Tau_Guardian Posted February 24, 2010 Share Posted February 24, 2010 Space Wolf Tactica Well I have to admit that I love the forums but one thing that I always miss when I get onto a new site is some sort of general tactics guide where they go over all of the models. It is the first thing I always look for in a new army. And while I have felt very welcome in the forum unfortunately I never got to really see some comprehensive guide. So I figured I would try it. I'm pretty bad at it but here it is anyway. I' m going to rank options from 1-5. 1: Why did they include this in the codex? I mean really why. Its just a slap in the face that they even put this here. 2: Might be powerful, but in such weird circumstances or just plain weak. 3: Something average, just take it if you like it. Tends to be nice but not game breaking. 4: Very nice piece of equipment, always worth taking and will usually make it worth it for you. 5: Right at the top of the level. Take it all you want and if you want take two. Will be something to take all the time. HQ Well the start is always the leader of your army and you have to take one so we should go over that first. Lets start at the top and work our way down our HQ choices. Wolf Lord Well this is out big leader right here and usually most armies seem to have at least one of these guys. The first thing you might notice are his stat line. In his stats most people are drawn into his weapon skills and his attacks. Both are nice and high and of course draw you to the thing that he is the best at which is some sort of close combat. The second is always his cost. He starts at 100 points and certainly doesn't get any cheaper when you start putting the options on. And he does need at least a few options, because chainsword and bolt pistol for 100 points isn't going to work. So lets look at those options. The first thing to decide is if you want a mount of some kind or simply to keep in his normal armor. Terminator Armor (4/5): One of the most popular choices and one of the best ones. For a chunk of points you get a better save, an invulnerable save, power weapon, and storm bolter. You do lose a few things but mostly its worth it. Plus it actually makes the upgrades for your weapons cheaper than if you stay in the power armor. Thunderwolf mount (4/5): A great upgrade, giving him an improved stat line as well as another few bonuses. This starts getting expensive quickly though so make sure that if you are going to buy him this mount then spend some point on defense. Nothing is sadder than watching the powerfist squish your 200+ Wolf Lord in one powerful swing. You can do this is plenty of ways but choose one. Jump Pack (3/5): The basic way of moving fast, boosting you up to 12 inches of movement for a decent price. The one problem with this is that you can pretty much only join a skyclaw pack. Its not a horrible idea but it just seems to be a waste of a expensive lord to me. Space Marine bike (3/5): The middle one of the options, which gives you a better toughness (not for instant killing, stay away from power fists) and the nice extra movement and relentless. Again the weakness being here is only being able to join up with swiftclaws, which can sometimes be a problem. I actually love this guy but I have to admit that he isn't the biggest powerhouse out there. After you have your mode or transportation you can choose your weapons. So lets go over these. Boltgun (1/5): Well if you did grab that I would have to wonder what you are using this guy for. You have to give up a pistol of ccw, loosing an attack and gaining.....one more shot. Plus no charge. Leave it at home. Stormbolter (1/5): Look up at the one above. A bit better but still not what he is built for. Combi something (2/5): Now here is something a bit better. Sometimes a melta, flamer, or plasma shot is just what you need. Take one if you want to just don't hold the shot forever. Wasted points if you die with it. Plasma Pistol (3/5): Take it if you like it. An extra good shot with a good BS and can be used in cc. Just kind of expensive. Wolf Claw (4/5): Now this is what I'm talking about. A decent cc weapon, only one weapon less than it for points, plus you get to choose to reroll either to hit or to wound. Very nice just watch loosing an attack if you just take one. Frost Blade (4/5): A great weapon on the SWs get. Can get a pistol attack and +1 strength. Only the cost can draw you to other options. Power Fist (3/5): A good weapon, but frankly you have better choices. For just a bit more you have better options. Decent if you want to but I wouldn't take it if you have to. Thunder Hammer (4/5): Take this is you are going MC hunting. Great to kill them plus stun them if they survive. Even can crack vehicles pretty godo since you hit on back armor all the time. Chain Fist (3/5): The power fist plus more. Use this for vehicle cracking, it won't do you wrong. The negative is costs more than the power fist and not any better than the power fist against an infantry. Take it if you need to kill a tank. Storm Shield (4/5): Great invulnerable save, looks great on the model, and gives you some great defense. The only negative is you don't get the pistol attack. If you take one of the weapon you have to double up on it doesn't even happen so do it. The only other thing is the add on that aren't weapons. Melta Bomb(2/5): Vehicle killer but only one shot, but really cheap. Take it if you have not other way to kill vehicles except for your leader. Easy add on but you really should have a better option than the 200 point lord. Wolftooth Necklace(3/5): Not something I take but I can see the argument for it. Only useful if you attack something with a 6+ WS. So if fighting normal guys mostly useless but better again more HQs. Can really be worth it against the right guys but useless again a large portion of models. Wolftail Tailsman (2/5): Cheap but only useful if the power hits you. The best ones don't always hit you and it has no effect on it. Mark of the Wolfen(2/5): Too small of a bonus for what you get. In fact the average is only a shade higher than what you already have. So frankly all you get is rending and the ability to bring nothing else. Not worth it. Belt of Russ(3/5): Remember that defense we talked about. Here it is if you still want to have the attack. Not as good of a save but its a average one and you can wield a pistol. Please tell me if there is anything that I should fix or work on next. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/ Share on other sites More sharing options...
