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Warhammer 40,000/9th Edition Tactics/Space Marines
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=====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.
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