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Space Wolf Synergy


Anpu42

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Space Wolf Synergy [Warning way Loooong]

 

I thought that Space Wolves and the Synergy and you Army List and Tactics that would be fun to talk about. I know some of this stuff is obvious, but it is there for completeness sake. After running multiple time I feel that he is worth it unless you are running out of Troop Choices and still want more.

 

1st Logan

-He is a lot of points, but I feel that he is still viable all the way down to a 500 point list.

-Stubborn: will make him hard to push off an objective.

 

The Great Wolf:

-You get Wolf Guard Packs as Troops [i will discus the implications of this later], these opens you up to a lot of stuff on a normal list and still field a lot of elite units and have that slot open for a “5th Commander”, a Venerable Dreadnaught with Saga of Majesty without loosing that extra set of “Troops”.

-You can get him and 2 basic 3 man Wolf Guard Packs for 383 and in terminator army for 473, that’s a lot of upgrades for either.

-Stubborn: will make him hard to push off an objective with a Scoring Unit.

 

Living Legend:

-18” +1 Attack for one turn, combining this with some of the others out there can really shift a battle in ONE turn.

-Ragnar now gives his unit +1d3+1 Attacks

-MotW now gets 1d6+2 Rending Attacks

-Blood Claws/Skyclaws/Swiftclaws now get +3 Attacks

-Kick this off with a Thunderwolf Calvary Unit each armed with 2 Close Combat Weapons that is 7 [or 35 for a full 5 man unit] Rending Attacks.

 

The High King

-Choose Fearless, Tank Hunter Relentless or Preferred Enemy each Turn

-Fearless: It has its own problem, but some of the uses are worth it. Terminators 1 in 6 chance of loosing men in a loosing Assault. It also makes you immune to pinning vs. those snipers and ordinance.

-Tank Hunters: Can kill AV: 10 Vehicles with Bolt Guns and Glancing Hit Rhinos to death, Plasma Weapons can Glance Land Raiders and Multi-Meltas/Missile Launchers can now kill Land raiders even at long range.

Relentless: I have seen all of those with Logan and a Long Fang Pack Loaded with Multi-Meltas Podding in. how ever think about the lowly Bolt Gun [and Plasma Gun], they are now 12” Assault-2. A Combi-Plasma Weapon is now a Range: 12 S7 AP2 Assault-2 one shot weapon and they are cheep.

-Preferred Enemy: Re-Roll Failed hits in Close Combat, what can be said that is a negative.

 

The Axe Morkai

-Combi-Frost Axe/Power Fist that you choose in what order it attack with, the only way it could have been better is if was a Combi-Frost Axe/Chain Fist.

 

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Now for the Synergy[Note this is a 1986 point list.]

Not thinking about how this was achieved, but let’s assume the Logan and Friends are 8” from a MEQ 10 Man Gun Line for each unit. I am also using simple Mathhammer [assume that for every 6 one of each number is rolled and the rounded up or down as thought was apropriate.

Apologies for the Mathhammer.

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-Logan and a Wolf Priests [Combi Plasma, Terminator Armor, Saga of the Wolf Kin] are with a 5 man Wolf Guard Loaded with Rockfist, Terminator Armor, Frost Blades, Combi-Plasmas and a Assault Cannons

-On his near right flank [About 5” away] is a Lone Wolf with Power Armor, Storm Shield, 2 Wolves, MotW and a Close Combat Weapon

-On his far right flank [10” away] is Ragnar with 2 wolves leading a pack of Grey Hunters with MotW, 2 Flamers, Power Fist and a Wolf Standard, also a Wolf Pack Leader with Bolt Pistol, Power Fist.

-On his near left flank [5”] a Venerable Dreadnaught with Twin Linked Heavy Bolter and Heavy Flamer and Saga of Majesty.

-On his far left flank [10”] is a Blood Claw Pack lead by a Wolf guard Battle Leader with Bolt Pistol, Chain Sword, MotW, Saga of the Warrior Born, also a Wolf Pack Leader with Bolt Pistol, Chain Sword and MotW.

Wolf Pack Leader with Bolt Pistol, Chain Sword and MotW

 

Logan uses his High King and Chooses Relentless

Wolf Priest uses his Oath of War and Chooses Infantry

Movement Phase

-Everyone Moves 6”

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Shooing Phase

-Logan Fires his Storm Bolter [Hits twice, one wound]

-Wolf Priest fires his Combi-Plasma Gun on Rapid Fire [Hits Once, but fails to Wound]

-Arjac Throws his Hammer [Hits, one wound]

-3 Wolf Guard Fire their Combi-Plasma Guns on Plasma Rapid Fire [6 shots, 4 Hits one miss and one Gets Hot, but saved, 3 wounds]

-Wolf Fires his Assault Cannon [4 Shots, 1 Rending, 2 Hits 1 Miss, one wound]

Results

-3 Wounds that can be saved against [2 Saves]

-5 Wounds AP wounds

6 Dead MEQs [Make Moral, don’t run]

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Lone Wolf has no weapons to fire, drools anticipating a Scooby Snack

 

Ragnar and the Grey Hunters fire

-Ragnar fire Bolt Pistol [Hits one Wound]

-Wolf Guard Pack Leader fires Bolt Pistol [Hits, but no Wound]

-2 Flamers fire [4 Total Wounds]

-8 Grey Hunters fire Bolt Pistols [6 Hit, 4 Wounds]

 

Results

-11 Wounds [9 Saves]

2 Dead MEQs

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Venerable Dreadnaught Fires

- Assault Cannon [4 Shots, 1 Rending, 2 Hits 1 Miss, one wound]

Results

-Heavy Flamer [3 Wounds]

 

Results

-5 Wounds that can be saved against [4 Saves]

-1 Rending wound

2 dead MEQs

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Blood Claws Fire

-Wolf Guard Battle Leader fires Bolt Pistol [Hits and Wounds]

-Wolf Guard Pack Leader fires his Bolt Pistol [Misses]

-2 Flamers fire [4 Total Wounds]

-13 Bolt Pistols Fire [7 Hits, 3 Wounds]

 

Results

-8 Wounds [6 Saves]

2 Dead MEQs

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Assault Phase

-Logan Activates Living Legend

-Ragnar Lets out his War Howl

-The Grey Hunter Wolf Standard is Popped

-All Assault there prospective opponent

 

Logan’s Pack

Logan is Initiative 6 [i5 +1 Furious Charge]

Space Wolves Initiative 5 [i4 +1 Furious Charge]

MEQs Initiative 4

 

Initiative 6

Logan gets 5+1 [charge] S6 [4+1 Frost Blade +1 Furious Charge] on

-6 Attacks 4 Hit, Reroll the 2 Misses [Wolf Priest] netting one more hit

 

Result 5 Hits 4 AP wounds

4 Dead MEQs

 

Initiative 5

-Wolf Priest gets 8 [4+1 two Weapons, +1 Charge, +1 Living Legend +1 Furious Charge] S5 [4+1 Furious Charge] Power Weapons Attacks [4 hits, reroll the 3 misses and gets 2 more hits that inflict 4 wounds]

-4 Wolf Guard 4 [2+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] Attacks each [16 Attacks 8 hits, reroll 8 for 4 more hits that inflict 8 wounds]

The last man takes 12 AP wounds.

Logan Consolidates

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The Lone Wolf and his 2 wolves

The Wolves are Initiative 6 [i5 +1 Furious Charge

Lone Wolf Initiative is 5 [i4 +1 Furious Charge]

MEQs Initiative 4

 

Initiative 6

-The two Wolves get 5 [2+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] [10 Attacks, 5 Hits, 3 Wounds]

 

Results

-3 Wounds [2 Saves]

1 Dead MEQ

Initiative 5

-The Lone Wolf gets 8 [{1d6+1=4} 5+1 Charge, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] Rending Attacks [2 Rending 2 Hits, 2 Wounds]

 

Results

-2 Wounds [1 Save]

-2 Rending kills

3 Dead MEQs

Total Dead 4

 

Initiative 4

-The remaining MEQs get 4 S4 each [7 Attacks 4 Hits, 3 Wounds]

 

Results

3 Wounds [3 Saved, make FNP]

 

Final Total

MEQs need to make a LD 5 [LW no wounds, MEQs 4 wounds] (Remaining MEQ’s 6)

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Ragnar’s Pack

-Ragnar and Wolves Initiative 6 [i5+1 Furious Charge]

-Space Wolves Initiative 5 [i4+1 Furious Charge]

-MEQs Initiative 4

 

Ragnar Assault

Ragnar roll his Insane Bravado and Rolls a “1”, Reroll a “2”

-Ragnar gets 4 [3+1 Charge, +2 Insane Bravado, +1 Living Legend, +1 Furious Charge] S6 [4+1 Frost Blade, +1 Furious Charge] Rending Attacks [5 Hits and one 1, Reroll hits for a total of 6 hits, 5 Wounds and rolls a one, reroll, one more wound total 6 wounds]

-The two Wolves get 5 [2+1 Charge, +2 Insane Bravado, +1 Living Legend, +1 Furious Charge] S5 [4+1 Furious Charge] [14 Attacks, 7 Hits with 2 ones, reroll one more hit total of 8, 4 Wounds with 2 ones, reroll one more wounds, total 5 wounds]

 

Results

-5 Wounds [4 Saves]

-6 unsaved wounds

7 dead MEQs [leaving 1 MEQ left]

 

The 10 Grey Hunters and the Wolf Guard Pack Leader swarm over the remaining MEQ is a scene to horable to describe here.

