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Tips for Starting Space Wolves


Brother Darkover

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Your best bet IMHO, is to buy the box set from which you can build two GH packs a Scout pack and a drop pod. I would also buy a Wolfguard TDA box and a devastator box. That should give you a good starting point. From there you can start to mould your army to your tastes, but I would invest in another GH pack. I think 30 GH are a good fundamental core to any SW army.

 

And welcome to the Fang :)

Can't argue with that advise. I'd also say pick up some Rhinos and a Rune Priest model online. Though you could craft a Wolf Lord or Wolf Guard Battle Leader in Power Armor out of the bits from the Battleforce you will still want a Rune Priest. They are pretty much manditory against any Psychic wielding army and their 4 force weapon attacks aren't too shabby either.

avoid blood claws of every flavor.

 

for the same amount of points you get a guy capable of ranged combat, ws 4 bs 4

also you dont get crazy rules.

 

scouts are great for fun games but need to stay off the table in competitive games

thunder wolves are monsters but they need a list designed around them or they get shot off the table.

 

dont get caught up in your hqs they are easy to burn points into

Oh, model up a Rune Priest. Once you try these cheap ass powerhouses, you never go back! I recommend living lightning as a starter power. Shoot it at transports and things like dreadnoughts or those guard heavy weapon teams. The first HQ I played with as wolves, and I love him. ;)

 

I also heftily advise getting 2 packs of 10 grey hunters, with 2 melta guns and a guy with mark of the wulfen in each. They really are fantastic troops.

meh i dont really see grey hunters as fantastic.

 

they cant multimelta bunker so if they mech up they are either chaos death rides or razor backs meaning they are a pack of 5 + wolf guard or a pack of 6 unless walking then a pack of 10.

 

if you mech and get a pack of 10 for a free weapon then your out a wolf guard and leadership 9

 

if you mech and get a pack of 9 then you get to use your wolf guard as well as ride around.

 

if they arent mech they are walking which is fine in normal games somewhat. in competitive games mech is superior.

 

the lack of a suitable range weapon just makes me hesitant of using these guys en masse

meh i dont really see grey hunters as fantastic.

 

they cant multimelta bunker so if they mech up they are either chaos death rides or razor backs meaning they are a pack of 5 + wolf guard or a pack of 6 unless walking then a pack of 10.

That's just our style. We don't copy Smurf tactics.

if you mech and get a pack of 10 for a free weapon then your out a wolf guard and leadership 9

 

if you mech and get a pack of 9 then you get to use your wolf guard as well as ride around.

 

if they arent mech they are walking which is fine in normal games somewhat. in competitive games mech is superior.

 

the lack of a suitable range weapon just makes me hesitant of using these guys en masse

 

Right, because our only other troops option is full of bolt pistol marksmen.

 

I'd rather have more Grey Hunters than a majority of WS/BS 3 assaulty things.

Ever seen two guys fight using judo? SWs can be alot like that.

 

IE, feel out your opponent, grab him by two places he doesnt expect all close and personal, and then throw him down before he quite knows what happened.

 

Drop Pods, Rhinos, Footslogging... theres alot of ways to do this. All of them require four things: Firepower, Speed, Durability and Tactics. The army provides the first three, youll learn the other one fast Im sure :).

 

What you should buy depends on what you want to play with... but theres somethings that are just plain universal:

 

Grey Hunters- you want atleast 20 of these boys, and 3 squads never hurt anyone. They are the backbone of an effective SW force, and as strong and tough as some armies elites.

Dreadnaught- No reason not to own 1 dreadnaught, and most SW players Ive encountered own 3 or more. Why? Because theyre excellant ranged support that walks right up the table next to your men or falls from the sky along side them.

Rune Priest- with the increase in the deadlyness of psychic powers a Rune Priest has all but become mandatory for keeping enemy psychers at bay. Id reccommend taking him for that protection, and because his powers are highly adaptable. A great HQ for smaller games.

 

If you want to use a DP force then I reccommend buying the SW battleforce- though the DP is effectively free, so its probly a good place to go anyways. The codex, a Commander box or a Character Blister, and a Dreadnaught will run you $170 and give you everything you need for a 750pt force, with good avenues of expansion up to 1000pts. Id reccommend tackling it like that for most players.