Ullr Direfang Posted February 24, 2010 Share Posted February 24, 2010 well over all i would say it is a ok opinion of the wolf lord. I personally love the wolf lord. i always have one (no matter what, even if he is the only HQ) which tends be not the generally thought of HQ it seems (rune priest seem to have take the number 1 spot but they just don't fit for me). i don not agree with your view on the belt of russ, which is a must for me as it allows for the extra attack(which is what he is for). the frost weapon is also higher on my list, for 10 points more then a power weapon you get +1 to your strength, what's not to like? and the wolftail talisman is also very good, at least for me, as it allows him to get a chance to get an extra save( basically) against any psykic attacks out there, but i would call it as high as the others i have mentioned. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2296371 Share on other sites More sharing options...
Serunox Posted June 7, 2010 Share Posted June 7, 2010 Thanks for this man.It helped me alot to build up a Wolf Lord. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426651 Share on other sites More sharing options...
Grey Mage Posted June 7, 2010 Share Posted June 7, 2010 Good job, I agree with most of these points, however: 1) You forgot thunder hammers. And Runic Armor... 2) I think youve seriously undervalued the WTT. It doesnt just protect him, but also the entire squad... and for 5pts the ability to get a second save off *assuming you have a RP in range* is really very nice. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426661 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted June 7, 2010 Share Posted June 7, 2010 a MotW on a lord would be a 1 by your scale, IMO. and you might want to edit your jump pack/space marine bike, as you CAN make a wolf guard squad of both. i am not sure of the usefulness of either, but you can. WLK Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426664 Share on other sites More sharing options...
Grey Mage Posted June 7, 2010 Share Posted June 7, 2010 Hmm... though at 25pts a jump pack, a squad of them is a rare thing indeed. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426671 Share on other sites More sharing options...
Howling Nightwolf Posted June 7, 2010 Share Posted June 7, 2010 Nice work, but i think: - meltabombs nice to destroy immobile drednoughts or vehicle which move on slow speed (yesterday WL kill dreadnought with it). maybe this is a oneshot weapon, but if you WL dont have a powerfist-like weapon with one attack make say a day. - in some case combi-anything nice with TDA Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426736 Share on other sites More sharing options...
Stormshrug Posted June 7, 2010 Share Posted June 7, 2010 Wolftooth Necklace(3/5): Not something I take but I can see the argument for it. Only useful if you attack something with a 6+ WS. So if fighting normal guys mostly useless but better again more HQs. Can really be worth it against the right guys but useless again a large portion of models. I thought most of your assessments were pretty good, but I think you really misjudged this item. We don't get the ability to Master Craft our weapons, and this baby is why. The Wolftooth Necklace should be an automatic purchase for anything that can take it. It's true that the Wolf Lord will hit a lot of things on 3s anyway, but most ICs have equivalent or better WS. Some special characters (Swarmlord, I'm looking at you) have MUCH higher WS. Since your Wolf Lord is likely to do quite a bit of fighting other ICs, especially if he's the very popular Thunderwolf Lord variant, the WTN is an absolute steal for its point cost. I can count the number of games I've played where the WTN didn't improve the hit chance of my ICs on one hand, and they were all games against Tau or Imperial Guard. I would also echo previous comments about Meltabombs. They're so inexpensive that I find I usually can't justify NOT buying them if I do a Frost Blade build. I generally agree that they're less worthwhile if you have a Thunder Hammer. -Stormshrug Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2426900 Share on other sites More sharing options...
sonofblood Posted June 7, 2010 Share Posted June 7, 2010 In your thunderwolf option(If no one else has pointed it out yet) you said to keep away from PF incase of instant death. The Thunderwolf Mount makes your lord T5 so for all intents and purposes cannot be killed by a powerfist(or thunderhammer) by a normal marine. And as others have said you left out runic armor and thunderhammers. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427012 Share on other sites More sharing options...