 

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Venerable Dreadnaught Assault

 

Venerable Dreadnaught Initiative 4

MEQs Initiative 4

MEQ Sergeant Initiative 1 [for arguments sake lets give him a Power Fist]

 

Initiative 4

-The MEQs get 10 Attacks S6 [Krak Grenades] [5 hits, 1 Glancing hit, 0 rolled [2-2]

- Venerable Dreadnaught gets 6 [4+1 for charge +1 for +1 Living Legend] S10 [DCCW] [6 Attacks, 4 Hits, 4 Wounds]

 

Results

-4 Unsaved Wounds

 

Initiative 1

-MEQ Sergeant gets 2 Attacks [2 Attacks, One hits and gets lucky and rolls one pen and Venerable Dreadnaught the damage roll of 5 is re-rolled an come up a 2]

 

Result

- Venerable Dreadnaught is shaken and cannot fire his weapons.

 

Final Total

MEQs need to make a LD 5 [Venerable Dreadnaught no wounds, MEQs 4 wounds] (Remaining MEQ’s 6)

-Fail roll by choice and the Sweeping Advance is won by them and they retreat 7“

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Blood Claw Assault

-Wolf Priest Initiative 4

-Blood Claws Initiative 4

-Wolf Guard Pack Leader Initiative 4

-MEQ’s Initiative 4

Everything is simultaneous

 

The Space Wolves let the MEQ's go first

-they get 11 attacks [9 for the MEQ's and 2 from the sergeant with his power weapon] [8 hit including 2 from the sergeant, 4 wounds one from the sergeant and 2 saves, the Blood Claws suffer 2 Unsaved wounds]

 

Results

-2 Dead Blood Claws

 

-Wolf Priest gets 7 Attacks [4+1 2 Weapons, +1 Assaulting, +1 Living Legend] [Hits 4 times, rerolls and hits 2 more times for a total of 6 times and gets 3 unsaved wounds]

Wolf guard Battle Leader gets 8 [5+1 2 Weapons, +1 Assaulting, +1 Living Legend] [hits 4 times with one rending, rerolls and hits 2 more times, the MEQ's save 3 times suffering 2 wounds]

The Wolf Guard Pack Leader gets 8 [5+1 2 Weapons, +1 Assaulting, +1 Living Legend] [hits 4 times with one rending, rerolls and hits 2 more times with 1 more rend, the MEQ's save 3 times suffering 1 wound]

-The Blood Claws with Bolt Pistol and Close Combat Weapons Attack and get a total of 72 Attacks [1+1 2 Weapons, +2 Assaulting, +1 Living Legend=6 x 12] [24 hits, reroll and 12 more hits for a total of 36 hits, 18 wounds and 12 saves, suffering 3 unsaved wounds]

-The Blood Claws with the4 Flamers get 8 Attacks [1+2 Assaulting, +1 Living Legend=4 x 2] [3 Hits, reroll gets 1 more fo4 total hits and 1 failed save.]

 

Results

-MEQ’s loose 10 and are wiped out.

-Blood Claws loose 2 models

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I know this is not scientific, something that could tactically show up in a game or anything like that, but this is just to give you a look at what Synergy can do. I am hoping for a real discussion on Space Wolf Synergy and some one want to take my numbers and do real Math-Hammer go ahead.

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Hail brother!

Facing the mighty odds of your text, I prevailed like a true son of Russ :P .

You really have some interesting points mentioned above, thumbs up for the effort! It's always a pleasure to meet alike minds ;) .

Some of my rather hard lists/tactics for Apoc are based on quite that synergy you showed so well, although the troop choices vary a bit.

But if you pull that kind of stunt, it's very likely that your opponents never show up again.

A friend of mine and me are cool with maxing out against each other, but apart from him, I'd only use these tactics on someone I don't like-at all ;) .

What other parts of our current army synergy did you want to discuss?

1st Logan

-He is a lot of points, but I feel that he is still viable all the way down to a 500 point list.

-Stubborn: will make him hard to push off an objective.

 

Yea, I stopped reading here.

 

He can be used, but you would not be using him as a commander at that point, and there are much better rocks you can chuck at your foe. Such as A pack of Thunder Wolves (You could easily field 3 of them with no special weapon, since with Rune Priest it costs 250, or take one wolf out to give one a Thunder Hammer and actually give the 5 men squads something to use.) Long Fangs (140 for a barrage of fire? Sounds pretty good) a pair of preds (Just a pair of bare ones is just 120.) a mass of blood claws/Grey Hunters with Wolf Priest Leader (Just add 100 points and water for infinate bloodshed.) 3 Land Speeders with Heavy Flamer and Melta, the list goes on.

 

He's a great multiplyer, but he is too expensive to run effectively short of 1500 at least. Bigger the game, better he gets until you run out of space within those 18 inches.

 

 

 

All in all though, the mathmatics are interesting, it looked to be quite the massicer, but it would also be very hit and miss with over 700 points in HQ's alone. I would save that sort of stuff for 3000/5000 and above, where deathstars rule.

I have a 1,500 point, 13 model list that includes Logan, Björn, Njal and Arjac with 10 Wolf Guard Terminators that has truly lost. My one “Loss” was vs. a inexperienced player that I held back and in the bottom of the last turn Björn got Wrecked and gave up 3 Kill Points. If we would have gone one more turn, I could have got Logan to him and won the game. I lost the game 2 Kill Points to 3Kill Points.

Space Wolf Synergy: Njal [Long]

 

This time it’s Njal

I find him a very useful and a game changer. His Lord of Tempest keeps you opponent off guard most of the game, if you remember to use it.

 

Wargear

-Staff of the Stormcaller: 24” 3+ Psychic Hood, put him in the middle and protects everyone on your side of the table And vs. Daemon Lords you hit on a 3+ and it wounds Daemons on a 2+ with Invulnerable Saves only.

-Nightwing: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army.

-Saga of Majesty: Any unit within 6” of his Unit can reroll failed Moral Test. [blood Claws and Wolf Packs hear that]

-Terminator Armor: Depending on the situation.

 

Special Rules-Master Psyker: Knows all of the Powers.

-Lord of Tempest [Only Effects unit within LoS]: Now here is his real power. Once again place him in the center of your main thrust or were you want the other army to concentrate. In the opening turns his powers have a 24” range and are mostly good for hindering you opponents. In the middle turns the powers go to a range of 18”, one forces moral checks and the other can wreck most vehicles and monstrous creatures. In the later turns it drops to 12”, but attacks anything not in Close Combat [so now your opponent wants to get into Close Combat with you after turn 3].

 

Psychic Powers-Fury of the Wolf Spirits: Short Range, maximum 5 wounds, but it can force a Moral Check. Geri can also punch Terminator Armor.

-Jaws of the World Wolf [Psychic Shooting Attack]: The supposedly most broken power in the book, but with Njal it dips to the bottom of the list of useful powers for me.

-Living Lighting [Psychic Shooting Attack]: Unlimited Range, great for light armor and MCs [s7, AP5 Assault d6]

-Murderous Hurricane [Psychic Shooting Attack]: to me this is one of the better ones [18” 3d6 S3 AP- Wounds] this has the potential to force a Moral check for all but the largest units.

-Strom Caller: All of us old SW players will recognize this one, and you can use it at the start of your turn.

-Tempest Wrath: One more reason to put him at the Center of the Battle Field, 24” “No-Fly-Zone”.

-Thunderclap [Psychic Shooting Attack]: This is a great power to soften up “Soft” units before the Assault [s3 AP5]

 

Now how do we use him?

 

Njal the Protector

-Place him in the center of your Troops with or without a body guard.

-Nightwing: 18” no Infiltrate [Creeeeed!!... No! Wait! What!!! Were did that stupid bird come from?

-Staff of the Storm Caller: 24” 2/3 successful Psychic hood [Hello Eldar, DH/WH and MEQ’s]

{Njaaaaaal!!!!}

-Using Strom Caller 10 man, 2 Plasma Gun Armed Grey Hunters in Rhinos with your 5+ Cover Save from Strom Caller [i’m looking at you Imperial Guard and you ordinance.] {Synergy}

-Using Tempest Wrath he can wreck Deep Striking units and keep a lot of fast Assault units from getting to close, in a 24” radius. [Yes we are looking at you Blood Angels, Dark Eldar and Deathwing]. Remember this if you get 1st turn.

