Jonas Stromclaw Posted September 23, 2010 Share Posted September 23, 2010 -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" Priceless. Sigged. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2519011 Share on other sites More sharing options...
Anpu42 Posted September 23, 2010 Author Share Posted September 23, 2010 Space Wolf Synergy/Tactics: Grey Hunters After the most recent FAQ and using them, I have decided to revisit my Space Wolf Synergy Tread. As I finish them, I will start work on my official article. If you want to add anything go ahead. I am hoping to have a good discussion on this. I will post the next unit on a different thread. Troop Choice: Grey Hunters Positive Qualities: These should be the core of most Space Wolf Armies. They hare some of the most flexible and mobile Troop choices you can take. With a each having Bolt Guns, Bolt Pistols and Close Combat Weapons and the ability to take template weapons [Flamers], hard hitting medium range weapons [Plasma Guns] and short range anti armor weaponry [Melta-Guns, Plasma Pistols] they can make a good gun line. With the ability to take Power Weapons, Power Fist and Mark of the Wulfen, they can brawl with the best of them. Toss in a Wolf Standard and you wont miss a lot that 1st turn. Negative Qualities: Leadership 8 [that’s bad?] the inability to put 10 of them in a Drop Pod or Rhino and take a Squad Leader. Once you start to put together some Grey Hunter Packs you start to spam [this is also bad?] What you get with the Grey Hunter-5-10 Grey Hunters War Gear -Standard Issue: Bolt Gun, Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. -One Grey Hunter may replace his Bolt Gun with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 10 Grey Hunters strong add a second for FREE! {You’re Killing Larry!!!!!} -One Grey Hunter can replace his Bolt Pistol for a Plasma Pistol. -One Grey Hunter may replace his Close Combat Weapon with a Power Weapon or Power Fist. -One Grey Hunter may be given a Wolf Standard. This is one those Must Have Items even if you are planning on running a Gun Line. -One Grey Hunter may be given Mark of the Wulfen. There is no justification in my mind for not taking this one. If its points loose a man, he will make up for it. Transports: Rhino, Razorback, or Drop Pod. Notes of Special Weapons -Take the same one for both choices. When you build your Pack you have a concept for what its job is most of the time. Taking the Flamer to get the free Melta-Gun mathematical makes since, but what is the Packs job now? -Twin Flamers: this is a good combo for most opponents, it hit lots of numbers, there is no to hit roll and then you can assault. Twin Melta Guns: You now have a Armor/MC hunter. You can take down just about everything and still Assault. Twin Plasma-Guns: This is probably your best utility weapon, it is the same range as your Bolt Guns, but with many times the killing power. Notes on the Power Weapon/Power Fist debate an there use with Grey Hunters. The use of these weapons should depend on your opponent. -If you are fighting GEQ’s it might not be worth spending the points on a Power Weapon. The Power Fist is worth it for anti-armor work. -If you are fighting MEQ’s one Power Weapon is worth it. However the Power Fist will give you both Anti-Armor and Instant Death capability. -If you are fighting Mechanized or high Toughness go for the Power Fist. -True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 2 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will. -With the Wolf Standard and all of the re-rolls any hits with the Power Fist are going to wound 5 out of 6 times. -Mix a PW/PF/MotW and the Wolf standard makes for a vicious combination. The 1st time you get 4 Power Weapons hits and 3 MotW rends in the same Assault you’ll wonder why you never took them before. Special Rules-And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! What you can do with them. They have many different ways of using them. The 10 Man Pack Options -Quick and Dirty and cheep: 10 Grey Hunters, MotW, 2 Flamers and a Wolf Standard. -Quick and Dirty not so cheep: 10 Grey Hunters, Power Weapon/Power Fist, Plasma Pistol, MotW, 2 Flamers, Wolf Standard and a Rhino/Drop Pod -You want Anti-Tank; take a Pair of Melta-Guns. -You wand Anti-MEQ; take a Pair of Plasma-Guns The 8-9 Man + Wolf Guard Pack Leader so I can fit in a Rhino/Drop Pod Option [The same as the 10 man, but you loose one of the Special Weapons]. -Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. -Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away. The 5 Man + Wolf Guard Pack Leader so I can fit in a Razorback Option [The same as the 10 man, but you loose one of the Special Weapons]. -Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. How do you use [abuse] them? -Give as many of your Grey Hunter Packs HQ’s or WGPLs as possible. -Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points. -Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points. -The best Character is Ragnar: Put him in a LRC with his two Wolves and a full outfitted Grey Hunter is killer. Ragnar WGPL with MotW Grey Hunter with MotW Mark of the Wolfen mixed with the Wolf Standard has the right Synergy Pop the Wolf Standard -Ragnar can Re-Roll his 1d3 -Both the MotW can Re-Roll their 1d6+1 -Everyone can Re-Roll any ones on to hits -Everyone can Re-Roll any ones to Wound -Everyone can Re-Roll any ones on Armor Saves -You can Re-Roll your Sweeping Advance Die But only during that Assault Phase -Ulric: You make them fearless and a great Monster Hunters. -Björn: while he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out of the Wolf Standard, if you set him up with Paired Wolf Claws just make the Re-Rolls for Damage, because he is going to hit 5 out of 6 times with the Wolf Standard. -Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless without the bad side effects. -Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless, but you should win most engagements when you have the MotW with you. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with my normal guys?” -Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Combi-Weapon and Power Weapon or MotW is relatively cheep. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle of a Rhino Rush a Leader is not required as much. -Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your Rhino Rush. Also they can tie up one unit while you take out a second. -The Land Raiders: This may seem like an odd choice for a Troop Choice, but you can fit a full 10 man Grey Hunter Pack, One Wolf Guard Pack Leader and a Wolf Priest in a Redeemer. Just replace Ragnar for the Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRR and LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields. Some Tactical Notes on Rhinos -First you must ask yourself: Is that Rhino a Battle Taxi or an AIFV Armored Infantry Fighting Vehicle? -If you are using it as a battle Taxi you can probably get away with not taking any extras. Run them in groups leap froging them and taking turns popping smoke to get and give cover saves. The other way to use them is to charge forward 12” and unload on turn one or two. -If you are going to go with the AIFV option, take everything. Just stay onboard and put you special weapons out the hatch. Running around the battlefield letting loose with 2 Storm bolters and 2 Plasma Guns will put a hurt on somebody. -If you are running 3-4 Rhinos go ahead and mix the 2 concepts. Some Tactical Notes on Drop Pods -First you must ask yourself: Do I use a few or a bunch? -If you are going to use a few take a minimum of 3, this give you both tactical flexibility and makes sure 2 show up together on turn 1 and not get isolated. -If you are going to take a bunch go for broke. -Don’t just put them down during the initial drop, place each one, one at a time. This will give you a chance to see how your landing is going and adjust. -No-Man’s-Land Drop: Drop everything in the center of the board. This will let you take center of the board and put everything close to your lines and put the pacing of the game in your favor Simple Basic Grey Hunter Wolf Standard Tactics Put a Wolf Guard with them with a Close Combat load out [Paired Wolf Claws, Thunder Hammer, Power Fist, Frost Blade ect]. Maybe a Wolf Priest Other Good Weapon for the Characters: Combi-Plasma, Storm Bolters Get 4 things -Plasma Guns/Pistol Pistol -Power Weapon/Power Fist -MotW -Wolf Standard On your turn wait until your Assault Phase the turn Before he is going to Assault and Activate your Wolf Standard. He now has 2 Choices 1] Charge into you, if you succeed in your Counter Attack Roll is will still be as if you Assaulted him, You will go 1st and Re-Roll any “Ones”, this includes To Hit Rolls, Damage Rolls, the number of Attacks on your MotW, Armor Saves and Sweeping Advance Rolls. 2] Wait one turn for the Standard to wear off and that gives you one more turn of Plasma fire Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2519048 Share on other sites More sharing options...
