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====Wolf Claw Strikeforce==== This is to put the Space Wolves back in line with the Decurion-style armies the Dark Angels and Space Marines got. Command benefits are your units in the formation get to assault an enemy unit that is engaged with a nearby friendly unit, [[Awesome|during your opponent's assault phase]]. Furthermore, if your Strike force includes two or more Greatpacks ''(or multiples of the same Legendary Pack)'', one with a Wolf Lord and any others with Guard Battle Leaders, they form a Great Company, then so long as the Company's Wolf Lord is still alive everyone gets Fear and Furious Charge. *The first benefit is amazing, second benefit is entirely dependent on your Wolf Lord being alive, meaning a smart opponent will target him first. Also remember that your Greatpacks can be much larger than Codex Demi-Companies, requiring a significant investment of points and models, making it very difficult to get multiples of them into regular games. *'''An alternate view:''' Counter Charge is a neat trick, but maybe not as good as it sounds. Against shooty armies you won't be using it at all, and against choppy armies you'll probably get locked before you can launch your counter charge. Furious Charge, meanwhile, is a flat upgrade for any melee unit. =====Core (1+)===== *'''Greatpack''' your basic core 1 Wolf Lord or Wolf Guard Battle Leader, 1-3 units of Blood Claws, Skyclaws, or Swiftclaws, 3-5 units of Grey Hunters or Land Speeders, 1-2 units of Long Fangs, may take up to 1 unit of Wolf scouts, up to 2 Lone Wolves, 1 unit of either Wolf Guard, Wolf Guard Terminators or Thunderwolf Cavalry, and Lucas the Trickster. Taking this literally gives you the same benefits as the Wolves Unleashed detachment. Meant to be taken if you don't like change but like new Wolf Claw Strikeforce. *'''Legendary Greatpack''' your legendary companies here instead simply pick one of the below. There is nothing preventing you from mixing and matching different Greatpacks and making a more balanced force, but you can't claim the Great Company bonus unless you have ''at least'' two of the same. **'''Firehowlers''' 1 Wolf Lord or wolf guard battle leader, 1 unit of wolf guard, 2-4 units of either skyclaws or swiftclaws, 2-4 units of grey hunters or land speeders, may take 1 unit of long fangs, 1 unit of wolf scouts and up to 2 lone wolves. the wolf lord/wolf guard battle leader and the wolf guard must purchase jump packs or bikes. Enemy units have to pass a leadership test to fire overwatch ''(units with Fearless or ATSKNF are immune)'', everyone gets to re-roll their failed charges and cause fear the turn they charge, also if a charge is 10" or more they get furious charge. This Greatpack is the one you want if you are really looking for a fast moving assault army. In addition, probably one of the best Greatpacks to field Wulfen, best never run without them. Probably not a good idea to go against Marine armies, stick to gunline armies that don't like close combat and that are not immune to fear (Tau and Necrons are potential prey if you are brave enough, also again '''NEVER FORGET THE WULFEN!''') **'''Ironwolves''' 1 Wolf Lord or wolf guard pack leader, 2-3 units of blood claws, 2-4 units of grey hunters or land speeders, 1-2 long fangs, an optional pack of wolf guard or wolf guard terminators, 1 unit of wolf scouts and up to 2 lone wolves, all of which has to take a DT, making this expensive (current FAQ lists that the wolf scouts and lone wolves do not require transports, so some points saved there), and your Wolf Lord can't ride a Thunderwolf, because there are not seats for pets on space wolves vehicles. Units in this formation may flat out an additional 6" and may disembark even if the transport moved 12" but that's not why you get this since all weapon and wargear upgrades to any vehicle in this formation are entirely free. You can put the Land Raider empty on the field and let the Terminators come in as reserves but any other unit you want in the Land raider has to get in it in the first movement phase. **'''Drakeslayers''' 1 Krom Dragongaze or wolf guard battle leader, 1-2 units of wolf guard or wolf guard terminators, 2-3 units of blood claws, 2-4 units of grey hunters or land speeders, 1-2 units of long fangs, an optional unit of wolf scouts and up to 2 lone wolves. Characters in this formation