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==Stratagems== ===Codex Marines Copypastes=== *'''Armour of Contempt (1 CP):''' When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. ''Doesn't work on regular wounds''. *'''Orbital Bombardment (3 CP):''' ''One use only''. If your warlord is a Space Wolf and didn't move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within 6" of it (subtract 1 if it's rolling for a {{W40Kkeyword|Character}}). On a 4+, it takes D3 mortal wounds. **While it costs three times as much as Linebreaker and seemingly does 1/3 of the damage, this one needs no Vindicators in position and affects 4 times more area. Still expensive, and might still not hit enough units to replace Linebreaker, but can supplement it. *'''Linebreaker Bombardment (1 CP):''' Use in the shooting phase if you have a Vindicator within 6" of two other Vindicators from the same Chapter. Instead of shooting their Demolisher Cannons, pick a spot within 24" of all three and roll a d6 for each unit within 3" of it (+1 if the unit has 10+ models, -1 if it's a {{W40Kkeyword|Character}}). On a 4+, the unit takes 3d3 mortal wounds. **Averaging 3-4 wounds per unit (three Vindicators average 4.86) irrespective of BS (meaning ''you can advance those Vindicators into position''), reminding an entire edition that pack armies around aura-generating characters what templates used to be, and allowing you to snipe characters using heavy ordnance instead of faggy snipers, the only reason not to use this stratagem is due to a lack of either Vindicators or CP. Be sure to keep your own units at a safe distance, though- they can be hit too if they're too close! ** Its a little like killshot, in that your opponent needs to kill one tank to negate the stratagem. Its wise to keep your vindicators safe turn one, then advance into a shooting position as soon as its all clear while ignoring any penalties for moving. *'''Killshot (1 CP):''' Use in the shooting phase if you have a Predator within 6" of two other Predators from the same Chapter. Add 1 to the wound and damage for all of its attacks against {{W40Kkeyword|Monsters}} and {{W40Kkeyword|Vehicles}}. Unlike the Vindicator stratagem, while the boost depens on BS and thus on movement & HP, it doesn't restrict your targets to a single spot on the table. So Split fire those 12 Lascannons away, and remember to buy those Hunter Killer missiles. ** Now only effects baseline Predators, not Deimos patterns. Apparently the crews are too full of themselves to coordinate fire anymore. *'''Hellfire Shells (1 CP):''' Instead of shooting normally with a heavy bolter, the Space Marine model rolls only once to hit. If it hits, it does D3 mortal wounds. [[RAW|Even if it's a tank]]. *'''Flakk Missile (1 CP):''' When an {{W40Kkeyword|Infantry}} '''model''' shoots a missile launcher at a unit with {{W40Kkeyword|Fly}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. RAW, the strategem doesn't say that it replaces the normal shot, it just causes Mortal Wounds on a hit - You still theoretically get the regular Krak Missile hit as well. However, the tournaments have ruled against this interpretation, so don't get used to exploiting it. *'''Honour the Chapter (3 CP):''' At the end of the fight phase, pick an {{W40Kkeyword|Infantry}}, {{W40Kkeyword|Cavalry}} or {{W40Kkeyword|Biker}} unit to fight a second time. The usual "fight twice" stratagem, best on characters and units with good weapons to delete someone. *'''Only in Death Does Duty End (2 CP):''' When one of your {{W40Kkeyword|Character}}s dies, it can shoot or fight again. Doesn't combo with the Banner abilities on Ancients. ''Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters. Overcharge their plasma pistol if they were killed at range''. *'''Datalink Telemetry (1 CP):''' When shooting with a Whirlwind, if you have a Land Speeder within 12" of the target, the Whirlwind's shots automatically hit. ''+2.3 Castellan / +1.33 Vengeance hits, plus the HK missile, with proportionally bigger benefits for damaged Whirlwinds''. *'''Wisdom of the Ancients (1 CP):''' At the start of any phase, pick a Dreadnought to turn into a 1-phase Wolf Lord. Any same Chapter units within 6" can reroll hits of 1 that phase, including itself. Note that this cannot be used with Wulfen Dreadnoughts or Murderfang. *'''Duty Eternal (1 CP):''' When a {{W40Kkeyword|Space Wolves Dreadnought}} is under attack, they reduce any damage they take by 1 to a minimum of 1. Pretty effective at mitigating damage from a mob, not so much for high-powered weaponry. *'''Boltstorm (2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their Auto Bolt Rifles will automatically hit any