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====Special Units==== *'''Wolf Guard:''' Many of your firstborn infantry can take a Wolf Guard Leader in addition to the normal pack leader. Often they are the models to give the unit the +1Ld. Comes in power armour or (usually - not for Skyclaws) Terminator flavour. Either option gives you effectively two Sergeants: the one that comes with the unit typically has limited access to melee weapons (usually only a power axe, fist, or sword) and buys from the special weapons list for guns, while the WGL typically buys from the full melee and combi-weapons lists, as well as being allowed to buy a plasma pistol or storm shield. The termiWGL usually loses access to chainswords but gains access to chainfists, and is otherwise what you'd expect, except that the WGL normally costs the same as a unit member, but the termiWGL normally costs as much as a normal termi, despite not being able to deep strike. =====HQ===== *'''Wolf Lord on Thunderwolf:''' The melee version of a Biker Captain. While slower at M10", they can advance and charge in the same turn. The doggy adds 3A at S+1 AP-2 D1. ** Note that if your primary desire is combining mobility with number of attacks, Harald Deathwolf does this better, not least due to having Outflank. ** As this model has the Captain keyword, they can become a Chapter Master and take the Angel Artifice relic (Sv2+, +1T, +1W). Your statline becomes WS2+ BS2+ S4 T6 W8 A4 Ld9 Sv2+/4++ (and you can buy a storm shield to get down to 1+, if you want). Adding the Imperium's Sword (+1A and +1S on the charge), Bear (6+++ FNP, and as soon as you lose your first wound, it turns into an aura), or Iron Resolve (another +1W for W9, and a 6+++ FNP to boot) Warlord Traits truly turns you into the Space Wolf Smash Fucker. *'''Wolf Guard Battle Leader in Terminator Armour:''' Finally, a Lieutenant in Terminator Armour, which only Space Wolves and Dark Angels have any access to. 85pts compared to the power armoured 70pts. Gains a 5++ invuln, a storm bolter, and a power sword as default wargear. *'''Wolf Guard Battle Leader on Thunderwolf:''' Lieutenant riding a Wolf. Has all the benefits as the Wolf Lord on a Thunderwolf above, but attached to a Lieutenant instead. ======Named Characters====== *'''[[Logan Grimnar]]:''' Everybody's favourite Santa returns once more to the HQ slot but he's no less a killing machine than before. He comes equipped with Terminator armour, a 4++ invulnerable, a storm bolter and a big ol' axe, and is a venerable mountain of wounds, attacks and MANLINESS. He gained the Chapter Master keyword and ability (one Space Wolf Core unit within 6" re-rolls all failed hit rolls). He always counts as having completed his Warlord Trait, so his Chapter Master and Captain abilities are extended to 9", and Space Wolf units within 6" automatically pass morale tests. The Axe of Morkai now functions as either a thunder hammer without the hit penalty (not that your WS2+ models take the penalty to begin with) or an S+2 AP-3 D1 make-two-hit-rolls-for-each-attack GEQ blender. All for a neat 155pts. **'''[[Logan Grimnar]] on Stormrider:''' For a mere 25pts extra, he can take his sled. Bumping his stats to T6, W14 (making him lose Look Out, Sir, ''and'' he can't benefit from Company Vets anymore), and M10"/7"/4" (that's right, in his weakest state it would be faster if he could legally get out and walk). He also gains 6 of the Thunderwolves' teeth and claws (S+1 AP-2 D1), because fuck GEQs. He can also advance and charge like other Thunderwolves, but he can't Deep Strike. Beware, though; he swaps Infantry for Chariot, so some rules, abilities, or stratagems may not apply to him. ***Don't be dumb - this is exactly as bad an idea as it looks. If you need a mobile Chapter Master, field one on a bike, thunderwolf or just shell out cash for a Storm Eagle, StormRaven or Land Raider. Logan's Sled is just too fragile, plain and simple. *'''[[Arjac Rockfist]]:''' "<s>Mjolnir</s> Foehammer to me!"