Anpu42 Posted September 23, 2010 Author Share Posted September 23, 2010 Space Wolf Synergy: Blood Claws What you get with the Blood Claws-5-15 Blood Claws -0-1 Lukas the Trickster [unique] 1st lets look a Lukas War Gear -Power Armor: 3+ Save -Wolf Tooth Necklace: 3+ hit in Close Combat -Wolf Tail Talisman: 5+ Psychic Save. -Plasma Pistol: Not bad, this can give you 2 in the Pack -Wolf Claw: Cool, but wait :D only 1. He looses the extra attack for a second weapon. Special Rules -ATSKNF: Always good -Acute Senses: Cool Night Vision -Counter Attack: “Bring it On!” -Rebellious: Max Leadership 8 for the Pack and that it. OK? -The Last Laugh: “Kill Me at your won risk” -Nothing Else, No Berserk Charge, no Headstrong, he does not even count as a IC for Head Strong. [To me this is one of the worst put together Characters I have ever seen around, hopefully the FAQ will fix this.] The Blood Claws War Gear -Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. -One Blood Claw may replace his Bolt Pistol with 1 of the following: Flamer, Melta-Gun, Plasma-Gun, If the Pack is 15 Blood Claws strong add a second for FREE! -One Blood Claw can replace his Bolt Pistol for a Plasma Pistol. -One Blood Claw may replace his Close Combat Weapon with a Power Weapon or Power Fist. -Transports: Rhino, Razorback, or Drop Pod. Special Rules -And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! -Berserk Charge: You initiate the Assault get +2 Attacks instead of +1. -Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by a Independent Character or a Wolf Guard. What you can do with them. They have many different ways of using them. The 15 Man Pack Options -Quick and Dirty and cheep: 15 Blood Claws with 2 Flamers. -Quick and Dirty not so cheep: 15 Blood Claws, 1 Power Weapon/Power Fist, Plasma Pistol, and 2 Flamers. -You want Anti-Tank; take a Pair of Melta-Guns and a Power Fist. -You wand Anti-MEQ; take a Pair of Plasma-Guns and a Power Weapon. The 11-14 Man Pack: Why? I would not bother, all you end up with is 10-13 Meatshield for your 1 Flamer. The 10 Man Pack: Sure you can now all put them in a Rhino, but Grey Hunters will do the job better for the same cost. The 5-9 Man + Wolf Guard Pack Leader so I can fit in a Rhino/Razorback/Drop Pod Option [see above] -Wolf Guard Pack Leader: I would suggest arming him however you want, but make sure he has Anti-Armor, Melta-Bombs at the least. -Wolf Guard Pack Leader in Terminator Armor is a bad choice most of the time. Sure that Terminator with Thunder Hammer and Storm Shield looks cool and is hard to kill, but when you manage to break the Ork mob in Close Combat you will just stand there and watch them run away. How do you use [abuse] them? -I would not use them as you only Troop Choice, use a 1-2 Grey Hunter to 1 Blood Claw Pack. Though a 90 crazed Get of Fenris charging at the Tau army would be worth the expression. -Just use them at full 15 Blood Claws Packs. They are a Horde Unit, they will either scare you opponent to throw a lot of fire power at your 3+ save unit. If your opponent spends 3-4 turns hitting them with artillery it is not hitting you elites. If he ignores them soon he will have deal with a massive assault. -Give as many of your Blood Claws Packs HQ’s or WGPLs as possible. -Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades are less than 200 points. -Njal: His Saga of Majesty he will keep them in the fight, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades are less than 200 points. -Ragnar: Can be good, you can use his Waaaag!, but when you use his Insane Bravado you have a 1 in 3 chance of getting more attacks. -Ulric: Another waste, yes you make them fearless and a great Monster Hunters, but this will just get your Blood Claws Killed and there are better things to this than them. Though 58 Attacks vs. those Carnifex with Re-Rolls on Hits and Damage could be good. You also want him if you have Lukas to get past Rebellious. -Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out him just with up with Paired Wolf Claws. -Rune Priest: This makes a great simple Body Guard and with Saga of Majesty the practically become fearless without the bad side effects. -Wolf Priest: This is the other Great Character to put with them. Oath of War makes them unparalleled in Close combat for MEQs vs. there chosen foe. This does make them Fearless, but you should have numbers. You also want him if you have Lukas to get past Rebellious. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these young pups?” -Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Combi-Weapon and Power Weapon or MotW relatively cheaply. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle. -Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good portable cover for your charge. Also they can tie up one unit while you take out a second. -The Land Raiders: This may seem like an odd choice for a Troop Choice, but, a Wolf Priest and the Crusader is a great option. This might seem a lot of points, but your LRC will most likely end up in the center of a Target Friendly Environment and be able to split your fire. Rush forward directly at your target. Unload and fire the Hurricane Bolters, Storm Bolter and the Twin Linked Assault Cannons at the primary Target, and the Multi-Melta at the closest vehicle. Don’t forget about the Wolf Shields. A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent. -If you are fighting GEQ’s it might not even be worth spending the points. -If you are fighting MEQ’s one Power Weapon is worth it. -If you are fighting Mechanized or high Toughness go for the Power Fist. -True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2519350 Share on other sites More sharing options...
Anpu42 Posted September 23, 2010 Author Share Posted September 23, 2010 Space Wolf Synergy: Dedicated Transports What are the Dedicated Transports? -Rhino: M113 -Razorback: Warrior APC -Drop Pod: E-Ticket Ride 1st the Rhino War Gear for the Rhino -Storm Bolter: .30 cal Machine Gun -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Additional Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: ATGM [Anti-Tank-Guided-Missile] -Extra Armor: Always good. Special Rules -Can transport up to 10 Models [No Terminators] -Repair: It can repair it self a little. -Firing Ports: Up to 2 models may fire from inside. -Access Points: A Door on each side and a ramp out the rear. The Option -Quick and Dirty and cheep: One Rhino with no upgrades. -Quick, Dirty and not so cheep: Rhino with all the upgrades How do you use [abuse] them? Here is why the Space Wolves love Rhinos more the most other Marines. -Take Grey Hunters and put 2 out the top with Bolt Guns, if you have the 2 Storm Bolters that’s 8 shots at 12” on the move. This also works well with Wolf Guard and 2 with Storm Bolters. - Take a full pack of Grey Hunters and put the 2 Melta-Guns out the top hatch. If you have .30 cal MGs going off and 2 Anti-Armor Weapons going off at 12” -Take a full pack of Grey Hunters and put the 2 Plasma Guns out the top hatch. You have .30 cal MGs going off and 2 .50 cal MGs going off as 12”. 4x 24” S-4 AP-5 attacks and 2x 12” S-7 AP-2 Attacks. -Logan: TDA can’t use it. -Njal: If in TDA can’t use it. -Canis Wolfborn: Nice for Cover. -Björn: Nice for Cover. -Wolf Lord: If in TDA can’t use it. -Rune Priest: If in TDA can’t use it. -Wolf Guard Battle Leader: If in TDA can’t use it. -Venerable Dreadnaughts: Nice for Cover. -Iron Priest: Can keep them running. 2nd the Razorback War Gear for the Razorback -Twin-Linked Heavy Bolter: Good Heavy Dakka. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! May Replace the Twin-Linked Heavy Bolter for 1 of the Following. -Twin-Linked Heavy Flamer: “I love that smell, that smell, it smells like…BBQ” -Twin-Linked Assault Cannon: “Buy one Terminator in a Can get the second for free!” -Twin-Linked Las-Cannon: “When I grow up I want to be a Predator.” -Las-Cannon with Twin-Linked Plasma-Gun: Ok? It’s a Plasma Weapon I will find a use. Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can transport up to 6 Models [No Terminators] -Access Points: A Door on each side and a ramp out the rear. What you can do with them. They have many different ways of using them. The Razorback Option -Quick and Dirty and cheep: One Razorback with no upgrades. -Quick, Dirty and not so cheep: With all the upgrades including Twin Linked Las-Cannon. -GEQ Hunting: Twin-Linked Heavy-Bolter, Twin-Linked Heavy Flamer, or Twin-Linked Assault Cannon and the Storm Bolter. -MEQ Hunting: Twin-Linked, Assault Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun. -Tank Hunting: Twin-Linked Las Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun. How do you use [abuse] them? -If you want a Armored Company grab one for each squad that can have one. Remember the Squad does not have to fit in them to buy them, just to mount up. -Logan: TDA can’t use it. -Njal: If in TDA can’t use it. -Canis Wolfborn: Nice for Cover. -Björn: Nice for Cover. -Wolf Lord: If in TDA can’t use it. -Rune Priest: If in TDA can’t use it. -Wolf Guard Battle Leader: If in TDA can’t use it. -Venerable Dreadnaughts: Nice for Cover. -Iron Priest: Can keep them running. 3rd the Drop Pod War Gear for the Drop Pod -Storm Bolter -May replace the Storm Bolter for a Deathwind Missile Launcher. Special Rules -Inertial Guidance System: Fail Safe Landings. -Immobile: Once its there, its there. -Drop Pod Assault: One half of your Drop Pods Show on your 1st Turn, the rest are placed in Reserves. -Can Transport 10 Space Wolves in Power Armor, 5 in Terminator Armor or 1 Dreadnaught What you can do with them. They have many different ways of using them. The Drop Pod Options -Quick and Dirty and cheep: One Drop Pod with no upgrades. -Quick, Dirty and not so cheep: One Drop Pod with a Deathwind Missile Launcher. How do you use [abuse] them? -Wolf Guard: Load 5 of them up with Comb-Weapons, Power Weapons, Terminator Armor and an Assault Cannon and go nuts. Load 10 of them up with Combi-Weapons, Power Weapons and go nuts. Load up with Storm Shields and yell Bring it on when they try to clear you out. -Load it up with Gray Hunters and go nuts. -Logan: “The Logan Gambit” See Long Fangs. -Njal: “The Logan Gambit” See Long Fangs. -Canis Wolfborn: “Look at the pretty red ball, now every one fetch!” See Thunderwolf Cavalry -Björn: “They won’t give me one, you give me yours.” He does not get one as a standard Dedicated Transport, but if he and a second one are in reserves… -Wolf Lord: E-Ticket Ride, with your Wolf Guard Friends -Rune Priest: E-Ticket Ride, with your Wolf Guard Friends -Wolf Guard E-Ticket Ride, with your Wolf Guard Friends -Venerable E-Ticket Ride. See “The Logan Gambit” under the Long Fangs. -Iron Priest: See Björn. Notes on the Drop Pod Assault: - If you are going to use Drop Pods you have to use The Drop Pod Assault, don’t use just one or two make it 5+, this way at least 3 will come in the 1st turn and you will not find yourself isolated. -If your opponent puts his army is reserve to counter your Drop Pod Assault take that opportunity to take ONE objective. Put everything coming in on it. He will then have to spend all of his time trying to get you out of that hole he left. Put the 3+ Drop Pods in a Circle and use them as terrain in your benefit. -This brings me to the Deathwind: Yes is has only a 12” Range, Yes it has no penetration, but it is a S-5 Large Blast that will on average only scatter 3”. So if you have circled the Drop Pod Wagons you can place 2 of them on any unit coming in. that is a lot of S-5 wounds to save against. If he looses a hand full of models to them he will spend the next turn targeting them not you Packs. 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Anpu42 Posted September 24, 2010 Author Share Posted September 24, 2010 Space Wolf Synergy: Thunderwolf Cavalry What you get with the Thunderwolf Cavalry 1-5 Thunderwolf Cavalry Notes: -You have an S-5, T-5 and W-2 and a 3+ Save. You are a tough as a Terminator Squad and about 3x as fast. -You are on a 60mm Base, that is a lot of Acreage you are covering if you can get that Pack near an objective it will be hard for your opponent to bypass you. War Gear -Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. Any Thunderwolf Cavalry may replace there Bolt Pistol with one of the following. -Bolt Gun: Personally I don’t see the point, if you move you can take 2 shots at 12”, but no Assault. -Plasma Pistol: You can Assault and works good against MEQs, the “Gets hot is not that bad with the 2 Wounds -Storm Shield: 3+ Invulnerable Save. Think about 5 of them on an objective. All of the Thunderwolf Cavalry can take Melta-Bombs: “Reverse Tank Shock” One Thunderwolf Cavalry can take one of the following -Power Weapon: Meh -Wolf Claw: See Power Weapon, maybe mixed with a Storm Shield. -Frost Blade/Frost Axe: S-6 Power Attack! -Power Fist: S-10 Power Attack, for my points though… -Thunder Hammer: SW-10 “Now next turn you go off when I do!” Power Attack. -Storm Shield: see above Mark of the Wolfen: It cost nothing practically and you get what you pay for. 2 in 6 chances of fewer attacks, 3 in 6 chances of better and you already have Rending. Special Rules -And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! -Rending [Close Combat Only]: This is what makes the Power Weapon Meh. -Wolfkin: 12” Re-Roll Moral with Fenrisin Wolves. What you can do with them. They have many different ways of using them. The Pack Option -Taking only One: Give him the Thunder Hammer or Frost Weapon and Storm Shield. After the 1st Assault he will be a giant Bullet Magnet. -Quick and Dirty and cheep: 1-5 Thunderwolf Calvary with no upgrades [A 5 model pack around the cost of most full strength Assault Squads.] -Quick and Dirty not so cheep: 1-5 Thunderwolf Cavalry with Storm Shields. [This will set you back as much as a full squad of Terminators.] -Conservative: Take only 1-3 Storm Shields. [This is a nice idea, but player who has experienced a Thunderwolf Cavalry Charge going to be slamming them with everything they can, I would. My SM Company has 21 Plasma Weapons of with 8 are Plasma Cannons, and 2 Invulnerable Saves are not going to save you vs. 8 Blast Markers or some IG Pie.] -You want Anti-Tank: Melta-Bombs and a Thunder Hammer. [Can be relatively inexpensive, unless you throw in the Storm Shields.] -You want Anti-MEQ: Take Plasma-Pistols. -Use them to take objectives, the only one that can get to one faster are Drop Pods, Bikes and Jump Packs. How do you use [abuse] them? -Assault, Assault, Assault, Assault, and Assault some more. Remember you have a 19” to 24” Assault Range. -Take your Storm Shield Thunderwolf Cavalry and go after MEQs, Terminators, Transports and Monstrous Creatures. They will draw a lot of fire and absorb it well and with you immunity to Instant Death and the 3++ save there is not much that can hurt them. With here T-5 a lot of weapons may have a hard time hurting you. Most you your pack is going to go off early with Rending Attacks. You can kill most MEQs with ID with a Thunder Hammer. -Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan. -Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic. -Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract. -Ulric: He can give you great moral. Also see Ragnar -Canis Wolfborn: What he does oddly is not affect the Thunderwolf Cavalry, but the Fenrisian Wolves. This opens up 3 Slots for 3 Thunderwolf Calvary Packs. -Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. -Rune Priest: Actually can be a great supporting Character. Give him Mobility, Bike or Jump Pack just to keep up, Master of Runes and use Storm Caller to give the Fenrisin Wolves a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running. -Wolf Priest: What is does best is if you don’t have Canis it gives you someone to take Saga of the Wolfkin. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these guys?” otherwise see the Wolf Lord. -Wolf Guard Pack Leaders: Nope can’t have them. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle. -Fenrisian Wolf Pack: Now that you have the upgraded Wolf Packs thanks to Canis, you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. If you do not have Storm Shields put them in front of you for the cover save. If you have Storm Shields put them behind you to give them the cover saves, that will never be used because they will be firing at the Thunder Wolf Calvary. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Kibbles and Bits you can move onto which ever one of the other two is having problems, or the other way around. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2519862 Share on other sites More sharing options...
