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Canis Ultimus: The Prelude


Decoy

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The Introduction


W
elcome, brothers of the Wolf. I am Decoy, resident loudmouth, offensive cur, and Dice God of the Bolter and Chainsword. I've been playing Warhammer 40,000 since 2002, and I've been playing Space Wolves almost exclusively since that point (with the rare exception of a Counts-As Space Wolves jump-pack force.) In my almost decade of gaming, I've encountered every enemy that can be fought, I've played in global campaigns and tournaments on the state and local scale. I even had the honor of participating in the 150,000-point Medusa V megabattle against the Necron menace in Syracuse, New York, which had people come from all over America (and some other parts of the world) in order to defend their honor or slaughter in the name of their Gods. I've played 40K in close to thirty states, and in nine different countries. I have over a thousand games under my belt, most of which are notches in the "Win" column. Keep that in mind as you proceed onwards, dear readers.

The Inspiration

T
he Bolter and Chainsword has been my 40K home away from home for seven years now. Having seen three editions come and go in my time here, the B&C and the Fang in particular has been an invaluable source of information, providing tactics and strategies, unit comparisons and grand schemes. A few days ago, the realization of the implications of that set upon me as a Thunderhammer from the Gods themselves: The Fang can be so, -so- much more. We are one of the largest forums on the B&C, surpassed only by Amicus and the Work In Progress sections. Our vast stores of knowledge and experience could be put to a use benefiting not only the B&C, but every Space Wolf that plays the game. Our combined tactical acumen and strategic genius give us the tools to create a work of such magnitude that we can literally cover every unit of every enemy in the entire game, complete with strategic and tactical analysis, a point-by-point discussion of every pro and con to anything that any Space Wolf would ever face. It is in this mindset that I have decided to organize the Canis Ultimus: The Guide to Everything Space Wolf.

The Project


I
n this expansive document will reside everything that could possibly be considered as a Space Wolf player. Everything from basic tactics to the more difficult strategies to the most outlandish tactical gambits will be considered. Every enemy Codex will be analyzed and dissected against individual Wolf units as well as overarching Wolf army builds. Individual Wolf unit tactical and strategic planning will be touched upon, and even a bit of list-building will be approached; nothing Wolfy will escape the scrutiny of this project. The enormity of the Canis Ultimus, however, is far more than one man can ever do alone. That is why I am calling on you, the good Wolf Lords (and Blood Claws and every permutation between) of the Fang to step forward and assist in the greatest Tactica project that is known to the history of the 40K world. It is my hope that, should any Space Wolf player find themselves in a quandry, they will turn to the Canis Ultimus and its knowledgable contributors as a source of wisdom and insight.

The Scope


D
evelopment of the Canis Ultimus will take years. I will encourage no illusions otherwise. This will be an evolving, growing project. As enemy Codecies adapt and are updated, so too will the Canis Ultimus. This is not an undertaking for the faint of heart, which is why I am as reliant upon you, the members of the Fang, as I am. Were I to attempt this endeavour on my own, I surely would go mad. I can also imagine that the sheer immensity of the project may drive some potential contributors away; please, my friends. Do not let the daunting task that is presented before you deter your enthusiasm. This is a work that will, I hope, stand the test of time, assisting Wolfy players even after any or all of us have ceased playing the game. Let us unite under this common banner for the good of all Wolf players everywhere. Also, for the glory of our own personal sagas. ;)



The Beginning


And so here we are. On the raggedy edge. What follows is the complete list of what needs to be done to have the Canis Ultimus be the most comprehensive Tactica known to all of the 40K universe.

ARMIES FOR ANALYSIS

Chaos Space Marines
Chaos Daemons
Grey Knights
Dark Eldar
Eldar
Imperial Guard
Necrons
Orks
Witch Hunters
Space Marines
Blood Angels
Dark Angels
Space Wolves
Black Templars
Tau Empire
Tyranids
Witch Hunters


Each of the above Codexes will receive a complete analysis, including but not limited to:

* Common Army Lists
* Uncommon Army Lists
* Individual Unit Analysis
-Common/Uncommon Tactics per unit
-Common/Uncommon Strategies per unit
-Individual threat levels of unit against each Space Wolf unit
-"Synergetic" threat levels of unit against each Space Wolf unit
-Analysis of Space Wolf response against unit for each Space Wolf unit
-Comparative analysis of Space Wolf unit effectivity against each Codex unit
* Strategic Army Analysis
* Tactical Army Analysis
* "Playing the Metagame" Analysis: A discussion of utilizing the local Metagame against the army in question
* Special section: "Tournament play", an analysis of common and uncommon Tournament army lists for the Codex
* "What If": A series of relatively common questions problematic to the Space Wolf player, specific to the army in question, with responses tailored to Space
Wolf responses.