1x battle force box for me =

just the parts in the box

 

10x grey hunters 2 plas guns ,1 power wepon

9x bloodclaws no xtra kit at all(model 1 for mark of the wulfen ,i use blue face tattoos)

 

1 wolf guard kit out as you choose (use as battle leader for now,he will also lead the blood claws)

scouts bp ,cc-melta bombs

blood claws get drop pod

its a good start drop in claws rd 1 ,hunters move up field whilst claws disrupt then scouts hit from reserve or infiltrate to support the hunters with infiltrate

 

as a second purchase id add a box of wolf guard termies and make

4 bodyguards and a leader with your fav kit(your pa wolf guard now becomes a part of the wolf guard pack makeing the heavy wepon choice legal)

as for kit just remeber to in clude at least 1 fist or hammer for tank busting

 

as a third purchase id add 1-2 drop pods and a speeder with a multi melta

this lets your whole force drop pod with infil scouts and 2 pods ariveing rd 1 the last pod and speeder deep strikeing for glory

 

hope this helps good hunting

I've just started as well (haven't played any games yet!). Grey Hunters seem like a solid troops choice to have. From the Battle Reports, they are surpisingly nasty in close combat given the right equipment!

 

Rune Priest is another solid HQ to start with, just for the anti-pysker powers.

 

Following on what Grey Mage said, I've noticed if you want to get certain units, try and "multiple" them (saturate them). So if your putting Grey Hunters in Rhino's, I might be worth buying other vehicle units to try and "saturate" the amount of targets your opponent can hit. This is what I'm planning but beware, I haven't played any games yet!

Right, because our only other troops option is full of bolt pistol marksmen.

 

Dude, this was excellent! Rolls on the floor laughing <_<

 

 

Also, when buying Rhinos, consider the option of Razorbacks - for a wee more of money You get two swap-able kits and later can switch from Rhino list to Razorwire, or give Your Long Fangs a Razorback transport.

 

It all goes down pretty easy.

First choice - HQ - definetely a Rune Priest.

Troops - start with two packs of Grey Hunters, then see if You want to play with Blood Claws, if not - take a third pack. My principle is - for every pack of BC at least two packs of GH.

HS - Long Fangs for the beginning.

 

FA, Elites - this is where the all these different choices come up, but for the time being You should have at Your disposal a pretty decent small list and You will start getting ideas about Your playstyle.

What's this nonsense about no Blood Claws?

 

I find they do in fact have a very useful role, if you deliver them right.

 

Consider the Skyclaw pack with Wolf Priest, sure you're looking at 215 points without upgrades (barring jump pack for the priest) but that can cause a whole world of pain.

 

Blood Claws are nifty too, you can run them in a rhino and have them hide inside for a turn once they're near enemy lines and assault out of it next turn, whilst still getting their movement. Land Raiders are the obvious way to go with these guys because of the assault ramp.

 

Heck, even footslogging they can be advantageous, I'll be running a full pack with Wolf Priest and WG in a pure ground pounding army with the intention of them taking a lot of the firepower because "OMG! It's a huge unit! MUST KILL!", if they survive then even better, because 4 attacks each on the charge is fun.

 

People complain about the worse WS/BS, they won't be shooting much anyway (if they are you are doing something wrong) and they will still clobber a SM captain over the head on a 4+, it just means they get hit more easily.

 

But Claws really do need some form of leash and I would suggest you take at least one Grey Hunter pack per Blood Claw pack, preferably two

I would start by considering a 500 pt army first that could be added to gradually.

 

So a Njal Stormcaller Model, 2 Wolf Pack boxes and 2 Razorback boxes and some meltaguns would give you:

 

Rune Priest in Terminator armour, JotWW and Living Lightning for 120.

 

2 Grey Hunter Packs each with 2 meltas, 2 Rhinos for 190 each.

 

That's 500 points. The Rune Priest will be on the table so the 2+ save will help. Up close (using the Rhino's) the Grey Hunters' meltas reliably kill transports and you can assault the squads inside.

 

Looking forward, 2 Predator Destructors (AC/HB's) and a MM/HF Landspeeder and Chooser of the Slain will bring you up to 750.

See, and for 500pts mounted Id actually reccommend:

 

Rune Priest- Stormcaller and Living Lightning- 100pts.

