Exark Posted June 29, 2012 Share Posted June 29, 2012 So of late and as of reading a pair of articles in the librarium that promote a more "fluid" or reactive play style, I've decided to adopt it (it tends to be how I play) However these were written in 4th ed. and for the old C:SM Would anyone have any suggestions as to kit out our units so as to make them fit this style? I'm kind of at a loss here. Is using jack-of-all trades units the best route? or go with more specialist units (my current outlook) My Wolf-Brothers I seek your wisdom in this matter One thing to bear in mind is that I plan on using the concept of "internal detachments", pretty much having several combined arms units within the army itself (its an idea i've toyed around with occasionally, and read about in said articles, however I've never gotten around to actually implementing it) Link to comment https://bolterandchainsword.com/topic/254931-playing-a-flexiblereactive-space-wolves-army/ Share on other sites More sharing options...
Vash113 Posted June 29, 2012 Share Posted June 29, 2012 With regard to building a flexible and reactive Space Wolf army it's practically easier now than ever. For starters Grey Hunters are excellent, versatile and very cost effective units with equal capabilities in close combat and at range. Your basic setup with a Power Fist or Weapon and a couple special weapons enables the squad to hold its own in combat against most threats out there while putting out a more than respectable amount of firepower. Throw them in a Rhino and they can form mobile detachments, capture objectives, redeploy rapidly to assist another part of your army or bunker down within or behind their transport. Every Space Wolf army should ideally be built on a solid core of Grey Hunters. What you add to that core decides the style of your army. For a rapid and flexible army you could try adding some of the following: Wolf Guard -Wolf Guard are a very flexible choice in an army, they can be given Jump Packs to form a hard hitting and highly mobile jump infantry squad, Bikes to create the spearhead of a rolling thunder type force, Terminator Armor with a Land Raider for a transport for some very hard hitting melee power and sporting some really big guns to boot, whatever style your army Wolf Guard Packs can be equipped to complement your force. Swiftclaws -Swiftclaw bikers have a lower BS and WS as all Blood Claw type units do but their speed and equipment options can make for a fast, hard hitting unit capable of outflanking an enemy, supporting an armored push or acting as a rapid reaction force. The entire squad can also take Melta Bombs, allowing them to put some serious hurt on enemy armor. Skyclaws -Jump Packs have only gotten better with 6th Edition and Skyclaws can make a great complement to a mobile force of Space Wolves, able to keep up with a vehicle assault, move swiftly around the flanks of an opponents army, tie up key enemy squads or be held in reserve. Thunderwolf Cavalry -Thunderwolves make for an extremely tough, hard hitting unit that can draw a lot of enemy firepower and dish out a lot of hurt. Combined with a character or two on Thunderwolf Mounts and some Fenresian Wolves for meat shields and a force of Cavalry can act as an excellent distraction, disrupt an enemy's game plan and support mobile elements of your own force. Land Raiders -Similar to Thunderwolves I find a Land Raider or two act as a great addition to a mobile armored thrust, drawing a lot of attention to themselves and allowing other elements of the army to operate with impunity, throw a unit of Wolf Guard, Grey Hunters or Blood Claws inside and deliver them right into the heart of the enemy force. Wolf Scouts -With OBEL and now Acute Senses aiding that capability Wolf Scouts make a great way for you to disrupt an opponents plan and support your own detachments. As for independent detachments that's a good way to design a force, providing you two or more groups of units capable of accomplishing an objective, giving redundancy and flexibility. There's lots of ways to do it too, any of the above mobile units can be taken in multiples, providing multiple squads of Grey Hunters with additional support and supporting each other all depending on the style you want for your army. For instance here's a couple sample lists: Cavalry Heavy: Wolf Lord -Runic Armor, Frost Blade, Storm Shield, Wolf Tooth Necklace, Fenresian Wolf x2, Wolf Tail Talisman, Thunderwolf Mount, Saga of the Wolfkin Total: 270 Wolf Guard Battle Leader -Runic Armor, Frost Blade, Storm Shield, Wolf Tooth Necklace, Thunderwolf Mount, Saga of the Beastslayer Total: 210 Thunderwolf Cavalry (4) -Thunder Hammer, Storm Shield x2, Frost Blade Total: 315 Fenresian Wolf Pack (15) -Cyberwolf Total: 128 Fenresian Wolf Pack (15) -Cyberwolf Total: 120 Grey Hunters -Power Weapon, Meltaguns x2 Total: 175 Rhino APC -Extra Armor Total: 50 Grey Hunters -Power Weapon, Meltaguns x2 Total: 175 Rhino APC -Extra Armor Total: 50 Army Total: 1501 Two Thunderwolf kits, six Fenresian Wolf Kits, 2 Cyberwolf kits, Two Grey Hunter kits and 2 Rhino kits. Nothing wasted, everything used and a nice, solid 1500 point army. The Thunderwolves act as a line-breaker unit with the characters attached either to the Thunderwolves or the Fenresian Wolf packs. Allowing you to, as needed, either dispatch the Wolves and characters with the two units of Grey Hunters or keep them with the Thunderwolves for some serious killing potential. The army relies on speed and durability to smash an enemy army with lots of high strength close combat attacks on tough, multi-wound models with over 30 Fenresian Wolves to provide the numbers to soak up incoming fire and deliver the units to the enemy while the Grey Hunters provide two units capable of taking on enemy armor, capturing and holding objectives. Bike Heavy: Rune Priest -Wolf Tooth Necklace, Space Marine Bike Total: 145 Wolf Guard (5) -Power Fist, Power Weapon, Space Marine Bike x5 Total: 295 Grey Hunters -Power Weapon, Meltaguns x2 Total: 175 Rhino APC -Extra Armor Total: 50 Grey Hunters -Power Weapon, Meltaguns x2 Total: 175 Rhino APC -Extra Armor Total: 50 Swiftclaw Bike Pack (7) -Meltagun, Power Weapon, Attack Bike, Multi-Melta Total: 215 Swiftclaw Bike Pack (7) -Meltagun, Power Weapon, Attack Bike, Multi-Melta Total: 215 Land Speeder Squadron (3) -Multi-Meltas x3 Total: 180 Army Total: 1500 This version can be made from 3 Ravenwing Battleforces, two Grey Hunter packs and 2 Rhinos. It provides a lot of speed that can be split into multiple, equally capable detachments. The bikes are fast, hard hitting and fairly durable with a squadron of elite Wolf Guard and the potency of a Rune Priest to back it all up. Of course you can mix and match different unit types, each detachment doesn't have to be exactly the same, it all depends on your individual style and what you want the army to do. Reactive and flexible also doesn't require speed per say. Long Fangs can provide a solid and versatile anchor while part of the force arrives via Drop Pod and the rest uses Rhinos to outflank alongside Wolf Scouts using OBEL, a Wolf Lord or Battle Leader with Saga of the Hunter can make an excellent leader for a force of outflanking infantry. Again it comes down to personal taste and how you want the army to play. Link to comment https://bolterandchainsword.com/topic/254931-playing-a-flexiblereactive-space-wolves-army/#findComment-3100926 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.