*cough* The Anvil of Fenris is your Wolf Guard Battle Leader in Terminator Armour. His standard Lt. aura is mostly a secondary role; his primary one is flattening enemy Characters and Monsters. S5 and A4 puts him above other WGBLs, in conjunction with his buffed thunder hammer which he can YEET at an enemy unit. 12" Assault 1 S10 AP-3 D3, gains +1D against Character or Monsters, with the melee profile being that same S, AP, D, and rules. His Champion of the Kingsguard rule lets him re-roll failed hit rolls in melee against Characters as well, meaning it's the same as re-rolling 1s to hit since he's WS2+. He's also one of the only Marines to have kept an 8th edition storm shield, meaning he has a 3++ invulnerable save (and a 2+ save, not a 1+). ** He's 120pts compared to a Battle Leader Hammernator's 105pts. For those 15pts, you gain what amounts to a meltagun, +1S (which is +2 after you account for the hammer), +1A, trading 1+/4++ for 2+/3++ (which is usually better), and an excellent character smasher. The only reason you'd take a generic Battle Leader in Terminator Armour is for relics or a Warlord Trait of your choice instead of Arjac's fixed Warlord Trait (the Bear, which is the 6+++ FNP that turns into an aura when the warlord loses his first wound), or if you really wanted to trade his melee prowess for long-range prowess, i.e. a storm bolter. *'''[[Njal Stormcaller]]:''' Sticking the Tempest that Walks inside a suit of Runic Terminator Armour is a no brainer. At 140 pts he's got an extra wound, 5++ and the ability to deep strike. Along with his improved stat line Njal knows 3 Tempestas powers along with Smite so he can pick and choose which 2 he wants to cast with +1 on he psychic tests. He can also deny 2 enemy powers per turn with a re-roll on all of the attempts, combined with his psychic hood this gives you a damn good chance of denying an opponents powers which really matters with all the Smite spam out there this edition. Nightwing is still underwhelming but Assault 3 strength 3 shots are better than nothing. Play aggressively and drop him with another deep striking unit so he can support them, throw out Powers and shut down enemy casters. *'''[[Bjorn the Fell Handed]]:''' Now that Bray'arth got taken out back and shot in the kneecaps by FW, Bjorn is roughly tied for toughest non-Leviathan Dreadnought now. T8 W8 Sv3+/5+++ fnp and Character makes him very hard to kill. He's kept his Captain re-roll 1s to hit aura but hasn't got the Captain keyword, meaning you can take him and a captain and a chapter master if you really want, and gained Duty Eternal from the Codex, meaning any damage he does suffer is reduced by 1. In melee, he packs five S12 AP-4 Dd6 re-rolling failed wound rolls punches, before you calculate shock assault. For shooting, he comes standard with a heavy flamer and assault cannon, the latter of which can be switched for a heavy plasma cannon, multi-melta, twin lascannon, or helfrost cannon. At M6", he has a fairly nippy power-waddle as well, and he's only 175pts with the assault cannon. ** He's an excellent addition to gunline armies compared to a regular Captain. The same aura, better shooting, tougher, and a better deterrent against enemies who get too close. *'''[[Harald Deathwolf]]:''' This guy, right here. Exceedingly tough at T5 W7 2+/4++, and his Mantle of the Troll King lowers any damage received by 1 (suck it, Dreadnoughts). He's a thunderwolf captain that can outflank, and has the same leadership-sharing aura chaplains have, but with a different name. His former frost axe is now a masterwork power axe with a buff on it, coming out at S+2 AP-2 D2 and unmodified wound rolls of 6 inflict an additional MW. *'''[[Canis Wolfborn]]:''' Dog Dogborn has returned as a Thunderwolf "Company Champion" with Frost lightning claws (S+1 AP-2 D2 re-roll failed wound rolls) instead of the master-crafted power sword and combat shield on a real company champion. His unique aura boosts him to a borderline auto-take if you have a Thunderwolf Deathstar, as he grants +1A with Thunderwolf and +2A with Fenrisian Wolf teeth and claws (he works on Ragnar's chariot, but only adds +1A, not the +2A you'd expect from it having two wolves); he won't buff them as much as a captain or lieutenant on a thunderwolf will, but he's a reasonably solid third buff to them. That being said, he's a glass cannon at T5, W6, Sv3+, and no invulnerable save - his only nod to durability is that he has outflank, letting him keep up with Harald. He has a bolt pistol and frag and krak grenades, but his BS is a laughable 5+, so that's a marginal downside compared to a real company champion. ** It's a fine question how anyone with BS5+ - he's less accurate than an ''Ork'' - managed to rise through the ranks of a Space Marine Chapter, even given how non-compliant the Space Wolves are. *'''[[Krom Dragongaze]]:''' A fairly inexpensive but fluffy alternative to a