-Saga of Majesty: 6” Re-Roll Failed Moral for your 10 man, 2 Plasma Gun Armed Grey Hunters with Rhinos [Who needs LD9?] {Synergy}

-Fury of the Wolf Spirits: use it to keep Assault units from getting to close.

-Lord of Tempest [Driving Gale]: 24” -1 BS all enemy Models. [sucks to be you IG, Orks and Tau]

-Lord of Tempest [Living Hurricane]: 24”r all enemy models are in difficult terrain

-Lord of Tempest [Howling Cyclone]: 18” unengaged units might fall back

 

Njal the Sniper Artillery Piece {18” or better} [Yes this is an old BT reference]

Place him the Center

-You want him alone so his unit is not forced to Assault the unit you just hit with your power or with a Long Fang unit with LC/ML and maybe a Wolf Guard with a Cyclone [Think of the bad puns there] and buy them a Razorback with Las Cannons to sit next to them.

-Use Living Lighting to Soften up T3 Command Squads just before another unit is about to assault it. It will not kill too many and anything that fails its save is Dead.

-Use Murderous Hurricane to Soften up Squads before they are assaulted. The higher the Toughness, general the smaller the squad so 3-8 S3 hit will not cause too much damage so as not to force a fall back.

-Tempest Wrath has a 24” range that will kill Skimmers, Jetbikes, Jump Infantry, and Deep Strikers 1/6 of the time. Also they are now in Difficult Terrain.

-Lord of Tempest [Vengeful tornado]: 18” High Strength, Low Model Count Attack, will Instant Death MEQ’s

 

Njal the Close Quarters Fighter

-Terminator Armor if you are putting him with Terminators, Runic Armor for Power Armor units

-Remember he gets 4 Attacks even in Terminator Armor, Bolt Pistol and Rune weapon.

-Load him and some Terminators into a Drop Pod or any Land Raider.

-Wolf Guard in Power Armor with a Land Raider Redeemer

-Go after big things [Dreads, Tanks MCs or Command Squads].

-Once again use your low Strength Powers to soften them up for “Soft” Targets like Thunderclap, Murderous Hurricane, maybe Jaws of the World Wolf.

-Against “Hard” targets, use Living Lighting or JOTWW.

-Lord of Tempest [Driving Gale]: 24” -1 BS all enemy Models, this is good for when you step out of the Drop Pod.

-Lord of Tempest [Living Hurricane]: 24”r all enemy models are in difficult terrain and

-Lord of Tempest [Vengeful tornado]: 18” High Strength, Low Model Count Attack, will Instant Death MEQ’s

-Lord of Tempest [Chain Lighting]: 12” High Strength, Low Model Count Attack, but it can effect all enemy units within 12” not engaged in close combat. This can become really nasty after a drop pod landing.

 

Some of the Synergy Combos:

-You drop behind their lines and waddle around for 4 turns and get lucky and roll that 3 on your 4th turn, you hit a unit that is in the middle of the field within 12” with Furry of the Wolf Spirits. If they fail there Moral they fall back somewhere within 12”, if they take a lot of hits they may have to take a moral test, if they are still within 12” you hit them with Chain lighting automatically., then you can assault them if they are still within 6”.

-On Turn 1: You roll Driving Gale so all of the enemy models. You kick up Tempest Wrath [start of your Turn], on their turn the “Deathwing Pops in with 25 models, 4-5 of them die instantly and then only 50% of their Shots miss. With the same basic set up a Vanguard uses Heroic Intervention, same think 1-3 models die on entry and then their shooting is 50%, and they may Nerf the Difficult Terrain Assault Move.

Space Wolf Synergy: Wolf Lord Ragnar Blackmane

 

Well let’s look at him. He is a real beast in close combat and that is were you want him.

 

Wargear-Saga of the Warrior Born: Adds his last Assault Phase Kill Total to this turns Attacks. [Counter Attacks and gets 6 Attacks 4 hit, 3 kills, nest turn he gets 8 Attacks and 4 kills, next turn he gets, 9 Attacks and gets 5 kills finishing off a Squad and then charges an new unit and gets 11 Attack and manages to get 8 kills his next attack will 13 Attacks…and he tells two friends and then he tells two more and so on]

-Up to 2 Fenrisian Wolves: Vicious Attack Meat-Shield

 

Special Rules

-Insane Bravado: Adds 1d3 Attacks to him and his unit when he charges. He and his wolves can achieve 12-19 attack between themselves by them selves on an Assault. Note MotW will get 1d6+1d3+1 Attacks, that’s 3-10 S4 Rending Attacks!

-War Howl!: Waaaarg!!!! Ragnar goes to S6 I6 on his Attacks and his Wolves become S5 I5/6 [Depending on weather or not you have one Saga of the Wolfkin out there or nor]

-Incredible: Reflexes: Fancy Named Belt of Russ/Iron Halo

 

He needs a little Synergy in his direction if you are taking the 2 Vicious Attack Meat-Shield. Someone should take Saga of the Wolfkin, then he has 2 Rabid Vicious Attack Meat-Shield. Other than that he is a one man army himself. Like most Marines it takes a S8 Weapon to kill him in one shot other wise it will take 6 wounds to kill him [4+ invulnerable Save].

 

What do you do with him and what does his synergy do?

-Wolf Guard: This is a good place to put him, you can load them up Power Weapons, Frost Blades and Lighting Claws. You can give them Combi-Weapons for that quick punch. A pair of terminators with Heavy Weapons can even work in well. If you do this buy your one MotW. On you Assault you can get 3-5 [4-6 with 2 Close Combat Weapons] Attack each so you to try to give them as many Paired Close Combat Weapons as you can. With his Waaaarg!!! Attack Power you can go off at I5 and you end up with S5 and S6 Attacks.

-Wolf Scouts: I would advise against it, they loose all of there Special Rules and you can do better with a Wolf Priest or Wolf Guard Battle Leader.

 

-Grey Hunters: This is were he belongs. All of them have 2 Close Combat Weapons so that is 3-6 Attacks on an Assault. Sure there is only one available Power Weapon, but that MotW’s 4-11 S4 Rending Attacks will make up for that. Put a Wolf Guard Pack Leader in there and there is not much this unit can’t hurt, oddly enough I use 2 Power Fist with this mix for some Anti-Armor work.

Then if the Wolf Standard is used OM*G, Re-Roll all of those ones and remember you roll “1d3” not 1d6 divided by 2. If Ragnar uz Waaaarg!!! Orks be impressed [Grammar on purpose]. You can get 9 S6 I6 Frost Blade Attacks, 10 S5 I6 Attacks, 40 S5 I5 Attacks, 11 S5 I5 Rending Attacks, and on I1 9 S9 Attacks that Re-Roll any Ones.

 

-Blood Claws: Oddly this is also the place he belongs and its fluffy to. You can get an extra 2-3. Waaaarg!!! does give you an average of 58-74 S5 I5 Attacks.

 

-Long Fangs: This is a Complete Waste, if you have to place someone here use Logan or Njal.

 

Other Notes on WAR HOWL!-Björn: now becomes I4 and if he is missing his DCCW S8

-Canis Wolfborn: S6 I6

-Lucan: S5 I6

-Logan: S6 I6 or S9 I1

-Ulric: S5 I6

-Arjac: No Effect

-Njal: S5 I5

Space Wolf Synergy: Ulric the Slayer

 

Well let’s look at him.

 

Wargear

-Fang of Morkai: Units he is with are Fearless [yip that double edge sword]

-Wolf Amulet: 4+ Invulnerable Save

-Wolf Helm of Russ: LoS Re-Roll Failed Moral Test

 

Special Rules

-Fearless: Yip that double edge sword

-Slayers Oath: You and your Pack can re-roll failed rolls to wound vs. T5+.

-Mentor: One Non-Special Character can have a +1 to his WS to a maximum of 6. Give it to one of your HQ’s, a Dreadnaught or a Lone Wolf. Giving it to someone with a WS of 5 is like a free Wolf Tooth Necklace with benefits [they are now going to have a harder time hitting you].

-Oath of War: HE DOES NOT HAVE IT [Nerf or is that Narf]

 

What do you do with him and what does his synergy do?

-Wolf Guard: You are going to want every edge you can here, Frost Blades, Power Fist, Thunder Hammers and Wolf Claws, if you got the points Terminator Armor. A MotW could be worth it just for the rending. Max out the Pack size, 10 Power Armor or 7 in Terminator Armor +1 MotW in Power Armor and put them in a Land Raider Redeemer or Land Raider Crusader, then charge the biggest thing on the board. Another option is a Second Wolf Priest WS 5[6], using his Oath of War: Monstrous Creature with the Power Armored Wolf Guard or instead the MotW with the Terminators.

 

-Wolf Scouts: I would advise against it, they loose all of there Special Rules and you can do better with a normal Wolf Priest or Wolf Guard Battle Leader.

 

-Grey Hunters: Could work, but you would get more mileage normal Wolf Priest

 

-Blood Claws: Could work, but you would get more mileage normal Wolf Priest

 

-Long Fangs: This is a Complete Waste, if you have to place someone here use Logan or Njal.