get preferred enemy (characters), and everyone gets stubborn and monster hunter, and if 1 unit successfully charges in a turn the rest of the formation gets to re-roll charge distances, and if you picked Krom everyone has furious charge. The Drakes have got some agency in the current meta as some of the worst cheese offenders (Tau, Eldar, etc...) are really loving their MCs these days, so monster hunter is a really good bonus to have if you know what you will be facing. Also, stubborn never hurts on a CC army. Best to bring Krom if you can, every bonus counts in the game these days. With the new FAQs you get Preferred Enemy for almost all your army while both your and enemy's serges are alive. **'''Deathwolves''' 1 Harald Deathwolf of Wolf Guard Battle Leader (optionally joined by Canis Wolfborn), 1 unit of Thunderwolf Calvary, 2-3 units of Blood Claws, Skyclaws, or Swiftclaws, 2-4 units of Grey Hunters or Land Speeders, 1-2 units of Long Fangs, 1 unit of Wolf Scouts, 0-2 Lone Wolves, and 0-2 Fenrisian Wolves. Everyone gains outflank and for sweeping advances rolls two dice and picks the highest. You can also make one re-rollable reserve roll for all outflanking Deathwolves units, which passing means all of the outflanking units arrive from Reserve and have Stealth until your next turn. But if you really want thunderwolves take them from champions of fenris for a WS5. **'''Blackmanes''' A pretty large pack, requiring at least ten squads. You need Ragnar Blackmane or wolf guard battle leader, 1 unit of wolf guard, wolf guard terminators, or thunderwolf cavalry, 3-5 units of blood claws, skyclaws, or swiftclaws, 4-6 units of grey hunters or land speeders, 1-2 units of long fangs, 1 unit of wolf scouts, may take up to 2 lone wolves and Lukas the trickster. all units in the formation get droppods for free, all drop pods in this formation come in turn 1, units disembarking from drop pods get ''Fearless'' and ''Feel no Pain (6+)'' that turn, and while Ragnar is on the table all 'Claw units can reroll hits in assault.The best or the only formation that will give you a chance to fight back Eldar, Tau, and Zombie infestation armies. **'''Champions of Fenris''' The biggest Greatpack, coming in at twelve squads <u>minimum</u>. Logan Grimnar or Wolf Guard Battle Leader, possibly joined by Arjac Rockfist, 2-3 units of Wolf Guard, Wolf Guard Terminators, or Thunderwolf Calvary, 3-6 units of Blood Claws, Skyclaws, or Swiftclaws, 4-8 units of Grey Hunters or Land Speeders, 2-3 units of Long Fangs, 1-2 units of Wolf Scouts, and 0-3 Lone Wolves. Everyone gains Fearless and the Wolf Guard and Thunderwolf models gain +1 WS. Logan regains his old High King rule wherein he gives all units within 12" either Furious Charge, Monster Hunter, Preferred Enemy, Relentless, or Tank Hunters chosen at the start of each of your turns. But sadly you can't make a competitive list of less than 2500 so only for friendly large games... too bad. ***Per the current FAQ (for the codex, not Curse of the Wulfen), Wolf Guard Battle Leaders can take the relics out of the Champions of Fenris supplement instead of the core rulebook (the other Greatpacks must use the core rule book relics). Something to remember if you have a relic there that you like. =====Command (0-5)===== *'''Lord of the Fang:''' Logan Grimnar, a generic Wolf Priest (can be replaced with Ulrik the Slayer), Njal Stormcaller, Bjorn the Fellhanded, Arjac Rockfist, or Canis Wolfborn. Essentially all Special characters wrapped into 1 slot. *'''Heralds of the Greatwolf:''' 1 Wolf Priest (can be replaced with Ulrik the Slayer), 1 Iron Priest, and 1 Rune Priest (can be replaced with Njal Stormcaller) together. They lose Independent Character and have to stick together, but as long as they're alive they each grant some nifty buffs that make the unit as a whole a tough kill, the Wolf Priest grant It Will Not Die, the Rune Priest makes enemy units shoot at -1BS against this unit, and the Iron Priest allows them to Ignore the first failed saving throw each PHASE, which effectively gives an extra regenerating wound to your little band of heroes. Plus, you get to reroll the dice to see who goes first as well as your seize dice, which is always handy. *'''Wyrdstorm Brotherhood:''' 2-5 Rune Priests, 1 of which can be swapped for Njal. Essentially the Librarius Conclave. Can harness Tempestas Powers on 3+, and gain access