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==Special Rules== * Troops gain '''Objective Secured'''. * '''Company Command:''' Can only have one {{W40kKeyword|Captain}} and two {{W40kKeyword|Lieutenant}} per Detachment. [[Matthew Ward|Aka fuck you to homebrew chapters that have a non-Codex organisation]] ...[[Derp|or even canon ones like the Space Wolves]]. *'''Chapter Command:''' Most non-named Characters (i.e. all except Lieutenants and Judicars) can have a Chapter Command upgrade for PL and pts. Each <Chapter> Army can only have one Chapter Command model and some named Characters already have the relevant keyword. Crusade forces cannot start with a non-named Chapter Command model. ** Using <Ultramarines> as an example, your army cannot have Marneus Calgar ''and'' an <Ultramarine> Captain upgraded to a Chapter Master in the same army. However, you can have an <Ultramarine> Chapter Master and a <Salamander> Chapter Master in the same army. * '''Combat Squads:''' Can split a single full-sized unit into two smaller units ''before'' deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or Detachment Limits. Now they just need to have spammable units worth Combat Squadding. ** With the introduction of Shock Assault (See below), there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee (basically a Sergeant either a power weapon or fist) to finish off or better yet to tie up the target unit and finish it off (hopefully) during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee on chaff. You can also put the Sergeant in the ranged unit with a combi-weapon for a total of three bolters and two special weapons in one squad, and a heavy weapon in the other for a makeshift Devastator Squad. *'''Angels of Death:''' A rule owned by all Space Marine whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]]. **'''And They Shall Know No Fear:''' When taking Combat Attrition Tests, ignore all modifiers. **'''Bolter Discipline:''' Models using a rapid fire bolt weapon can double their number of shots (i.e. ''rapid-fire'') if at least one of the following conditions is met. They don't stack, so no triple or quadruple shots if you meet more than one condition. The conditions are: *** The target is within the weapon's half range (normal rapid fire rules). *** The model is {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) and every model of its unit remained stationary during the previous Movement Phase. ''If a Devastator's Heavy Weapon Marine moves, the Sergeant cannot use Bolter Discipline on his boltgun''. ****It gives your Marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T'au may have long ranged small arms, but Space Marines can rapid fire from full range away. ***The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}. ****This right here is the good shit. Footslogging Terminators now have a significantly improved threat capacity and Bikers are somehow even more deadly fast than they already were. **'''Shock Assault:''' If a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn (meaning +2A if they can fight twice like with a stratagem). *** Gives the generally lackluster melee of most Primaris Infantry and chainsword Assault Marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch. *** Remember that this ability is not Infantry exclusive; Dreadnoughts really appreciate the extra attack and even your Transports can hit a little harder in the first round of combat (Space Marines bring a whole new meaning to road rage). **'''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 then must move through each Doctrine. 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 would prevent the Marine detachment from getting this rule, but allied Marine detachments are okay even from a different <Chapter>. ***On top of that, Chapter Supplements give First Founding Chapters (and their descendants) a Specialist Doctrine that is a bonus active on top of the regular Doctrine. Bringing Chapters with different Specialist Doctrines prevents either Chapter from getting theirs, which encourages you to have a one-Chapter army. **#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 that the plethora of sniper rifles and heavy flamers (incendium/inferno/flamestorm cannons) are heavy weapons. **#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. Storm bolters and auto bolt rifles work wonders here love this. **#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 can be fired if you're in melee with an enemy unit. *'''Death From Above/Teleport Strike:''' Deep Strike in another name, most common on Jump Pack and Terminator models. Set them to side during deployment and set them up 9" from enemy models during the Reinforcement Step. *'''Concealed Positions:''' Infiltrate in another name, most common on Scout and Phobos models. Set them up anywhere on field 9" from enemy deployment zone or models during deployment. *'''Outflank:''' Like Deep Strike, but must be wholly within 6" of a board edge and 9" from enemy models during the Reinforcement Step. *'''Martial Legacy (FW):''' Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially you pay 1CP per Martial Legacy unit in your army. ===Chapter Tactics and Unique Rules=== *'''Hunters Unleashed (Chapter Tactics):''' 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, all units can perform Heroic Interventions like a Character. ** Similar to the Red Thirst ability that the Blood Angels have and makes the Wolves nearly as potent in melee. +1 to hit is not usually as helpful as +1 to wound, since you're hitting on 3+ all the time anyway, a +1 to wound is more impactful, especially against T4+. An Angel with a chainsword will be better than a Wolf with a chainsword, but the Wolf will overtake in terms of damage output with powerfists, chainfists, thunder hammers, and any attack that gives you -1 to hit rolls. *'''Savage Fury (Specialist Doctrine):''' While the Assault Doctrine is active, an unmodified roll of 6 to hit in melee will grant an additional hit. ** Lasts a decent amount of time, purely by not being in the Devastator Doctrine. Keep enough units on the board to survive until you outflank Thunderwolves or Deep Strike Terminators in your turn three when the Assault Doctrine can kick in. *'''Berserk Charge:''' One of your two Blood Claw rules, including Skyclaws and Swiftclaws (pg. 45 of the Space Wolf Expansion). If the unit benefits from the Hunters Unleashed Chapter Tactic as a Space Wolf or a Successor, the unit gains +1A if they charge (excluding {{W40kKeyword|Wolf Guard}}). *'''Headstrong:''' Second part of your Blood Claw rules. If the unit doesn't include a {{W40kKeyword|Wolf Guard}}, it must charge the closest eligible enemy unit. *'''Swift Hunters:''' On your Fenrisian and Thunder Wolves. Can advance and charge, and adds +1" to pile-in and consolidation moves. *'''Successor Chapter Tactics:''' Yep, Space Wolves are now part of the whole Space Marine Codex, meaning that you can customize a whole Successor Chapter with its own unique tactics. ** Note you do lose access to special characters and Space Wolves Relics (outside of a 1cp stratagem). *Some Traits worth considering are: **Whirlwind of Rage is great, it's benefit is equal to +1 to hit, but it can stack with a variety of other traits here like **Hungry for battle. +1 to advance and charge Great for any assault army, deepstriking terminators will love this, and Thudercav who can advance and charge will be happy to have it as well. **Born Heroes: +1 to hit but only if you specifically charged, not as good as SW tactic, but works in conjunction with any of the tactics here, worth considering if you don't need as much mobility. **Duelists: 6s to hit auto wound infantry on the charge. Not as good as Whirlwind, but works as an alternative if you plan on having a lot of low strength high AP weaponry. ===Specialist Detachment===
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