The Organization


T
he Canis Ultimus is a thought process that requires great detail, and more importantly, great input. However, due to the nature of our medium, this project cannot be as expansive as I previously hoped. Therefore, the Canis Ultimus will be organized as follows, using the Space Wolf Codex as an example.

Headquarters Units

*Logan Grimnar, the Great Wolf
-Analysis of "Special" Benefits (Axe Morkai, Saga of Majesty, Living Legend, et cetera)
-Common/Uncommon Tactics (Sticking back with Long Fangs/Drop-Podding with Melta-Fangs, et cetera)
-Common/Uncommon Strategies (Counterassault/Assault prep, Leadership-protection)
-Individual threat levels of unit against each Space Wolf unit (How much Logan would hurt any Space Wolf unit, in the context of overarching
strategies/tactics)
-"Synergetic" threat levels of unit against each Space Wolf unit (Logan+Long Fangs, Logan+Wolf Guard, Logan+Ragnar et cetera vs. All Wolf Units)
-Analysis of Space Wolf response against unit for each Space Wolf unit (Greys vs. Logan, Blood Claws vs. Logan, et cetera)
-Comparative analysis of Space Wolf unit effectivity against each Codex unit (Which Wolf unit is best to counter common/uncommon Logan strategies)

*Njal Stormcaller, Lord of Tempests
-Analysis of "Special" Benefits (Lord of Tempests, Nightwing, et cetera)
-Et Cetera, Et Cetera




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W
ith the organization out of the way, I feel that it is only best to analyze the Codex: Space Wolves first. After all, if we do not know ourselves, then how can we know others?

The details, I admit, are somewhat confusing, and I will post the first "official" entry sometime later tonight. However, for now, signups are in order for each Wolf unit analysis, preferably (but not necessarily strictly) following the example laid out above. Simply post your name, and your requested Unit to analyze. As this is a collaborative effort, more than one person can sign up for the Unit in question. However, likewise, I believe it best to move section by section: headquarters, then Elite, then Troops, et cetera. For beginning, we shall focus solely on the Headquarters unit selections. Once the Headquaters selection is spoken for, I will open up relevant threads in the Tactica forum with links here in this thread, allowing you ease of access to your required Tactica thread. In this way, we shall keep things neat, clean and organized.



NOTE:Red units are not available at this time until the Headquarters units are completed.

HQ
Logan Grimnar
Njal Stormcaller
Ragnar Blackmane
Ulrik the Slayer
Canis Wolfborn
Bjorn the Fell-Handed
Wolf Lord
Rune Priest: JONAS STORMCLAW
Wolf Priest
Wolf Guard Battle Leader


Elites
Wolf Guard
Dreadnought
Venerable Dreadnought
Iron Priest
Wolf Scouts
Lone Wolf


Troops
Grey Hunters
Blood Claws


Fast Attack
Thunderwolf Cavalry
Swiftclaw Bikers
Skyclaws
Land Speeders
Fenrisian Wolves


Heavy Support
Long Fangs
Predator
Whirlwind
Vindicator
Land Raider
Land Raider Crusader
Land Raider Redeemer

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Aww i wanted the Wolf Priest :( jonas pm me if u wnna do a joint effort? :(

Don't worry Azuris, I play well with others. Just ask my Bloodclaws :) . It will be a pleasure working with you and anyone else who wants to pitch in.

 

just pm me or I'll forget :devil: exams :/ but sure :)

I'll volunteer to write about the wolf guard battle leader. I know he's a very seldom-used HQ and few people may wish to undertake his section.

 

If I can, I'd also like to write about army archetypes and how they fair in different mission types and against certain other archetypical armies.

Excellent to hear, Adarul! Good to have you on board. Aye, the WGBL is only rarely used, a mistake by many people in my opinion. He's yours.