regular footslogging Wolf Lord/Captain. At 90 pts he boasts an extra attack, his Wyrmclaw is a +3 strength, AP-2 D2, and he reduces enemy units' combat attrition tests within 3" by 1. Awesome model, and offers something different from the usual Wolf theme. Cheaper than similarly equipped Wolf Lord, making him the budget choice. *'''[[Ragnar Blackmane]]:''' Got Primarised in the last edition. As expected he gets the extra wound and attacks (he is A7) that all Primaris have, but more conspicuously he replaces Shock Assault with his old Berserker Rage, giving him 3 attacks when Shock Assault would trigger instead of one. Additionally, he lets nearby Space Wolves within 6" make a consolidation move of 6" instead of the usual 3". And he has a re-roll charge aura for friendly SW non-vehicles within 6β. Get this guy in an Impulsor with either Incursors, Reivers, Bladeguard Veterans, or Assault Intercessors (Give the Sarge something tasty) and then RIP AND TEAR, UNTIL IT IS DONE! Put short, this guy is a beast, but he won't carry you to victory on his own and requires a little support and strategy to truly shine. **'''Ragnar Blackmane (Legends):''' His non-Primaris form comes in at 100 points, which is starting to hit the pricey side for a footslogging Lord. He's got an extra attack but has lost his Furious/Berserk charge bonuses of previous editions so isn't quite the whirlwind of charging death he used to be. His War Howl now grants all units within 6" re-rolls to failed charge rolls, Insane Bravado doubles his heroic intervention range and his Frost Sword hits at S5 AP-4 D2, chewing through anything without a decent Invulnerable save. If you're using a number of deep striking units Ragnar's a decent bet to support them in a pod, allowing anyone around him a better chance of hitting that first turn charge with his re-rolls. More expensive than a Smash Lord, and re-rolling charges is something Wulfen give. *'''[[Ulrik the Slayer]]:''' Ulrik's a named Master of Sanctity with +1 to BS, W, and A, 9" to his Leadership-boosting ability, and the Slayer's Oath, which greatly improves his support ability provided he's managed to kill a Character or Monster (which isn't terribly likely, especially with his low mobility). Slayers oath now allows all Litanies cast to auto-cast instead of wounding bonuses, so he is more a buffer instead of a beater. Also has an AP-2 Crozius, for an almost relic blade. **Even though he is footslogging, he has options to get where he is needed, and can seriously buff other units when he gets there. He is currently 30pts above a regular wolf priest. =====Troops===== *'''Grey Hunters: CORE.''' Tactical Marines, Space Wolf flavour. However, these guys are geared mostly towards melee. Each and every one can take a chainsword for 1pt each, and 5pts gets them a Wolf Banner, which lets them re-roll any and all 1s when advancing and charging. They lack the ability to take heavy weapons, instead being able to take one special weapon per five Grey Hunters. Unlike regular Tacticals, your Sergeant is Ld7, and you have to pay extra for the Wolf Guard Pack Leader in either power armour or terminator armour to get Ld8. The Grey Hunter Pack Leader can replace his chainsword with a power axe, sword, or fist, and the WGPL can replace his weapons with any melee weapon, combi-weapon, or plasma pistols or storm shields (limit one storm shield, no 0++ for you) For some reason, one Hunter can swap his bolt pistol for a plasma pistol. ** One of the more popular and effective ways of running these guys is a 6-man unit that includes a Wolf Guard Pack Leader with a Combi-Plasma, a marine with a Plasma Pistol, and a marine with a Plasma Gun. That's 5 Plasma shots and 6 Bolter shots on a 133 pt troops choice. Stick them in a Razorback (Assault Cannons are fun). This setup allows Grey Hunters to reliably hunt MEQs, TEQs, charge weak models with Chainswords, and sit on objectives, making them one of the most versatile troop choices in the game. ** Due to the changes to Blood Claws and the introduction of Assault Intercessors along with Phobos units, the above strategy may be the most reasonable. Like other Tactical Marines, the only pressing use of Grey Hunters is access to assault weapons (they don't even get heavy weapons). Everybody else is either tougher, faster/sneakier, or more deadly on the charge. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Grey Hunters datasheet. *'''Blood Claws: CORE.''' Instead of starting as scouts, Space Wolves start you off as Diet Assault marines, with bolt pistols and chainswords all around. 1A base + 1A from Shock Assault + 1A from Berserk Charge (the babysitter doesn't get this) + 1A from chainswords makes them brutal on the charge. They also have a rule where if they charge, the closest enemy unit must be one of the charge targets - a problem shared with Skyclaws, Bike Squads, and Attack Bikes. This isn't an issue most of the time, as that's where they want to be, but if you give them a Wolf Guard babysitter, this problem goes away entirely. ** Remember, the whole unit is a Blood Claws unit, so buffs like Lukas or Wulfen resolve against the Wolf Guard model, too. ** You can stuff three 5 man squads with a power-armoured Character into a Land Raider Crusader. Solves troops requirements for battalions, takes up 1 model for deployment rather than 5, and altogether serves as a top-notch horde/chaff removal tool allowing other units to move about more freely. Excellent place to make use of a stalker pack if you have the CP. ** Functionally, these guys are very similar to Assault Intercessors, being 1 point cheaper per model but without heavy bolt pistols and with lower Ld at size 5, yet they can access a much more diverse selection of transports and can take better Wolf Guard options/buffing opportunities. Both units dish out 4 attacks on the charge with Astartes Chainswords, at WS 3+ (i.e. 2+), with 2 wounds. ** Until it's FAQed, the terminator Wolf Guard doesn't have his 5+++ invuln, as it's missing from the Blood Claws datasheet. =====Elites===== *Many units from Codex Space Marines gain Wolf Guard. This is important for certain rules and stratagems that only affect Wolf Guard. They're listed below. ** '''Company Champion.''' ** '''Ancients of all flavours.''' ** '''Company Veterans.''' ** '''Veteran Intercessors.''' ** '''Bladeguard Veterans.''' ** '''Terminators.''' ** '''Assault Terminators.''' ** '''Relic Terminators.''' *'''Dreadnoughts:''' Your dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better, but none of that changes the fact that like for all chapters, Venerables are better. *'''Venerable Dreadnoughts:''' Your venerable dreadnoughts can take Helfrost Cannons, which suck for their cost, and can upgrade their melee weapons to Great Wolf Claws, which is an autoinclude, since it's free and better. In fact, a Venerable Dreadnought with a Claw, Heavy Flamer, and Assault Cannon or Multimelta (depending on what you're planning on shooting) is not only incredibly effective, it's the primary reason ''not'' to bother taking a Wulfen Dread. You can also swap ''both'' weapon arms for a Fenrisian Greataxe and Blizzard Shield. While 3+/4++/6+++ is awesome defensively, that radically cuts your offensive output so much you have to seriously consider if it's worth it - when a Wulfen Dread does melee and shield, it has an option for ''two'' heavy flamers. *'''Wolf Guard:''' The Space Wolf equivalent of the various types of Veterans, Wolf Guard lack any sort of bodyguard ability or special weapons, and have crippled pistol access - plasma pistols only. They cost as much as Vanguard Vets base and can buy Jump Packs, Storm Shields, and Melee Weapons at Vanguard/Company prices, but buy their combi-weapons at Company Vet prices, ''not'' Sternguard. While you can field them as melee and/or shield only and pretend they're Vanguard Vets just fine, what they do that no other Chapter can is drop down with their Jump Pack wielding a combimelta and melee weapon (i.e. thunder hammer on the sergeant and either hammers or fists on the rest), shoot something nearby surprisingly well, and then either charge it, or if it was a transport and it died, its erstwhile occupants. Their Termi cousins can do this as well, but as usual for termis, trade cost and mobility for durability. *'''Wolf Guard Terminators:''' Similar to their power-armoured little brothers, Wolf Guard Terminators can mix-and-match close combat and ranged loadouts in ways no other terminators can, not even Dark Angels or Deathwatch, even able to equip each Terminator with combi-weapons (much like Chaos Terminators) and assign storm shields individually, without requiring hammers. That means a unit can basically start out as a 5-man squad of 5 storm shields, 1 heavy weapon, and any 4-5 combi-weapons you want (4 if you took an assault cannon or heavy flamer, 5 if cyclone). This also lets you issue only the