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Wolf Priest's and you, er, us.


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So as I read through the current codex for the umteenth-million time, I find myself pausing on the so important character within our chapter that, at least where I am located, see's little to no play on the actual battlefield. I pause and wonder: is this due to the Wolf Priest's lack of Feel no Pain?? Could it be something else?? One hundred points for a chappy in power armor, and one twenty for one in tactical dreadnought armor. Point wise and value wise, I know we have a better option in the Rune Priest. But that still leaves me thinking about the possibilities of being able to successfully run a Wolf Priest. My main interest as a Wolf Wing player is in the TDA version of this mighty hero, but is he worth it?? The Blood Angels, Dark Angels, and I am sure there are other chapters who's Chaplin give FNP can make up for the points in offering a second save, but fearless and preferred enemy seem to me like the short end of this stick brothers!!

 

I guess this thread is more of a rant than anything, but I do want to know what the Fang thinks of Wolf Priests. How do you kit them out?? Do you bother with them at all?? Are they an HQ option you even consider??

 

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So as I read through the current codex for the umteenth-million time, I find myself pausing on the so important character within our chapter that, at least where I am located, see's little to no play on the actual battlefield. I pause and wonder: is this due to the Wolf Priest's lack of Feel no Pain?? Could it be something else?? One hundred points for a chappy in power armor, and one twenty for one in tactical dreadnought armor. Point wise and value wise, I know we have a better option in the Rune Priest. But that still leaves me thinking about the possibilities of being able to successfully run a Wolf Priest. My main interest as a Wolf Wing player is in the TDA version of this mighty hero, but is he worth it?? The Blood Angels, Dark Angels, and I am sure there are other chapters who's Chaplin give FNP can make up for the points in offering a second save, but fearless and preferred enemy seem to me like the short end of this stick brothers!!

 

I guess this thread is more of a rant than anything, but I do want to know what the Fang thinks of Wolf Priests. How do you kit them out?? Do you bother with them at all?? Are they an HQ option you even consider??

 

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http://www.bolterandchainsword.com/index.p...howtopic=218759

I came 5th in a tournament recently running a Wolf Priest in a full grey hunter pack with wolf guard in a 'raider. Ok so you don't get FNP but wolf priests are, IMO, better than their vanilla marine equivalent. You still get fearless (a double edged sword sometimes) but preferred enemy is better than rites of battle.

It's interesting because all my forces feature a Wolf Priest, right from the outset. (And I'm working on two Great Companies :P). I just think they're stupidly good value for what you get, survivable, boosting and not bad on the offensive themselves. I also really enjoy converting them up and their story as well.

 

 

I will admit I miss the days of 4 attacks base with them (Don't we all? 100 points for what we get now plus two attacks? ;) ) and being much more customizable but I still think they are a solid choice.

I use a Wolf Priest on Bike many times together with my Swift Claws and while he gets a bit expensive with a bike it is wonderful with that preferred enemy and extra PW attacks he offers the Squad as well. When I run him, a PW Swift Claw, Thunder Hammer WG and 4 other bikers I always smile at the amount of wonderful rerollable attacks.

I often run a basic TDA wolf priest with my 4 storm bolter, wolf claw armed TDA wolf guard. I like them in a pod or raider but sometimes I just let them slog it. The wolf priest is very survivable with his 2+ 4++ save and dishes out the power weapon attacks. My wolf guard also get to use re-rolls to hit and to wound with him so deal much damage. Also 10 24" bolter shots are nothing to stick your nose up at when they are needed. The only downside is I play BA's alot so I'm usually striking last. The re-rolls really pay off then though when I need every remaining wound to count.

 

Excellent for taking out units of marines and the like.

Wolf Priests are good for smaller battles- ie 1500pts and below- because they come well equiped and contribute to the effectiveness of whatever unit theyre tossed in.

 

Great on Bloodclaws- but you knew that- and in a tightly packed mech list, where Im not taking a landraider, I like giving him saga of the hunter and running with the scouts. Saves me the headache of another unit with a razorback and makes the already kickass scouts a terror unit for anything smaller than a hive tyrant or a greater demon.

I use a wolf priest in my 2k list. I run logan wing and it helps to get as many rerolls as possible on the charge. I also, give him SoWB and he chews through units. My list is:

HQ:

Logan Grimnar

Wolf Priest- Terminator Armor, WTN, SoWB

Troops:

Wolf Guard- Terminator Armor (with Grimnar for Extra Punch)

1 wc/wc

2 wc/wc

3 wc/wc

4 wc/wc

5 cf/hf

DT: Land Raider Redeemer- mm

Wolf Guard- Terminator Armor (with the Wolf Priest)

1 wc/wc

2 wc/wc

3 wc/wc

4 wc/wc

5 pf/ss

6 pf/ss

7 cf/hf

Wolf Guard- Terminator Armor (for that land Raider or other thing that I don't want in my face)

1 cm/pf

2 cm/pf

3 cm/pf

4 cm/pf

5 ac/cf

DT: Drop Pod

FA:

Land Speeder- mm

Land Speeder- mm

Land Speeder- mm

 

So far this list has done amazingly well. Most of my opponents underestimate my 19 model list and I choose to pick my opponent apart. The only time the Wolf Priest was in effective was when eldrad mind wared him after killing one model with 11 dires bladestorming, we both had a laugh about that. In the last game I played he assaulted a daemon prince, Fate Weaver, 6 or 7 plague bearers and a unit of four blood crushers won combat with the squad of doom and ended up winning combat and killing, Fate Weaver (he had 2 wounds left at the beginning of combat), the Daemon Prince, the Plague bearers and 2 blood crushers. Most of it was due to combat res.

