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===Elites=== *'''Wolf Scouts/Scout Squad:''' Not a unit by themselves anymore. You're a Scout Squad with two Space Wolf-exclusive options; one Scouts boltgun can be swapped for a special weapon instead of a heavy bolter or missile launcher and one Scouts boltgun and bolt pistol can be replace for a bolt pistol and power sword, bolt pistol and power axe, or boltgun and plasma pistol. Not too expensive to Outflank and spray five plasma shots against a target though. *'''Hounds of Morkai:''' For whatever reason, the furries now get a special Reiver squad made to kill Psykers (hardly surprising given the beef against the Thousand Sons and Grey Knights). These guys have a fixed load-out of grapnels, pistols, and combat knives, so no Deep Striking. Either cram them in a Transport or Outflank them with grapnels. They can always target Psykers with shooting, even if they're Characters, and they gain +1 to hit rolls and +1D against them too. In terms of defence, this unit has a 4+ save against MW's caused in the Psychic Phase, and casters within 18" suffer -1 to Psychic Tests, rising to -2 if they're within 6". With that said, they've lost Terror Troops and Shock Grenades. **The psychic suppression allows a broken combo; rule of three lets you take up to three units of Hounds. -1 to cast at 18" of THE unit, not a unit and -2 at under 6" stacks a written. What else stacks? Sisters of Silence who also have a 18" -1 modifier to cast or deny that stacks to a maximum of -4. The Culexus causes a further -2. Inquisitor Karamazov has the Supreme Will rule for -1 within 12". There is also the Galthamor relic which also gives a 18" bubble of -1. Assuming they stack, that's a theoretical -4 for the sisters, -2 for the Culexus Culexus, up to -6 for Hounds at short range, -1 for Karamazov and a further -1 and mortal wounds for the relic. That's an insane potential -14 to cast or a lot table coverage at a lower penalty in a otherwise impractical army. Grey Knights, Thousand Sons and Magnus would be unable to cast against that and it would make Abhor the Witch a near foregone conclusion. Await a FAQ to disallow this, although it'll fit the some of the fluff of nullifying the Thousand Sons during the burning of Prospero. *'''Lone Wolf (Legends):''' 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 (Legends):''' 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. *'''Wulfen:''' One of the best melee units from 8th, the Pack Leader can now swap out their weapons to match their companions. They cannot perform actions, so don't expect them to help with VP in that way. S5, T5, W2, and a 4+ makes them a little survivable, but not much. Not too much of an issue once they've gotten stuck in with melee as they always make an attack before being removed from the field. This unit always counts as being in the Assault Doctrine (thus always benefiting from the extra AP on melee weapons as well as the exploding 6's with melee attacks if you have an all-Space Wolf army) and as always having charged for Shock Assault. Finally, Space Wolf Infantry, Biker, and Cavalry units within 6" and Blood Claw units within 1" always re-roll failed charge rolls. So, 3A base + 1A from always having counted as charged. How are you using those attacks? Wulfen claws only give them AP-1, but frost claws are S+1, AP-2, D1, give +1A and re-roll failed wound rolls, and they only cost 5pts each. So unless you're lobotomized, the frost claws are effectively the basic weapon. They can be swapped for the MEQ-mulching great frost axe (S+3, AP-3, D2), but we both know you're here for the thunder hammer and storm shield combo. It does get expensive quickly however, pushing them to 41pts per model. That being said, it is always worth having at least two in your squad, as you're only sv4+ but become Sv3+/4++ with the inclusion of the shields. January 2022 Updates: Wulfens got a nice point reduction: -2 for base model, -3 for Axes, and massive -6 for Hammer+Shield, thus making a THSS Wulfen a sneaky 30 ppm. Full "TH+SS" squad will cost us 145 points, which is not a big investment for a unit that can MURDERIZE ANYTHING in line of sight. *'''[[Dreadnought]]: Core.''' Same as the one mentioned in Codex: Space Marines, but you get the option to swap the powerfist (Sx2, AP-3, D3) for