10 GH- 2x PG, PF, Rhino- 220pts.

5 GH- MG, PF, TLLC Razorback- 180pts.

 

All of wich could be made from a battleforce and two razorback kits, with one borrowed MG bit.

 

A PA RP could hop in the rhino with the MG pack, let the Razorback and the PG Hunters do frontal assaults.

I'd say, 2+ save does not allways help - sometimes You just can't make that much saves. My vote would be RP in PA riding in one of those Rhinos, casting Stormcaller for cover save and LL/Jaws for shooting out of the hatch. Accordingly, only one melta in that squad.

 

GreyMage beated me in this for one minute :cuss

 

Just remember that You can't shoot MG or psychic powers out of Razorback.

If you're like me and hate the basic rhino chassis you could go for a Razorback mounted force.

 

I've been having fun with this list, the scouts can infiltrate if I rally need to, they're good for taking out armoured targets and could give Devastators and so on a bit of a clobbering, even though they only have a 4+ save.

 

Not the most effective list by a long shot due to lack of bodies but Stormcaller helps against low ap weapons

 

Rune Priest 130

Stormcaller

Living Lightning

Chooser of the Slain

Wolf Tail Talisman

Wolf Tooth Necklace

Meltabombs

 

Wolf Scouts 110

5 Scouts

Meltabombs

Meltagun

 

Grey Hunter Pack 130

5 Grey Hunters

Meltagun

Razorback

Storm Bolter

 

Grey Hunter Pack 130

5 Grey Hunters

Meltagun

Razorback

Storm Bolter

All good ideas, I kept the options to a minimum though as the OP is starting out.

 

Its a 2+/5(inv) on the Priest. At 500 pts level thats going to take quite a bit of fire away from those 20 Grey Hunters (with 4 meltas).

 

@Mikal. I agree on the scouts/armoured target but a Dev squad at 500? Also I think there is no need for Necklace and Talisman on your Rune Priest. He should be making those Pyschic shooting attacks count not be in CC and if he's riding with your Grey Hunters his Runic Weapon works within 24" and is 4+ rather than 5+.

I am seeing the WTN and WTT returning in response to lash lists and new BA special abilities. True, in 500 points they may not be needed, but if the points allow that serves as the core base for future expansion :lol:.

 

A lone standing RP is a free kill point and it needs only two "1-s" to remove him from play :( - which when rolling, say, 8-12 wounds are quite possible. And many armies will outshoot us in range.

@Cain

Good points. I'm not against WTN or WTT, just not on a Rune Priest. As you say, as the points go up things change, but you can always use Transports and Grey Hunters. Njal/Termie armour is a personal preference but it offers OP some bling.

 

I don't recommend leaving him out in the open for target practice either :( Those powers require line of sight but he can move and "shoot".

I'd say a WTT is a good buy, it was that or a meltabomb. Being able to nullify any power within 24 inches is nice but what if I fail? If the unit being affected is with the Rune Priest I get another chance to nullify the effects, something which seems like a godsend considering the array of psykers we're seeing come to the table, admittedly not much at 500 points but my lists tend to be modular rather than reconfigured.

 

And the WTN is for when his pack does get assaulted, I've had it happen too much and I'd like to be able to cause as much damage as possible.

meh i dont really see grey hunters as fantastic.

 

they cant multimelta bunker so if they mech up they are either chaos death rides or razor backs meaning they are a pack of 5 + wolf guard or a pack of 6 unless walking then a pack of 10.

That's just our style. We don't copy Smurf tactics.

if you mech and get a pack of 10 for a free weapon then your out a wolf guard and leadership 9

 

if you mech and get a pack of 9 then you get to use your wolf guard as well as ride around.

 

if they arent mech they are walking which is fine in normal games somewhat. in competitive games mech is superior.

 

the lack of a suitable range weapon just makes me hesitant of using these guys en masse

 

Right, because our only other troops option is full of bolt pistol marksmen.

 

I'd rather have more Grey Hunters than a majority of WS/BS 3 assaulty things.

 

 

ah but you completely ignore my post. and unfortunatly for your failure of a witty barb our best troop option is a bolt pistol marksman. too bad they come with a 275 mandatory character.

 

if you read my other post you would notice i say avoid blood claws. however going over board on grey hunters is never a good idea.

