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Warhammer 40,000/9th Edition Tactics/Space Wolves
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===Fast Attack=== *'''[[Fenrisian Wolves]]:''' Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze (T4, W1, Sv6+). Very cheap FA chaff, they gain more leadership the more wolves you have in a unit, but it's still pretty crappy. If you want them to get into combat and do some damage you'll need a Wolf Priest to shepherd them, otherwise, leave them as fodder. ** These guys are basically our only good screening option if you don't want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and makes for a fairly decent screen to help us against smiting and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don't expect these to be as effective as a Conscript conga. *'''Cyberwolves:''' This lets you field just the Fenrisian Wolves sergeant, in units of 1-3; the big seller here is that this is the cheapest thing any SM faction can field, period, at 15 points for an entire unit. If you literally just need a cheap body to throw at a problem, this unit has you covered. *'''[[Swiftclaw|Swiftclaws]]: CORE.''' Almost standard Space Marine Bikers. 30pts for a M14", T5, W3 model, with a storm bolter and chainsword (because as Space Wolves, you're going to swap the bolt pistol for a chainsword). The Sergeant can have a combi-weapon, melee weapon, or pistol weapon instead of the chainsword, and 0-2 Bikers can swap their chainsword for a special weapon or the Space Wolf-exclusive plasma pistol. This gives you the flexibility to be a very fast and tough special weapon unit. Their unit size is a fairly chunky 3-15 models, making them one of the bigger units available to Marines. Page 45 of the Space Wolf Codex has given them the iconic Blood Claw abilities of Headstrong (must charge the closest enemy unit unless the unit contains a wolf Guard... which isn't an option for Swiftclaws) and Berserk Charge (+1A after charging). GW truly would've been better off just giving them their own unit entry in the SW Codex. ** 175pts gets you three Bikers with meltaguns and an Attack Bike with a multi-melta. This has competition with Eradicators, who are 160pts for three models with two melta rifles (24" assault 1 meltaguns) and one multi-melta. Both are T5, W3 (W4 for the Attack Bike), and Sv3+. The Eradicators can shoot twice at one target if they haven't advanced, giving them 4-8 attacks with a 24" range, but the Bikers need to be within 12" to get their maximum five attacks. Bikers are FAR faster with M14" and a 6" advance, can take basic Bikers for ablative wounds, and also have four bolter shots per model to provide some opportunistic D1 firepower. Both are great anti-tank options. ** As far as anti-infantry goes, 150pts gets you three Outriders or five Swiftclaws (or four Swiftclaws with special weapons). Three Outriders give you 12 AP-1 shooting attacks and 18 AP-1 melee attacks after charging (2A base, +2A for charging, +1A for chainsword, +1A for Shock Assault). In the same scenario, five Swiftclaws give you 20 AP0 shooting attacks and 20 AP-1 melee attacks (1A base, +1A for charging, +1A for chainsword, +1A for Shock Assault). Outriders are individually tougher with W4, meaning they need at LEAST two Dd3 attacks to take down, and also do not have to charge the closest enemy unit, but Swiftclaws give you more attacks. *'''[[Skyclaw|Skyclaws]]: CORE.''' Skyclaws are essentially Blood Claws with jump packs; but their extra attack when charging gives them an edge over other versions of Assault Marines. This means they might just be worth it, especially if babysat by a jump-pack Character. ** RAW; "Up to two Skyclaw and Skyclaw Pack Leaders' bolt pistols can be replaced with one of the following: one plasma pistol; one weapon from the special weapons list". It's up to you to decide whether this grants you two or three special weapons. If it grants you three, these guys quickly rise to one of the best kamikaze units in the Astartes range once you add in a combi-weapon Wolf Guard. This is especially true with anything more than Flamers in this edition since they have a 3+bs and not a 4+bs as in 8th. *'''[[Thunderwolf Cavalry]]: CORE.''' Remained somewhat the same from 8th but now with 4W per model wich is nice. But losing wolf claws is a smidge of a kick in the teeth. The teeth and claws give three extra S5, AP-2, D1 attacks per model, a slight increase from AP-1 last edition. Shove storm shields on them to bump them up to an amazing standard of survivability. Their Swift Hunters rule allows them to charge after advancing, giving them a 13" - 28" threat range, and the Wolf Guard Keyword gives you access to some WG-only stratagems and Character Auras. ** By themselves, these guys are pretty good, but they do need to be combo'd to becomes the murder machines of 7th. Harald Deathwolf grants them Ld9, Canis Wolfborn grants them an extra attack with teeth and claws, Wulfen let them re-roll failed charge distances. Wolf Priests and Rune Priests on Bikes give them the usual benefits of those two Characters. ** You could give the Pack Leader a Frost Weapon upgrade for 1CP on two lightning claws; that would give him A6 on the charge with S5, AP-2, D2, hitting on 2's and full re-rolls to-wound.
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