Skirax Posted June 7, 2010 Share Posted June 7, 2010 I always make my Wolf Lord charge the enemy heroes etc. because with a Belt of Russ and Saga of the Bear, he's going to sit there for a while, and since Wolftooth is a must for me, he'll almost always take out the hero in one round. Useful tactica, and I'd like to see this expanded. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427020 Share on other sites More sharing options...
Serunox Posted June 7, 2010 Share Posted June 7, 2010 Ok,this guide did help me to build mt Wolf lord up but you guys gave me extra things to think about. What does the wolftooth necklace and belt of russ improve? A stupid question but Im still learning everything.Can I take a plasma pistol with a thunder hammer or will it be thunder hammer with bolt pistol? Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427368 Share on other sites More sharing options...
Freman Bloodglaive Posted June 7, 2010 Share Posted June 7, 2010 For the guy whose being targetted by Dante I would say take a storm shield and thunder hammer with a wolf tooth necklace, Reduce my wounds, well I have a 3++ save. Reduce my initiative, well I was going at initiative 1 anyway. Reduce my WS, I just hit on 3+ regardless. Reduce my attacks, fail a save and you die. Some things just take time. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427513 Share on other sites More sharing options...
Logan230 Posted June 7, 2010 Share Posted June 7, 2010 Very nice, I liked it, as already said forgot runic armor and hammer. but i shall disagree with the WTT, but then again there is almost 0 psycers in my area. My rune priest tends to be the only one if I field any. I want to point out a nasty little ability: Give him Saga of the Beastslayer, WTN, and Melta bombs if you need to hit machines. He will hit a dreadnought with the bomb on a 3+ since WTN says always hit pn 3+ vs an opponent with a WS. then reroll misses with the saga if necessary. Edit: typing fail Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427547 Share on other sites More sharing options...
Stormshrug Posted June 8, 2010 Share Posted June 8, 2010 Ok,this guide did help me to build mt Wolf lord up but you guys gave me extra things to think about.What does the wolftooth necklace and belt of russ improve? A stupid question but Im still learning everything.Can I take a plasma pistol with a thunder hammer or will it be thunder hammer with bolt pistol? The Wolftooth Necklace causes your Wolf Lord to always hit on 3+ in Close Combat against models with Weapon Skill. While a Wolf Lord will often hit normal infantry on 3+ anyway (due to WS6), this upgrade is extremely valuable if you expect to fight against enemy HQ units (and you probably should expect to, since HQs are so good in 5th Ed codices). At its relatively low point cost, it's pretty much always worth taking. The Belt of Russ grants a 4+ Invulnerable save - and doesn't require you to give up one of your hands (and attacks in CC) to do it! It's an alternative to a Stormshield if you want an Invul. save on your WL. On the downside, it's pricy. You can take a Plasma Pistol and a Thunder Hammer together, but remember that Thunder Hammers (and Power Fists, and Chainfists, and Lightning/Wolf Claws) are awkward, so you do not get a bonus of +1 attack for wielding both a Thunder Hammer and a Plasma Pistol. Because of that, most people choose to get a Storm Shield with their Thunder Hammer, since they don't lose attacks and gain a 3+ Invulnerable Save (which is helpful when you're fighting at Initiave 1). Plasma Pistols combine well with Frost Blades, however, because you DO get +1 attack in that case (and the Plasma Pistol helps you finish the enemy off before it can hit back). -Stormshrug Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427559 Share on other sites More sharing options...
Serunox Posted June 8, 2010 Share Posted June 8, 2010 Ok,this guide did help me to build mt Wolf lord up but you guys gave me extra things to think about.What does the wolftooth necklace and belt of russ improve? A stupid question but Im still learning everything.Can I take a plasma pistol with a thunder hammer or will it be thunder hammer with bolt pistol? The Wolftooth Necklace causes your Wolf Lord to always hit on 3+ in Close Combat against models with Weapon Skill. While a Wolf Lord will often hit normal infantry on 3+ anyway (due to WS6), this upgrade is extremely valuable if you expect to fight against enemy HQ units (and you probably should expect to, since HQs are so good in 5th Ed codices). At its relatively low point cost, it's pretty much always worth taking. The Belt of Russ grants a 4+ Invulnerable save - and doesn't require you to give up one of your hands (and attacks in CC) to do it! It's an alternative to a Stormshield if you want an Invul. save on your WL. On the downside, it's pricy. You can take a Plasma Pistol and a Thunder Hammer together, but remember that Thunder Hammers (and Power Fists, and Chainfists, and Lightning/Wolf Claws) are awkward, so you do not get a bonus of +1 attack for wielding both a Thunder Hammer and a Plasma Pistol. Because of that, most people choose to get a Storm Shield with their Thunder Hammer, since they don't lose attacks and gain a 3+ Invulnerable Save (which is helpful when you're fighting at Initiave 1). Plasma Pistols combine well with Frost Blades, however, because you DO get +1 attack in that case (and the Plasma Pistol helps you finish the enemy off before it can hit back). -Stormshrug Thanks for that.Id like my Wolf Lord to be able to slay HQ units and monsters easily.So how does a WTN,Thunder hammer and storm shield sound like for a WL to slay like that or a Frost Axe,WTN and Plasma pistol?Im thinking of giving him melta bombs for vehicles. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427630 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted June 8, 2010 Share Posted June 8, 2010 @serunox: I run my WL in TDA with CF and SS. i find the CF is all around better as it gives me the S* goodness but the extra 2d6 to mess up walkers. my sig has a list of his HQ kills...and a Soul Grinder. cause they are scary. WLK Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427635 Share on other sites More sharing options...
