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Space Wolf Tactica guide


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Umm... You just compared two plasmagun to one flamer, and the true beauty of a flamer only becomes apparent when cover saves are considered.

 

I will paint two pictures for you to demonstrate my statement.

 

#1 You have two plasmaguns firing from a defensive position, something you would not use flamers for. In this case, they have a chance to pop transports, thanks to their high Str, and once they've popped the transports can make a mess out of any marines that were inside the transports killing as many as 4 if you are lucky.

 

#2 You have two special weapons firing from a rhino that has made it to said defensive position, or have had their rhino popped and managed to survive wound allocation. Considering the cover provided by the defensive position the stats would change to: Plasmagun (2/3)*(5/6)*(1/2)*4. The answer would be 40/36. If you had armed them with flamers and managed four hits each: (1/2)*(1/3)*8. In this case, the answer is 8/6 or 48/36. Judging from experience, people like to cluster tightly in cover so you could get more. You can also charge the defensive unit after firing the flamers, saving you from the plasmatic death that would come the turn after. Another thing, if the defensive position happens to be a Bunker, then all you need to do is hit a firing point and then you get D6 hits instead of using the template. In this case the plasmaguns get no chance to would the models inside. To add insult to injury, flamers are cheaper.

 

EDIT: I'm an idiot, I totally missed page 2. This is in reference to the conversation ending on page 1.

Thank you all for your comments, and for yet again reading this tactica. I am glad to hear that new players and old are getting benefit from what I am doing here. I have learned through other means how to apply my force, and which forces to use when, and am trying to help other players recognize their potential. I am sorry for the delay in this edition of fast attack, real life commitments have kept me from delivering. I know you all understand, and I thank you for understanding.

 

I am going to start this edition by saying that I did not plan at all on covering Thunderwolf Cavalry (TWC) at all, as this was intended for new players to be able to walk in to their local game store (LGS) and be able to buy their units right away, but popular demand asked for it and ye shall receive. It will be with the TWC and the Fenrisian Wolves that I will start, then I will move on to the Land Speeder (LS). And with out further ado:

 

Fenrisian Wolves-

 

There is not much to say about this unit. They are simple and have very few options. There is no shooting attack that they can take, and as such cannot fill any previous role mentioned for troops other than Shock Assault. So I will create another one just for them that I think that they fit into better, that is assault assist. This role is not something as a primary function of the unit, but more of a secondary function to be provided to the entire army as a whole. This role they fill by being taken in no less then full squad size, and are joined by an independent character, or they lead the way for a unit. Some people call them meat shields, or ablative wounds but this is not the case. Fen Wolves, as I like to call them, simply are not used just for that purpose. With the cyber wolf upgrade for the unit they can become a formidable combat unit of its own, or lend supporting attacks to the IC, or the unit that they were leading. They provide wound allocation yes, ut if they are not taken out quickly they can cause more damage then the squad that they were leading or the IC they are with due to the sheer number of attacks that thy provide. They are better when used around the flanks of the enemy so that they can strike into the sides of weakened forces, or used to fend off a unit trying to move to an objective so that a better assault unit can relieve them, or prepare for the rush of the on coming unit.

 

For the shock assault role they are used as a relief force to an already engaged unit providing a mass of attacks to lend in and cause havoc on the enemy. This can often lead to the assault being a mass wipe from the enemy. However if the case was that the assault is not such, they provide more attacks against the enemy.

 

Thunderwolf Cavalry-

 

Thunderwolf Cavalry fill a very important role, mostly in Shock Assault. They are a high toughness unit, and will be difficult to be taken down by basic units. To get their full effect, they need to be sent against units that have no power fists if possible, or even against power weapons. Even with a storm shield this unit can be fragile. They are a high points cost unit, and each one lost hurts. How ever with adequate fire support from long fangs, or coming in to mop up an assault that your Grey Hunters are stuck in this unit will shine. They can fill the anti-tank role in only one way, power fist or thunder hammer and melta bombs. This will allow them to take out any armor in the game as their basic strength is 5. For pre-assault shooting I would give everyone a plasma pistol just for the ability to drop tanks with shooting as well, and mark of the wolfen is a wasted upgrade on this unit. They already have rending. TWC are not a defensive unit at all and could not properly fill a defensive role. Even with all plasma pistols. But if a crafty Lord must use them to defend, then I suppose with wolf tenacity it could be done.

