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chaosmarine234

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Well first you need to pick one HQ at least. So depending on your style do you want an insanely good combat beast (Wolf Lord), a decent fighter but a bit cheaper (Wolf Guard Battle Leader), a psyker with some cool powers (Rune Priest) or an angry Space Wolf who makes a unit he joins harder (Wolf Priest)?

 

That will decide your first HQ choice, of course as a wolf you're allowed up to four but that gets expensive quickly. Choose a saga to aid complement their role and wargear options.

 

Now the rest is a lot to read but I'll summarise at the end.

 

Then to troops. Grey Hunters are definitely the most valuable troops in the game, being able to assault and defend equally well. I suggest having two different pack structures, one as a fire support (10 Hunters, 2 Plasma guns) and an assault pack (9 Hunters, Meltagun, Tooled up Wolf Guard, probably some form of transport) If you have enough points left over I suggest a pack leader for your fire support type packs as well. You should have at least two Grey Hunter packs in my opinion. I currently run four. Blood Claws are often overlooked because they've increased in price and have lost access to one special CCW per five men. However if you want a unit that's fun to run and clear an objective quickly then these guys with a Wolf Priest and perhaps a Land Raider (Of your preference) are a good laugh.

 

Elites. Wolf Guard are pretty much essential to help your packs with extra muscle, the versatility of their equipment options makes them very potent indeed. So I'd say take at least one unit, if only to use for leaders. I love scouts as the rules mean they can potentially turn up from any edge and can be equipped with meltabombs to deal with armour. I heartily suggest a small unit of these, they are a lot of fun. Dreads are nice and solid gun platforms that can also hold in assaults, however for smaller games I would avoid ven dreads as the points could be spent elsewhere.

 

Fast attack. Sky Claws and Swiftclaws can be great fun with four attacks on the charge. Use Sky Claws to tie up units that are good at shooting to allow your units to advance. Swiftclaws the same but can be tooled up more for tank hunting with meltabombs. I don't use Land Speeders but some people swear by them. I wouldn't reccommend Wolves just yet as the points should be going into troops, elites and heavy support in my opinion.

 

Heavy Support. Long Fangs are cheap but support a more defensive playstyle, use against armies that will close with you as it's all too easy to want to advance them and miss out on shooting. Stick them in cover to make them last longer. Predator Annihlators are expensive for what you get so I say for larger games only, not used destructors myself so no advice there. Whirlwinds are always fun to use because they can deal with units in cover/in the open with equal ease, good against guard, eldar and nids. I haven't used vindicators either so can't give an opinion although I've heard they're awesome. Land Raiders, I love 'em. I currently use a standard pattern.

 

So in summary:

Offensive force

Troops: Grey Hunters and Blood Claws to move in and claim objectives

Elites: Wolf Guard and Wolf Scouts

Fast Attack: Sky Claws to deal with shooting units

Heavy Support: Vindicators and Land Raiders

 

Defensive

Troops: Grey Hunters, perhaps blood claws as counter attack

Elites: Wolf Guard, Dreadnoughts, maybe some scouts just in case

Fast attack: Wouldn't recommend

Heavy Support: Long Fangs, Land Raiders and maybe Vindicators

 

Hope this helps

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In order to capitalize on Mikal Wolfheart's good advice, I suggest buying the new Space Wolves Battleforce. It will give you two Space Wolves Packs (which you can make Grey Hunters out of), five Scouts and a Drop Pod. Add an HQ selection of your choice and you have a good core for your new SW army.
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It's good to see a chaos player realising the errors of their way. We have plenty of ale and mutton, a bit low on the pizza.

 

If you haven't gotten the new codex yet, start there to get a feeling of each of the units. You can never go wrong with a few packs of Grey Hunters and then build the rest of the company around that.

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thanks dude for that.

What are the rules for the sagas like? (only have read 1 that was in WD).

 

No problem. It's a bit rushed and it's just my play-style so you might find others suggesting other things which is the good thing about the wolves, so versatile.

 

Well heres what they do:

 

Immune to instant death

Add a number of attacks to the combat phase equal to the number killed in the last phase

Lets character outflank

Beefs up wolf profile

Re-roll against monstrous creatures or models with T5 or greater.

Re-roll failed morale checks within 6 inches

Also the Iron Priest can take one that adds D3 inches movement to his vehicle and adds +1 to repair rolls.

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Sic! the sagas really beef up the HQ. Thanks. I am getting the codex thursday so I should have a army list then.

 

Indeed. You pay from 10-35 points depending on the saga in question and can only have one of each. I remember people complaining about only being able to have one saga per person but that would make a single model far too expensive.

 

As an example I have a Wolf Lord with Thunder Hammer, Frost Blade and a Belt of Russ(Rule of Cool as opposed to Rule of Effectiveness) and his saga is fittingly the one that makes him immune to instant death, meaning against MCs he's got a good chance of hitting it back and doing some damage.

 

And as a comparison my Wolf Priest has Saga of the Warrior born, granting him more attacks in the round of combat if he killed something previously, this is because they reduced his standard attacks by two but I'd say he's even better this codex.

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