enemies within half-range. This is especially helpful if you're softening them up for another squad to clean up your mess. *'''Rapid Fire 2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit during your shooting phase. Their bolt rifles all have Rapid Fire 2 now. You're trading off Boltstorm's guaranteed hits for a weight of fire at the same range. *'''Big Guns Never Tire (1 CP):''' Select one {{W40Kkeyword|Vehicle}} during your shooting phase. They won't suffer any penalties for moving and firing with heavy weapons. *'''Veteran Intercessors (1/2 CP):''' Select one {{W40Kkeyword|Intercessor}} unit with 5 or fewer models (or 6+ models for an additional CP) at the start of the game. This unit gains an additional attack and point in Ld, which is quite useful for a melee-focused chapter. *'''Hammer of Wrath (1 CP):''' When a unit with a {{W40Kkeyword|Jump Pack}} charges, they can roll a d6 for an enemy within 1" of the unit. They suffer a mortal wound on a 5+, which makes this more of a topping than anything useful. *'''Hero of the Chapter (1 CP):''' One generic character who isn't your warlord gains a Warlord Trait. *'''Fury of the Champions (1 CP):''' Select one {{W40Kkeyword|Terminator}} unit during any phase. The termies gain +1 to their hit rolls for that phase, which gives a bit of flexibility. *'''Gene-Wrought Might (1 CP):''' Suring the Fight phase, one {{W40Kkeyword|Primaris Infantry}} unit will automatically hit and wound on a natural 6 to hit. This benefit still stacks with your chapter trait, meaning that you score two automatic wounds when using the Assault Doctrine. *'''Target Sighted (3 CP):''' During the shooting phase, one {{W40Kkeyword|Intercessor}} unit with Stalker Bolt Rifles can target characters regardless of range and deal a MW on a nat 6 to hit. *'''Hunter-Slayer Missile (1 CP):''' During the shooting phase, one Impulsor can fire a special missile at an enemy {{W40Kkeyword|Vehicle}} or {{W40Kkeyword|Monster}} within 48" and 1" away from any friendlies. Roll a d6 - it deals D3 MWs if it beats the enemy's BS. *'''Skilled Riders (2 CP):''' During the movement phase, one unit of {{W40Kkeyword|Bikers}} or {{W40Kkeyword|Land Speeders}} gains a 4++ save against shooting for the turn, upping to 3++ if the unit advances. *'''Steady Advance (1 CP):''' You can make one {{W40Kkeyword|Infantry}} unit act as if they didn't move for the purpose of Bolter Discipline. More useful for Stalkers and classic rifles. *'''Transhuman Physiology (1 CP):''' When a friendly unit that isn't a {{W40Kkeyword|Servitor}} or {{W40Kkeyword|Vehicle}} is attacked, they will never be wounded on a 3 or lower. This is your answer against plasma and lascannons. This is how you screw with poison. Expect to use it. *'''Skyfire (1 CP):''' Select a {{W40Kkeyword|Hunter}} or {{W40Kkeyword|Stalker}} unit during the shooting phase. They will only target flyers, adding +1 to hit and wound and dealing double damage on a nat 6 to wound. *'''Vengeance of the Machine Spirit (2 CP):''' Select a dying {{W40Kkeyword|Land Raider, Repulsor, Storm Raven, Stormwolf}} or {{W40Kkeyword|Stormfang}} model - They can choose to automatically explode, or immediately make one last shot or swing at their top wounds bracket. ===Space Wolves Exclusives=== *'''True Grit (1 CP):''' Use in the Shooting phase. Select a Space Wolves Infantry within 1" of an enemy. Their bolters, bolt rifles, auto bolt rifles, and bolt carbines can fire as if they had Pistol 2. They can't fire any other Pistols they might have this phase, however. You'll be getting up close a lot, so this means you'll always get in two bolter shots in melee range instead of one bolt pistol shot. Especially nice on Intercessors because of their extra attack and the Bolt Rifle's AP. *'''Cunning of the Wolf (1 CP):'''You select one INFANTRY unit to be 'On the Hunt' during the deployment phase ( and can do this for more than 1 unit, as the deployment part of the game is not subject to the 1 use of a stratagem rule), and at the end of your movement phase you can set them up 6" from the side of the board but more than 9" away from an enemy unit. Congratulations, you got Outflanking back. Enjoy watching your opponent's backline melt. For only a single command point to spend on each unit you do that for. Hell yeah! Shenanigans will ensue for armies with similar abilities (aka. Eldar, Blood Angels, Raven Guard etc.), prepare for hilarity. *'''Overwhelming Impetuosity (1 CP):''' Use in the Fight Phase. Use this on a blood claw unit that successfully charges a unit with a HIGHER power rating; re-roll all failed hit rolls when attacking the target. **Blood claw specific, and more focus on power ratings of units. ** Again, it's good, but what you really need are more ways to enhance wounding. *'''Cloaked by the Storm (3 CP):''' In the psychic phase, when a Rune Priest manifests a power it imposes a -1 penalty for all ranged attacks made against Space Wolves- units within 6" of it until the next psychic phase. Expensive, but now you can buff your army without ever using a buffing power. *'''Tokens of Fenris (1 CP/ 3CP):''' Extra Relics. 