 

Originally I expected to end up having to switch around my list and change characters but it dose really well. Next I am going to try bikes and a Bike Priest, so we will see what that turns out.

I think the only real "weakness" of the Wolf Priest is that you always have to compare him to the even more disgustingly cost-effective Rune Priest when you're looking to take a cheap utility HQ. That's the only reason I don't run one. As a stand-alone, there's nothing wrong with Wolf Priests. Wolf Priests are a solid investment for their points, but Rune Priests just usually seems like an even better investment for the same price.

 

If I still used Blood Claws post 5e Codex, I would assuredly run a Wolf Priest with them.

 

-Stormshrug

as other pointed out a wolf priest really is a decent HQ, if not our arguably best (since a PA runepriest doens't get an inv save). what amazes me is the fact that a lot of the players here tend to field their wolf priest in TDA, why would you want to do that? by giving him just runic armour his price stays the same, he keeps getting a 2+4+ save but above that all he takes up less space in a transport! and offcourse we all miss our 3rd edition dex HQ's mikal, but hey, we can't have everything now can we? :tu:
Hell, Id have been ok with missing out on 2 attacks and a point of ballistic skill if theyd just left him at I 5.

 

 

*grumble grumble RAWR*

No kidding, I was getting used to killing off a poxy ultrasmurf or three before they got to strike back. Heck, just the other day I convinced my buddy to play a battle with me using the old codex. Venerable Dread HQ, I5 A4 wolfpriest, priceless.

 

I still don't leave home without the wolfpriest. As already said he is one of the best values for smaller point games and turns a pretty meh unit of skyclaws into some hard bitten killers.

HAHA!!

 

Great stuff brothers. I am in agreement with the majority of points brought to the table as well, I hope that I did not come off as being against the mighty Wolf Priest, I was merely venting about the lack of play he see's in my area. I was beginning to think that running one in a 1500 point list was a waste, but as many of you pointed out, for smaller games he is certainly a power house. "Free" invulnerable save AND the oath ability all for 100/120!!

 

I, as already stated, run a Wolf Wing army so the TDA version has proven himself point worthy in the single game I have used him. In a squad with three Combi Plasma/Wolf Claw and an Assault Cannon Wolf Claw wrapped up nicely in a drop pod with a bow on top. Well, not a bow, a Storm Bolter...

 

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I like the Wolf Priest because he makes units fearless and lets rerolls for all hits against *insert unit type here* Add to Skyclaws or Blood Claws and watch the hilarity as your opponent feeds units into that grinder :rolleyes:

 

That said, I see many more people running Rune Priest spam or thunderlord light(wolf guard battle leader) instead of any wolf priests. Reasons I have hear are all hilarious(to me) because all revolve around either not having FNP or that they "don't do enough".

 

In the end it really depends on your play style.

I´m going to have one in my army with my new skyclaws then i´m thinking of geting one more to 14 bc with lukas but that´s in the future. I relly like the fluff behind them and then the chaplain modells that´s out is so awesome and you got to have them. The one in TDA is so awesome and with som pelts and wolf tails he is a wolf priest. :)

Many good points already said. He is very much 3rd in line to the Thunderlords killing potential and the Rune Priests bag of tricks. But when you start to combine him with things those re-rolls and fearless come in handy.

 

Ragnar, 14 Blood Claws, Wolf Priest, Land raider crusader. A horribly nasty hammer unit that should remove most things from the board. Nice alternative to a Thunder lord and TWCav.

 

He should come with FNP, as he stands he is just a chaplain. Which is odd considering his fluff.

 

I do have a list with big blood claw packs on foot with wolf priests to make them solid. Fun, but not incredibly competitive.

 

Should be better, but still has a roll.

Chaplains don't give FNP either.

 

So Wolfpriests make a unit more killy, and actually give some purpose to the reduced numbers of our powerfist attacks.

 

Fearless does do very well as well, since we don't get any fearless-in-nature unit.

Yes but Apothecairies do.

 

And Wolf Priests are a SWs apothecairy.

That's true for fluff.

 

Gamewise though, they fill the same role as chaplains.

Not always.

 

In the last codex they had both the abilities of of a Chaplain and an Apothecairy- he was good leader with chappie equipment and he saved lives just like an apothecary.

 

So dont be suprised that some of us are less than pleased that they decided to drop one end of his duties and abilities. Because it didnt need to be that way- if nothing else C:BA proved that.

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