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Lone Wolf


Hezrou

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Hi all. I have been out of the game for probably 5-6 years and have decided to resurrected my Space Wolves. So I have got hold of the codex and am trying to bring my current squads back in line.

 

Now I see some new stuff. Somw of it I do not like so i'm just going to ignore it. I've lost the use of my Leman Russ tank which is annoying but not the end of the world. Where I am slightly confused is the Lone Wolf. Are many SW players taking them in the list? If so are they always going to be seen in Termi armour?

 

Please advise me as to how these are being fielded and if they are worth it or not.

 

TY

Hez

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Lone Wolves are best if in TA with SS and CFs, give them some wolves to take some shots and once they get there the enemy has a royal pain to deal with. Don't forget that if the LW gets killed its a point for you, if not he gets to mess stuff up like MC and Dreads; good for you either way.

dchmp

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Hi all. I have been out of the game for probably 5-6 years and have decided to resurrected my Space Wolves. So I have got hold of the codex and am trying to bring my current squads back in line.

 

Now I see some new stuff. Somw of it I do not like so i'm just going to ignore it. I've lost the use of my Leman Russ tank which is annoying but not the end of the world. Where I am slightly confused is the Lone Wolf. Are many SW players taking them in the list? If so are they always going to be seen in Termi armour?

 

Please advise me as to how these are being fielded and if they are worth it or not.

 

TY

Hez

 

Welcome to the Fang. Do some reading as there has been a fair amount on Lone Wolves since the new Dex was released. The search function can be your friend too.

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Aye, welcome to the Fang laddie! *slides a cold frothing mug your way*

 

Lone Wolves eh? I like to run him in small points games or in my fun lists. I dont have any in my 1850 all comers mech as he is too slow to keep up. But, dont get me wrong, the Lone Wolf is probably one of my favourite new units! He is just a pain to your enemy, especially in Annihilation. I like to tie him up with DP's or TS squads (main opponent T-sons) and just utterly make that unit useless. I prefer not to give him the mathhammered "CF+SS+TDA+FW's" (if you like it, that's cool) I like giving him Wolf claws+tda and watching him go! Just avoid the dreads and such if you can! :lol:

 

But so far, he has been fairly good for his points in small games. My T-sons friend now actually just moves his units away once he sees my Lone Wolf on the horrizon! :) Also, they probably will do good in troops only games (dont know if you and your group does this) The store I play at sometimes has whats called Last Man Standing, and it's troops only lists. No armor whatsoever. So, like, 3 lonewolves with a bunch of Grey Hunters and Rune Priests could really mess someones day up!

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Here is my lone wolf that I am working on..

http://i22.photobucket.com/albums/b323/Calacorm/DSC00017.jpg

 

I usually play every game with one, I find they are so much fun to use. For me, its find the biggest, baddest model you opponent has, and go after it.

 

Pure awesomeness.

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I normally run three in my army, since I rarely use the Elite slots. They each lead off towards the enemy as my Hunters follow 'em, and they tend to soak fire that would otherwise go into my GH (especially if the other player starts to get personally involved in killing them.) They serve as my linebreakers, hitting the enemy and drawing them into whatever formation I have planned for them while simultaneously allowing me to shape the enemy into whatever position I need for my GH do maximum damage.

 

Against high-speed lists, the LWs are actually fairly proficient at running around and area-denying certain bits of terrain/board. However, that's rather touch and go and often doesn't work, with me instead having to rely on my Plasmacannons and Lascannons to drop the speedy bits.

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I have 2, one modeled off of the image in the codex with a SS, FA and MB and my second is inspired by the main dragon hunter fron Reign of Fire so he has a sword and axe (cc weapon and frost axe) and is litterally leaping into combat arms raised above him. Now the builds I've given my guys are more to represent the model then what would be better from a tactical stand point. Lone Wolves deffinitly have their use, most people I've seen run him in TDA with either a Th and SS for monster bashing or a CF and SS to hunt vehicles. Personally I just send them after the biggest baddest units/creatures in my opponents army and see what happens which usually results in alot of blood ;)
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Here is something that I wrote on Lone Wolves (well, related to them and their use, anyway), a long time ago. This might be useful for you:

 

Additional battlefield role: Disrupting Force.