 

His biggest thing IMO is the LoS Re-Roll Moral and the Mentor.

 

This is one of the Characters I think they really dropped the [red rubber] ball on.

Space Wolf Synergy: Canis Wolf Born

 

Well let’s look at him. Recently there has been a lot who think he is a waist of points. If feel different, he is one of the better “Lawn Mower” units out there.

 

Wargear-Fangir: Makes him Calvary, Move 6”, Run 1d6”, Assault 12” [that’s a 19-24” Assault in one turn, this even impresses Nids]

-Saga of the Wolfkin: This makes your Vicious Attack Meat-Shield into Rabid Vicious Attack Meat-Shields

 

Special Rules

-Wolf Claws: S5 [Rending?] Power Weapon [What more needs to be said]

-Wrath of the Savage: Can Attack anything in base contact, Swarms=Kibbles and Bits

-Lord of the Wolfkin: All the Rabid Vicious Attack Meat-Shields within 12” can Re-Roll and of their LD 8.

-The Wolf King: Fenrisian Wolves become Troops.

 

What do you do with him and what does his synergy do?

-There is actually little Synergy that he himself that does not effect the Rabid Vicious Attack Meat-Shield. Where the Synergy comes from the Build. If you are going to take him, don’t fret about the loss of scoring units, you are doing this because of the Rabid Vicious Attack Meat-Shields [They can still contest]. Put everything you can on a Thunder Wolf: Wolf Lords, Wolf Guard Battle Leaders, Iron Priest. Just Grab as many Thunderwolf Calvary you can. A Scout Pack with Sniper Rifles or 3 can force your opponent to leave stuff in the rear and then slow them down with Pinning Attacks, so your Rabid Vicious Attack Meat-Shields can get more Scooby Snacks. This is one of the few list I would not bother with Lone Wolves, they are to Slow.

 

-Iron Priest: Thunder Wolf Mount and 4 Cyberwolves: 110 Points

 

-Fenrisian Wolves: get as many as you can, a pack of 14 lead by a Cyberwolf: 128 points

 

-Thunder Wolf Cavalry: He is a strong leader, and actually it is them that gives the Synergy with a few Storm Shields. Maybe a Thunder Hammer for Monster Killing. 5 Thunder Wolf Cav with no Upgrades: 250 Points

 

When the whole 2,500 128 Model Count Army is Assaulting the 1st Turn: Priceless

Space Wolf Synergy: Björn Fell Hand

 

Well let’s look at him.

I have found him a monster, though I have only used the Assault Cannon version. He has only failed me once when he was wrecked in the bottom of the last turn of the game, so I could ne get anyone to him. I ended up giving away 3 Kill points.

 

Wargear

-Assault Cannon [or Plasma Cannon or, Twin-Linked Las-Cannon]: With his BS-6 the AC is just cruel, “I rolled 2 Rending a hit and a 1, well I will just re-roll that 1, hey look another 6 cool 3 rending hits!]. The Plasma Cannon is also cruel, average deviation, 1”. The Las-Cannon is not the special for him, it cost and you can get the same firepower on a normal Venerable Dreadnaught, its Twin-Linked so you have the choice of re-roll needing a 6 or a 2+ so his BS-6 is no help here.

-Dreadnaught Close combat Weapon: With his WS-6, he won’t miss much, however he is slow I-3.

-Heavy Flamer: Good, not great his WS does nothing here.

-Wolf Tail Talisman: Unnecessary, he already has a 5+ Invulnerable.

-Smoke Launchers: Cover Save good.

-Saga of Majesty: 6” Re-Roll Failed Moral Checks, good.

-Oddly enough he has no Drop Pod Option [bad knees I guess.]

-Front Armor 13: Immune to Krak Grenades!

 

Special Rules

-Venerable: Re-Roll that Destroyed result always worth it.

-Ancient Tactician: Re-Roll for Deployment, good

-Ward of the Primarch: 5+ Invulnerable Save. “I am just the Biggest Freaking Terminator you have ever seen!”

-Living Relic: “Avenge Me!” my army is now Fearless and gives away 1d3 kill points. This is hard to do [kill him], but if he dies, look out, and if he was killed by long range fire you have an objective in your camp.

 

What do you do with him and what does his synergy do?

He is another affects you build Synergy than an actual Unit enhancement one. Others can help him real good, but…

-The Saga of Majesty helps with low Wolf Guard, full Grey Hunter/Blood Claw Pack Armies. So he is a good choice for Mechanized Armies.

-Now if you take a Venerable Dreadnaught also with Saga of Majesty you can have a really good stubborn line with a lot of Frontage.

Grey Hunter Pack

>5”

Björn [60mm]

>5”

Blood Claw Pack

>5

Venerable Dreadnaught [60mm]

>5”

Grey Hunter Pack]

 

-Ragnar help with is I-3 [War Howl!]

 

What he does is waddle [and I mean waddle] onto the field and inspire the fear of Russ into all of your enemies as he plods along and blows crap up while weathering unbelievable amounts fire. He is a giant bullet magnet that will cause Necron player to scream “Why Won’t He Die”. Tau will stick their heads out of there turrets in disbelieve as Rail Gun Rounds Bounce. Ork War Bosses will scream at his Meks “Get me One of Those!”.

 

I would say biggest thing he does is give your army less weapons pointed at them.

What he does is waddle [and I mean waddle] onto the field and inspire the fear of Russ into all of your enemies as he plods along and blows crap up while weathering unbelievable amounts fire. He is a giant bullet magnet that will cause Necron player to scream “Why Won’t He Die”. Tau will stick their heads out of there turrets in disbelieve as Rail Gun Rounds Bounce. Ork War Bosses will scream at his Meks “Get me One of Those!”.

 

I would say biggest thing he does is give your army less weapons pointed at them.

 

 

agreed. and heh... now, I don;t know if i want to see the Ork variant of Bjorn, or do see it. That woudl be a MONSTER!!!

 

but so far, your syngery list has been a good read.

 

*sets up whole two barrels of Fenerisian Ale for you, and a roast mammoth*

 

Now... i definately have to try out Bjorn the fell handed in a game, just to see what he does.

Space Wolf Synergy: The HQ units

 

First we need to look at the Sagas.

-Saga of the Wolfkin [Canis Wolfborn, Wolf Lord, Wolf Priest, and Wolf Guard Battle Leader: If you want to have more that a half dozen Fenrisian Wolves or Cyber-Wolves on the table, get his one, the Wolf Priest is a good one. If you are going for the Army of Wolves you should have Canis already so don’t worry about it. This is also one of the ones that stay after the Character dies. {Synergy}

-Saga of the Bear/Eternal Warrior [Logan, Grimnar, Arjac Rockfist, Wolf Lord and Lone Wolves]: Cost a lot, but can be worth it of you run your Wolf Lord from the front you will need this one.

-Saga of Majesty [Logan Grimnar, Njal Stormcaller, Björn Fell-Handed, Wolf Lord, and Venerable Dreadnaughts]: 6” Re-Roll Failed Moral Checks always worth it. {Synergy}

-Saga of the Hunter [Wolf Priest and Wolf guard Battle Leaders]: This gives you Outflank and Stealth, Good to Team up with Scouts.

-Saga of the Warrior Born [Ragnar Blackmane, Wolf Lord, Rune Priest, Wolf Priest, and Wolf Guard Battle Leaders]: # kill in last Assault Phase adds to the number of Attacks this Assault Phase. This can be vicious when mixed with MotW.

-Saga of the Beast Slayer [Wolf Lord, Rune Priest, Wolf Priest, Wolf Guard Battle Leader and Lone Wolves: Good for Monster Hunters.

-Saga of the Iron Wolf [iron Priest]: Great for Mechanized Armies.

 

Well let’s look at them.

 

Wargear

-Runic Armor: Artificer Armor with a 5+ Save vs. Psychic Attacks, Pricy, but can be worth it.

-Terminator Armor: We should all know this one, expensive, but worth if for a lot of occasions.

-Belt of Russ/Iron Halo: 4+ Invulnerable, totally worth the points. Runic Armor not a worth the combination in point, just go with Terminator Armor, Terminator Armor, may be worth it.

-Fenrisian Wolves: Takes up a lot of space, if you want one take two. 20 points gives you 4 extra Attacks and 2 extra Wounds.

-Jump Pack: This is great for giving a punch to your Skyclaws.

-Mark of the Wolfen: The only one I would give this to is the Wolf Guard Battle Leader and then you have a chance of loosing an attack.

-Space Marine Bike: This is great for giving a punch to your Swiftclaws and you can add a Wolf Guard Battle Leader.

-Storm Shield: For 5 points more than a Belt of Russ and one Attack less you get a 3++ Save.

-Thunderwolf Mount: If you are using Thunder Wolf Cavalry this is a must have for at least one HQ, the Downside is only the Wolf Lord and Wolf Guard Battle Leader can get it.

