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Space Wolf combat strategems.


cherrboh

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hey guys. these are the tactics i have decided upon with my force, havent calculated points, but its more of my general outline in battle. if you want to know how it changes based on enemy etc, i will describe it later. i also need help with some of my units, ive decided the purpose for some, but feel that my army is lacking in some areas, or im not quite sure how to use a unit so i might leave it empty. My main focus will be to capture objectives or take ground strategicaly, creating strong points with several units, then applying pressure with additional units to cut the head off of the snake, starting with Heavy Support and HQs.

 

So far, my Laws of Battle are:

1. The army will be used against several different types of armies, thus, my army must be effective against a range of opponents.

2. My army will be a mobile assault force with units designated specific tasks that they will almost always be issued ie Long Fangs anti infantry, and heavy infantry

3. My army will attach in waves to systematically kill or capture objectives effectively.

I will not make a super-multipurpose unit for the sheer fact of "looking cool", thus keeping points in check, and keeping a squad focus on a specific task.

4. My force will be able to eliminate, or severely hinder major threats to the bulk of my force before suffering significant losses.

 

 

Due to the fact that the rules are changing for Special Chars, HQs such as wold lords and wolf priests, i dont have a designated purpose for them yet, or how they will be used. I will probably use WG and WG termies with them, so as of yet, no definitive purpose has been set to them yet. I do wish to include a WL, WP, RP, Dread, WG in PA, and in TDA, but how yet i do not know, preferably anti hq/elites.

 

 

ELITES

Wolf Scouts.

These wolf scouts will be armed with meltabombs, and meltaguns, provided they can be armed so, along with frag grenades. Any attached characters will have PF. This squad will be used to blow the rear armour off of tanks in the enemy lines that are being held in reserve or may have very powerful long range attacks. If their is no armour, they will generally focus on heavy support choices to neutralise anti-tank profficiency.

 

Iron Priest.

He is basically going to stick around with a large group of tanks such as a whirlwind formation or travel to other vehicles to repair them. If he has the option to take servitors, I would go for ones that help him fix tanks, because that is the units task. If he and his retinue need transport, they will recieve a razorback w/lascannon, seeing as if he needs to go to fix a tank, something must be powerful around it to do so, so the lascannon could potentially make up for a damaged weapon on another tank, or neutralise the initial threat.

 

WG

-

 

WG TDA

-

 

 

TROOPS

Blood Claws 15 man pack

Primarily used to clear and capture an objective. Will be armed with flamers to negate cover saves. They will be ahead of my main force to capture the objectives, and so they must be prepared to encounter faster, advanced forces or weaker meatshielf units. So the secondary objective for this unit is to hold up or thin down other units.

 

Grey Hunters 10 man pack

Armed with as many plasma weapons and PW the unit can manage, the Grey Hunters will be used to hold(not capture) an objective. They may provide support to capture an objective they will move in to, but will never be the initial unit to attack. The increase in power(boltguns, plasma weapons, PWs) means they will be able to deal with slightly heavier, or better armoured infantry than the Blood claws. As im expecting some form of counter attack ability, ATSKNF, etc, an attacked would be hard pressed to capture an objective from this unit. I Would attempt to capture several buildings or pieces of cover to create fire alleys for a strong defensive position.

 

Standard scouts 5-6

This squad can be used in several different ways, almost always starting close to the enemy -"infiltrators".

1. used as a sniper squad, used to pin down large units of infantry which may prevent me from capturing objectives or focusing on more significant targets.

2. An advanced fire team used to whittle down particular units or set up a base on an objective, one already caught makes it easier to capture more,

3. A rarer option would be to use them similarly to my Wolf Scouts and arm them with melta weapons and assault tanks, but this is unlikely to do too much against front armour all the time.

4. Even rarer, a combat squad used to tie up squads such as gaunts etc. This squad probably will be the most diverse in my army.

 

 

FAST ATTACK

-

Will address later.

 

 

HEAVY SUPPORT

Long Fangs

Armed with Hvy Bolters and Plasma Guns, possible transport of Razorback armed with TL Hvy Bolter.

