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==Special Rules== *'''Hunters Unleashed:''' If a unit with this ability charged, was charged, or made a Heroic Intervention this turn, [[RIP AND TEAR|it gains +1 to hit rolls in the Fight Phase.]] In addition, Characters with this ability can perform Heroic Interventions from 6" away. **Similar to the Red Thirst ability that the Blood Angels have, and makes the Wolves nearly as potent in melee, with the caveat that +1 to hit is usually not nearly as good as +1 to wound. It acts as a useful way of discouraging opponents from charging your gunlines, especially if a melee-focused character is nearby to perform a Heroic Intervention. Compared to the red thirst, it is both better and worse. More hits is always good, since that influences the number of to-wound rolls. However, since you're hitting on 3+ all the time anyway, a +1 to wound is more impactful, especially against toughness 4+. The 6" heroic intervention for all characters, instead of being a warlord trait, is probably what makes 'Hunters Unleashed' competitive with the Red Thirst, what with how character-packed astartes lists tend to be. **Obviously of course, this makes the cheap 16 point Thunder Hammers on some 3 attack models very powerful. Also makes spammable powerfists all the better (aggressors, pack leaders, wolf guard, etc.) *'''And They Shall Know No Fear:''' You have it just like every other loyalist Space Marine. One thing to bear in mind, though, is that careless re-rolls can increase your casualties if you don't consider the odds. *'''Combat Doctrine''': Feel like it's 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the '''Devastator Doctrine''', and once you switch there's no going back, so pay attention to the rhythm of the game. Your ''army'' gains this if ''all units in it'' have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP'd in right before the battle would prevent the detachment from getting this rule, but allied SM detachments are ok even from a different chapter. **These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -> advance -> assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you're still under the ranged doctrines, then fall back when you're finally under the assault one, scale buildings, etc. As such, don't be predictable yourself. Remember, you don't need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows: *#On Turn 1, your army will always start with the '''Devastator Doctrine''' turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part. *#On the 2nd turn you switch to '''Tactical Doctrine''', shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and auto bolt rifles work wonders here. *#On the 3rd or 4th turn you shift to '''Assault Doctrine''' (you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don't. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive. **As of the 02/27/20 FAQ, you MUST change from Devastator to Tactical on turn 2, and then change to Assault on turn 3 or 4. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map. *'''Savage Fury''': While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit.
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