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Interested in Space Wolves


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I've been a fan of 40k for many years now, but only took the plunge last year to begin a force of my own.

 

I'm at the point now where I'd like to add a small second force to my collection so I can change up my games a little bit, using my main force (Ultramarines 3rd Co) for large games and another force for the 500-1000 point range. My main interest is just something that plays a little differently, and I'm primarily considering Wolves, 1k Sons, and IG.

 

As I understand it, the Wolves primarily play as an assault force with some good backup units for shooting. Unfortunately that's about as much as I know since nobody at my LGS plays them.

 

Can anybody give me a little more in depth of an overview as to the way they feel on the table?

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Glad you dropped in. Pull up a chair and grab an ale.

Okay, First off, UM are built on discipline. We are more individualistic. We shoot as well as anyone with our Gray Hunters and Wolf Guard and the closer you get to us the nastier we get. Our Rune Priests are fierce, when led led by Grimnar out WG [termis] count as troops. Our scouts are our most experienced warriors and are vicious, far more than regular SM scouts, who are beginners. Ragnar gives a monster charge to units he is with. Or Thunderwolves are brutal killing mounts. Our fluff is second to none and is a lot of fun to boot.

Downsides, we don't get all the toys that vanilla Marines do. No scout land speeders, we dont teleport, no thunderfire cannon or Ironclad Dread.

 

But what other chapter mounts ale kegs on their Land Raiders?

I've been a fan of 40k for many years now, but only took the plunge last year to begin a force of my own.

 

I'm at the point now where I'd like to add a small second force to my collection so I can change up my games a little bit, using my main force (Ultramarines 3rd Co) for large games and another force for the 500-1000 point range. My main interest is just something that plays a little differently, and I'm primarily considering Wolves, 1k Sons, and IG.

 

Welcome, as Warhorse said, pull up a chair and grab an ale.

 

As I understand it, the Wolves primarily play as an assault force with some good backup units for shooting. Unfortunately that's about as much as I know since nobody at my LGS plays them.

 

Can anybody give me a little more in depth of an overview as to the way they feel on the table?

 

Well as an Ultramarines and Space Wolves player I'll say that Wolves play very differently from an Ultramarines army. For starters even your shooty units are pretty good in assault. A Tactical Squad hit by a mob of Assault Marines may well be doomed, the same cannot often be said for Grey Hunters who hit back just as hard on the defense as they do on the offense. Likewise our Long Fangs have the extremely potent ability to split fire between two separate units but still have counter-attack and access to a special cc weapon on the pack leader, meaning that they too can hold their own somewhat in close combat. In short, an enemy looking to route a Space Wolf shooty unit is in for a harder time of it than they expected.

 

In addition to this the Space Wolves are very much geared towards assault, so where an Ultramarines army has to consider multiple angles of approach, tactical maneuvering, fire support for a flank assault and so on the Space Wolf Codex can allow you to literally just bum rush an opponent and still do pretty well. Thunderwolves, Fenresian Wolf Packs, Blood Claws, Wolf Guard and even Grey Hunters can all be thrown into the fray with abandon and likely come out ontop. Not to mention we can take 4 HQ units beefed for close quarters combat and have you heard of Lone Wolves yet? These guys give the opponent a kill point if they survive. Eternal Warrior, Feel No Pain and Furious Charge, all on a model that can grab the best gear we can give it, we can make these guys very tough and launch multiple of them at the enemy and laugh as they cause havoc wherever they go.

 

Lastly the Space Wolves have some of the most in depth fluff out there and with Sagas can represent that on the tabletop as well. You can't go wrong with the Space Wolves and while still marines, they will play very differently from any Ultramarines army.

 

Oh and if you haven't seen it yet, I suggest you have a look at the Space Wolves: A Comprehensive History.

Thanks for the input! I know a good bit about the fluff, they've been one of my favorite chapters to read about (I'm a bit of a viking fanatic), I've just never seen them in action or talked to anybody who plays them. My LGS is swamped by Eldar players, and most of the Marine players we have play BA or BT.