sergeant, with his +1A, a melee weapon (i.e. a thunder hammer, chainfist, or lightning claw, depending on your plan). **The ''only'' downside of this otherwise best or second best (Deathwatch has a particularly compelling terminator unit) termi unit in the SM codex is that it's built for doing dakka particularly well and is attached to a very melee-focused faction. **If you don't take some combination of chainfists or heavy weapons, this'll often be just worse than fielding non-termi Wolf Guard with combis or melees and storm shields (or, if you extra committed to melee weapons, assault or relic termis). *'''Wolf Guard on Bikes (Legends):''' One option that fills a similar role to Thunderwolves in a fast moving shock unit, but a bit more geared towards shooting than stabbing. Each model can take a combi weapon and any combination of melee weapons, shield, or bolt/plasma pistol. ** Like the Wolf Guard Terminators, this can become yet another tough dakka squad. Two storm bolters and a couple storm shields mixed with melee weapons makes for a lot of shots with each model pumping out eight bolter shots at 24". A couple storm shields bump the squad to 2+/4++ and melee weapons help in case they get caught in an enemy charge. *'''Hounds of Morkai:''' For whatever reason, the furries now get a special Reiver squad made to kill Psykers (hardly surprising given the beef against the Thousand Sons and Grey Knights). These guys have a fixed load-out of grapnels, pistols, and combat knives, so no Deep Striking. Either cram them in a Transport or Outflank them with grapnels. They can always target Psykers with shooting, even if they're Characters, and they gain +1 to hit rolls and +1D against them too, both with their guns and knives. In terms of defense, this unit has a 4+++ fnp against MWs caused in the Psychic Phase, and casters within 18" suffer -1 to Psychic Tests, rising to -2 if they're within 6". With that said, they've lost Terror Troops and Shock Grenades. **There's no good way to use these, so don't - their offensive buffs against psykers aren't enough to make them actually better than just fielding a better unit for the same job (Eliminators or Jump Pack Wolf Guard), and their mobility is just overall lacking for ensuring they can be near the psyker you need harassed right now. *'''Lukas the Trickster:''' WS2+, W5, A5, and a Frost Lightning Claw (S+1 AP-2 D2, re-roll failed wound rolls - no +1A, but it's presumably in his statline), he's no slouch in combat. He also has a plasma pistol, so don't overcharge it unless you want to risk becoming a cartoonish pair of smoking boots on the ground. He can also never be hit on a roll of unmodified 1-3, so weapons taking penalties to hit will often just him at the usual rate, but weapons expecting to be accurate will suddenly not be; note that he has no special protection at all against flamers and the like. He also has a nerfed version of the old Chaplain aura, in that Blood, Sky, and Swift Claw units within 6" can re-roll melee hit rolls (i.e. he has to be near the melee when it happens - he provides always-on Litany of Hate). If he's killed in melee, both players roll off (remember, per the rules, this means you both re-roll on ties until there's a winner); if you win, the enemy unit that killed him suffers d6 MWs. Finally, the bad stuff, he can never have a Warlord Trait and ''all'' friendly Space Wolf units within 3" suffer -1Ld. **''Don't'' forget that you can re-roll successful hits to fish for high numbers, which is ''usually'' worthless, even with your Doctrine bonus up, but as an example of how this can be useful, if Lukas's re-roll applies to a unit that's also being hit with the Wulfenstone's one-off ability during the Assault Doctrine ''and'' it's WS2+ (which it almost always will be - most of the members of the units he buffs can't carry melee penalty weapons, so it's usually a fuckton of WS2+ chainswords), it is 100% worth re-rolling hit rolls of 1-4 to fish for the 5+ you need for the additional hit. ** You may think cramming Lukas and three five-man Blood Claw Packs into a Crusader is a good way to go. You wouldn't be wrong per se, but they will easily be one of the most cowardly Marine units at Ld6. *'''Lone Wolf (Legends):''' He's now more expensive than a Primaris Lieutenant, with a worse statline and zero buffing ability. He DOES have better wargear, and rerolls 1s against monsters and characters, but is awkward to transport, expensive