-Wolf Tail Talisman: A Cheep Psychic Power Save.

-Wolf Tooth Necklace: Gives you a 3+ hit anything on an Assault. Make sure you are not fighting Tau before pick this up, sometimes it can be a waist of points.

 

 

 

Wolf Lord

Close Combat: He has a WS of 6, there is not a lot out their this good other than other Leaders.

Ranged Combat: He has a BS of 5, giving him the ability to hit what he wants most of the time.

Wounds: 3, normal for most Imperial Force Commanders

Initiative: 5, better than most.

Attacks: 4, good, but they can get better

Leadership: 10, this is what you would expect.

 

Wargear:

Must Haves

-Belt of Russ or Storm Shields: Give him that invulnerable save

-“Power Weapon”: Power Sword, Frost Axe, Thunder Hammer, just give him something.

-A Saga: He is your Wolf Lord, he has earned it.

Not so necessary, but worth it.

-Wolf Tail Talisman: This give him his Save vs. Psychic Powers

-Wolf Tooth Necklace: Know what you are facing, don’t need it vs. Tau and Guard.

-Fenrisian Wolves: If you are going to take one, just take 2.

What to Avoid

-Mark of the Wolfen: Yes you can get more attacks, but odds are you will get the same or less.

 

Some of the Builds I have seen

-The Marine Commander: Give him a “Power Sword” and a Belt of Russ, maybe a Bolt gun variant. Boring

-The Storm Lord: Thunder Hammer and Storm Shield, give him Terminator Armor or Runic Armor. Best Sagas, Warrior Born or Bear.

-Thunderlord: Thunder Hammer and Storm Shield, Power Armor or Runic Armor and a Thunderwolf Mount. Best Sagas, Warrior Born and Beast Slayer [saga of the Bear is still usable, but how many S10 attacks are you going to take is the question you should take before taking this one.]

Variations:

oNo Special Weapons, relying on your Rending.

oWolf Claws: They are Strength 5 Attacks with Re-Rolls

oFrost Blade: Strength 6 Attacks

-Biker Lord: Load him up like a Thunderlord, but I would take the Saga of the Bear, he will be a Bullet Magnet.

-Sky Lord: Very Un-Fluffy, but Very Deadly,, once more load him up like the Thunderlord.

 

Wolf Guard Battle Leader:

Close Combat: He has a WS of 5, good, you will find most secondary leaders are similar.

Ranged Combat: He has a BS of 5, giving him the ability to hit what he wants most of the time.

Wounds: 2, normal for most Imperial Force Secondary Commanders

Initiative: 5, better than most.

Attacks: 3, good, but they can get better

Leadership: 9, this is what you would expect.

 

Wargear:

Must Haves

-“Power Weapon”:[/b] Power Sword, Frost Axe, Thunder Hammer, just give him something.

Not so necessary, but worth it.

-A Saga: He is on his way to be your Wolf Lord, he has earned it.

-Wolf Tail Talisman: This give him his Save vs. Psychic Powers

-Wolf Tooth Necklace: Know what you are facing, don’t need it vs. Tau and Guard.

-Fenrisian Wolves: If you are going to take one, just take 2.

-Mark of the Wolfen: Yes you can get more attacks, but you will occasionally get the same or less, but maybe worth the Rending.

 

Some of the Builds I have seen

-The Marine Captain: Give him a “Power Sword” and a Belt of Russ, maybe a Bolt gun variant. Boring

-The Storm Lord: Thunder Hammer and Storm Shield, give him Terminator Armor or Runic Armor. Best Sagas, Warrior Born or Best Slayer.

-Thunderlord: Thunder Hammer and Storm Shield, Power Armor or Runic Armor and a Thunderwolf Mount. Best Sagas, Warrior Born and Beast Slayer.

Variations:

oNo Special Weapons, relying on your Rending.

oWolf Claws: They are Strength 5 Attacks with Re-Rolls

oFrost Blade: Strength 6 Attacks

-Biker Lord: Load him up like a Thunderlord, but I would take the Saga of the Bear, he will be a Bullet Magnet.

-Sky Lord: Un-Fluffy, but Very Deadly,, once more load him up like the Thunderlord.

-The Hunter: Once more load him up like the Thunder Lord or Take MotW and Saga of the Hunter and lead some Wolf Scouts. Comb-Meltas and Melta-Bombs are a Good Choice too.

 

 

 

Rune Priest

Close Combat: He has a WS of 5 Good, but you are not a Wolf Lord.

Ranged Combat: He has a BS of 4, giving him the ability to hit what he wants most of the time.

Wounds: 2, ok that’s not bad

Initiative: 4, ok that’s not bad

Attacks: 2, ok that’s not bad

Leadership: 10, this is what you would expect.

 

Special Abilities, Powers and Wargear:

-Runic Weapon: 24” 4+ Saves vs. Psychic Powers, and a 2+ Kill Daemons.

-Chooser of the Slain: You can put him anywhere on the table you want. You take a second rune priest and you can shut down any infiltrating army. 18” no Infiltrate [Creeeeed!!... No! Wait! What!!! Were did that stupid bird come from?] He also can improve your Ballistic Skill.

-Master of Runes: Use 2 Psychic powers a turn. If you are planning on taking 2 Attack powers, don’t bother.

-Bike: Gets around the field quickly

-Jump Pack: Happiness and Joy, Skyclaws with an Invulnerable Save [storm Caller]

 

Some Build

-The Master of Storms: Take the Master Runes, Tempest Wrath and Living Lighting [For ranged Fighting] or Thunder Clap and Beast Slayer [For Close Combat]

-The Protector: Take Master of Runs, Storm Caller, Living Lighting an Saga of Majesty.

-A good Cheep [100 points] Duel propose Build: Living Lighting [Anti-Vehicle Work] and Murderous Hurricane [Mobs]

 

Wolf Priest:

Close Combat: He has a WS of 5 Good, but you are not a Wolf Lord.

Ranged Combat: He has a BS of 4, giving him the ability to hit what he wants most of the time.

Wounds: 2, ok that’s not bad

Initiative: 4, ok that’s not bad

Attacks: 2, ok that’s not bad

Leadership: 10, and Fearless

 

Special Abilities, Powers and Wargear:

-Fearless: Yip that double edge sword

-Oath of War: This is a big one, at the start of your game you look at your opponent’s army. If he has a lot of infantry, Choose Infantry, if you are facing Blood Angels Choose jump Infantry, and so on. Now for the rest of the game the Wolf Priest and the Pack he is with gain Preferred/Favored enemy.

-This is a good place to stick your Saga of the Wolfkin.

-Melta Bombs: You are going to get close, besides this a Quick Point of Difference.

-Wolf Tail Talisman: A Quick Point of Difference.

-Terminator Armor: This will allow you to play with Wolf Guard Terminators, if you take more than one look at Combi-Weapons for points of Difference

-Saga of the Hunter: Fearless Scouts :lol:

-Saga of the Beast Slayer: This is great if you are planning on using Oath of War: Anything but MCs

 

Builds-Sorry to say there are not a lot of variations.

I feel that you are over committing points to your HQ. In your logan post you quote that logan and 6 terminators is viable at 500 points!!! I just don't see it... You take that and I'l take an ork warboss, and 2 squads of boyz with PK nobs (26 and 27 boys each). I just don't see 7 models being able to deal with this even with 2+ saves (you can really only afford maybe 2 fists, or frost weapons). Also, your 13 model 1500 point list I cannot see winning in a competitive environment. You just don't have enough troops. All I have to do is kill 10 termis (is squads of 5 I assume) and you lose 2 of 3 scenarios. (though if there are 5 objectives I jsut have to take 3 and I don't even have to fight as you cannot claim and unless you are sending Njal and Logan out on their own You cannot contest objectives.

 

While I think you have some good ideas, I think you put too much stock in special characters, and not enough in regular troops. While special characters are usefull I think that they are not always worth their points.

Yes but, not losing does not a good army make. I have no idea who you are playing against. I see vindicators ripping those lists up as you have little long range fire power (at most Njal, and 2 Cyclones). I have played Deathwing (still do sometimes) and I was undefeated for quite a long time in my own gaming group, and have had a lot of success in my local area (undefeated at 1750+ at my LGS) But my record when I went to things like ard Boyz, or other highly competitive tourneys is not all that impressive. Now Obviously it is not the same army, but it is somewhat similar in that it has a low model count. What it comes down to is claiming that you have not lost means nothing, I could see Bjorn going down turn 1 against many lists, (even with a 5++ and venerable you can always fail your save and roll double 5's or 6's (or 4's on AP 1 weapons), or he could be tied up by 30 gretchin, or gaunts, or guardsmen who will never hurt him but he will never kill enough to get out of close combat, and in the case of nids if they hold him until a MC hits him he might go down pretty quick.

 

Now if you have the tactics to win with that list that is either an impressives statement on your generalship, or a statement about the poor quality of armies you face. I'll assume the first and say good job winning with a less than optimal army, I would say however, that the army is not what I would call typically competitive.