 

As far as vehicles, what is required/suggested for a Wolves force? I enjoy playing lists that go heavy on infantry, using vehicles really only as needed. I don't mind a couple of transports and dreads, but I use tanks sparingly. Space Wolves stuck out to me when considering my second force because it seemed to me like it would be a somewhat natural force to use with that playstyle.

I like using a heavy mechanized force just to get my Wolves in close. If nothing else, use Razorbacks with your Long Fangs to give even more hurt to your enemy. But a Crusader full of Blood Claws with a Wolf Priest is an evil, evil thing to unleash on your enemy to................

Space Wolves can do both Mech and Infantry forces pretty well. I can put down more than 70 Marines in a 1500pt force and all but a character or two are troops choices. Makes it easy to storm objectives. Likewise Mechanized lists work very well too and I'm partial to a Land Raider Crusader full of Blood Claws with a Wolf Priest. Nothing like 16 angry Power Armored Space Wolves storming out of a Land Raider with 4 attacks on the charge and preferred enemy. Throw a flamer and a power weapon or two in there and watch the nastiness unfold. One or two such units make it into most of my lists and they make awesome linebreakers and draw a lot of attention, leaving my rhino mounted Grey Hunters free to capture objectives and melta tanks.

 

The downside to Space Wolf vehicles is we don't have the 12 model capacity Drop Pods and Rhinos that C:SM armies do. This seems to be there to keep Grey Hunter units from getting 2 special weapons and a Wolf Guard Pack Leader and still packing into a cheap transport. It forces you to pick one or the other, but in a Rhino the 2nd Special Weapon is the best course in my opinion.

Just one person's take

 

As I understand it, the Wolves primarily play as an assault force with some good backup units for shooting. Unfortunately that's about as much as I know since nobody at my LGS plays them.

 

 

I'm going to have to disagree with this. An assault force plays fast and hard, they get in your face quickly and hits like a truck when they get there. An assault force wants to assault no matter what, conditions be damned they're going hit you in face and then do it again.

 

Blood Angels, are primarily an assault force. They have jump packs in the troops slot, fast transports, furious charge all over the place, assault dreads, the works.

Orks, are primarily an assault force. They have fast open topped transports, cheap assault vehicles, speed upgrades, furious charge all over the place, dreads with tons of attacks, the works.

 

Look at space wolves by contrast. Our biggest special rule "Counter-Attack" is a defensive measure, which does nothing in the case you're the one "Getting all up ins someone's grill" as it were. Our troops choice are on foot, our transports aren't fast, our assault vehicles aren't special, all our quick units compete for the same FoC slot,our assault terminators are prohibitively expensive, and the troops we do want to charge have WS3.

 

What do have is Tactical that can hold their own in close combat, but have little real incentive to do the charging. Extremely efficient devastator squads that provide flexible long range firepower. Terminators that are flexible and cost effective when kitted out in "Tactical" gear. Extremely powerful melee cavalry with a wide, but slow moving threat radius. A powerful psyker that can provide heavy fire support, or limit enemy movement and has top-tier psychic defense.

 

 

None of this... screams me primary assault to me. What it does scream to me is "Flexible, Reactionary and Mid-Range". Everything on the Space Wolves list that doesn't end in "Claw" wants to dig in mid field and see what happens most of the time, and only go screaming down field against the most shooty of lists. Even TWC those mean lean, fightin' machines are better suited for hopping to nearby threats given that they have a 12" assault range but move range that might wind up as low as 7".

 

I always seem to want try and keep my troops out of CC for at least the first parts of the battle, shooting at the enemies front elements while either using scouts or maneuvering my transports to eventually get at and assault the enemy's squishier sections, being sure to make ample use of cover.

 

I guess you could play with just Blood Claws and their variants, and kit out your Wolf Guard for close combat... it just seems like it'd be missing the best parts of the codex.

 

 

So if I start with a SW Battleforce, what am I looking at as far as points value and what additions should I make for a viable low point list?

 

Wolf Scouts are wonderful, Grey Hunters are wonderful. A lone drop pod is a poor confused thing, that wonders where all its friends are. It either winds up crying alone in the corner as it's contents get shot to bits or wondering why you even bothered if you were going to drop it so close to your front lines. If you give them some extra wargear the Grey hunters you get in the box could buy you around 350 points. Throw in a couple of Rhinos and another 5-man unit of scouts and you've got something that'll wind up at just about 700-750 if you throw in a basic HQ like a rune priest.