1cp for 1 extra, 3 cps for 2 extra *'''Mentor's Guidance (1 CP):''' Use in the shooting phase, or fight phase, choose a space wolves character other than a wolf priest within 6" of a wolf priest, reroll failed wound rolls for that character in this phase. **Need to give Bjorn or any character reroll wounds? With many characters (I'm betting) sporting brand new thunder hammers, chances are you will wound anyway. Saying that, there is always those times you roll low in a sticky situation. *'''Chooser of the Slain (2 CP):''' Use this stratagem immediately after an opponent sets up a unit on the battlefield as reinforcements and is visible to a Rune Priest from the army, a single Space Wolves unit within 6" of the Rune Priest can immediately shoot at the enemy unit as if it were the shooting phase, at -1 BS from the shooting **NOTE: this could be anywhere on the table, as long as you can see them you can use this stratagem. (Be aware, the SW unit firing at the reinforcements must still be within range of the SW's shooting weapons) A single Space Wolves unit within 6" of the rune priest can immediately shoot at the enemy unit as it it were the shooting phase but you must subtract 1 from the hit roll. **NOTE: According to FAQ it must be Space Wolves. <strike>It didn't say shoot a single weapon. So if you were to, say, have a Imperial knight within 6" of the rune priest at all times, any unit coming in gets splattered by the Knight in a free shot. </strike>It does say a Unit, so whole squads, not single models. Could be VERY powerful. *'''Laugh in the Face of Death (1 CP):''' Use in the fight phase. Choose a SW Infantry, Biker, or cavalry unit from your army that is affected by an enemy units ability that modifies their leadership (harlequins lol), you can re-roll all failed hit rolls for that unit in this phase. ** Again, its good, but what you really need are more ways to enhance wounding. *'''Overwhelming Savagery (1 CP):''' Use in the fight phase, Choose a unit of thunder wolf cavalry, you may re-roll wound rolls of 1 for this unit in this phase. Pretty good because with 2 attacks you don't want to be wasting bad wound rolls, especially if you're sporting thunder hammers. No effect if you have claws. *'''Howl of the Great Pack (2 CP):''' Use at the beginning of the morale phase, choose a wolf lord, models in your army within 12" autopass morale tests in this phase, and your opponent within 12" must add 1 to their LD rolls in this phase *'''Seeking a Saga (1 CP):''' Use in the fight phase, Choose a SW character that is within 1" of an enemy unit with a greater power rating, you may re roll failed wound rolls made by that character *'''Keen Senses (1 CP):''' Use this stratagem in shooting phase. Choose a SW unit from your army; they suffer NO penalties to hit this phase. Those Alaitoc Shadow Specters will hate your guts. Time to break out the BIG guns. Use this broke-ass stratagem on leviathans, fellblades and tank destroyers. The more guns the better. **This stratagem lets you turn your Long Fangs into Dark Reapers, meaning you can have move without suffering any minuses to hit. This makes any unit you wish had Power of the Machine Spirits that much faster. *'''The Wolf's Eye (1 CP):''' In the shooting phase, a selected unit of Long Fangs can either re-roll all failed hit rolls or all failed wound rolls for the duration of the phase. **NOTE: It does say 'OR'; this means it's not reroll hits AND wounds. You must choose 1. ** Most of the time you should re-roll the wounds and keep using the innate re-roll 1s to hit, making Long Fangs truly masters of ranged warfare and quite reliable. *'''Lone Wolf (1 CP):''' At the end of any phase, select a Space Wolf Infantry unit (that isn't a Servitor, Wulfen, or Character) that has been reduced to a single model. That model gains two extra wounds, the Character keyword, and can re-roll failed hits and wounds for the rest of the game. **Note: THIS IS GREAT. Sadly it might have been wished that we could still purchase lone wolves, however how many games would you have a 150 point lone wolf (tooled up)? **Note: Because you get to choose slain models, let's face it, the wolf guard unit or sergeant with the power fist will be the last model standing