So far

Orks: With a Truck with the big Pie Plate Cannon, it ate 4 of my Termies on the first turn and then I lost nothing until the End.

Space Marines: a list with 3 Dreds in it

Plasma Spam Marines: [Was 15 Models 2,000 Points with the 2 Land Raiders]

Chaos Marines: I was teamed up with more Marines [Was 15 Models 2,000 Points with the 2 Land Raiders]

 

What it has turned out to be the key is one i get into close Combat I tend to spend the rest of the game in it and it turns into a HKAT with units waiting to get involved.

 

This is not the Only List I play, but it is fun on a 2,000 point game to plop down 2 Lander Randers and Bjorn and go.

Opponent: "That it." :)

Me: "No, no infatrators or Reseves, thats all I am bringing." ;)

I think it would be tough (without Land Raiders) to end up in combat early enough, and too stay there, as you are likely to kill whatever, your up against. I would tend to shoot you, until you get close, then speed bump with a small unit that will die in combat, then shoot you again. When you bring land raiders it is really hit or miss, if they get popped early you might have a tough time.

Space Wolf Synergy: The Wolf Guard

 

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model does for my unit. With Wolf Guard they basically do one thing: LD-9 and some Special Wargear. However the whole Pack needs to be discussed

 

First we need to look at the Two Types and The All mighty Thor

-Arjac Rockfist “The Anvil of Fenris”.

-Wolf Guard Pack Leaders

-Wolf Guard

 

1st is Arjac God of Thunder

Pricy, but hard to beat his punch.

-Sega of the Bear/Eternal Warrior: This makes him a candidate for the 1st Las-Cannon wound in the Wolf Guard.

-Wolf Tooth Necklace: hits on Close Combat on a 3+ [Ranged is a 2+]

-Foe-Hammer: Better known as Mjöllnir will make him the winner of any WaM [Whack-A-Monolith] Contest out there. First it’s a Range: 6 S10 AP-1 Assault-1 Weapon. If that didn’t work he can then Assault with a S10 Thunder Hammer with 3 Attacks, 5 if he Assaults.

-Anvil Shield: A Storm Shield that he can Smack people with, I gives him an additional Attack on the first turn of the Assault.

-Grimnar’s Champion: Favored Enemy Independent Characters and Monstrous Creatures. :lol:

-Stubborn: No Negative for Close Combat Moral Checks, not that I see this happening much.

-Terminator Armor: 2+/3++ Save, this will make him real hard to kill.

 

Well now let’s look at him.

-As the Leader of you Wolf Guard Pack what he gives you most is Stubborn.

-As a Wolf Guard Pack Leader he is a waist unless you are going to use him in a Logan/Arjac/Long Fang 5x Multi-Melta Drop Pod Attack. He does best with Logan and the rest of his body Guard.

-Saga of Majesty: with a LD-9 he will most likely make any Stubborn Re-Rolls.

-Logan: Living Legend gives him that extra Attack for those really high WaM scores. The High King will just give him a better chance of hitting. The Great Wolf Makes him a Scoring Unit. Plop him on a Target and go the Jackie Chan come-hither hand motion.

-Njal: Saga of Majesty, and I think Arjac would think it is cool to be throwing Mjöllnir from out of a lighting storm.

-Ragnar: This will give him +1d3 Attacks, that’s it. War Howl! Is a complete waste on him.

-Ulric: Once more, will not do much for him.

-Canis: Will only give him a Rabid Vicious Meat Shield Cover or at the very least take the attention away from him.

- Björn: Arjac’s Bigger Bader Brother, with Saga of Majesty.

-Wolf Lord: Saga of Majesty and now you have a LD-10 Stubborn Unit.

-Rune Priest: Saga of Majesty and “See Njal”

-Wolf Priest: Now this is a good one, Wolf Priest look over at the Necron Army and then looks at Arjac and with an grin “Lets go stomp some Warriors”. Oath of War: Infantry or Vehicles, what ever is just becomes one more game WaM.

-Wolf Guard Battle Leader: Only if you are going to be in a low point game and need the extra 30 points.

 

Wolf Guard Pack Leaders

-Pack Leaders: You can take one of your Wolf Guards and make him a Champion in one of your other packs. Limited to Blood Claws, Swiftclaws Bike Packs Grey Hunters, Wolf Scouts, and Long Fangs.

-Wargear: Access to most of the stuff, but Special Weapons and Heavy Weapons. If you put one in terminator Armor, you gain access to the Assault Cannon, Cyclone Missile Launcher, or Heavy Flamer, but more on that later.

 

Special Wargear

-Mark of the Wolfen: You can only get One per Pack, so adopt them out with care.

-Space Marine Bike: This is great for giving a punch to your Swiftclaws.

-Jump Pack: Worthless as a WGPL, you can’t join Skyclaws.

-Land Raider: One Wolf Guard Pack can have One Land Raider, if you take a 3 man Wolf Guard Pack and make all of them WGPL, some lucky unit is getting the really pimped out death machine.

 

Well now let’s look at them.

 

Wolf Guard: As the Leader of a Wolf Guard Pack there is no real difference between the others.

 

Wolf Scouts: This option can be very advantages to Wolf Scouts

-Combi-Weapons: the Combi-Melta or Combi-Plasma and give a good Anti-Armor Punch.

-Power Weapon/Frost Blade/Wolf Claw(s): This gives you a good Anti-MEQ attack.

-Power Fist/Thunder Hammer: This also gives you a Good Anti-Armor Punch.

-Storm Shield: Give you a chance vs. there Anti-Armor/MEQ Attacks.

-Melta-Bombs: For that extra Anti-Armor Punch and works well with the MotW.

-Mark of the Wulfen: Take this and Melta Bombs and you have a vicious, relative cheep all around killer in the Scout Pack.

 

Grey Hunters [Mostly See Scout with some exceptions]

-Terminator Armor: Give you a Veteran Sergeant armed with a Storm Bolter and Power Weapon with a 2+/5++ Armor Save. You will loose the ability to Sweeping Advance and Rhino/Razorback Transports. You are limited to 8 Grey Wolves in a Drop Pod, but you can have a full squad in a Land Raider Redeemer [sad I know]. In smaller point games a Land Raider Redeemer has its own power to scare the…you know what out of them and can be worth the 240 points.

-Mark of the Wolfen: this is a brutal combo with the Grey Hunters and there Standard and cheep too. In if the Grey Hunters have their MotW, that becomes 2d6+2 Rending Attacks that have the chance of Re-Rolling Ones. There are only 3 ways to make this sicker, Ragnar, Wolf Guard Battle Leader and/or a Wolf Priest all shoved in a LRC.

 

Blood Claws [Mostly See Scout with some exceptions]

-Terminator Armor: A Waste! He will slow them down and draw unwanted fire.

-The Land Raider Crusader: You could give them the LRC from the Wolf Guard Pack. You can load all 15 of the Pups and then put a WGPL in there with them and get them in close quickly and safely.

-Combi-Flamer: This is a choice especially with the LRC trick. You will only get one chance, but 3 Flamers into a large unit can really thin them down. Just watch out for over kill. This is also another good candidate to become one of the MotW.

-Mark of the Wulfen: This will be one way to keep up with the Blood Claws.

 

Swiftclaw Biker Pack [Mostly See Scout with some exceptions]

-Space Marine Bike: This will set you back some points, more than a Terminator. So keep it cheep, maybe a Frost Blade or MotW and Melta Bombs. Or you could just go all out and give him the Thunder Hammer/Storm Shield or Paired Wolf Claws. Remember you have a Twin Linked 12” “Storm Bolter” On Board

-Combi-Flamer: You will only get one chance, but 2 Flamers into a large unit can really thin them down. Just watch out for over kill. This is also another good candidate to become one of the MotW.

-Combi-Melta: This is another Anti-Armor option, you get one good Anti-Armor attack then you are armed with a weapon that you will never use again.

-Combi-Plasma: This is another Anti-Armor option, you get one good LAW attack then you are armed with a weapon that you will never use again.

-Mark of the Wulfen: This will be one way to keep up with the Swiftclaws.

Long Fangs:-You have to think differently about this one.

-Terminator Armor: Just put one in this and just give him a Cyclone. This combination gives you so much firepower and staying power you will not believe it. Its like having 2 more Missile Launchers.

-Strom Bolter: just that little bit of extra shooting.

-Storm Shield: Worth it just to watch the Rail Guns Bounce.

-Chain Fist: Beats a Melta-Bomb and has a higher intimidation factor.

-Thunder Hammer: See Above

Wolf Guard Pack

 

Were to start, you have 3 ways of doing it and all of them are good

 

Conservative and simple-Make one a “Wolf Guard Pack Leader” and give him a “Power/Frost” Weapon of some sorts.

-Give the rest nothing, or Combi-Bolters.

-Maybe give the ones that can Terminator Armor for the heavy weapon.

-Make one a MotW.