I'm going to have to disagree with this. An assault force plays fast and hard, they get in your face quickly and hits like a truck when they get there. An assault force wants to assault no matter what, conditions be damned they're going hit you in face and then do it again.

 

That as may be, but the Space Wolves are an assault army, that is just how it is. Maybe we aren't as blitzkrieg focused as Blood Angels, but our objective is still largely close ranged firefights and close combat, we excel in close combat far more than most Marine armies. In fact I'd say we're even better equipped for assault than Blood Angels who just have speed on their side. Blood Angels may be faster but I'll pick Grey Hunters over a Blood Angels Assault Squad any day.

 

So if I start with a SW Battleforce, what am I looking at as far as points value and what additions should I make for a viable low point list?

 

I would actually advise against the Space Wolf Battleforce. Scouts and Grey Hunters are nice but the Drop Pod is a waste unless you have a use for it. I'd suggest the Space Marine Battleforce and then add a box of Space Wolves. The basic Space Wolf boxed set gives you tons, and tons, and tons of bits, including scout bits and a great many heads, special close combat weapons and plasma guns. On its own the Space Wolf box is almost too heavily detailed for my tastes, but the mixed with a squad or two of regular Marines it works quite well I think.

 

With the Battleforce and a box of Space Wolves you'll have 25 Grey Hunters/Blood Claws, a Rhino, 5 Wolf Scouts and 5 Sky Claws. Add a Commander Box, Devastator Box or Predator to that and another Rhino and you've got a decent 750-800 point army list or so, more depending on how you equip everything.

Roland's 5 Step Program to Understanding and Becoming a Wolf:

 

1). Acquire a copy of the codex

2). Acquire LARGE tankard of ale

3). Set the mood with AMON AMARTH playing LOUDLY in the background - preferably the Albums "With Oden on Our Side" and "Twilight of the Thunder God"

4). Begin pounding tankards of ale while reading said codex and head banging furiously

5). Wait for the song "Valhall Awaits Me!" to come on the stereo, proceed to smash/destroy everything in sight (aka let out your inner Wulfen), and once it ends, sit down and write out the most EPIC of army lists.

 

Once you finish this 5 step process you will in fact be a Space Wolf.

Nonsense Roland! No Amon Amarth headbang session is complete without Versus the World! I mean the album is almost entirely about Ragnarok.

 

(but no song gets me pumped like "Tattered Banners, Bloody Flags")

 

And thanks for the tip on the battleforce, Vash. I can get a standard marine force at my LGS for a pretty cheap price, so that helps significantly. But at 800 points I might as well shoot for around 1000, so what kind of HQ is suggested? Are special characters going to be worth the point cost or will I be better off going with a generic Priest or Captain?

Nonsense Roland! No Amon Amarth headbang session is complete without Versus the World! I mean the album is almost entirely about Ragnarok.

 

(but no song gets me pumped like "Tattered Banners, Bloody Flags")

 

And thanks for the tip on the battleforce, Vash. I can get a standard marine force at my LGS for a pretty cheap price, so that helps significantly. But at 800 points I might as well shoot for around 1000, so what kind of HQ is suggested? Are special characters going to be worth the point cost or will I be better off going with a generic Priest or Captain?

 

 

Rune Priests are cheap, potent and extremely flexible. I've played games without them and have always regretted it. Living Lightning is great fire support, Murderous Hurricane and Tempests Wrath help set the tempo of the game. Jaws of the Worth Wolf has a limited list of targets but is absolutely brutal against them. A rune priest doesn't need a fancy ride or expensive options, and is just as happy being in the back of the field as in the front.

 

For me, when it comes to HQs the only question is if my 2nd one is a another rune priest or something else.

And thanks for the tip on the battleforce, Vash. I can get a standard marine force at my LGS for a pretty cheap price, so that helps significantly. But at 800 points I might as well shoot for around 1000, so what kind of HQ is suggested? Are special characters going to be worth the point cost or will I be better off going with a generic Priest or Captain?