a great wolf claw (S+4, AP-2, D3, re-rolling failed wounds). *'''[[Dreadnought#Castraferrum_Pattern|Venerable Dreadnought]]: Core.''' Again gaining the option to replace a powerfist with a great wolf claw, they also can swap all their assault cannon and powerfist for a Fenrisian great axe and blizzard shield. The blizzard shield provides a tasty 4++ invulnerable save, but the Fenrisian great axe is for when you really want to clear out those swarming 'Gaunts and then slice a Carnifex in half the next turn. Scythe mode is SU, AP-3, D1, but you get two hit rolls for each A. Cleave mode is S+4, AP-3, Dd3+3, but you suffer -1 to hit rolls. *'''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 wound rolls and always deal 3 damage in melee. Be careful about which armies you pit him against. **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+. ====Wolf Guard==== Many units from Codex Space Marines gain Wolf Guard. This is important for certain rules and stratagems that only affect Wolf Guard. They're listed below; * '''Company Champion.''' * '''Ancients of all flavours.''' * '''Company Veterans.''' * '''Intercessor Veterans.''' * '''Bladeguard Veterans.''' * '''Terminator Veterans.''' * '''Terminator Assault Veterans.''' * '''Relic Terminator Veterans.''' *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons. Instead, you have your pick from combi-weapons, melee weapons, plasma pistols, and storm shields (the only caveat is they can only have one combi-weapon each). They also have the option of taking jump packs for 2pts per model. *'''Wolf Guard Terminators:''' Similar to their power-armoured little brothers, Wolf Guard Terminators can mix-and-match close combat and ranged loadouts, and can equip each Terminator with combi-weapons (much like Chaos Terminators). Mixing and matching mean you can protect your assault cannon Wolf Guard with a few storm shield-wearing Wolf Guard. ** One 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 1+/4++, 3W deep striking unit with exceptional ranged output. ** As for melee, mix and match to your hearts content. Lightning claws, hammernators, sword and board, you name it. *'''Wolf Guard on Bikes (Legends):''' One option that fills a similar role to Thunderwolves in a fast moving shock unit, but a bit more geared towards shooting than stabbing. Each model can take a combi weapon and any combination of melee weapons, shield, or bolt/plasma pistol. ** Like the Wolf Guard Terminators, this can become yet another tough dakka squad. Two storm bolters and a couple storm shields mixed with melee weapons makes for a lot of shots with each model pumping out eight bolter shots at 24". A couple storm shields bump the squad to 2+/4++ and melee weapons help in case they get caught in an enemy charge. ====Special Characters==== *'''Lukas the Trickster:''' WS2+, W5, A5, and a S+1, AP-2, D2, re-roll failed wound rolls melee weapon, he's no slouch in combat. He also has a plasma pistol, so don't overcharge it unless you want to risk becoming a cartoonish pair of smoking boots on the ground. He can also never be hit on a roll of unmodified 1-3, so fear Snipers a little less. He also has a lite version of the old Chapter Master aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll all failed hit rolls. If he's killed in melee, both players roll off; if you win, the enemy unit that killed him suffers d6 MW's. Finally, the bad stuff, he can never have a Warlord Trait and ALL Space Wolf units within 6" suffer -1Ld. ** Lukas saw a deep discount going into 9th, dropping from 110pts to 80pts. ** You may think cramming Lukas and three five-man Blood Claw Packs into a Crusader is a good way to go. You wouldn't be wrong per se, but they will easily be one of the most cowardly Marine units at Ld6. *'''MURDERFANG:''' What Bjorn is to Venerable Dreadnoughts, this guy is to Wulfen Dreadnoughts. 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. His weapons are the Murderclaws (Sx2, AP-3, D3, re-roll failed wound rolls), a storm bolter, and heavy flamer. Ignore the bolter, you're BS5+. As a Wulfen, he cannot be your Warlord or perform an action. However he gains a the Duty Eternal ability and +3A from Shock Assault instead of +1, so he's swinging his claws eight times if he charges.
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