 

In regards to your other offer, for now (and only for now) we're going to stay focused on Unit analysis. Once all the units in the Codex are accounted for, we'll get started on army-wide strategies and tactics. That's not to say that there's anything stopping you from getting an advanced start on it, however. :lol:

Well, just to out forwards a point, Bob doesn't have to be the writer of unit X, and nor should he be. I mean, how can Bob know everything about unit X and how can Bob put forth an objective opinion about something. I mean, "it works for me so it must be good" is naive, but so is "this unit is unequivocally fail". Not all units are created equal but you can sometimes find something that, say, Claws can do better than Greys. Perhaps.... :ermm:

 

I think that Bob should write up unit X, but then have input from other players. Then it all gets edited and that is the presentation.

 

But I think Decoy has already said this:

Remember, guys. This is Collaborative. While someone may "reserve" a slot to write on the Wolf Priest, everyone can contribute once the Tactica thread is up and open and linked. I'll be posting a bit more in short order explaining exactly that.

I own the following codices, so I can help and specialize with the. C: Space Marines, C:Dark Angels, C: Tyranids, and C: Grey Knights. I can of course offer all the other experience I have. Previous owner of orks as well.

 

I call Bjorn the Fell-Handed. I love dreads!

Heres what I typed up in just a couple of minutes. Feel free to critique it, add your opinion to it, or voice your opinion of it.

 

 

 

 

Bjorn the Fell-Handed Tacticia

 

-Bjorn the Fell-Handed

-Special Rules/wargear;

Ancient Tactician; Being able to re-roll for choosing deployment zones has it’s . obvious advantage, which side do you want?

 

Ward of the Primarch; Combined with his front armor rating of 13, and venerable dreadnought rule, his invulnerable save makes Bjorn exceptionally tough.

 

Living Relic; Bjorn becomes killpoints, or an objective if he dies depending on the mission. Your SW army also becomes fearless after he dies.

 

-Tactics;

Common Tactics; Because Bjorn cannot take a Drop Pod for dedicated transport, he must either start the game on the table, or in reserve. Because of this, players often leave him at their table edge. With the Saga of Majesty, he can aid Long Fang packs if any shooting attacks require them to take a Ld test. He can also act as a body guard to your heavy support units, as he undeniably has less firepower than a Long Fang Pack or rhino chassis tank, and you want to keep them shooting. If he dies while in your deployment zone, he is unlikely to be claimed as an objective by your opponent, and you are more likely to have a unit able to claim it.

 

Uncommon Tactics; Although some players (including your opponents), will think it risky and foolhardy, you can rush Bjorn up the field to great effect. Bjorn, being only able to take one “heavy” weapon, his strength does not lie in long range shooting, but at closer ranges. If you can keep him in cover at least part of the time, he will likely get close enough to do some damage. Already equipped with a heavy flamer, the assault cannon or plasmacannon options are best for this, being able to wound multiple models. Bjorn will possibly die faster this way, if fighting monstrous creatures, walkers, or enemies with power fist type weapons. This obviously gives your opponent a better chance to claim him for an objective, but there are benefits if this does happen. Your army would now be Fearless, which can swing a game itself if your in combat and its getting to the wire. Also, any unit will likely be in poor shape after fighting Bjorn. These units, hopefully expensive, or usually tough units, will be easy pickings. A grey hunter pack would likely be able to wipe up whatever was left of the combat, and hunker down behind his wreckage, claiming the objective.

 

-Individual threat level; Bjorn poses the greatest threat when sneaking up the board or table edge armed with the plasmacannon or assault cannon. The TL Lascannon is a redundant weapon with his BS of 6, and makes waste of his Heavy flamer and WS of 6. Against power armor units, Bjorn could wipe them out in a turn of shooting and CC. Against monstrous creatures, other walkers, and multi-wound units with Str7 or better, it’s a crapshoot.

-Synergenic threat levels; Oh, now this is were it gets fun. Being able to re-roll for deployment helps the whole army right from the beginning. And saga of Majesty is all good and fun, but from what I’ve noticed most players don’t have anything special to say about that saga. But when he dies, oh when he dies, things get fun. Space Wolves, have a lower Ld than our vanilla distant cousins, but now, we are fearless. I’ve noticed this has the greatest impact in CC, and occasionally shooting with pinning type weapons. Also, he is now an objective, which means one more for either side to get, which is fun. But where is the synergy? The synergy is when he dies in cc (hopefully). Now with some enemy units gathered round his wreckage, you let your template weapons wreak havoc! M. Launchers, plasma cannons, and flamers from charging units can wipe out whatever killed him, and allows your units to claim him. It’s kind of a trap, and Bjorn is the bait. He is also a bullet magnet, as most dreads are. Being extra kill points or an objective, it is more than likely your opponent will aim quite a few guns in his direction, freeing up your other units.

