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Fenrisian Wolves tactics


Skirax

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If the IC is to join the FWolves, then the bike is a bad idea. The Wolves move 6 and charge 12 whereas the Bike moves 12 and charges 6. A character on a TWMount is abetter match for the Wolves. Against armies with lots of firepower, keep them is reserve and use them to clear deepstrikers and outflankers. Against heavy CC units, get them into contact fast and freeze the opponent's units in CC while your other units move up to support them. They can also be used as support for skyclaw units, skyclaws simultaneously or first. In the latter case, the wolves provide large numbers of attacks on the second round oif combat just as the Skyclaws are fading. Similarly, they can support BCs that moved out ahead in rhinos.

I usually use them as a shield for my thunderwolf cavalry....

 

But I've found that they can be quite usefull in many situations.....I often use them as a quick counter against units comming to close to my longfangs, and I aspecially like using them against enemies that ignore armor saves (like terminators or energy weapon stuff) as they have space marine profile and the armor doesn't matter if it's ignored anyways...

By using them that way my wolves have already killed several terminator squads (or at least stopped them long enough for a suiting counter to get within range) and slaughtered several demons/demon princes and other stuff...

 

If possible use 2 blocks of 10 with a saga of wolfkin for maximum brutality...just NEVER EVER let them attack through cover as they'll get butchered before doing any harm...

I've used them against my friends claw termies. Saga of the wolfkin means I hit first, big charge range means I get the charge and bad armour save means nothing. I wouldn't get one anyway!

 

Better than wasting bloodclaws or grey hunters at almost twice the cost.

They are great at I5, saga of the wolfkin is in many respects a great value (more so than some of the other Saga's imo). It really makes those large groups of F-wolves very deadly, as you now have a good chance of messing up enemy forces before they can attack. No grenades means, as the op said, never go through cover to attack =).

 

I put my wolf guard battle leader on a TWM with them. It leads to some good times, and they really benefit from the extra leadership, and he benefits from the extra wounds. Canis can also be ok with them, but he is not really worth it (better off with a lord). Canis's plus is that it frees up your fast attack slots, but that's about it.

 

Other than that, make sure to send them against the right targets, again as the OPs have pointed out. They will get destroyed in some combats, but can be mighty viscous in others.

Actually, since they're cavalry, they move 12".

 

I was going to use this in a 600 point tournament with the board in a 24" square. So, in the first turn, if they can move 12" and charge 12", I'll get to the enemy really quick.

 

Actually, since they're cavalry, they move 6", run d6", and charge 12".

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