when geared up, and he takes up one of the most crowded parts of your FoC. In the past, his utility was found in being cheap enough to be disposable while still being a credible threat to lone characters and monsters, and now with 3 attacks at 75+ points, he's neither. Hard skip. His one redeeming factor could be his one chucklesome ability to ignore the loss of his last wound, rolled per hit, which makes him acceptably good at tying up high damage, low attack volume models. *'''Lone Wolf in Terminator Armour (Legends):''' He's less terrible than his PA equivalent, but now costs more than a Wolf Lord. Teleport this bad boy next to the enemy and hope he gets his charge off. If not, your opponent will have to dump a fair bit of firepower into bringing him down, and as a character, that's only if he's the closest unit to them. *'''Wulfen:''' One of the best melee units from 8th, the Pack Leader can now swap out his weapons to match his companions. They cannot perform actions, so don't expect them to help with VP in that way. S5 T5 W2 4+ makes them a little survivable, but not much, which doesn't matter much since the whole unit can take Storm Shields to be 3+/4++. Plus, if they die in melee before they can swing, they can swing anyway on the way out. This unit always counts as being in the Assault Doctrine (thus always benefiting from the extra AP on melee weapons as well as the exploding 6s with melee attacks if you have an all-Space Wolf army) and as always having charged for Shock Assault. Finally, Space Wolf Infantry, Biker, and Cavalry units within 6" and Blood Claw units within 12" always re-roll failed charge rolls. So, 3A base + 1A from always having counted as charged. How are you using those attacks? Wulfen claws only give them AP-1, but frost claws are S+1, AP-2, D1, give +1A and re-roll failed wound rolls, and they only cost 5pts each. So unless you're lobotomised, the frost claws are effectively the basic weapon. They can be swapped for the MEQ-mulching great frost axe (S+3, AP-3, D2), but we both know you're here for the thunder hammer and storm shield combo. It does get expensive quickly however, pushing them to 41pts per model. That being said, it is always worth having at least two in your squad, as you're only sv4+ but become Sv3+/4++ with the inclusion of the shields. *'''Wulfen Dreadnought:''' Melee specialist dreads, but be warned, Wulfen Dreadnoughts kinda.. suck. Only has a single storm bolter (on BS5+, so not usually helpful) or heavy flamer as standard, along with a Fenrisian Greataze ''and'' Great Wolf Claw, which is as redundant as you'd expect - unlike an Ironclad, it gets no benefit from dual wielding melee weapons, so you'll almost certainly choose to drop one. Its Wulfen nature means it re-rolls charge rolls but cannot perform actions, and ''isn't CORE'', making it harder to buff. For options, you can pay 5 points to swap the axe or claw+bolter for a shield+bolter, granting a 4++ invuln, and you can pay 5 points per storm bolter to upgrade to a heavy flamer. That means the most broadly useful build is Claw, Shield, and two Heavy Flamers, but it'll still really struggle to keep up with a Venerable Dread with the same Claw (but hitting on 2+), one Heavy Flamer, and a ''real'' gun, especially a multimelta or assault cannon. *'''MURDERFANG:''' What Bjorn is to Venerable Dreadnoughts, this guy is to Wulfen Dreadnoughts. As a Character with fewer than 10 wounds, Murderfang can only be targeted with ranged weapons if he's the closest enemy. With a decent screen of infantry and good use of his Murderlust ability, getting him into close combat unharmed is almost too easy. His weapons are the Murderclaws (Sx2 (16) AP-3 D3, re-roll failed wound rolls) hitting on WS2+ with A5 base (but A8 in reality with Shock Assault, as he gains +3 from it instead of +1), a storm bolter on BS5+, and a heavy flamer. As a Wulfen, he cannot be your Warlord, have a Warlord Trait, or perform an action, but he re-rolls charges. Unlike his un-named cousins, Murderfang is bona fide better a melee murder, per point, than any other dread you can field, and against heavy targets especially, he borders on being your best melee, full stop. =====Fast Attack===== *'''[[Fenrisian Wolves]]:''' Fast and do some damage now that they fight at AP-1, but still die to a stiff breeze (T4 W1 Sv6+). Very cheap FA chaff, they gain more leadership the more wolves you have in a unit, and you can add a couple more Ld with