Stormshrug Posted June 8, 2010 Share Posted June 8, 2010 I can see where you're coming from on the Chainfist, Kieran. The only thing Chainfists are TDA only, so sadly, you can't put one on a Thunderwolf Lord. -Stormshrug Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427763 Share on other sites More sharing options...
CainTheHunter Posted June 8, 2010 Share Posted June 8, 2010 I agree about chainfists, but thunderhammers look so damn cool on the minis... They look much better than the chainfist :tu: Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427794 Share on other sites More sharing options...
Jarl Kjaran Coldheart Posted June 8, 2010 Share Posted June 8, 2010 I agree about chainfists, but thunderhammers look so damn cool on the minis... They look much better than the chainfist :tu: cost: same. tie. looks: one is a awesome hammer of doom, another a power fist with a chainsaw attachment. tie. effectiveness: on MC th, on dreads cf. tie. i went with a TH at first, as it is a awesome hammer of doom, but with the amount of dreads and armor i face, the CF's extra 2d6 won out. WLK Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427831 Share on other sites More sharing options...
Serunox Posted June 8, 2010 Share Posted June 8, 2010 How about 2 Wolf Claws,Belt of russ and a WTN?This gives you the +1 attack, the invul save and the always hitting on 3+ against higher WS models.I figure in this way he should hopefully slay the guy before he gets hit. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427873 Share on other sites More sharing options...
Roland Durendal Posted June 8, 2010 Share Posted June 8, 2010 On a Thunderlord I've found the most effective combo as follows: Wolf Lord: TWM, WTT, WTN, WC, SS, Saga of Warrior Born You get 6 attacks on the charge, can reroll hits or wounds (usually T5 and below I reroll hits, T6 and higher reroll wounds), you have a last resort psyker protection, and you end up always getting more attacks than if you went with 2 WCs. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427897 Share on other sites More sharing options...
Requiem of the Wolf Posted June 8, 2010 Share Posted June 8, 2010 On a Thunderlord I've found the most effective combo as follows: Wolf Lord: TWM, WTT, WTN, WC, SS, Saga of Warrior Born You get 6 attacks on the charge, can reroll hits or wounds (usually T5 and below I reroll hits, T6 and higher reroll wounds), you have a last resort psyker protection, and you end up always getting more attacks than if you went with 2 WCs. I usually go with Frost Blade instead of the Wolf Claw..And Bear instead of Warrior Born...most games my Lord ends up taking on enemy characters so he constantly has instant death confrontations. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427913 Share on other sites More sharing options...
Roland Durendal Posted June 8, 2010 Share Posted June 8, 2010 Interesting. I'm curious what you're facing against that can cause Instant Death on a T5 character? I know Mephy and his S10 power could do it, but outside of that, Dreads, Medusa Shells, Manticore Shells, and the Tau Railgun, I haven't seen many S10 attacks. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2427986 Share on other sites More sharing options...
Requiem of the Wolf Posted June 8, 2010 Share Posted June 8, 2010 Interesting. I'm curious what you're facing against that can cause Instant Death on a T5 character? I know Mephy and his S10 power could do it, but outside of that, Dreads, Medusa Shells, Manticore Shells, and the Tau Railgun, I haven't seen many S10 attacks. Dreads,Mephiston,Force Weapons,Leman Russ's,Tyrannids with that S10 shooting attack,Manticores,Vindicators,Monoliths,TWC with TH,Other Wolf Lords on TWM. I haven't ran into a medusa yet,but I am fairly sure its only a short amount of time. About the only one I am not yet worried about is the Tau Railgun,simply because we don't have any Tau players locally. Basically once I ran a TWM lord once,all the S10 came out of the damn woodwork. Link to comment https://bolterandchainsword.com/topic/193323-wolf-lord-overveiw/#findComment-2428308 Share on other sites More sharing options...
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