 

 

When on the offense, the attacker typically prefers to attack a vulnerable position with multiple units simultaneously. The objective is to overwhelm the enemy force at that point and then move on to exploit the advantage gained. If the attacker can isolate the defending force at the point of its attack from supporting units, all the better (there are a few handy techniques to achieving isolation that I will discuss some other time). The attacker is attempting to use mass by bringing his numbers and combat power to bear against a weaker and therefor vulnerable force at the point of penetration.

 

The desire to overwhelm the enemy is why most players adopting an offensive scheme of maneuver will send everything they've got at the defender at once, rather than sending in units one at a time in a piecemeal fashion. The defender would love that, as they could focus the fire of all defending forces upon each unit in turn as they approached in succession; this would place the advantage of achieving mass on the defender's side, rather than on the attackers. However, it is unlikely that an attacker would operate in such a way, intentionally handing the advantage to the defender. Therefore the defender must attempt to disrupt the enemy's approach, causing the attacker to assault in succession when he doesn't want to.

 

In the real-world, this effect is often achieved with Disrupting obstacles (as opposed to Fixing, Blocking, and Turning obstacles), which are designed to disrupt attacking enemy formations, causing them to lose synchronization at the point of attack. On the battlefields of the table-top, however, we have few such obstacles (other than the occasional piece of difficult terrain) to use for this purpose. Instead, we have to look elsewhere to achieve our goal; enter the Disrupting Force.

 

 

Disrupting Force:

As explained just above, the purpose of the Disrupting Force, is to disrupt an enemy's attacking force, preventing them from bringing an overwhelming number of units to bear on your defending forces at one time. Achieving disruption will allow the defender to focus the fires of his forces on the attacking units as they approach in succession, rather than together.

 

The Space Wolves have a few good alternatives for techniques to achieve disruption. The first by taking advantage of weapons that can cause the Pinning of enemy units. Pinning is one of the few ways in which a defender can halt the forward progression of an enemy unit, and our Pinning options include Barrage weapons, such as the Whirlwind launcher, and Wolf Scouts using Sniper Rifles. Don't forget that you can force an enemy unit to take multiple Pinning tests in a single turn, and it is an excellent way to force them to go to ground, disrupting their forward movement, and potentially separating the unit from others in the attack.

 

A second alternative toward achieving disruption is in the Spoiling Attack. Other than Pinning, one of the only other ways to stop an enemy unit's forward movement is to Lock it in close combat. Relatively easy to do, choosing to make a Spoiling Attack, is often a difficult one for the defender, because it usually means the sacrifice and loss of the unit sent forward to execute the mission. Desirable attributes for a good Spoiling Attack force are that the force is small and cheap enough that it won't be missed when it has ultimately been destroyed, and that it isn't a critical part of the main defenses. Additionally, the force should have enough Protection to keep it around long enough to effectively Lock the enemy unit in place for a turn or two. A minimum-sized Swift Claw pack makes a pretty good Spoiling Attack force; it has good Mobility, decent Protection (with the T4(5)), decent Close Combat capability, and don't cost so much that they will break the bank. However, there is an even better alternative at your disposal - the Lone Wolf. The Lone Wolf is probably the perfect unit with which to conduct a Spoiling Attack, and therefore achieve disruption of the enemy. Firstly, equipped properly, the Lone Wolf is robust enough to Lock down an enemy unit by himself, and probably do some significant damage before ultimately being overwhelmed. Secondly, even with a TDA, a Storm Shield, and a Thunder Hammer, he only costs 85 points, so his loss will barely be noticed. Lastly, and this is the fun part, it's our goal for this guy to eventually get him killed anyway! I don't think we could ask for a better man to do the job.

 

Regards,

 

Valerian

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I like the lone wolves. I tend to run mine with term arm, ss, th, and 2 wolves. I like the lone wolf because he comes with 2 wounds and fnp standard witch makes him very hard ard to kill then with the ss even harder. I like to run one in tourneys because I find a lot of the people have not seen them before or r scarred of them witch causes them to shoot at them instead of the core of my army and even if they do kill Jim it's not going to benefit them after all that effort.
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