough to make it worthwhile). Relic Contemptor Dreadnoughts have the ''Unstoppable Fury'' rule, allowing them to reroll 1s to-hit if they are armed with two melee weapons, but doesn't specify in which phase. So you have less concern about overcharging your plasma weapons now that you hit on a rerollable 2+, but any main gun will be more effective than four overcharged plasma gun shots. Movement no longer cripples, meaning the Heavy Flamer is a really solid choice, allowing you to easily get into range while ignoring the decreasing BS. ***Re-rolling hit rolls of 1 is hardly worth the cost of the second melee weapon, which is quite steep, with even a DCCW running you 40; your best bet if you want melee is a single chainfist and heavy flamer. **'''C-Beam Cannon''': The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24" bracket of distance, totalling [[Awesome|S10 AP-3 3d3 Damage]] at anything over 48" range. If ''a model is removed from play as a result of wounds caused'' then it automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. Generally speaking, this weapon suffers the exact same problem as the Vindicare Assassin, with a crippling downside that the Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really '''<u>NEEDS</u>''' the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted. ***Against the infantry targets you have a serious chance at one-shotting, the C-Beam Cannon suffers from costing so much. Against GEQs, you'll do a lot of damage even at short range, but not enough to outperform the Kheres, and you'll face similar scaling problems at any range, largely because as your ability to guarantee the "splatter" improves, your splatter's actual value gets worse. This weapon actually becomes the best when used against hard targets at range - at 48" or more away, the only 6+ wounds target it's not your best choice against is T5 or T6, where the twin autocannons take over - but without the range, it's just not going to earn its keep. **'''Kheres Assault Cannon''': Take this against GEQs and T5+ enemies; it gets the valuable 2+ to-wound against the small stuff, and the S7 helps it more effectively threaten things like Tyranid Warriors, Crisis Battlesuits, Astartes Bikers, and light vehicles. **'''Twin Heavy Bolters''': Take this against MEQs; both this and the Kheres wound on a 3+ against T4 targets, but this is cheaper and has an extra 12" range. **'''Twin Autocannons''': Best suited for two-wound infantry (Terminators, Stealth Battlesuits, Bikers of all flavors), and light vehicles/monsters (War Walkers, Sentinels, Tyranid Warriors). However, it also finds its use against most medium/heavy targets but is wasted against single-wound models since the above two guns spit out more shots for less points. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won't be hit by the -1 to-hit from moving. **'''Twin Lascannons''': Has fantastic range and anti-tank effectiveness, but is crippled by its staggering cost; in order to earn its keep you have to shoot things with the wounds to notice that 1d6 damage rating. Due to the range and price, this is much more effective on the Contemptor Mortis, where you won't be hit by the -1 to-hit from moving. **'''Multi-Melta''': Half the shots and half the range (or one-quarter of the range for the melta effect) than twin lascannons. '''Pass.''' **'''Heavy Plasma Cannon''': The Kheres or bolters are better against infantry, and the autocannons are better against anything you'd normally overcharge this for. '''Pass.''' *'''Relic Deredeo Dreadnought:''' The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won't cut it. Its armor save is slightly worse than the Contemptor's at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase (but why are you in melee in the first place?) on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36" autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gunshots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don't bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things, not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6" of itself a 5+ invulnerable save. The latter works great with Devastators or other long-ranged units that can help support the Deredeo's firepower. **8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are are great, the 12" range reduction is very painful, especially for the plasma carronade. 24" max means it will be in range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option. *'''Deimos Pattern Relic Predator''': Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can't be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage it doesn't really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that's a waste of its options. Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness. *'''Relic Javelin Attack Speeder:''' The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers'''(WTF)''']]. They even lost their trademark Outflank ability. Overall this turned what was already a mediocre relic slot item, at best, into a shitty tool that's worse off than a generic land speeder. *'''Relic Sicaran Tank:''' The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14" move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It's armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. **'''Sicaran Battle Tank:'''Armed with a nasty twin accelerator autocannon which has a couple of neat tricks. It fires at 48" Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. This Sicaran is a useful anti-air unit in a pinch and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. **'''Venator Tank Destroyer:''' The Venator trades the regular Sicaran's quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon's S12 AP-4 D6 damage hits (all 3 of them), it'll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn't get penalties for moving and firing its heavy weapons. **'''Punisher Assault Tank:''' A new flavor of Sicaran, its draw is the Punisher Rotary Cannon - 18 Heavy Bolter shots guaranteed to make any hordes within 36" hate life. And if you don't move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry. **'''Arcus Strike Tank:''' Another Sicaran variant, this one is armed with a rotary missile launcher. Though 24" is a bit short-ranged for a vehicle weapon, it's still Heavy 2d6 with S5 AP-2 D1. And not only does it negate cover saves, but it also deals an extra mortal wound to INFANTRY units on a 6+ to wound. If you're forced to fight an extra-large horde, it can switch its weapon profile to Heavy 4d6 at the expense of not being able to fire its missiles until after the end of the next turn. As a result, taking the heavy bolters/lascannons and the storm bolter is a good idea to ensure it doesn't render itself defenseless after a missile massacre. **'''Omega Tank Destroyer:''' Yes, it's datasheet really describes it as a "tank destroyer". A really shit plasma variant; 24", heavy 6, S7, AP-3, D1, or 24", heavy 3, S9, AP-3, D3. The overcharged version inflicts a mortal wound on the target on a to-wound roll of 6 but inflicts '''d3''' mortal wounds on itself on a to-hit roll of 1. If it had twice the shots (which would make sense as it has two guns, in a similar way to the regular Sicarian), it would be fine, but it doesn't. *'''Relic Whirlwind Scorpius:''' The Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher (and its occupation of an Elites slot, not a Heavy one) - while it has only half the range of either of the Whirlwind's rocket types, 3d3 S6 AP-2 D2 shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn't moved in the movement phase.
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