 

Land Speeder Squadrons-

 

Land Speeders to me are an anomaly. They fill a fire support role, on a very weak platform. In my own opinion, your fire support units are supposed to be on a strong platform, or on infantry that can be in cover. However land speeders that are not taken out quickly and armed for their purpose well can cause the enemy true panic. They fit into a variety of roles very well, but most often you only see them in one or two, depending on how they are armed. Instead of running down all those roles for you, what I will do is provide an analysis on each weapon.

 

Heavy Bolter-In my opinion one of the most underrated weapons in the game. Its not a very strong gun (S 5). Does not have a exceptionally long range (36") bt provides a very good fire support role against lightly armor troops. A HB is just as effective against a Space Marine as it is an Orc, however the Marine gets a save against it. It is the lack of saves that make this a better weapon against your lighter troops.

 

Heavy Flamer-This is the bigger version of the hand carried flamer in the weapons installment of this tactica guide. It has a higher strength (5) and a lower AP (4). How ever it is still best used against massed forces. Just like the HB it can kill marines, but they will get a save. The best deployment for the HF is going to be against tightly packed forces such as IG, Nids, and Orcs.

 

Multi-Melta-Like the HF, this is the larger version of the infantry version. Doubling the range (24") but having the same effect at half range. Being AP 1 like its smaller cousin means that you get +1 to damage rolls, and it kills everything, yes even terminators, if they do not have an invulnerable save. The best use for this is against tanks, or anything with armor, but you can still use it to kill troops.

 

Assault Cannon-This is the same weapon as carried by terminators. Good against lightly armored vehicles and troops is where this weapon will shine. Much like many weapons Marines do get a save, but it rends so it has a chance to catch one not looking, but even if it doesnt it is effective against them. Just not as effective as if it was IG, Orks or Tau.

 

Typhoon Missile Launcher-Basically this is the same weapon as a cyclone missile launcher. A multi-role AT/AP weapon that can fire two different types of ammo. Its AP round (frag) is great against tightly packed, low armor units but can be used against marines, some times with great effect. Otherwise for the instant death factor against them on wounds it is better to fire the AT (krak) rounds at them.

 

The above weapons can be mixed and matched to give your LS a multipurpose build, or mixed in a squad to give greater effect on the enemy. Of course that all depends on the lord, and how he wants them to operate.

 

 

 

Thank you again for tuning into FA 2 installment. I will be starting my Heavy Support installments hopefully this weekend.

 

Toast

Heavy support-

 

Thank you for again tuning into my tactica series on the Space Wolves. In this edition I will cover one of my favorite sections, heavy support. These units are meant for providing high volumes of destructive firepower upon the enemy in order to cause destruction and mayhem. It is their job to destroy tanks, massed formations of troops, and to lay siege to the enemy defensive sectors. The Space Wolves have a few famous entries in this section, most of them are in common with out Codex brethren.

 

So with out further delay I present to you Space Wolves Heavy support tactica-

 

Predator -

 

This is one of the most versatile tanks in the Space Wolves armory. There are two different main weapon configurations:

  • Annihilator
  • Destructor

The Destructor configuration is the one that is the closes to the lost Exterminator tank with an auto cannon on the turret. The main role of this tank is flexible light armor and anti-infantry role, just based on the main gun. The Annihilator can easily become an anti-tank platform with the addition of lascannon sponson, or be delegated to a full anti-infantry platform with heavy bolter sponsons.

 

The Annihilator pattern begins as an anti-tank platform with turret mounted twin-linked lascannons. Can be given anti-infantry ability with the addition of heavy bolter sponsons, or made even more lethal against heavy armored infantry or tanks with lascannon sponsons. Three las shots from one tank to another, or dug in infantry can be very lethal, and one of the most destructive tan

ks in all of the Space Marine forces.

 

Whirlwind-

 

Yet another good tank based on the ubiquitous Rhino chassis. Its ability to rain death from above with two different forms of ammunition gives it great flexibility against troops that are dug in, or troops that are in the open. With its relatively high AP value (5) it is best against troops with weak armor, but not to be underestimated even against Marines, a pair of these in tandem hitting a unit can cause massive destruction on the enemy severely weakening his number just before an assault is launched.

 

Land Raider-

 

There configs here for one of the most famous of all Marine tanks, each forms a different and vital role. There is the Godhammer pattern LR, as well as the Crusader and Redeemer Pattern tanks.

 

Godhammer- the Godhammer is the most common of all Land Raiders, mounting two sponsons of twin-link lascannons, and a hull mounted twin-link heavy bolter. Capable of transporting 10 marines or 5 terminators into combat this can be a good launch vehicle for a shock assault unit, while the tank itself is hunting other vehicles. Its high armor value makes it a long lasting, but expensive, unit. And only the strongest of monsters, or guns, can take it down.