Anpu42 Posted September 24, 2010 Author Share Posted September 24, 2010 Space Wolf Synergy: Swiftclaw Bikers What you get with the Swiftclaw Bikers 3-10 Swiftclaws Note: -Remember Bikes make you Relentless. -Twin-Linked Bolt Guns: I like to think of them tactically as a 12” Storm Bolter, with an additional 12” Range. War Gear -Standard Issue: Space Marine Bike [with Twin-Linked Bolt Gun], Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. One Swiftclaw may replace there Bolt Pistol with one of the following. -Flamer: Good if you are going Infantry Hunting. -Melta-Gun: Good for Tank Hunting. -Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets, and then you can Assault. -Plasma Pistol: It’s like having half a Plasma-Gun; you only get 1 shot with it. Take it if you feel you really need the extra attack, but I think the Plasma-Gun is a better Option. All of the Swiftclaw Bikers can take Melta-Bombs. One Swiftclaw Biker can take one of the following -Power Weapon: AP attack always good -Power Fist: If you are going to go Armor Hunting. You can add One Attack Bike armed with a Heavy Bolter: Good for Infantry Hunting. -Replace Heavy Bolter for Multi-Melta: Now you are a Tank Hunter Special Rules -And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! -Berserk Charge: You initiate the Assault get +2 Attacks instead of +1. -Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character or a Wolf Guard. What you can do with them. They have many different ways of using them. The Pack Option -Quick and Dirty and cheep: 3-10 Swiftclaws with no upgrades. -Quick and Dirty not so cheep: 3-10 with Special Weapons and an Attack Bike. -You want Anti-Tank: Melta-Bombs, a Melta-Gun, Power Fist and a Multi-Melta on the Attack Bike -You want Anti-MEQ: Take the Flamer or Plasma-Gun, Power Fist, and a Heavy Bolter on the Attack Bike. -If you plan on not taking a Wolf Guard Pack Leader or a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range. -Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Jump Packs. How do you use [abuse] them? -Assaulting: This is what they do best. You could try to skirt the enemy and shoot at them from range, but you are Space Wolf Blood Claws its not in your nature. -Tank Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance. -Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan. -Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic. -Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract. -Ulric: He can give you great moral. Also see Ragnar -Canis Wolfborn: What he does oddly is not affect the Swiftclaw Bikers, but the Fenrisian Wolves. This opens up 3 Slots for 3 Swiftclaw Biker Packs. -Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out him with his own Space Marine Bike, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws. -Rune Priest: Actually can be a great supporting Character. Give him Space Marine Bike, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running. -Wolf Priest: You can give him a Space Marine Bike, one Oath of War and you ready to go. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord. -Wolf Guard Pack Leaders: Take One, for MEQ fighting take MotW, for Tank Hunting a Thunder Hammer. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle. -Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Swiftclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assualt you can move onto which ever one of the other two is having problems, or the other way around. A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent. -If you are fighting GEQ’s it might not even be worth spending the points. -If you are fighting MEQ’s one Power Weapon is worth it. -If you are fighting Mechanized or high Toughness go for the Power Fist. -True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will. 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Anpu42 Posted September 24, 2010 Author Share Posted September 24, 2010 Space Wolf Synergy: Skyclaw Assault Packs What you get with the Skyclaw Assault Packs 3-10 Skyclaws Note: -Remember with Jump Packs you can Deep Strike. War Gear -Standard Issue: Jump Pack Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. One Swiftclaw may replace there Bolt Pistol with one of the following. -Flamer: Good if you are going Infantry Hunting. -Melta-Gun: Good for Tank Hunting. -Plasma-Gun: Great for MEQ and Light Armor Hunting. This is like having a 12” Light Assault Cannon in the Pack, A decent chance of hitting and killing 2 targets. -Plasma Pistol: It’s a good MEQ killer and LAW. All of the Skyclaw Assault Packs can take Melta-Bombs: One Skyclaw can take one of the following -Power Weapon: AP attack always good -Power Fist: If you are going to go Armor Hunting. One Skyclaw can take -Mark of the Wulfen: You have to have one of these, for both the combat capabilities and the modeling possibilities. Special Rules -And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! -Berserk Charge: You initiate the Assault get +2 Attacks instead of +1. -Head Strong: If in the Shooting Phase you are in Assault Range you do not shoot any weapons, you Assault in the Following Phase unless the unit is lead by an Independent Character. What you can do with them. They have many different ways of using them. The Pack Option -Quick and Dirty and cheep: 3-10 Skyclaw Assault Packs with no upgrades. -Quick and Dirty not so cheep: 3-10 Skyclaw Assault Packs Special Weapons. -You want Anti-Tank: Melta-Bombs, a Melta-Gun, and Power Fist -You want Anti-MEQ: Take the Flamer, Plasma-Gun or Plasma Pistol, Power Fist, and MotW. -If you plan on not taking a Character, don’t bother with the Flamer. If you are in range to use the Flamer, you are in Headstrong Range. -Use them to take objectives, the only one that can get to one faster are Drop Pods, Thunderwolf Cavalry and Swiftclaws How do you use [abuse] them? -Assaulting: This is what they do best. It’s in there name. -Tank Hunting: Assault those tanks, if the Melta-Weapons don’t do the job you are probably assaulting a Monolith it is going to want to move when it has the chance. I personally have had bad luck Tank-Hunting with them, so I don’t recommend it. -Deep Strikes: This one of the few ways to do it. -Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. Maybe a second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan. -Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic. -Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract. -Ulric: He can give you great moral. Also see Ragnar -Canis Wolfborn: What he does oddly is not affect the Skyclaw Assault Packs, but the Fenrisian Wolves. This opens up 3 Slots for 3 Skyclaw Assault Packs. -Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out him with his own Jump Pack. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws. -Rune Priest: Actually can be a great supporting Character. Give him a Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running. -Wolf Priest: You can give him a Jump Pack, one Oath of War and you ready to go. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord. -Wolf Guard Pack Leaders: Don’t get one. [And they say this army is completely nuts] -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle. -Fenrisian Wolf Pack: Now that you have a wake of pissed off Teeth and Fur to go into battle with you. Keep them close. Put them in front of you for the cover save. If put them behind you to give them the cover saves, that will never be used because they will be firing at the Swiftclaws. Put one on each “side” of you t assault the units you are about to assault. When you are done with you Assault you can move onto which ever one of the other two is having problems, or the other way around. A few Notes on the Power Weapon/Power Fist debate an there use with Blood Claws. The use of these weapons should depend on your opponent. -If you are fighting GEQ’s it might not even be worth spending the points. -If you are fighting MEQ’s one Power Weapon is worth it. -If you are fighting Mechanized or high Toughness go for the Power Fist. -True you will only get 1 Attack with the Power Fist instead of 3 with the Power Weapon. You will get 3 on the first turn with the fist and Wounding on a 2+ is better than a 4+. When you find yourself in Close Combat with something with a Toughness of 7+ you will wish you had at least one Weapon that could hurt it. Remember you don’t have “Combat Tactics” so you can’t choose to disengage at will. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2520389 Share on other sites More sharing options...
Anpu42 Posted September 25, 2010 Author Share Posted September 25, 2010 Space Wolf Synergy: Land Speeder Squadron What you get with the Land Speeder Squadron 1-3 Land Speeders War Gear Standard Issue: Heavy Bolter Any Land Speeder may replace its Heavy Bolter with: -Heavy Flamer: I smell BBQ -Multi-Melta: I love the smell of BBQ Nids in the morning Any Land Speeder may be upgraded to a Tornado and take one of the Following: -Heavy Bolter: Dakka-Dakka-Dakka -Heavy Flamer: I smell BBQ -Multi-Melta: I love the smell of Nids in the morning -Assault Cannon: “What’s that Whirring Sound?” Any Land Speeder can be upgraded to a Typhoon: - Typhoon Missile Launcher: Long Range High Tech Destruction, now that’s what I’m talking about. Special Rules -Deep Strike What you can do with them. They have many different ways of using them. The Squadron Option -Quick and Dirty and cheep: 1-3 Land Speeders with no upgrades. -Quick and Dirty not so cheep: 1-3 Land Speeders Tornados and/or 1-3 Typhoons. -You want Anti-Tank: Multi-Melta, Typhoon -You want Anti-MEQ: Heavy Bolter, Heavy Flamer, Assault Cannon, and/or Typhoon How do you use [abuse] them? -Deep Strikes: This one of the few ways to do it. -Assaulting: ARE YOU NUTS! -Tank Hunting: Take those Multi-Meltas and at least the Typhoon. Spend the first turn at full speed and get behind the lines, or use Deep Strike to get there. Remember Cover Is Your Friend. -Close Fire Support: Load them up with Assault Cannons, Heavy Bolters, Heavy Flamers and/or a Typhoon and start humming “Flight of the Valkeries”. Stay close to one unit and fire on its target until it is engaged in Close Combat and then find something else to shoot at. -Long Range Fire Support: Heavy Bolters and a Typhoon. Hand back and fire from cover. If you find a good place you can fire and still get cover, stay there until something gets close and then scoot away and fire at that unit. -Logan: He is something else for the bad guys to shoot at. -Njal: Tempest Wrath, Murderous Hurricane and Lord of Tempest will make sure you are the only game in town. -Ragnar: He is something else for the bad guys to shoot at. -Ulric: He is something else for the bad guys to shoot at. -Canis Wolfborn: What he does oddly is not affect the Land Speeder Squadrons, but the Fenrisian Wolves. This opens up 3 Slots for 3 Land Speeder Squadrons. -Björn: He is something else for the bad guys to shoot at. -Wolf Lord: He is something else for the bad guys to shoot at. -Rune Priest: He is something else for the bad guys to shoot at. -Wolf Priest: He is something else for the bad guys to shoot at. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord at giving them something else for the bad guys to shoot at. -Venerable Dreadnaughts: He is something else for the bad guys to shoot at. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2520760 Share on other sites More sharing options...