Used to take down swathes of enemies, of primarily standard to heavy infantry types. Mass shots and Plasma weaponry should prove effective against power armoured units, or possibly light vehicles. Split fire makes protecting other units much easier, and can be used to protect several avenues at one time. The reason for a Hvy Bolter on the RB is because this pack is not designed to take on tanks, which would obliterate the small squad of 5 if it attracted Lancer or equivelent fire, but may survive longer against weaker weapons they would be targetted by.

 

Predator

Will have more than one, but will limit numbers depending on size of game

This unit with be armed with lascannons and HK missile. the sole purpose of this tank is to provide Anti-tank abilities to the force. Its higher front armour value will be used to protect it against those it targets, and if it must be brought close in, it would be reared up against an objective captured by Grey Hunters to provide cover fire, protect its weakened rear armour, and provide cover when and if it is destroyed.

 

Whirlwind (optional)

Used in a formation to create area denial to light and standard infantry with use of mines, or be used to thin down the same type of target with large blast template weapons. This unit will be based near my table edge, but will move according to where the unit is needed, or in case of danger.

 

 

-------

 

Well thats it at the moment. I realise a couple of things in this force at the moment. It DOESNT have much in the terms of anti armour or SC killing abilities.

Im thinking about using Bike and Attack Bikes with melta weaponry, and landspeeds to take out some enemy armour as well, maybe some BC w/jump packs, but im not sure what i should use JP marines for. Also, i dont know how the dreads and SC/HQs/Elites will turn out, but do have ideas for termies etc, but will have to wait for new dex to see :lol:

 

c & c welcome.

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I would be careful of only having Preditors for the Anti Tank roll. If you go second or the Scouts don't come on till later into the game you could find all your armoured support in a smoldering heap, with enemy armour coming ever closer. Perhaps you could take a Land Speeder a or two armed with a Multi Melta as a fast attack option.

 

Remember, don't keep all you ale in one barrel! :lol:

Their are some flaws in it.

 

You have 4 elites thats not possible. (al our scouts are elite.) And no combatsquading.

 

Our Iron priest doesn't have the blessing of Omni so he can't repair.

 

Longfangs can't have Plasmaguns, i guess you mean Plasmacannons.

 

Knowing this i think you need to rethink some things trough.

Their are some flaws in it.

 

You have 4 elites thats not possible. (al our scouts are elite.) And no combatsquading.

 

Our Iron priest doesn't have the blessing of Omni so he can't repair.

 

Longfangs can't have Plasmaguns, i guess you mean Plasmacannons.

 

Knowing this i think you need to rethink some things trough.

 

 

i think you misunderstood me, maybe i didnt write it clearly enough.

Those were the options the scouts could take, it didnt mean i would field every type, every game, and that is why i said they are probably the most multi tasked unit.

 

Yes, i did mean plasma cannons, but it doesnt change the strategy of the long fangs, i think you understood what i meant:)

 

Thats unfortunate about the IP. Havent played for a while, presumed he had it. If thats the case, I find him basically useless, and probably wouldnt use him in my army until that changes, if it does.

 

 

dewi sant, thanks for the advice. I definately agree with all the eggs in one basket in terms of HVY support. I was thinking along the same lines as you with the landspeeders, but didnt know if id swap that for maybe some attack bikes or bikes with melta weaponry. To not have something more would be asking to be smashed by HVY weapons by my opponent.

2. My army will be a mobile assault force with units designated specific tasks that they will almost always be issued ie Long Fangs anti infantry, and heavy infantry

 

I dont see anything in your strategy or list that addresses your #2 Law of battle. If you plan to have a mobile assult force, Long Fangs are you what you would call a static unit, they are great for supporting a mobile assult force but maybe that is what you meant by adding them to the #2 Law. Regardless, what is your plan to make you army mobile, do you plan to use a Land Raider for your BC, Rhinos, Razor Backs, or maybe a combo of all three? These answers will have a huge affect on any advise we can offer you in this area.

 

I agree with Grey Mage, AP1 MM Attack Bikes are almost a requirement any any list I take. As of late, I have been running a 3 AB squad; 2MM 1HB. They are mobile, very effective and versital, great support unit to run along side your Rhinos and/or LR. Careful not to put them to far out in front, unsupported ABs are usually dead ABs.