-Put them into Rhinos/Razorback/Drop Pod/Land Raider and Rhino Rush or Pod in.

-Make Terminator Squads out of them. A 5 man Wolf Guard in Terminator Armor, Storm Bolter x4, Power Weapon x5 and an Assault Cannon in a Drop Pod is 230 points

 

Middle Ground-Take the Full 10 with the plans of using them as Wolf Guard Pack Leaders.

-Take whatever is left and gear them up and use them as a Bodyguard for one of the Characters.

-Make sure they have whatever are the Character has.

-Keep there Wargear Simple, Power Weapons/Power Fist/Frost Blades and a Bolt Pistol

 

Over the Top-10 Man SS/Frost Blades

-10 Man Biker Gangs with Thunder Hammers

-10 Man Jump Packs with Parried Wolf Claws

 

These can be fun, but point sinks.

 

What each one does is different.-The Conservative and simple Wolf Guard will actually deceive your opponents sometimes. They will look out at the battle field and see a 10 man Space Wolf Pack and not relies that they are a “Vanguard Squad”. The Rhino pulls out and 9 Space Wolves jump out armed with Bolt Pistols and Swords lead by a Wolf Priest and then you Assault with 36, not 27 Attacks. Or when 3 Drop Pods land in the mitts of the Ork mob in a 1500 point game with 3 Terminator Packs armed with Power Weapons.

 

-The Middle Ground is the same, but you are in a Razorback armed with Combi-Flamers and Frost Blades lead by Ragnar.

 

-Over The Top will both confuse and scare your opponents. If you field a 1500 point 13 Figure unit and only one of them is a Dreadnaught he will either be afraid of engaging you or drop the kitchen sink on you. Either way it will be an exiting game.

 

 

 

 

 

I think it would be tough (without Land Raiders) to end up in combat early enough, and too stay there, as you are likely to kill whatever, your up against. I would tend to shoot you, until you get close, then speed bump with a small unit that will die in combat, then shoot you again. When you bring land raiders it is really hit or miss, if they get popped early you might have a tough time.

I agree, I came up with this list on a whim, excpeting it to get crushed every time, but...

Space Wolf Synergy: Dreadnaught/Venerable Dreadnaught

 

Now we are starting to see normal (?) units. This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model does for my unit.

 

First we need to look at the Two Types-Dreadnaught

-Venerable Dreadnaught

 

1st is the basic Dreadnaught-It is basically the same as most on the surface, everything is the same cost, but there are some differences.

 

War Gear

-Assault Cannon [standard Issue]: It’s an Assault Cannon, 24” of rending doom.

-Dreadnaught Close Combat Weapon [standard Issue]: a way to smack your enemies down and it come with a Storm Bolter

-Smoke Launchers: Cover Save Good.

-Searchlight: Great for night games.

-Heavy Flamer [Replaces Storm Bolter]: Great for Assaulting, as a Dread you need to thin down the unit before you Assault and there will probable not have an overkill problem.

-Multi-Melta [Replaces Assault Cannon]: This makes you a killer close in Tank Hunter, if you can catch that Land Raider in a dark alley there will be a mugging.

-Twin Linked Heavy Flamer [Replaces Assault Cannon]: Just like the Heavy Flamer, but twice as good, and its free.

-Twin Linked Heavy Bolter [Replaces Assault Cannon]: This will give your Dreadnaught the biggest Storm Bolter on the Board, great for fighting hordes.

-Twin Linked Auto-Cannon [Replaces Assault Cannon]: No wait this is the Biggest Storm Bolter and it works against Light Armor to.

-Plasma-Cannon [Replaces Assault Cannon]: {Insert Evil Laugh here} 36” of S-7 AP-2 Blast sized flaming death, with an average scatter of 3” it is best used against Hordes, but works on MEQ’s too.

-Twin Linked Las-Cannon [Replaces Assault Cannon]: This is a Battle Master and I mean the BattleTech kind. This is a long range Tank Hunter.

-Twin Linked Auto-Cannon [Replaces Dreadnaught Close Combat Weapon]: Mix it with the other TL-AC, now you have a Rifleman with twice Light Armor fighting ability as before.

-Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: It’s a Missile Launcher, either you love it or loathe it. Mix it with the TL-BH/TL-AC/P-C and you can really mess up large formations. With the TL-LC you got a really flexible fire base.

-Extra Armor: This is always worth it.

-Wolf Tooth Necklace: Close Combat 3+ S-10 Power Weapon Attacks, totally worth it.

-Wolf Tail Talisman: This will give you a 5+ Save vs. Psychic Powers, for 5 points, worth it.

 

2nd is the Venerable Dreadnaught-It is basically the same as most on the surface, everything is the same cost, but there are some differences.

 

War Gear

-Assault Cannon [standard Issue]: It’s an Assault Cannon, 24” of rending doom.

-Dreadnaught Close Combat Weapon [standard Issue]: a way to smack your enemies down and it come with a Storm Bolter

-Smoke Launchers: Cover Save Good.

-Searchlight: Great for night games.

-Heavy Flamer [Replaces Storm Bolter]: Great for Assaulting, as a Dread you need to thin down the unit before you Assault and there will probable not have an overkill problem.

-Multi-Melta [Replaces Assault Cannon]: This makes you a killer close in Tank Hunter, if you can catch that Land Raider in a dark alley there will be a mugging.

-Twin Linked Heavy Flamer [Replaces Assault Cannon]: Just like the Heavy Flamer, but twice as good, and its free.

-Twin Linked Heavy Bolter [Replaces Assault Cannon]: This will give your Dreadnaught the biggest Storm Bolter on the Board, great for fighting hordes.

-Twin Linked Auto-Cannon [Replaces Assault Cannon]: No wait this is the Biggest Storm Bolter and it works against Light Armor to.

-Plasma-Cannon [Replaces Assault Cannon]: {Insert Evil Laugh here} 36” of S-7 AP-2 Blast sized flaming death, with an average scatter of 2” it is best used against Hordes, but works on MEQ’s too.

-Twin Linked Las-Cannon [Replaces Assault Cannon]: This is a Battle Master and I mean the BattleTech kind. This is a long range Tank Hunter.

-Twin Linked Auto-Cannon [Replaces Dreadnaught Close Combat Weapon]: Mix it with the other TL-AC, now you have a Rifleman with twice Light Armor fighting ability as before.

-Missile Launcher [Replaces Dreadnaught Close Combat Weapon]: It’s a Missile Launcher, either you love it or loathe it. Mix it with the TL-BH/TL-AC/P-C and you can really mess up large formations. With the TL-LC you got a really flexible fire base.

-Extra Armor: This is always worth it.

-Wolf Tooth Necklace: Close Combat 3+ S-10 Power Weapon Attacks, totally worth it.

-Wolf Tail Talisman: This will give you a 5+ Save vs. Psychic attacks, for 5 points, worth it.

-Saga of Majesty: 6” Re-Roll Failed Moral Checks.

 

Transport

-The Drop Pod: Use at least 3 Drop Pods if you are going to use Drop Pods.

 

Uses-Use the Multi Melta one for the big things

-Use the Heavy Flamer version for HQ’s

-The Rifleman or Battle Master are also good choices, if you drift really far off it won’t matter much.

 

Well now let’s look at them.

 

What can they do for others?

-Put them in front of the Rhino Rush to give more cover. [Don’t forget about your Smoke].

-They will both draw a lot of Anti-Armor weapons until they have no weapons left.

-Make you Terminators look small.

-Give a Moral Boost, with the Saga of Majesty this can be big. Especially when mixed with Björn.

-----------------------------------

Grey Hunters

>5”

Björn [60mm]

>5”

Blood Claws

>5”

Venerable Dreadnaught with Saga of Majesty [60mm]

>5”

Grey Hunters

-----------------------------------

This will give you a really good and stubborn gun line.

 

What Others can do for them?

-Ulric can give the Venerable Dreadnaught a WS of 6 and with the 2 Heavy Flamers he becomes a Combat Monster.

-Canis: This can give him a good cheap living shield to follow into combat.

-A Iron wolf can keep him running.

Space Wolf Synergy: Iron Priest

 

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model does for my unit. one thing to remember about the Iron Priest, his is NOT and Independent Character.

 

You get 3 things with the Iron Priest-Iron Priest

-Up to 4 Cyber Wolves

-Up to 3 Servitors

 

War Gear

-Runic Armor [standard]: 2+ [5+ Psychic Attack Save]

-Thunder Hammer [standard]: 2 Thunder Hammer Attacks

-Servo-Arm [standard]: An extra “Power Fist” Attack

-Bolt Pistol or Bolt Gun [standard]: Go for the Bolt Pistol, if you are close enough to shoot it deservers to be shot and then assaulted, unless you are going with the Gun- Servitors.

-Space Marine Bike: You now have a 12” "Storm Bolter" and good movement.

-Thunder Wolf Mount: only 10 points more than a SM-Bike, but you gain a 12” Assault, S10 Thunderhammer and Immune to most Instant Death.