 

unless you plan on going razor spaming then you need to keep your grey hunters cheap.

 

a unit of 5 will usually suffice to all but combat troops. avoid the powerfist grey hunter 1 str 8 attack is hope against anything you must kill and well hope doesnt work often.

 

 

normally troops are the bread and butter of your list. this is not true for space wolves. as we know alot of the good options can get expensive. hqs, thunderwolves, heavy mech options.

 

 

while this is true you should never forget such options as the lone wolf. kill me you gain nothing ignore me chainfist to the head!

 

thunderwolves and more often than naught cavalry are something rarely seen in a game. that was until codex space wolves. unleash the beast with these monsters with 4+ str 10 thunderhammer and powerfist attacks unlike ork warbosses these guys are decent anti heavy mech monsters (why because we can take more of them and they do not take the place of a highly important character in the army)

 

one of the better troop options is the wolf guard with 4 plain wolf guard (give a few combi meltas and bolters out for wound shenanigans) with a cyclone terminator.

 

you get range threat and a decent squad in combat all for 135 points.

 

 

for 150 in grey hunters you have a squad limited to 24 inch range shooting, decent close combat, a free weapon of their choice. no if they are walking theres the chance your walking into guns or a better close combat unit. ouch

 

 

and blood claws who need a more expensive leader to keep them in line (so they can oh my shoot one in close range)

 

keep troops and hqs cheap and practice balance through out your list.

 

and as to why i believe blood claws are terrible is because they are no longer the mandatory choice when compared to 3rd edition

 

 

Blood Claws:

Berserk Charge. Same as before. +2 attacks on WS3 troops.

Headstrong: Ummm yeah, so guys, those meltagun and flamer options. What’s the point again? So if you bring 15 and want two crappy BS3 meltagun shots, buy a wolf guard. Then punch yourself in the face for spending all those points on what is essentially a CC torrent of fire unit

 

Given Grey Hunters and Blood Claws cost the same, you don’t get much of anything by bringing a 5 man unit of these guys as a troop. Other than looked at funny.

 

 

Tactical use: You buy 15 of them, give them a Wolf Guard, and charge them out of a Land Raider Crusader. Or, you buy 11, give them a Wolf Guard, and charge them out of a Land Raider Redeemer. Or, you get punched in the face. Nice touch btw, read their fluff. Quite amusing.

Note: You lose 3 power fists Better have a way to kill vehicles somewhere else. If you want to stand up in a big huddle in front of a Rhino, your opponent should punch you in the face. Then battle cannon you.

 

Grey Hunters: Chaos Magic Sack (Bolter, Bolt Pistol, CCW).

Two specials when upgraded to 10 guys, which means nobody else can ride in your drop pod

 

You also get LD8. Hey, that means people can shoot you and you run like pansies

 

You also get no heavy weapon.

 

No combat tactics.

 

Wait, so I can spend 155 points + 35 points for a 10 man squad with LD8, that can drop in front of a enemy mech vehicle and probably kill it—then die horribly, or get shot away, or get assaulted by real assault troops (which they aren’t).

 

Tactical use: How about I pay 105 points for a meltagun guy in a 5 man squad mounted in a Rhino, and call it good? Or hell, a flamer and stop pretending like I’m stupid and going to throw my precious troops away killing your tanks.

 

 

your troops are fragile and will lose to dedicated killers and shooters

 

and now to why i simple dislike claws on bike and jet pack

 

Skyclaw Assault Packs:

 

Crap all around—these have the same subpar rules as the Blood Claws. Yes, you can put out a stunning amount of attacks with a Wulfen, Power Weapon, Wolf Guard, and a character. Now all you have to do is get across the battlefield. Wake me when the next edition hits and jump pack units all have the Vanguard Veteran rules, will you?

 

Oh and no meltabombs means there is no use for this unit, as intended and designed.

 

 

Swiftclaw Biker Packs:

 

Great, Blood Claw bikers. I can have a MM attack bike in this unit, and a meltagun. Given they are BS3, I think I’ll pass on this unit. Too bad really, they have meltabombs as an option but at 25 + 5 points I think I’ll spend my points elsewhere. i.e. This unit is crap, as intended and designed.

 

and considering the last two are fast attack options better filled by fenris wolves, thunderwolves, or speeders.

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