 

I run a three fold tactical system that has had good consistant results. 1 DP to harass and hold an enemy positioned objective. 1 Land Raider full of BC and a Rune Priest to be my spear head and take a central objective and 1 Razor Back GH squad to hold a home objective. Every other point is to support these three troop choices. like I mentioned almost every list I make has 1-2 squads of ABs, my beloved Wolf Scouts. From that core I dabble here and there depending on what I want to play test which usually is about 300 points in a 1850 list. This is what I would call a standard mobile list.

 

Is this the type of advise your looking for or am I way off the mark?

 

Good hunting

WG Vrox

2. My army will be a mobile assault force with units designated specific tasks that they will almost always be issued ie Long Fangs anti infantry, and heavy infantry

 

I dont see anything in your strategy or list that addresses your #2 Law of battle. If you plan to have a mobile assult force, Long Fangs are you what you would call a static unit, they are great for supporting a mobile assult force but maybe that is what you meant by adding them to the #2 Law. Regardless, what is your plan to make you army mobile, do you plan to use a Land Raider for your BC, Rhinos, Razor Backs, or maybe a combo of all three? These answers will have a huge affect on any advise we can offer you in this area.

 

I agree with Grey Mage, AP1 MM Attack Bikes are almost a requirement any any list I take. As of late, I have been running a 3 AB squad; 2MM 1HB. They are mobile, very effective and versital, great support unit to run along side your Rhinos and/or LR. Careful not to put them to far out in front, unsupported ABs are usually dead ABs.

 

I run a three fold tactical system that has had good consistant results. 1 DP to harass and hold an enemy positioned objective. 1 Land Raider full of BC and a Rune Priest to be my spear head and take a central objective and 1 Razor Back GH squad to hold a home objective. Every other point is to support these three troop choices. like I mentioned almost every list I make has 1-2 squads of ABs, my beloved Wolf Scouts. From that core I dabble here and there depending on what I want to play test which usually is about 300 points in a 1850 list. This is what I would call a standard mobile list.

 

Is this the type of advise your looking for or am I way off the mark?

 

Good hunting

WG Vrox

 

yeah mate, thats pretty much what i was looking for:P

 

thanks for pointing that out. I intend to dp a group of WG with Termie armour th&SS w/ char to attack a powerful enemy unit.

 

Grey hunter packs w/ rhinos.

 

i definately would include some bikes, but i wasnt sure which to choose out of more inf. ie jump BC, or to go with bikers and/or landspeeders.

 

 

Because of use of reposition anti tank capabilities in the tanks, and in my fast attack which will primarily be anti tank, along with whirlwinds, my army is at least partially mobile.

 

While BC attack on foot(i know, not too mobile) grey hunters can take uncaptured objectives, therefor staying as a control and not capture force. when the blood claws make it up and are assaulting, gh can get back in the rhinos and move forward. This would make GH mobile.

 

Long fangs, as i mentioned before, have RB transport, making them more mobile than just terfing it on foot.

 

scouts will be able to OBEL, or infiltrate, outflank, so they are, at least initially, more forward, technically already mobilised, quicker to battle, and thus i deem them more mobile.

 

 

 

In terms of games, BC move forwards towards enemy. Wolf scouts engage and hopefully destroy armour from behind. Bikers move up to attack armour or harass inf. and infiltrated scouts aim to pin down enemies either with sniper fire or combat.

 

Rhinos surge forward with GH to closest, uncontested points to capture. Long fangs RB heads to a good firing point to set up the squad. Whirlwinds locate in a suitably protective position if not already there. Drop pod termies into the enemy.

 

BC assault, Scouts continue to attack armour or pin troops, buying time for my GH to capture objectives swiftly via rhinos. Tanks unleash hell, and Fast attack unleash on heavy inf/armour.

 

GH move up to support BC, another salvo from tanks. Scouts(if alive) continue to harass. Termies move to assault other units. Fast attack move to further weaken/finish off armour. IF these are destroyed, move onto hvy inf.

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