 

-Match up armies/units;

Bjorn will wipe up units with low Str in CC, and can clean infantry clocks with shooting. Tanks are also vulnerable against him in CC, but he is vulnerable to heavy weapons fire.

Good to hear from y'all. My apologies for not having the Tactica threads up and running yesterday, the new job hours are throwing me for a complete loop (4:30AM-8:30 AM, 8:30PM-12:30AM) so I'm afraid I tend to just fall asleep when I may. However, I have most of today off, so I'll get all the Tacticas up and running, as well as creating an "Index" for the project with minilinks to all the Tactica threads.

 

Thanks for bearing with me, fellas. Good to know I have folk like you willing to help me out.

Ragnar Blackmane,

 

Special rules:

Insane Bravado: bonus attacks on the charge.

 

War Howl

Incredible Reflexes: Ragnar has an invulnerable save.

 

Frost Blade: Ragnar always has frost blade

Bolt Pistol

Wolftooth Necklace

 

Wolf Tail TalismanPower Armour

 

Melta bombs:

 

Frag and Krak Grenades

Saga of the Warrior Born

Has option of taking Svangir and Ulfgir Fenrisian wolves

 

Tactics:

Ragnar with 10 Wolf Guard/Grey Hunters/Bloodclaws and Wolf Priest in Land Raider Crusader. Lot's of attacks on the charge made at S5 I5 with rerolls. Also common to give WG frost blades so they strike at S6 on the charge and I5 power weapons. Overall, the army tends to be grouped and charge on the same turn to take advantage of Ragnar's war howl to really overkill the enemy on that round of CC.

 

Uncommon: Place Ragnar in a drop pod and drop him next to 2 other drop pods on turn one. Takes a lot of shots, but on the next turn, Ragnar does his war howl and everything charges, if possible. Potentially does more damage quicker as to the 3 pods full of guys, though numbers can change based on how the enemy reacts to the assault. Also serves as a good distraction while the rest of the SW army closes with either rhinos full of GH or TWC.

 

Against Space Wolves: Ragnar is not nice to any MEQ. At S6 I6, 4 +1(cc weapons) +D3 bonus attacks on the charge = some guys will die pretty quick. The follow round of combat is then made at his 4 +1(cc weapons) +Number of models killed last round. Possible to wipe a 10 man squad in 2 turns just by himself. He will be hitting on 3+, regardless of WS, and wounding on 3+ at least, 2+ on charge. His attacks ignore amour saves.

Individual: Ragnar is RARELY going to be by himself and will often have a full squad as his bodyguard.

 

Counter: Ragnar doesn't have Eternal Warrior so anything that inflicts instant death is effective, provided he fails his 4+ invulnerable save. TWC can last longer in CC but still will be taken down due to his frost blade. Best results are range shots via Long Fangs and Vindicators.

 

Synergy: Ragnar is a tough cookiee. He really excels at CC by himself and with other units. The squad he joins gets Furious Charge and has the potential to give several units Furious Charge on the same turn of CC. Combined with a Wolf Priest for rerolls and Ragnar, let alone the squad he joins, is deadly against anything that doesnt strike at I6, which is not much.

Please, lets bear in mind while doing this project that we must be careful posting rules, stats and points costs.

 

I do believe the purpose here is to give people ideas on how to better construct a Space Wolves army and approach different threats on the field of battle. It is fully expected that anyone utilizing this tactica will have access to the 40k Rules Book, and the Space Wolf Codex.

 

I have deleted the points costs from the above post and removed what I thought was excessive in terms of posting stats and rules (the poster may want to clean it up a bit).

Njal Stormcaller, The Tempest that Walks

 

This is the psyker character for the Wolves and has been for some time. He has undergone some changes since he made his first appearance. He is also one of the more debatable characters. For a HEFTY point investment you are getting a Rune Priests profile that has been upgraded with an additional attack.

 

He is equipped with Runic Armor which provides 2/3rds odds at saves and an additional shot at cancelling out enemy psychic powers, the ever popular Wolf Tooth Necklace, if it's got a WS it's likely to get hit, the Staff of the Stormcaller a runic weapon that cancels out psychic powers the majority of the time, Night Wing the Psyber Raven which acts as a Chooser of the Slain (no infiltrators up close and provides targeting bonus if an enemy model can draw LOS to the marker) as well as providing some additional quicker close combat abilities, a Bolt Pistol Frag & Krak Grenades and The Saga of Majesty which gives you a reroll for failed morale tests. Or for an additional point charge you can get Runic Terminator Armor that bumps his save to 2+/4++ but gives up the grenades and additional psychic save....Oh and by the way he knows all the Wolves Psychic Powers....