Anpu42 Posted September 25, 2010 Author Share Posted September 25, 2010 Space Wolf Synergy: Fenrisian Wolf Pack What you get with the Fenrisian Wolf Pack 5-15 Fenrisian Wolves War Gear -Vicious Claws and Teeth: You Need More? -One can be upgraded to a Cyberwolf: “Great now I have both Rabies and Tetanus.” Special Rules -Counter-Attack: Bring it ON! -Cavalry: 6” Move, 1d6” Run [Fleet], 12 Assault. -Supernumerary: Can Not Claim Objectives even as Troops, but this is not what you are taking them for. Also remember while they may not be able to Claim an Objective, they can Contest It! [and with that 40mm base cover it.] What you can do with them. They have many different ways of using them. The Pack Option -Quick and Dirty and cheep: 5-15 Fenrisian Wolves -Quick and Dirty and also cheep: 14 Fenrisian Wolves and one Cyberwolf. [this will cost less than half that of a Grey Hunter Pack with a Rhino] How do you use [abuse] them? -Assaulting: Isn’t this what you got them for? -Meat Shields: Yes they make good ones, but think of giving you enemy something else to shoot at like a LRC or Thunderwolf Cavalry with Storm Shields. Then instead of them running away from gun shots, you can hit the other guy with a full pack of them. -Second Assault Wave: Roll 2d6 and choose the high one and put them than many inches behind on of your assault units. This should put them in assault range after your initial assault. If you can make your 10 man grey Hunter Pack only one deep vs. there “TAC Squad” then the Wolf pack will still be in the fight. -Logan: His Living Legend gives you an Extra Attack, but this is not what you want him for. Pod Logan into the Rear with a Long Fang Pack laded up with heavy bolters or a Wolf Guard Terminator Pack. A second pod with a Dred in it or More Wolf Guard Terminators. Charge towards Logan on the 1st turn, you most likely not get to him until turn 3 or 4, but the units between the two of you will focus all of you opponent’s attention. If you beak something it will run to Logan. -Njal: His Saga of Majesty he will keep them in the fight. Otherwise use the Logan tactic. -Ragnar: Can be good, you can make use his Waaaag!, but keep him on one flank once more to distract. -Ulric: He can give you great moral. Also see Ragnar -Canis Wolfborn: The Fenrisian Wolves become troops, and Gain I-5, LD-7. if they are within 12” they can use his LD-8. -Björn: While he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. -Wolf Lord: Can get great use out him with his own Thunderwolf Mount, and his 2 Wolves. Just Saga of the Bear or Saga of the Warrior Born and a Storm Shield is all you need. If you want to get fancy, add a Thunder Hammer or use Paired Wolf Claws. -Rune Priest: Actually can be a great supporting Character. Give him a Jump Pack, Master of Runes and use Storm Caller to give you a 5+ Cover Save and Fury of the Wolf Spirits to keep your quarry Running. -Wolf Priest: If you have not taken Canis [shame on you] use him to take Saga of the Wolfkin. -Wolf Guard Battle Leader: Almost as good as a Wolf Lord, but without the bad feeling of “Why is my Best guy with these pups?” otherwise see the Wolf Lord. -Wolf Guard Pack Leaders: Don’t get one. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. The Saga of Majesty can cover 2 Packs easy and when put in the middle. -Iron Priest: Another on of those why is it here units. You can outfit him with a Thunder Wolf Mount and 4 Cyberwolves. He carries a Thunder Hammer and “Power Fist”, this give you additional Tank Hunting Ability. -Thunderwolf Cavalry: isn’t this why you took Canis to clear up those Fast Attack Slots. If you using the Fenrisian Wolf Horde list this is you Anti-Tank so take Thunder Hammers. Note on Thunderwolf Mounts and Independent Characters -They Can only Join Thunderwolf Calvary and Fenrisian Wolf Packs. [This is not a bad thing] The Wolf Horde Army HQ -Canis [2 Wolves] -Wolf Lord [belt of Russ; Melta Bombs; Runic Armor; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Frost Weapon; and Saga of Majesty] -Wolf Guard Battle Leader [Melta Bombs; Wolftooth Necklace; Thunderwolf Mount; Fenrisian Wolf x2; Bolt Pistol; Close Combat Weapon.] -Wolf Guard Battle Leader [Melta Bombs; Thunderwolf Mount; Fenrisian Wolf; Bolt Pistol; Close Combat Weapon.] Elite -Iron Priest [Thunderwolf Mount, 4 Cyberwolves] -Iron Priest [Thunderwolf Mount, 4 Cyberwolves] -Iron Priest [Thunderwolf Mount, 4 Cyberwolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] Troops - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] - Fenrisian Wolf Pack [1 Cyber Wolf, 14 Fenrisian Wolves] Fast Attack -Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1] -Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1] -Thunder Wolf Cavalry [5 TWC, Thunder Hammer x1, Storm Shield x1] This list is just under 3,000 points with a model count of 132 [And Not A Single One A Scoring Unit!] :D Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2521025 Share on other sites More sharing options...
Godhead Posted September 26, 2010 Share Posted September 26, 2010 -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: If I am using a thunderlord (and I do) then his job isn't to smash infantry and the like with str 10 hammers at int 1. It's to kill things like Hive Tyrants, Swarm Lords, anything with a bonesword, Mephy, daemon princes, greater daemons, and/or anything that causes ID that can go with or before me. There are PLENTY of ID weapons out there that don't necessarily hit at str 10. IF my lords job is anything other than that, then he gets the WC/SS and saga of the warrior born/beast slayer/ or no saga at all. I really find that space wolves have plenty of ways to kill troops, I just can't bring myself to spend the points for a lord to do the same. Also I kind of don't see the need to spend the points on the lord if I am not taking bear when a WGBL is only slightly less effective. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2521923 Share on other sites More sharing options...