 

Battle Leaders are cheap and nasty and Rune Priests are excellent support units. Wolf Priests aren't bad either and can be kept cheap yet effective, its up to personal preference I think. Here's a sample list you might try:

 

Wolf Guard Battle Leader

-Runic Armor, Frost Blade, Melta Bombs

Total: 150

 

Wolf Guard Pack Leader

-Power Fist

Total: 38

 

Wolf Scouts (5)

-Melta Gun, Power Weapon

Total: 100

 

Grey Hunters (8)

-Melta Gun, Power Weapon

Total: 145

 

Rhino

-Extra Armor

Total: 50

 

Grey Hunters (10)

-Plasma Gun x2, Power Weapon

Total: 185

 

Grey Hunters (5)

-Power Weapon

Total: 90

 

Sky Claws (5)

-Power Weapon, Flamer

Total: 110

 

Predator

-TL Lascannons, Heavy Bolters

Total: 130

 

Army Total: 998

 

So that can be made with the Space Marine Battleforce, Space Wolf Box and Predator to make a decent mech 1000pt list. The Predator provides some long ranged support and heavy armor while the Wolf Scouts can hit the enemy from behind with OBEL, the Sky Claws can form a small flank attack and the Battle Leader and Pack Leader join the 8 man Grey Hunter squad and stay mobile with the rhino, backed up by the 10 man squad and 5 man squad on foot.

 

Not great, but its a few small purchases to get a 1000 point list. Hope that helps.

Roland's 5 Step Program to Understanding and Becoming a Wolf:

 

1). Acquire a copy of the codex

2). Acquire LARGE tankard of ale

3). Set the mood with AMON AMARTH playing LOUDLY in the background - preferably the Albums "With Oden on Our Side" and "Twilight of the Thunder God"

4). Begin pounding tankards of ale while reading said codex and head banging furiously

5). Wait for the song "Valhall Awaits Me!" to come on the stereo, proceed to smash/destroy everything in sight (aka let out your inner Wulfen), and once it ends, sit down and write out the most EPIC of army lists.

 

Once you finish this 5 step process you will in fact be a Space Wolf.

 

I'm more inclined to throw on some Korpiklaani "God of Wind", "Beer, Beer", or "Wooden Pints". And maybe the album "Jatken's Tid" by FinnTroll.

 

Aside from that, pick up a Devastator squad and Wolf Guard termies. I just love those termie models!

Amon amarth is good,But Manowar is a better choice in my opinion...Swords in the Wind is a very good choice.

 

As far as it goes...for learning about being a Space Wolf..Read the stories on this forum. They will help give you an insight to things. As for how we fight.we are without a doubt the most versatile army list out there. And yes...the ideal way of dealing with most armies is to sit,blast the hell out of them until they are just within charge range,and then use bolt pistols and charge them. Your line troops,the Grey Hunters will allways be the best option for most fights. I would recommend having one squad of Grey Hunters per 500 points. Preferably with a Rhino to put them in. I would recommend getting two 10 man packs to start,one with 2 plasma guns and one with 2 Melta guns. Mark of the Wulfen is allways worth the points. For lower point games,the Wolf priest is incredibly effective right out of the box.

Amon amarth is good,But Manowar is a better choice in my opinion...Swords in the Wind is a very good choice.

 

As far as it goes...for learning about being a Space Wolf..Read the stories on this forum. They will help give you an insight to things. As for how we fight.we are without a doubt the most versatile army list out there. And yes...the ideal way of dealing with most armies is to sit,blast the hell out of them until they are just within charge range,and then use bolt pistols and charge them. Your line troops,the Grey Hunters will allways be the best option for most fights. I would recommend having one squad of Grey Hunters per 500 points. Preferably with a Rhino to put them in. I would recommend getting two 10 man packs to start,one with 2 plasma guns and one with 2 Melta guns. Mark of the Wulfen is allways worth the points. For lower point games,the Wolf priest is incredibly effective right out of the box.

 

Also Manowar's song "Battle Hymn" works.

"By moonlight, we ride - ten thousand side by side

With swords drawn, held high - our whips and armour shine

Hail to thee, our infantry - still brave beyond the grave

All sworn the eternal vow, the time to strike -- is NOW!"