to a special power called Living Storm, which is a Warp Charge 3 Witchfire with S7 AP- Assault 2D6, and Shock (Literally the Necron Tesla rule). Pick a Rune Priest in the formation at start of psychic phase, and if he tries to cast this power it ups the shots by D6 for every other Pskyer of this formation in the battle field. That's the potential for 6D6 attacks. If you luck out, that's 36 possible hits at S7 with another 12 auto-hits from the shock rule statistically. But if you use loaded dice it is possible to get 108 hits. Point at hordes and watch them get obliterated, heck even drown Monstrous Creatures in wounds. Now combine this with durfast helmet to get a re roll to hit and forbid jinking bonuses of 2+ or units without armour saves. Also great at popping transports or other light tanks, who will usually lack any boosts to their DTW and have armor low enough to be absolutely shredded by S7 en masse. Due to Living Storm's wording, Njal gets his rerolls which is FUKKEN AWESOME. =====Auxiliary (1+)===== *'''Spear of Russ''' 1-3 Iron Priests, 1-3 squadrons of either Whirlwinds, Predators, or Vindicators and 1-3 Land Raiders of any type. all vehicles within 12" of a Land Raider from this formation(note it does not state the recipient must be from the formation so this is a great idea for any mechanized list) gain Power of the Machine Spirit, and 1 vehicle within 6" of a Iron Priest from this formation gets either Tank Hunter, Monster Hunter, Precision Shots or Preferred Enemy(selected each turn). As power of the machine spirit allow you to shoot one weapon full ballistic skill regardless of moving 12" your obvious choice is a Iron priest inside the landraider an a unit of 3 vindicators surrounding it for use the LINEBREAKER BOMBARDMENT with PREFERRED ENEMY just to reroll 1's to wound or tank hunter to ensure pen rolls as it is ordnance weapon... troll! (With the latest errata on the GW site, you won't be able to have the Iron Priest inside the transport, as they do not count as being on the battlefield - however you can still use the ability on the Land Raider itself). *'''Fangs of the Tempest''' 1 Stormfang Gunship or Stormwolf. *'''Ancients of the Fang:''' 1 Iron Priest along with 2-5 Dreadnoughts.The Dreads make a unit, and if it numbers 3 or more they can re-roll to-hit in combat, and Space Wolves within 6" of them are Stubborn. The Iron Priest grants It Will Not Die to the Formation's dreads within 6". *'''The Curseborn:''' Otherwise known as MURDERFANG. *'''Wulfen Murderpack:''' 2-5 units of Wulfen. All units from this formation get an additional attack for each to-hit roll of 6 in assault (which can keep generating attacks like Kharn's butcherhorde), and grant +1 on the ''Curse of the Wulfen'' for each unit from a Murderpack on the battlefield ''after'' the first (so max +4), with an additional result of 7+ on both charts. A 7+ on the hunt chart allows all affected units to move twice in the movement phase while a 7+ on the kill chart gives +1A to all affected units. *'''Wolfkin:''' 2-5 units of Fenrisian Wolves. Formation gains monster hunter and outflank. Can combine squads into one big wolf pack, called an Alpha Pack, that, if numbering more than 20, gives all models +1 Attack. If you have a metric fuckton of wolves this can be pretty cool, but probably not worth it unless you have an IC to keep them from running from anything that touches them. Canis Wolfborn could make this a particularly good tar pit. The final ability of the formation allows an outflanking unit to automatically come in on a table edge that is within 12" of a unit of wolves. Not great, but could be useful. **'''Alternate View:''' Potentially AWESOME if you run a Deathwolves Greatpack and laugh when your ENTIRE force appears on the opponent's right flank turn 2 and sweeps a whole half of his army before he can properly react. **'''Cheese:''' A pack of 75 Fenrisian Wolves benefit hugely from unit buffs such as invisibility, endurance, or the DA chapter master Azrael, who gives all models in his unit a 4+ invulnerable save. **Note that the Alpha Pack buff triggers based on model count, so you can add ICs to get up to 20, and applies to all Fenrisian Wolves and Cyberwolves in it, including any an IC may have brought with them (typically 2 for a Wolf Lord variant, but 4 for an Iron Priest if you want).
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