 

He comes with the Standard Wolf Special abilities, And They Shall Know no Fear, Acute Senses and Counter Attack. He is a master Psyker which allows him to use 2 Powers a turn, only one can be shooting, and then he is the Lord of the Tempests an slightly situational table which I will discuss later.

 

At the moment which model you own will determine how you can play him. I think that most veteran players will own the original sculpt where Njal is in Runic Armor. This allows him to join units of Grey Hunters and Blood Claws in Rhinos. While this sounds rather silly, it is not. The units provide an ablative armor if you will that makes Njal immune to shooting while allowing Njal full command over his powers due to the fact that unlike Vanilla Marines we do not have access to Heavy Weapons outside of our Heavy Support and Fast Attack Slots(Terminators are a different kettle of fish to be discussed later so keep your knickers on ladies!!) With all the powers this means that he can blast away at something across the board with Living Lightning or Murderous Hurricane or Jaws, then bring up Storm Caller to provide additional support for your troops in the near vicinity if they are in the open. The tactic that I haven't seen in Njal and 4 Wolf Guard Terminators in a Drop pod. Giving him the ability to be at the point where he can bring his powers to bear on the first turn. The biggest problem you are going to have is knowing when to choose which power. As an all around tool box Njal is excellent, the problem is having too many options. His Lord of the Tempest abilities can be game changing as well but they are very situational. If you are going first Driving Gale and Living Hurricane can be annoying for your opponent but then you have to start to get closer.

 

Njal is good at taking on many different targets due to the fact that he does have access to all the Wolves Psychic Powers, and he is no slouch in a knife fight. You should remember though that he is not Chuck Norris and pick your targets carefully.

 

Where Njal is weakest is against faster more numerous power weapon attacks. Dark Eldar and Khorne Berserkers are the 2 that have given me the most problems. One of his other flaws is that he wants to run close to the front for support and range. Lastly is his cost, 245 points can get you 2 priests with decent options. This is the great debate that has since one ape slapped another.... quality over quantity.

Njal Stormcaller, The Tempest that Walks

 

This is the psyker character for the Wolves and has been for some time. He has undergone some changes since he made his first appearance. He is also one of the more debatable characters. For a HEFTY point investment you are getting a Rune Priests profile that has been upgraded with an additional attack.

 

He is equipped with Runic Armor which provides 2/3rds odds at saves and an additional shot at cancelling out enemy psychic powers, the ever popular Wolf Tooth Necklace, if it's got a WS it's likely to get hit, the Staff of the Stormcaller a runic weapon that cancels out psychic powers the majority of the time, Night Wing the Psyber Raven which acts as a Chooser of the Slain (no infiltrators up close and provides targeting bonus if an enemy model can draw LOS to the marker) as well as providing some additional quicker close combat abilities, a Bolt Pistol Frag & Krak Grenades and The Saga of Majesty which gives you a reroll for failed morale tests. Or for an additional point charge you can get Runic Terminator Armor that bumps his save to 2+/4++ but gives up the grenades and additional psychic save....Oh and by the way he knows all the Wolves Psychic Powers....

 

He comes with the Standard Wolf Special abilities, And They Shall Know no Fear, Acute Senses and Counter Attack. He is a master Psyker which allows him to use 2 Powers a turn, only one can be shooting, and then he is the Lord of the Tempests an slightly situational table which I will discuss later.

 

At the moment which model you own will determine how you can play him. I think that most veteran players will own the original sculpt where Njal is in Runic Armor. This allows him to join units of Grey Hunters and Blood Claws in Rhinos. While this sounds rather silly, it is not. The units provide an ablative armor if you will that makes Njal immune to shooting while allowing Njal full command over his powers due to the fact that unlike Vanilla Marines we do not have access to Heavy Weapons outside of our Heavy Support and Fast Attack Slots(Terminators are a different kettle of fish to be discussed later so keep your knickers on ladies!!) With all the powers this means that he can blast away at something across the board with Living Lightning or Murderous Hurricane or Jaws, then bring up Storm Caller to provide additional support for your troops in the near vicinity if they are in the open. The tactic that I haven't seen in Njal and 4 Wolf Guard Terminators in a Drop pod. Giving him the ability to be at the point where he can bring his powers to bear on the first turn. The biggest problem you are going to have is knowing when to choose which power. As an all around tool box Njal is excellent, the problem is having too many options. His Lord of the Tempest abilities can be game changing as well but they are very situational. If you are going first Driving Gale and Living Hurricane can be annoying for your opponent but then you have to start to get closer.