Amon amarth is good,But Manowar is a better choice in my opinion...Swords in the Wind is a very good choice.

 

As far as it goes...for learning about being a Space Wolf..Read the stories on this forum. They will help give you an insight to things. As for how we fight.we are without a doubt the most versatile army list out there. And yes...the ideal way of dealing with most armies is to sit,blast the hell out of them until they are just within charge range,and then use bolt pistols and charge them. Your line troops,the Grey Hunters will allways be the best option for most fights. I would recommend having one squad of Grey Hunters per 500 points. Preferably with a Rhino to put them in. I would recommend getting two 10 man packs to start,one with 2 plasma guns and one with 2 Melta guns. Mark of the Wulfen is allways worth the points. For lower point games,the Wolf priest is incredibly effective right out of the box.

 

Also Manowar's song "Battle Hymn" works.

"By moonlight, we ride - ten thousand side by side

With swords drawn, held high - our whips and armour shine

Hail to thee, our infantry - still brave beyond the grave

All sworn the eternal vow, the time to strike -- is NOW!"

Any Sabaton song off of Primo Victoria, Attero Dominatus, Art of War and Coat of Arms are also good for the job...

 

 

to the op; As others have said, welcome to the Fang! have an ale!!

 

One of the best ways (imo) is to play the space wolves as, well, wolves. write a list that synergises very well so that all of the army functions like a wolf pack to bring down the opposing army. Phil Kelly did a very good job in this respect by ensuring that we have the units to do this (grey hunters, wolf scouts, long fangs) By comparison, the Ultramarines don't do this as well, because of the comparatively inefficient design of their tactical marines (eg. heavy weapon/special weapon ability that they pay for, in comparison to just special weapon/special weapon - the latter is more efficient because we don't run the risk of not shooting everything in the unit, thereby wasting it's fire potential)

 

So whilst following Roland's 5 steps (add in Sonata Arctica's Full moon off For the Sake of Revenge), think about what synergises best with the army, and build a list worthy of Russ.

Nonsense Roland! No Amon Amarth headbang session is complete without Versus the World! I mean the album is almost entirely about Ragnarok.

 

(but no song gets me pumped like "Tattered Banners, Bloody Flags")

 

And thanks for the tip on the battleforce, Vash. I can get a standard marine force at my LGS for a pretty cheap price, so that helps significantly. But at 800 points I might as well shoot for around 1000, so what kind of HQ is suggested? Are special characters going to be worth the point cost or will I be better off going with a generic Priest or Captain?

 

As mentioned it's good to have a GH pack per 500pts on average, as they truly are the bread and butter of our army. As for HQ's, I find our codex is well balanced in that regard and that we can build and have normal HQ's that are as strong, if not stronger than, our Special Characters. I actually never use any of our SC's mainly because the Wolf Lord build I have is so damn effective. That I think is one reason why our codex is so strong. We don't rely on SC to grant us special abilities or to win our fights for us. Some codecii do (ex: Meph or Dante in BA, Vulkan in Sallies, etc). Sure Logan allows you to play Loganwing or do the Drop Podding Long Fangs of DOOM trick, but all in all we have more variety in building cheap and effective HQ characters.

 

My own lord, Wolf Lord Tyr, is a Canis-wannabe, who costs roughly the same, but I find is leaps and bounds superior in terms of effectiveness.

Here's the Set up:

 

Wolf Lord with TWM, WTT, WTN, WC, SS, Saga of the Warrior Born. 6 PW attacks on the first round of combat (whether charged or charging), can re-roll those hits or can re-roll wounds, hit's everything on a 3+, has a nice 3++ save, and have last resort psyker defense. All for the same cost of Canis.

 

 

As an aside, I love to see how all us Wolf brothers listen to Viking / Epic Heavy Metal. \m/

Like it's been said, You can't go wrong with 1 GH pack for each 500 points (their loadout is optional and there are several approaches - e.g. 10 with special weapons, 9+1 WG with combiweapon), Long Fangs and Rune Priest.

And if You are inclined towards buying transports, buy Razorback kits not Rhinos.