 

Crusader- The Crusader pattern is one of the two strictly assault raiders. Mounting two sponsons of three twin-linked bolt guns, and a twin-linked assault cannon provides short range, high volume anti-personnel fire power. Its assault ramps, which all Land Raiders have, allow you to drop 16 marines or 8 terminators into combat. With this high capacity vehicle that means a fully kitted Blood Claw unit, or a super geared Wolf Guard unit can be dropped to cause mayhem upon your foe.

 

Redeemer- The Redeemer is the shortest ranged Land Raider, with a very high capacity. Its Firestorm weapons on the side cut through all but the toughest armor, and has the highest strength of all of the Space Marine (S 6) template weapons. Able to transport 12 marines or 6 terminators, this can get you a fully assault kitted Grey Hunters, Wolf Guard either in power armor or terminator armor, and a supporting character no problems, right into combat.

 

Of course not to mention that all of the Land Raiders have the Power of the Machine Spirit which allows them to fire at two different targets. Not to neglect the fact that all of them may be upgraded with a Multi-Melta giving them a short range, high power anti-tank shot.

 

Vindicator- Save the best for last. This extremely high power (S 10) weapon on this gun will cut through any standard trooper, and even the highest armored ones with ease. Being the strongest ordnance weapon the Marines carry make this a prime platform for siege, or even defense to cut swathes through the enemy. Having a storm bolter for those infantry that do get close, gives it some flexibility but being able to wipe out entire squads in one shot, and making a mockery of even the highest armor values would give you the ability to make sure that no unit even gets close.

 

Long Fangs- My personal favorite heavy support choice the Wolves have. Troopers with the strongest of weapons, and able to fire at two different targets a turn. With their selection of weapons, this makes them the second most flexible unit choice in the entire Space Wolves troops next to the Wolf Guard. Weapon choices of

  • Lascannon
  • Plasma cannon
  • Missile Launcher
  • Heavy Bolter
  • Multi-Melta

give them the ability to not only do anti-tank but anti-infantry in the same squad. This high flexibility should not be over looked, even in all mechanized armies that will always be on the move. With out the heavy fire power raining death over the heads of your assault forces, they would not be able to launch assaults into a weakened foe to ensure that they fall to the supreme power of the Emperors finest.

 

I will now give a run down of all the weapons that are available to the Long Fangs, that were not listed as options in the detailed run down of the Land Speeder.

 

Lascannon- A very high strength (S 9) anti-tank weapon that can also burn holes in heavy armored troops because of its very low AP (AP 2). Although just a single shot, sometimes this makes all the difference before launching a pivotal attack on an enemy force. Its high strength also allows you to burn holes even in the heaviest of tanks.

 

Plasma cannon- A high strength (S 7) blast weapon that is perfect for taking out light tanks, as well as massed infantry forces of any type. The low AP value of it (AP 2) lets you take out even heavy armored infantry. How ever, much like its pistol and rifle cousins it gets hot, and you have a chance of losing the firer.

 

Missile Launcer- A smaller, more compact cousin to the Typhoon launcher of the Land Speeder. It has the same options of warheads, but at a slower rate of fire (Heavy 1) then both the Typhoon and Cyclone launcher.

 

This concludes the heavy support portion of the tactica. In the next installment, I will begin to cover the HQ choices that we can take. Thank you again for reading, and remember PRAISE THE ALL FATHER!

  • 5 months later...
there is a lot to say when you can tell your opponent, hey 3 guys are DEAD! D-E-D dead! (endless ale for someone who can tell me the movie reference)

 

spawn: I love the smell of burning asphalt in the morning....

 

Looks to be Spawn, for the movie.

 

And it's random odds to drop, versus a certified will-drop-you. There's MotW and then there's PW, both can be used, but only one is a sure-fire ignore armor.

there is a lot to say when you can tell your opponent, hey 3 guys are DEAD! D-E-D dead! (endless ale for someone who can tell me the movie reference)

 

spawn: I love the smell of burning asphalt in the morning....

 

Looks to be Spawn, for the movie.

 

And it's random odds to drop, versus a certified will-drop-you. There's MotW and then there's PW, both can be used, but only one is a sure-fire ignore armor.

 

It was in Spawn ('97), but first it was in Robin Hood: Men in tights ('93)

  • 1 year later...
After wanting to post this tactica to my blog, i went back to review it to make sure that it was complete, and i totally got side tracked by college. wow. ok I will work on getting this complete even thought its like a year or more over due.

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