Anpu42 Posted September 27, 2010 Author Share Posted September 27, 2010 Space Wolf Synergy Long Fangs Pack I have using 2 Long Fang Packs, the 1st is 5 Missile Launchers [i know, how original]. The 2nd is 2 Missile Launchers, 2 Las-Cannons and a Heavy Bolter. I have finding it to a very useful combination. In my last game with them, my opponent had some of those Nid wandering mine spores floating around. While the rest of the pack was blasting one of the big thing, the Long Fang with the Heavy Bolter just hammered away at the spores, starting with the closest one. What you get with the Long Fangs Pack 1 Long Fang Pack Leader 1-5 Long Fangs War Gear Standard Issue: Bolt Pistol, Close Combat Weapon, Frag and Krak Grenades and Power Armor. The Long Fang Pack Leader may replace his Bolt Pistol and/or Close Combat Weapon with 1 of the following: -Flamer: Crispy Critter Time -Melta-Gun: Extra Crispy -Plasma-Gun: 24” S-7, AP-2, hard to beat for a static unit -Plasma Pistol: Ok, I know it is a standard “Sergeant” Weapon, but it is out of place with them unless you are looking to Assault [see “The Logan Gambit” Below] -Power Weapon: Good Anti-MEQ Weapon -Power Fist: Good Light Anti-Armor Weapon [Another Good Choice for “The Logan Gambit”] The Long Fang Pack Leader may take: -Melta Bombs: Great for “The Logan Gambit” Each Long Pack member [Not the Pack Leader” Must Replace hit Bolt Pistol with one of the following. [Note: I rearranged the order they are listed to make the points of the reviews] -Missile Launcher: This seems to be a popular choice that I have seen, and I think they can work well if you don’t know what you will be facing. Other than that it is a Jack-of-Trades, Master-of-None. -Heavy Bolter: Good Anti-Infantry, it can even make a good Anti-Transport Transport Weapon. A good Option for “The Logan Gambit” -Plasma Cannon: Great Anti-MEQ, Anti-Swarm, Anti-Light Armor Weapon. -Multi-Melta: Great Short Range Anti-Tank Weapon. A good Option for “The Logan Gambit” -Las-Cannon: Long Range Hot Death, a hard to beat Anti-Armor Weapon Transports: Rhino, Razorback, or Drop Pod. Special Rules -And They Shall Know No Fear: Auto Regroup. -Acute Senses: Bring on the Night -Counter-Attack: Bring it ON! -Fire Control [Long Fang Pack Leader Only]: If the Long Fang Pack Leader Does Not Fire, you may Split Fire between Targets. What you can do with them. They have many different ways of using them. The 10 Man Pack Options -Quick and Dirty and cheep: Long Fang Pack Leader and 1-5 Missile Launchers. -Quick and Dirty not so cheep: Long Fang Pack Leader with a Powered Close Combat Weapon and a Gun Upgrade, and 1-5 Las-Cannons. -You want Anti-Tank; take Multi-Meltas or Las-Cannons. -You want Anti-MEQ; take Missile Launchers or Plasma-Cannons -You want Anti-Swarm: Take Heavy Bolters, Missile Launchers or Plasma-Cannons If you want to utilize your Fire Control take 2 or more different Weapons. -You want Anti-Tank; take 2-3 Multi-Meltas and 2-3 Las-Cannons. -You want Anti-MEQ; take 2-3 Missile Launchers and 2-3 Plasma-Cannons -You want Anti-Swarm: Take 2-3 Heavy Bolters, 2-3 Missile Launchers or 2-3 Plasma-Cannons. How do you use [abuse] them? -Logan: Good with any unit, if you want to put him together with a Powered Armored Squad, just make it a Wolf Guard Pack. 10 of them with no upgrades is less than 200 points. <Special: “The Logan Gambit:>-You take Logan and a bunch of Long Fangs armed with Multi-Meltas, put them into a Drop Pod with a Wolf Guard Pack Leader in Terminator Armor and an Cyclone Launcher, [if you use this one take a Storm Shield. So he and Logan can absorb some of the bigger weapons]. Then you use “The High King” to give them relentless. This works well vs. Heavy Armored Units, however lets look at some other ways to set this up.-Instead of Multi-Meltas, Heavy Bolters. There are a lot of HQ’s that are not heavy Armored like IG, Eldar, DE. Give your Wolf Guard Pack Leader an Assault Cannon, Frost Blade and Melta-Bombs, and the Long Fang Pack Leader a Plasma Pistol, Power Weapon and Melta-Bombs. -If you are unsure about your opponent, 3 Multi-Meltas, 2 Heavy Bolters and an Assault Cannon. You put the 3 Multi-Meltas into the Command Vehicle and the use Logan’s Storm Bolter, the Heavy Bolters and Assault Cannon on anything soft nearby. -Make sure that you have at least 2 other Drop Pods land nearby with Dreads and/or more Wolf Guard with Storm Shields to spread out the fire coming your way. Take the Double Flamer Ven Dred and pop smoke the 1st turn. -Njal: His Saga of Majesty he will keep them in the fight. Put him min his TDA use Tempest Wrath to keep Deep Strikers away. and make use of Fire Control for Living Lighting. -Ragnar: All the Long Fangs should see is his backside as he charges away from them. -Björn: while he can’t actually join the unit he is a great distraction for your opponents and with his Saga of Majesty he will keep them in the fight. Putting him next to them with the Plasma-Cannon or TL-LC gives them a really big body guard just incase someone gets to close. -Wolf Lord: He will not be much use for them unless you put him min Runic Armor and send him with “The Logan Gambit”. Then I would give him Saga of the Bear, a Storm Shield Comb-Plasma, and Melta Bombs, to absorb hits and give some more Anti-Tank Support -Rune Priest: Put him min his TDA use Tempest Wrath to keep Deep Strikers away. and make use of Fire Control for Living Lighting. -Wolf Priest: He gives them Fearless. I would not put one with them. -Wolf Guard Battle Leader: He will not be much use for them unless you put him min Runic Armor and send him with “The Logan Gambit”. Then I would give him Saga of the Bear, a Storm Shield Comb-Plasma, and Melta Bombs, to absorb hits and give some more Anti-Tank Support -Wolf Guard Pack Leaders: These make the best leaders for them. You can give them Terminator Armor; Storm Bolter, Storm Shield, Melta-Bombs and a Cyclone Missile Launcher. I would have only 2 Missile Launchers in my Long Fang Pack and 3 other Weapons. With fire control you can put 4 Missile into a single target each turn. -Venerable Dreadnaughts: This may seem like an odd unit, but one with Saga of Majesty and Extra Armor is less than 200 points. -Fenrisian Wolf Pack: Another seemingly odd choice for here, but they can make a good cover for your. Just place a pack nearby either as cover or as a counter charge option. If something gets close the wolves can tie them up. -The Land Raiders: This is a good option for an alternative to the Drop Pod “Logan Gambit” or just place the basic one with the added Multi-Melta and you have a great mobile firebase. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2522820 Share on other sites More sharing options...
Anpu42 Posted September 28, 2010 Author Share Posted September 28, 2010 Space Wolf Synergy: Armored Fighting Vehicles Yes I know the Razorback is a Transport, but it can also be a good Predator-Light. What are the Armored Fighting Vehicles? -Razorback: M3 Stuart -Predator: M4 Sherman -Vindicator: Hummel -Whirlwind: RUSSIAN BM-13 KATIUSHA ROCKET -Land Raider: Merkava [Will be discussed next] 1st the Razorback War Gear for the Razorback -Twin-Linked Heavy Bolter: Good Heavy Dakka. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! May Replace the Twin-Linked Heavy Bolter for 1 of the Following. -Twin-Linked Heavy Flamer: “I love that smell, that smell, it smells like…BBQ” -Twin-Linked Assault Cannon: “Now I am a M16 Quad .50 Half-Track -Twin-Linked Las-Cannon: “Now I am a M18 Hellcat” -Las-Cannon with Twin-Linked Plasma-Gun: Ok? It’s a Plasma Weapon I will find a use. Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can transport up to 6 Models [No Terminators] -Access Points: A Door on each side and a ramp out the rear. What you can do with them. They have many different ways of using them. The Razorback Option -Quick and Dirty and cheep: One Razorback with no upgrades. -Quick, Dirty and not so cheep: Razorback with all the upgrades including Twin Linked Las-Cannon. -GEQ Hunting: Twin-Linked Heavy-Bolter, Twin-Linked Heavy Flamer, or Twin-Linked Assault Cannon and the Storm Bolter. -MEQ Hunting: Twin-Linked, Assault Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun. -Tank Hunting: Twin-Linked Las Cannon or the Las-Cannon with the Twin-Linked Plasma-Gun. How do you use [abuse] them? -If you want a Armored Company grab one for each squad that can have one. Remember the Squad does not have to fit in them to buy them, just to mount up. -Shoot-N-Scoot Light Tank Destroyers: Never Stop Moving, you have NO ARMOR. Put one of the Las-Cannon on them and go tank hunting. Use every piece of terrain you can find. -Run them in Pairs or Trios: One Moves 6” and fires the other move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other and the next does the same for the other. -Take the Hunter Killers Missile for each and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, and Monoliths. -Take the Hunter Killers Missile for each and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. 2nd the Predator War Gear for the Predator -Auto-Cannon: Good Super Heavy Dakka. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! The Predator Options Replace the Auto-Cannon with a Twin-Linked Las-Cannon: Now I am a Sherman Firefly May take Side Sponsons with two of the following, one on each side. -Heavy Bolters: Good Dakka -Las-Cannon: “Shhhh…I’m Hunting Hive Tyrants.” Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Long Range High Tech Destruction. -Extra Armor: “Cool Sandbags!” Special Rules -I’m a Tank: “I don’t need no special rules.” What you can do with them. They have many different ways of using them. The Predator Options -Quick and Dirty and cheep: One Predator with no upgrades. -Quick, Dirty and not so cheep: One Predator with Twin Linked Las-Cannons and two on the side. How do you use [abuse] them? -They are relatively inexpensive with descent armor. I would pretend that every shot that comes at them will hurt them, so keep them moving. -Take 1 Predator Firefly and 2-3 Razorback Hellcats [they are all armed the same] and run them as a team. Make sure they are distinguishable from each other by Pack Markings [Make sure you are clear from the start which on is which]. In the confusion he may shoot up one of the Razorbacks instead of your predator. -Using the1/2-3 ratio above take the Dakka versions of each and mix them with your infantry. -Follow your Packs in with the Dakka Predator with the HB Sponsons and Storm Bolter to soften up harder targets before the Assault. -Take the Hunter Killers Missile for each and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, and Monoliths. -Take the Hunter Killers Missile for each and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. The Vindicator War Gear for the Vindicator -Demolisher Cannon: Big Boom Gun [24”, S-10, AP-2, Ordinance-1, Large Blast] -Storm Bolter: Dakka. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. -Siege Shield: Bulldozer, Points should be the only reason not to take this. It also looks cool. Special Rules -I’m a Tank: “I don’t need no special rules.” What you can do with them. They have many different ways of using them. The Vindicator Options -Quick and Dirty and cheep: One Vindicator with no upgrades. -Quick, Dirty and not so cheep: Vindicator with all the upgrades including the Siege Shields. How do you use [abuse] them? -Just move 6” and find some cover and Bulldoze your way in. You have good armor, but a building is better. -Take the Hunter Killers Missile and the 2nd Storm Bolter and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. You will also have something to fire after the 1st Weapon Hit you receive. -Assault: This is an Assault Gun; don’t move and you can fire the Demolisher Cannon and nothing else. Move and you can fire the Demolisher Cannon and nothing else. -6” Tank Shock: if you are close enough Tank Shock 6”. This will push stuff out of you way and you can sill fire the Demolisher Cannon. The Whirlwind War Gear for the Whirlwind -Whirlwind Multiple Missile Launcher; with Castellan and Vengeance Missiles. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! Can get the following Options -Dozer Blade: A Must for Difficult Terrain. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can fire one of each type of missile, but may only fire once per turn. -Castellan Missiles: [12”-48”, S-4, AP-5, Ordinance-1, Barrage, Large Blast, Ignores Cover] -Vengeance Missiles: [12”-48”, S-5, AP-4, Ordinance-1, Barrage, Large Blast] What you can do with them. They have many different ways of using them. The Whirlwind Options -Quick and Dirty and cheep: One Whirlwind with no upgrades. -Quick, Dirty and not so cheep: Whirlwind with all the upgrades. How do you use [abuse] them? -Deploy them in cover if you can, LoS is unimportant. -Take the Hunter Killers Missile and the Storm Bolter and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. You will also have something to fire after the 1st Weapon Hit you receive. -The Hunter Killer Missile also give you the option to move once and still fire a big gun. -You can’t move and fire so, don’t move. -Use the Castellan Missiles vs. Soft targets in cover only [iG, Kroot]. -Use Vengeance Missiles vs. everything else. -If fighting Toughness 3 Targets don’t worry about getting the missiles to near you own Marines, You have a good save and they don’t most of the time. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2523351 Share on other sites More sharing options...
Anpu42 Posted September 28, 2010 Author Share Posted September 28, 2010 Space Wolf Synergy: Land Raiders What are the Land Raiders? -Land Raider: Merkava -Land Raider Crusader: Terminator Squad in a Box. -Land Raider Redeemer: Terminator Squad in a Box. 1st the Land Raider War Gear for the Land Raider -Twin-Linked Heavy Bolter: Good Heavy Dakka. -2 Sponsons Mounted Twin-Linked Las-Cannon: 48” of the Emperor’s Holy Light of Searing Death, with a Re-Roll. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! Can get the following Options -Melta-Melta: For when the Emperor’s Holy Light of Searing Death is not enough. [And remember Kiddies, there is no such thing as Overkill!] -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can transport up to 10 Models [5 Terminators] -Access Points: A Door on each side and a Assault ramp out the Front. What you can do with them. They have many different ways of using them. The Land Raider Options -Quick and Dirty and cheep: One Land Raider with no upgrades. -Quick, Dirty and not so cheep: Land Raider with all the upgrades. How do you use [abuse] them? -Assault: You Have the Best Armor in the Game and an Assault Ramp. -If you want a Armored Company grab one 1-4 [1 Wolf Guard and 3 Heavies]. Remember the Squad does not have to fit in them to buy them, just to mount up. -Run them in Pairs or Trios: One Moves 6” and fires the other move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other and the next does the same for the other. -Take the Hunter Killers Missile for each and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, and Monoliths. -Take the Hunter Killers Missile for each and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. -Shove Logan and some Long Fangs in one. [Logan, Wolf Guard in Terminator Armor/w Cyclone and 6 Long Fangs fir nicely in one] -Put one next to some Long Fangs, it will draw fire nicely. 2nd the Land Raider Crusader War Gear for the Land Raider -Twin-Linked Assault Cannon: What 3,000 rounds per minute was just not enough, you had to go for 6,000? -2 Sponsons Mounted Hurricane Bolters: The Dakka output impresses Orks. -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! -Frag Launchers: Frag Grenades for your Terminators, like this matters for you Power Fist. Can get the following Options -Melta-Melta: Well how did you think you would keep some tank hunting ability. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can transport up to 16 Models [8 Terminators] -Access Points: A Door on each side and a Assault ramp out the Front. What you can do with them. They have many different ways of using them. The Land Raider Crusader Options -Quick and Dirty and cheep: One Land Raider with no upgrades. -Quick, Dirty and not so cheep: Land Raider with all the upgrades. How do you use [abuse] them? -Assault: You Have the Best Armor in the Game and an Assault Ramp. -If you want a Armored Company grab one 1-4 [1 Wolf Guard and 3 Heavies]. Remember the Squad does not have to fit in them to buy them, just to mount up. -Run them in Pairs or Trios: One Moves 6” and fires the other move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other and the next does the same for the other. -Take the Hunter Killers Missile for each and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, and Monoliths. -Take the Hunter Killers Missile for each and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. -You can fit any Character in Power Armor and it along with 15 Blood Claws. One might have a hard time with the idea of a Wolf Priest leading some Pups in the venerated LRC, but after the 1st time those felling of guilt will pass. -You can put Ragnar with his 2 Wolves, a Wolf Priest and 10 Grey Hunters in one. [see Above on those felling guilt.] -You can put Ragnar with his 2 Wolves, a Wolf Priest and 10 Wolf Guard in Power Armor in one. [The guilt free option.] -Logon, with 7 Wolf Guard in Terminator Armor and remember if you bleed off 3 as Wolf Guard Pack Leaders this give you 2 Assault Cannons. Bleed off a 4th and throw in Njal in TDA. 3rd the Land Raider Redeemer War Gear for the Land Raider -Twin-Linked Assault Cannon: What 3,000 rounds per minute was just not enough, you had to go for 6,000? -2 Sponsons Mounted Flame-Storm Cannons: “How do you like your Kroot, Regular or Extra Crispy” -Smoke Launchers: Cover Is Good! -Search Light: Now I See You! -Frag Launchers: Frag Grenades for your Terminators, like this matters for you Power Fist. Can get the following Options -Melta-Melta: Well how did you think you would keep some tank hunting ability. -Storm Bolter: Never have enough Dakka. -Hunter Killer Missile: Call me Mr. Bradley -Extra Armor: Always good. Special Rules -Can transport up to 12 Models [6 Terminators] -Access Points: A Door on each side and a Assault ramp out the Front. What you can do with them. They have many different ways of using them. The Land Raider Redeemer Options -Quick and Dirty and cheep: One Land Raider with no upgrades. -Quick, Dirty and not so cheep: Land Raider with all the upgrades. How do you use [abuse] them? -Assault: You Have the Best Armor in the Game and an Assault Ramp. -If you want a Armored Company grab one 1-4 [1 Wolf Guard and 3 Heavies]. Remember the Squad does not have to fit in them to buy them, just to mount up. -Run them in Pairs or Trios: One Moves 6” and fires the other move 12” and then reverse them. The one in front pops smoke and gives physical cover to the other and the next does the same for the other. -Take the Hunter Killers Missile for each and pick one target and just keep firing on it. Good targets are Command Squads, Terminator Squads, Broadsides, and Monoliths. -Take the Hunter Killers Missile for each and use it to keep from getting wrecked form Weapon/Mobility hits one extra time. -Shove Logan, Njal in TDA and some Long Fangs in one. [Logan, Njal, Wolf Guard in Terminator Armor/w Cyclone and 6 Long Fangs fir nicely in one] -Ragnar, a Wolf Priest along with a full Grey Hunters Pack. [Yes I know this looks like the start of a bad joke.] -Ragnar a Full Grey Hunters pack and your Wolf Lord with Paired Lighting Claws and Saga of the Warrior Born. I’M DONE, FINALY DONE!!!!!!!!! I will probably do some List/Tactical ideas and stuff that is working on a new thread after X-MAS. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2523751 Share on other sites More sharing options...