usually. Very Very fluffy narrative which means you could have lone wolves every game. You always make the coolest thing left alive to turn into a lone wolf. Now your terminator wolf guard with the thunder hammer storm shield has 2 more wounds (to 4) and re-rolls to hit and wound rolls for the rest of the game (and now they are a character, they can pile in 6"). Special mention to Agressors and Inceptors Lone Wolves, too. **Note: You could make an army with heaps of 5 man units to take advantage of this rule to 'make' lone wolves. How many 6 man units can you make to charge the enemy? *'''Talismanic Shield (1 CP):''' At the start of the opponent's Psychic Phase, select a Character. That Character can now deny one power as if it was a psyker. *'''Living Storm (1 CP):''' If you have a Rune Priest within 6" of 2 other Rune Priests and that Rune Priest manifests Living Lightning, it deals d6 damage instead of d3 damage(every time! ''Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.''). More wounds means more chances for Living Lightning's effect to spread beyond its original target. It may change game resolve in just few rolls. Wisely used against already wounded units it may destroy many squads and characters in one phase. *'''The Emperor's Executioners (1 CP):''' In the Fight Phase, if a Space Wolves unit makes a hit roll of 4+ against a Thousand Sons unit, it gets an extra attack with that weapon. More situational than other exploding attack stratagems, but you get the extra attack more frequently when you do benefit from it. *'''Knowledge of the Foe (0 CP):''' Gain a free CP whenever you kill an enemy character in the fight phase. *'''Counter-Charge (1 CP):''' This allows one unit to perform a Heroic Intervention against an enemy charge, letting them move 6" to do so. This little gem is useful in protecting more vulnerable forces by throwing more durable (or disposable) forces against the enemy. *'''Crushing Assault (1 CP):''' The buffed-up version of Hammer of Wrath. When one {{W40Kkeyword|Thunderwolf Cavalry}} unit charges an enemy, they can any enemy unit within 1" of the unit and roll a d6 - unlike HoW, this deals mortal wounds on a 2+, a big step up. *'''Touch of the Wild (1 CP):''' In the Fight phase, pick a character. He now gets an extra attack on a 4+ to hit, which is pretty hefty. *'''Vicious Executioners (1 CP):''' One {{W40Kkeyword|Wolf Guard}} unit during the fight phase gets to deal a MW on top of any normal damage when they roll a natural 6 to hit. *'''Pack Hunters (1 CP):''' Select a pack of {{W40Kkeyword|Fenrisian Wolves}} or {{W40Kkeyword|Cyberwolves}} during the Fight phase. Any models in the unit within 3" of a friendly {{W40Kkeyword|Infantry}} or {{W40Kkeyword|Cavalry}} unit can re-roll to hit. *'''Storm Strike (1 CP):''' During the shooting phase, your Stormfang adds +1 to all rolls regarding the Helfrost Destructor. *'''Death Grip Bite (1 CP):''' One {{W40Kkeyword|Thunderwolf Cavalry}} unit gets to double the damage their puppers inflict during the fight phase. ===Special=== *'''The Lion and the Wolf (1CP):''' Use before the battle begins if your army contains any {{W40Kkeyword|[[Dark Angels]]}} units. These must be taken in a different detachment, or else you can't use Space Wolves stratagems. Choose one {{W40Kkeyword|Dark Angels Infantry}} model and one {{W40Kkeyword|Space Wolves Infantry}} model, and roll 1D6 for each, individually. On a 4+, those models take a mortal wound. Each model that survives then receives +1 Weapon Skill, Strength, Attack, and Leadership for the duration of the battle. This is simultaneously considered one of the best and one of the worst Stratagems out there, as most Space Wolves players don't field Dark Angels, but it's also easy to abuse: **Gives you a crunchy excuse to field these two famous rivals together. The combinations are phenomenal, particularly since there seems to be no limit on who can be your champions. HQ choices and named characters can comfortably soak a 50% chance of a wound before the battle begins if it means getting extra attacks and strength for the ''whole battle''. Get a Wolf Priest on the job and restore that wound so it barely even matters. ** This works well for librarians, who start off hitting on 3s. ** Also turns Primaris captains of all types into pretty stout beat sticks, considering that they were already fairly stout. *** You could take a patrol detachment, load it up with various types of plasma and/or a lascannon in the single tactical squad, then take some form of melee HQ. Wont set you back that much really, and the Dangels provide potent dakka to cover your advance.
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