a Cyberwolf sergeant, but it's still pretty crappy. If you want them to get into combat and do some damage you'll need a Wolf Priest to shepherd them; otherwise, leave them as fodder. ** These guys are basically our only good screening option if you don't want to ally with another Imperium faction. A unit of 10 or 15 dogs is cheap and makes for a fairly decent screen to help us against smiting and mortal wound spam. Consider taking them if you have a hole to fill in your list. These guys have AWFUL leadership though, and you are very likely to lose just as many models to moral as you are to shooting, which is not what you want from a screen. Don't expect these to be as effective as a Conscript conga. *'''Cyberwolves:''' This lets you field just the Fenrisian Wolves sergeant, in units of 1-3; the big seller here is that this is the cheapest thing any SM faction can field, period, at 15 points for an entire unit. If you literally just need a cheap body to throw at a problem, this unit has you covered. *'''[[Swiftclaws|Bike Squad/Attack Bike]] (CORE):''' Your Bike and Attack Bike Squads have the {{W40kkeyword|swiftclaw}} keyword, which means they also get, in a Space Wolves detachment, Berserk Charge and Headstrong, just like Blood Claws and Skyclaws do, only you have no way to attach a Wolf Guard model to fix headstrong. This doesn't really change anything about how they play, since your bikes are still fundamentally built for ranged combat. *'''[[Skyclaws]]: CORE.''' Skyclaws are essentially Blood Claws with jump packs, but their extra attack when charging gives them an edge over other versions of Assault Marines. You can fit three special weapons in the base squad, with a combi if you give them a babysitter (and the babysitter costs less than he does in a Wolf Guard squad, base). **At least right now, there's no ''good'' excuse for fielding them: the minimum two Skyclaws who are stuck with their base loadouts mean that anything this squad can do, Wolf Guard with Jump Packs can do better. The closest the competition gets is flamers - Skyclaws are 145 points for 3 flamers and a combi-flamer (plus two assholes with bolt pistols), while Wolf Guard are 155 points for 5 combi-flamers, and the latter is so much more points efficient it should be immediately obvious to you. *'''[[Thunderwolf Cavalry]]: CORE.''' Remained somewhat the same from 8th, but losing wolf claws is a smidge of a kick in the teeth. The teeth and claws give three extra S5, AP-2, D1 attacks per model, a slight increase from AP-1 last edition. Shove storm shields on them to bump them up to an amazing standard of survivability. Their Swift Hunters rule allows them to charge after advancing, giving them a 13" - 28" threat range, and the Wolf Guard Keyword gives you access to some WG-only stratagems and Character Auras. ** Field this unit for ''durability'', not melee output - due to their sheer cost, they don't actually hit as hard as Wolf Guard with Jump Packs, per point. But part of what you're paying for is higher T and W on a unit with ''very'' good mobility, since it can charge after advancing, so use what you're paying for. ** By themselves, these guys are pretty good, but they do need to be combo'd to becomes the murder machines of 7th. Harald Deathwolf grants them Ld9, Canis Wolfborn grants them an extra attack with teeth and claws, Wulfen let them re-roll failed charge distances. Wolf Priests and Rune Priests on Bikes give them the usual benefits of those to Characters. ** You could give the Pack Leader a Frost Weapon upgrade for 1CP on two lightning claws; That would give him A6 on the charge with S5, AP-2, D2, hitting on 2s and full re-rolls to wound. =====Heavy Support===== *'''[[Long Fang|Long Fangs]]:''' The Space Wolves version of [[Devastator Squad|Devastators]], only older and wiser. 