Anpu42 Posted October 5, 2010 Author Share Posted October 5, 2010 List Building: Grey Hunter Gunlines One of the other things to think about when building you list is your Core. Using the same basic build that you have found to work for you. I have found for me when I use more than one Grey Hunter Pack I tend to drop into a Gunline mode unless I have a lot of “Assault Units” involved. Once I recognized this I started to tailor my list to my play style. Now I normally run Gunline all infantry list and have just started to really play with vehicles. I have been experiment with other combinations and are finding if you want to Gunline 2-4 Grey Hunter and 2-3 Long Fangs as your “Core” Units seem to make a good list. I can easily add 250-500 points’ worth of additional units and not mess up my normal set up. If I end up adding something like Blood Claws or TWC I switch out the Plasma Guns for Melta Guns. This is a good example one of my List: -My normal set up is put the two Long Fangs in the back on high ground in cover if I can get it. I put the two Plasma Gun Grey Hunters in a Blocking Position. The two Flamer armed Grey Hunters on the flanks. Some time I will switch up the Grey hunter to keep regular opponents of balance. Once more in cover if possible. If I need to be aggressive, they are Grey Hunters; I can do a Walking Firing Line. The Flamers are good for keeping Swarms Honest. -The Missile Launchers and Las-Cannons give me Good Anti Armor. I added the Heavy Bolter on a whim while building the 2nd Long Fangs and found a Scout Heavy Bolter in my Bits Box; I have found it very useful in every game so far [i love Fire Control]. -The two Rune Priest are there to keep Infiltrators at bay and to give either my Long Fangs some extra punch or give two of my Grey Hunters a LD 10. I chose the Power for two reasons. 1] Living Lighting: Lang Range Anti-Armor/MC 2] Murderous Hurricane/Tempest Wrath: Keeping Jump Infantry and Skimmers at bay. Remember Murderous Hurricane Does not require you to Damage the unit to mess with them. 1500 October Grey Hunters Rune Priest @ 140 pts (Chooser of the Slain; Runic Armor; Wolftooth Necklace; Bolt Pistol x1; Runic Weapon x1; Living Lightning; Murderous Hurricane) Rune Priest @ 145 pts (Melta Bombs; Runic Armor; Wolftooth Necklace; Runic Weapon x1; Bolter x1, Living Lightning; Tempest's Wrath) 1st Grey Hunters Pack @ 225 pts (Mark of the Wulfen; Wolf Standard; Bolt Pistol x7; Bolter x6; Close Combat Weapon x8; Plasmagun x2; Plasma Pistol x1; Power Fist x1) 2nd Grey Hunters Pack @ 225 pts (Mark of the Wulfen; Wolf Standard; Bolt Pistol x7; Bolter x6; Close Combat Weapon x8; Plasmagun x2; Plasma Pistol x1; Power Fist x1) 3rd Grey Hunters Pack @ 215 pts (Mark of the Wulfen; Wolf Standard; Bolt Pistol x7; Bolter x6; Close Combat Weapon x8; Flamer x2; Plasma Pistol x1; Power Fist x1) 4th Grey Hunters Pack @ 215 pts (Mark of the Wulfen; Wolf Standard; Bolt Pistol x7; Bolter x6; Close Combat Weapon x8; Flamer x2; Plasma Pistol x1; Power Fist x1) 1st Long Fangs Pack @ 155 pts (Close Combat Weapon x5; Missile Launcher x5) -Squad Leader (Bolt Pistol x1; Power Weapon x1) 2nd Long Fangs Pack @ 180 pts (Close Combat Weapon x5; Heavy Bolter x1; Lascannon x2; Missile Launcher x2) -Squad Leader (Bolt Pistol x1; Power Weapon x1) Total Roster Cost: 1500 Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2529138 Share on other sites More sharing options...
Anpu42 Posted October 8, 2010 Author Share Posted October 8, 2010 Space Wolves are actually 3 Armies in one. 1] Long Range [25”-48”] 2] Medium Range [13”-24”] 3] Short Range Assault Army [0”-12”] The Long Range Space Wolf Army [25”-48”]: With the ability to take up to 3 Packs of Long Fangs each with 5 Missile Launchers/Las-Cannons/Plasma Cannons they can play the range war with the best, even possibly better than Guard or Tau. Now the “Core” does not have the range, but with the addition of Cyclones and Typhoons you can fill the field with a lot of long range weapons and never even get close to the enemy. 3 Long Fangs can also hit 6 different targets easy. With 3 Cyclone Armed Terminators and 3 Rune Priest using Living Lighting you can fill those 6 targets with 4 S7+ shots in one turn. Versus hoards you can give those Long Fangs Missile Launchers or Heavy Bolters. For Heavy Bolters that’s 45 Range: 36, S-5 AP-4 shots spread over 6 Targets with Flexibility. You could put 12 on one and 33 on another one and that is not including Cyclones and Rune Priest. With Typhoons you can move 12” and at 36” put a Heavy Bolter and 2 Frag Missiles into any target you want quickly and efficiently [Just think an AH-64 Apache]. Also don’t Forget Wolf Scouts with Sniper Rifles. These are great for going after forward units, other Scout Units, MCs and HQs. Medium Range Space Wolf Army [13”-24”]: In my opinion this is the best range for a Space Wolf Army. There are really only one unit is poor at this range and one that is useless at this range, Blood Claws and Fenrisian Wolves. Grey Hunters and Wolf Guard are two of the primaries that stand out at this range. Grey Hunters with Plasma Guns. Swiftclaws, Wolf Scouts with Bolt Guns, and Wolf Guard with Bolt Guns, Storm Bolters, Combi-Plasmas and Assault Cannons. Long Fangs armed with Heavy Bolters and Multi-Meltas can fall into this category especially if the Squads Leader has a Plasma Gun. Short Range [0”-12”]: “Gun-Fighter” Units: These are ones that do not necessarily with medium range weapon, but can close the gap and still put out a lot of fire like Blood Claws, Grey Hunters with Flamers or Melta-Guns, Skyclaws, Swift claws, Wolf Scouts, Wolf Guard and Thunder Wolf Cavalry with Guns. Assault Units [0-12+”]: These are the ones you want to get into Close Combat. Assault Troops: These are the best Assault Troops in the Army. These are Fenrisian Wolves, Grey Hunters/Blood Claws/Skyclaws/Swiftclaws lead by a Wolf Priest, Wolf Scouts, Wolf Guard, Thunder Wolf Cavalry and Lone Wolves. Some Notes on Assault Ranges: • Skyclaws: 18” Assault Range. • Swift Claws: 18” Assault Range. • Fenrisian Wolves: 19”-24” Assault Range. • Thunderwolf Cavalry: 19”-24” Assault Range. • Most other units: 12” Assault Range. Link to comment https://bolterandchainsword.com/topic/211099-space-wolf-synergy/page/2/#findComment-2531279 Share on other sites More sharing options...
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