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Warhammer 40,000/7th Edition Tactics/Space Wolves
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=====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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