 

Njal is good at taking on many different targets due to the fact that he does have access to all the Wolves Psychic Powers, and he is no slouch in a knife fight. You should remember though that he is not Chuck Norris and pick your targets carefully.

 

Where Njal is weakest is against faster more numerous power weapon attacks. Dark Eldar and Khorne Berserkers are the 2 that have given me the most problems. One of his other flaws is that he wants to run close to the front for support and range. Lastly is his cost, 245 points can get you 2 priests with decent options. This is the great debate that has since one ape slapped another.... quality over quantity.

 

If you put him in a drop pod with another squad, as part of a multiple drop pod force, you can bring him down turn 2+. If you get him on the field at the right time, you can drop his drop pod near the heaviest concentration of enemies, already knowing what he'll unleash. Not always the most reliable ability, but can be devastating late game, when you're more likely to get a 6 or 7 result.

Njal Stormcaller, The Tempest that Walks

 

This is the psyker character for the Wolves and has been for some time. He has undergone some changes since he made his first appearance. He is also one of the more debatable characters. For a HEFTY point investment you are getting a Rune Priests profile that has been upgraded with an additional attack.

 

He is equipped with Runic Armor which provides 2/3rds odds at saves and an additional shot at cancelling out enemy psychic powers, the ever popular Wolf Tooth Necklace, if it's got a WS it's likely to get hit, the Staff of the Stormcaller a runic weapon that cancels out psychic powers the majority of the time, Night Wing the Psyber Raven which acts as a Chooser of the Slain (no infiltrators up close and provides targeting bonus if an enemy model can draw LOS to the marker) as well as providing some additional quicker close combat abilities, a Bolt Pistol Frag & Krak Grenades and The Saga of Majesty which gives you a reroll for failed morale tests. Or for an additional point charge you can get Runic Terminator Armor that bumps his save to 2+/4++ but gives up the grenades and additional psychic save....Oh and by the way he knows all the Wolves Psychic Powers....

 

He comes with the Standard Wolf Special abilities, And They Shall Know no Fear, Acute Senses and Counter Attack. He is a master Psyker which allows him to use 2 Powers a turn, only one can be shooting, and then he is the Lord of the Tempests an slightly situational table which I will discuss later.

 

At the moment which model you own will determine how you can play him. I think that most veteran players will own the original sculpt where Njal is in Runic Armor. This allows him to join units of Grey Hunters and Blood Claws in Rhinos. While this sounds rather silly, it is not. The units provide an ablative armor if you will that makes Njal immune to shooting while allowing Njal full command over his powers due to the fact that unlike Vanilla Marines we do not have access to Heavy Weapons outside of our Heavy Support and Fast Attack Slots(Terminators are a different kettle of fish to be discussed later so keep your knickers on ladies!!) With all the powers this means that he can blast away at something across the board with Living Lightning or Murderous Hurricane or Jaws, then bring up Storm Caller to provide additional support for your troops in the near vicinity if they are in the open. The tactic that I haven't seen in Njal and 4 Wolf Guard Terminators in a Drop pod. Giving him the ability to be at the point where he can bring his powers to bear on the first turn. The biggest problem you are going to have is knowing when to choose which power. As an all around tool box Njal is excellent, the problem is having too many options. His Lord of the Tempest abilities can be game changing as well but they are very situational. If you are going first Driving Gale and Living Hurricane can be annoying for your opponent but then you have to start to get closer.

 

Njal is good at taking on many different targets due to the fact that he does have access to all the Wolves Psychic Powers, and he is no slouch in a knife fight. You should remember though that he is not Chuck Norris and pick your targets carefully.

 

Where Njal is weakest is against faster more numerous power weapon attacks. Dark Eldar and Khorne Berserkers are the 2 that have given me the most problems. One of his other flaws is that he wants to run close to the front for support and range. Lastly is his cost, 245 points can get you 2 priests with decent options. This is the great debate that has since one ape slapped another.... quality over quantity.

 

Correct me if I am wrong, but his version of tda is runic, so he would not give up the additional save, just the grenades, right?

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