9th has boiled away their unique hunter rule, and you're now just a Devastators all with Ld8 through the whole team and can take a Wolf Guard with or without Terminator armour as an extra weapons platform. The armourium cherub lets one model shoot twice once per game, and the signum lets one model shoot at BS2+ once per turn. The Long Fang Pack Leader can still take a special weapon in place of a boltgun though, so that's something, but he ''loses'' access to combi-weapons, meaning he's functionally nerfed relative to a normal Dev Sgt. ** Combine the cherub and signum. On turn 1, use the signum on a key gun (e.g. lascannon) and then use the cherub to get the extra shot. The signum will apply for the whole phase, meaning 2 powerful shots at BS2+. ** The terminator Wolf Guard does give extra firepower and mass, being able to raise to the pinnacle of Terminator-mounted dakka; storm shield, any combi-weapon you want, including a storm bolter, and cyclone missile launcher. It's a good model to use the signum and cherub on, netting you 4 BS2+ Storm Bolter shots and "4" BS2+ frag or krak missiles in one turn (due to how Blast works, against a unit of size 6-10, a cyclone frag is worth about 1.76 frags rather than 2; fired twice, it comes to 3.52). This is somewhat expensive though, with this model raising to 58 points (an actual pair of missile launcher long fangs will cost you 66 points and only one of them can be signumed/cherubed). Also, until it's FAQed, he doesn't have his 5+++ invuln, as it's missing from the Long Fangs datasheet. =====Flyers===== *'''[[Stormwolf]]:''' The [[Stormwolf]] is the Space Wolves equivalent of a [[Stormraven]] or [[Storm Eagle]], only it's a bit more expensive, holds 16 models and no dreadnoughts, and has very different guns. The flying refrigerator (wolf snout?) looks a bit doofy, but don't be fooled: this thing rocks. From a gun perspective, if you sink the extra 50 points for two melta arrays (multimeltas, with rate of fire 2 changed to 1d3 with Blast), for 350 you get what amounts to 2 lascannons, 2 multimeltas, and 2 hybrids between the two (the twin helfrost destructor has a nearly useless blast mode that's bad at murdering hordes, but in its main mode of 36" Heavy 2 S8 AP-4 D4, it acts like a compromise between 2 lascannons and 1 multimelta). A Stormraven costs 340 for 2 lascannons, 2 multimeltas, and 2 stormstrikes, which fire like the Helfrost but sacrifice AP and D for R: 72" Heavy 1 S8 AP-3 D3 each. Don't try to compete with a Stormraven kitted for anti-horde murder; you don't have the options. That said, you can cut costs and field a Stormwolf for only 300 points by leaving the multi-meltas off and sticking with the default Skyhammer Missile Launcher, a nearly useless, slightly upgraded autocannon. The main purpose of this flying boat is carrying a litter of puppies, after all, not murdering things itself. 16 is enough room for 3 truly MSU Blood Claws with a babysitter (e.g. Lukas), 2 that each have a Wolf Guard and ''four'' more dudes (or 2 termis or jump pack dudes), 2 with a ''terminator'' WGL each and 2 more dudes or 1 termi/jump pack babysitter, and so on and so forth. This is also a credible way to deliver Wulfen: you can fit an MSU unit of Wulfen, 1 MSU unit of Firstborn (e.g. Blod Claws), and 1 more dude, who can be a babysitter or a WGL on the Firstborn as you like. You can fit up to 8 Wulfen inside maximum, which can be helpful because the Wulfen sergeant is typically the only fucker in the unit ''not'' carrying a thunder hammer, so their output goes ''up'' as the unit gets bigger. *'''Stormfang Gunship:''' The Stormfang is extremely similar to the Stormwolf, but sacrifices most of its transport capacity for a bigger version of the Helfrost Cannon. Focused mode gains more S and D but loses reliable rate of fire: 36" Heavy d3 S10 AP-4 D6, Blast, making it slightly ''better'', on average, than a multimelta in melta range. Dispersed mode also finally becomes credible: 36" Heavy 3d3 S6 AP-2 D1, Blast. The Blast mode is a joke against most targets since you can't roll less than 3 regardless, but on average that mode fires 6 shots, making it an assault cannon with slightly better AP, making this the only version of the Helfrost gun where Dispersed mode is genuinely sometimes worth the price of admission. It also carries the same skyhammer/multimelta/thb sponsons as the Stormwolf, and its wing weapons are stormstrike missiles by default, but for 20 points you can upgrade to the Stormwolf's lascannons. This is 300 base, but with all upgrades it's 370 for the big Helfrost, 2 multimeltas, and 2 lascannons. That's a genuinely pathetic amount of dakka for the points, mind - 220 points will buy you 4 multimelta attack bikes with nearly identical output - and the transport capacity is only as much as a Razorback, so you ''really'' need to think carefully about fielding this. Counting the contents, a Stormwolf's efficiency is ''far'' better (the easiest comparison to draw is a Stormfang with 1 Long Fangs unit in it and a Stormwolf with 3).
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