-Wolf Tooth Necklace: If you plan on Assaulting Allot take this.

-Wolf tail Talisman: 5+ Psychic Power Save.

-Saga of the Iron Wolf: Add 1 to Repair roll and the vehicle you are on moves +1d3” [You now Repair stuff on a 4+]. If you have more than one “Vehicle" in you list this can be worth it.

 

Special Rules

-Battlesmith: Repair Damaged Vehicles on a 5+

 

The Cyberwolves:-Vicious Attack Meat-Shields with metal bits. If plan on taking the Thunderwolf Mount or getting into Close Combat take these all 4 of them.

 

Servitors

-Each one come with a Servo-Arm: +1 to Repair Rolls. [iron Priest with Saga of the Iron wolf and 3 Servitors gives you a +4 on repair rolls needing only 1+ to succeed.]

-Up to 2 of them may replace their Servo-Arm with a Heavy Bolter/Multi-Melta/Plasma Cannon

 

What you can do with them

-The Ultimate Pit Crew: Take your Iron Priest with the Saga of the Iron Wolf and 3 Servitors and follow your Vehicles in and keep them running.

-Extra Mini-Long Fang Pack: Take the Iron Priest and 3 Servitors and give two of them there heavy Weapons.

-Give the Iron Priest the Space Marine Bike and Saga .of the Iron Wolf and then motor around the battlefield and fix things.

-Give the Iron Priest a Thunderwolf Mount and prance around the Battlefield Fixing things.

-Take the Thunderwolf Mount, 4 Vicious Attack Meat-Shields with metal bits and Assault like mad. If you don’t want the 12” Fleet Assault, add the 3 Servitors.

 

They are one of the units that benefit from Synergy not really give it out.

-Logan: Take the Mini-Long Fang, Pack and use Relentless. Favored Enemy and Assault.

-Njal: Saga of Majesty

-Ragnar: Be Close when he…Waaaag!

-Ulric: Assault Big Things

-Canis: Vicious Attack Meat-Shields with metal bits become Rabid Vicious Attack Meat-Shields with metal bits.

-Björn: Lest run over to him and cast Cure Light Wounds :cuss

-Saga of the Wolfkin: See Canis.

Space Wolf Synergy: Scouts

 

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this [these] Model does for my unit.

 

What you get with the Scouts:-5-10 Wolf Scouts

 

War Gear

-Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Scout Armor

-Any Scout can replace his Bolt Pistol and/or Close Combat Weapon with either a Bolt Gun [Free] or a Sniper Rifle [Cost a little].

-The entire Pack can take Melta-Bombs. [Now here are your dedicated close combat Tank Hunters]

-One can take MotW: Once more I see no reason not to take it.

-One Scout may replace his Bolt Pistol with one of the following: Flamer, Heavy Bolter, Melta-Gun, Missile Launcher, or Plasma-Gun. This is something good for your MotW.

-Two Scouts may replace Bolt Pistol with a Power Weapon or Plasma Pistol.

 

Special Rules

-Infiltrate: Give you Outflank and the ability to deploy in the middle of the battlefield after both armies have set up.

-Move through Cover: Roll 3d6 to move though Difficult Terrain.

-Scout: May make one move before the game starts.

-Behind Enemy Lines: Have a 4 in 6 chance of coming anywhere on the board with the outflank ability.

 

What you can do with them. They have many different ways of using them.

-Urban Tank Hunters: Load them up with Melta-Bombs, 2 Plasma Pistols and a Melta Gun and remember cover is your friend not theirs.

-Long Range Tank Hunter: Take the Plasma Gun or Missile Launcher and look for the high ground. Take Bolt Guns or Sniper Rifles.

-Scout Sniper: Take the Missile Launcher or Plasma-Gun and Sniper Rifles and look for the high ground.

-Close Combat Specialist: Flamer, 2 Power Weapons and of course MotW.

 

Now for your leaders: You have no Transports so squad size is not an issue.

 

Urban Tank Hunters:

-Wolf Guard Battle Leader: Saga of the Hunter, Combi-Melta or Combi-Plasma, and ether a Power Fist or Thunder Hammer.

-Wolf Priest: Saga of the Hunter and a Plasma Pistol

-Wolf Guard Pack Leader: Combi-Melta or Combi-Plasma, and ether a Power Fist or Thunder Hammer.

 

Long Range Tank Hunter:

-Wolf Guard Battle Leader: Saga of the Hunter, Combi-Plasma, and ether a Power Fist or Thunder Hammer.

-Wolf Guard Pack Leader: Combi-Plasma, and ether a Power Fist or Thunder Hammer.

 

-Scout Sniper:

-Wolf Guard Battle Leader: Saga of the Hunter,

-Wolf Guard Pack Leader: Storm Bolter or Combi-Plasma, and Storm Shield.

 

Close Combat Specialist:

-Wolf Guard Battle Leader: Saga of the Hunter, Bolt Pistol and/or Plasma Pistol, and/or any of the close combat weapons. You also want to take 2 Wolves.

-Wolf Priest: Saga of the Hunter and a Plasma Pistol

-Wolf Guard Pack Leader: Bolt Pistol and/or Plasma Pistol, and/or any of the close combat weapons. Also think about MotW if you want to do this cheep.

 

They are one of the units that benefit from Synergy not really give it out.

-Logan: Forget about it a waste.

-Njal: Forget about it a waste.

-Ragnar: Be Close when he…Waaaag!

-Ulric: Assault Big Things

-Canis: Forget about it a waste.

-Björn: Forget about it a waste.

Space Wolf Synergy: Lone Wolves

 

This might not look like a Synergy discussion and more like a build discussion, but both are sort of the same. What you are looking for is what this Model does for my unit.

 

What you get with the Lone Wolf:

1 Space Wolf with a Death Wish

0-2 Wolves

 

War Gear

-Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor.

-Terminator Armor: Comes with Storm Bolter and Power Weapon. However you loose Sweeping Advance, this is BIG.

-Up to 2 Fenrisian Wolves [Take them, 2 extra wounds and a bunch of attacks cheaply].

-Chain Fist: May only be taken with Terminator Armor, may be taken in pairs [Think ANGRY Space Wolf MARINE”. Just great for Armor Hunting.

-Combi-Weapon: I would only take this if you chose Power Fist/Chain Fist or Thunder Hammer. The Combi-Plasma I would only take with Terminator Armor.

-Frost Blade: Good Choice and Fluffy

-Plasma Pistol: Good for MEQ’s and to inflict a wound on yourself.

-Power Fist: Good mixed with a Combi-Weapon, Storm Bolter or in Pairs

-Power Weapon: Good for all occasions and relatively cheep

-Storm Shield: 3++ Save, hard to beat.

-Thunder Hammer: See Chain Fist

-Wolf Claw: Take in Pairs

-Melta-Bombs: Cheep Tank Hunter

-MotW: Always an option just be prepared with quotes like: “I did not know that is was possible to stick an arm in the human ear up to its elbow”, “Grots do make great clubs” and “A Pulse Rifle should not go there!”. Guardsman Marbo will think “Now that was overkill"

 

Special Rules

-Fearless: The quick way to kill him off.

-Pack of One: No one can join him, ha can not join anyone.

-A Glorious Death: Eternal Warrior and Feel-No-Pain [at least he does not], if he dies he is not a kill point, if he lives he gives your enemy a Kill Point. This last one can make for some interesting games.

-Beast Slayer: Favored Enemies: MCs, Walkers and anything with T-5 or better.

 

What you can do with them. They have many different ways of using them.

-Quick and Dirty and cheep: MotW.

-Quick and Dirty not so cheep: MotW, Storm Shield. This is the one I use, actually I have 2 bothers [Muzzle and Blitz] that only have the Storm Shield, Close Combat Weapon and MotW most of time with the two wolves. Between them I kill off about 3-5 MEQ combat squads a game and usually survive.

-Tuff: Terminator Armor, with a Storm Bolter and a Power Weapon.

-Chuck Tuff: Terminator Armor, Storm Shield, Thunder Hammer.

 

How do you use him?

-Like the crazed psycho he is. You point him at something big and give the command “Kill” and then cover the eyes of the Blood Claws so they won’t get traumatized. This is especially true with the MotW Lone Wolves.”

-The funny part is that in the first few turn of the game you pray for good saves and then as the game move on you should start to get really aggressive and trying to get him killed with thing like. “I Charge the Hive Tyrant and his full Guard!” 3 turns later you may be looking for something else like a Fex and just stop 1 inch away and to quote Joe Swanson and shout “BRING IT ON!”

-Remember one thing: It is impossible for you to loose in Close Combat. If you can inflict 1 wound most of the time you have won, then if he fails his moral you have a chance of catching him in a Sweeping Advance. If you take the one would you get one save and if you save nothing happens. If you loose your last wound you just stole a VP from your opponent.

 

Except for Logan's Legendary Leader and Ragnar’s Waaaag! There is not much Synergy here he actually is the Anti-Synergy Character in this Army.

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