 

And for some alternative SW soundtracks check my sig :)

(snip)

 

Wolf Guard Pack Leader

-Power Fist

Total: 38

 

(snip)

 

Army Total: 998

 

Problem with this Armylist is that you can't have only one Wolf Guard Pack Leader. You need at least 3. Also i'd refrain from using Sky Claws without some kind of attached Leader to negate the Headstrong rule.

 

Anyway Ensiferum and Turisas make great wolfy Music and there is also the german Band Equilibrium.

Easiest way t become a wolf brother.Drink alot of ale and eat meat.And of course best anyone in a cc fight. :P

 

Im also building up my army.Im not realy going for tanks etc.Only vehicles I have and will have is a dread and most likely some transport.Atm Im aiming to have 2/3x 10 man Grey Hunter Squads,1x 9 man Sky Claw pack, 1x 5 man Wolf Guard Pack, 1x 5 man Long Fangs Pack , Wolf Lord with a jump pack, dread and tehn Ill decide on the transports and whatever I need after that.

Wolf Guard Battle Leader

-Runic Armor, Frost Blade, Melta Bombs

Total: 150

 

(snip)

 

Army Total: 998

 

Problem with this Armylist is that you can't have only one Wolf Guard Pack Leader. You need at least 3. Also i'd refrain from using Sky Claws without some kind of attached Leader to negate the Headstrong rule.

 

Anyway Ensiferum and Turisas make great wolfy Music and there is also the german Band Equilibrium.

Yep, good catch- use the pts to get a razorback for the 5 man squad.

 

I've been a fan of 40k for many years now, but only took the plunge last year to begin a force of my own.

 

I'm at the point now where I'd like to add a small second force to my collection so I can change up my games a little bit, using my main force (Ultramarines 3rd Co) for large games and another force for the 500-1000 point range. My main interest is just something that plays a little differently, and I'm primarily considering Wolves, 1k Sons, and IG.

 

As I understand it, the Wolves primarily play as an assault force with some good backup units for shooting. Unfortunately that's about as much as I know since nobody at my LGS plays them.

 

Can anybody give me a little more in depth of an overview as to the way they feel on the table?

They feel like a full belly, or the tension in your body right before all hell breaks loose :P.

 

Close range- shoot what moves and assault what screams. Grey Hunters play like CSMs only better, and more capable of defensive measures. A better DPing troop does not exist on this world. SWs, like all marines, are adaptable, and GHs are the epitome of adaptability. The whole list just syncs up well with itself- each unit supporting the others and getting the job done. Youll find a much larger emphasis on your troops then in C:SM.

 

I actually do advise the purchase of the SW battleforce- you get 2 Wolf Pack boxes, and a scout box at half price... the DP is free- use it for your wolves or for the UMs youve got.

 

Heres one of my favorite 1k lists:

Rune Priest- 100pts Storm Caller, Murderous Hurricane

 

5 WG- Powerfist, 2xPW, Razorback- 170pts.

 

10 GHs- 2xPG, PF, Rhino- 220pts.

10 GHs- 2xMG, PW, Rhino-205pts.

 

5 LFs- 2xLC, 2xML, Las/plas Razorback- 220pts.

Whirlwind- 85pts.

The Rune Priest provides some much need psychic defense and leads the Wolf Gaurd into battle- with a pair of PWs and a PF they should be strong enough to tackle enemy command squads and elites.

 

The GHs are bread and putter- a pair of special weapons keeps them reliable, the SCCW giving them just that little extra punch to help them literally butcher enemy troops in CC or give them a hand on the counter-attack.

 

Long Fangs provide you with three tank-stopping volleys each turn, and the ability to reliably decimate enemy heavy infantry as needed. Definitely a home defense kind of unit, they can jump in the RB during DOW deployment or if they really really need to run from something.

 

The Whirlwind gives you an ace in the hole- hit targets out of line of sight, pinning, great versus hordes and decent against marines. Not to mention, its cheap. If you play against eldar I gaurantee itll make its points back every game.

 

If your opponent is assault oriented then hand back and make him come to you- destroy his transports early and make him pay for every inch his army comes closer. If theyre shooting oriented then throw up storm caller and advance to short range so you can knife them in the face.

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