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===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.
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