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New to Space Wolves


Deiros

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Hi! I'm a normally play Carcharodons Astra, but my few attempts of a allied detachment so far has failed, as I ended up selling 2 different 1k armies, a Sons of Antaeus count as Chaos Nurgle and I tried another army of Shrike vanilla Charnel Guard, but Shrike lists are not very "fun" as alpha strike is no longer very "feasible". I decided on the Space Wolves (maybe Executioners count as SW).

 

I was wondering if someone had any tips in certain load outs of HQ and a bit of what units are best left at home and what some units are capable of.

 

I have fought against SW so I do know a bit, but it's not the same thing to play them than to see them every skyfall I get to play against the drop pod SW army around here.

 

Any input and help is much appreciated, I can see some interesting things, like the Grey Hunters are neat and Long Fangs, but I do like to use scouts, so I have no idea how SW scouts are in contrast to regular vanilla scouts. I like to infiltrate and be sneaky with my scouts, while I march (jump) my mostly infantry based current army. I do have some vehicles right now, like 2 rhinos a LR and 2 dread that walk babysitting tac squads, so I don't think same tactic applies with SW.

 

Best Regards

Deiros

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First off... Welcome to the Fang!

 

Our resident Rune Priest has a nice run down on the basics with his army. Click here.. http://www.bolterandchainsword.com/index.p...;showentry=8076 Hopefully it will give you some insight! but I'm sure there will be others here at the Fang that will also be more helpful. *passes ale* Enjoy your stay pup.

First off... Welcome to the Fang!

 

Our resident Rune Priest has a nice run down on the basics with his army. Click here.. http://www.bolterandchainsword.com/index.p...;showentry=8076 Hopefully it will give you some insight! but I'm sure there will be others here at the Fang that will also be more helpful. *passes ale* Enjoy your stay pup.

 

 

Ooh this works for me too, thanks for the awesome link!

Valerian's sticky probably says it best.

 

Just felt like commenting on infiltration. While actual infiltration has been nerfed (can't assault from reserves) we still have one of the best scout units in the game b/c unlike other chapters, our scouts are veterans, not neophytes, allowing for better stats. This means our snipers are statistically more lethal, and even if we can't assault, we can still bring bolters, rapid fire while we set ourselves up to be assaulted and spring a counter-attack after our overwatch (again, all with better stats).

 

Our scouts can also take an IC or WGPL to accompany them, and a favorite is one with something to pack a punch or to play defense with either a fist or ss.

 

Additionally, our Wolf Priests and Wolf Guard Battle Leaders can take Saga of the Hunter, and when attached to a unit, can grant them BEL and Stealth. This means a WP can infiltrate with a full 10man GH pack PLUS TDA WG pack leader (Arjac often being my preference), making Space Wolves a very nice infiltration army in 6E.

 

Sadly, no land speeder storms or stormtalons unless allied, but that's not much a problem.

I'm more into troopers and walkers than vehicles, just like the infiltration for the tactical purposes of denying "lanes" to your opponent, and make them feel a lot of pain if they choose to go that way. I do notice the Ld issue but can be offset I suppose by adding some characters to the troops.

 

While that link was nice, it still leaves me with some questions:

 

What is the most common load out for a Grey hunter Squad and Long Fangs?

 

Grey hunter packs if not led by a Wolf Guard don't lose their weapons because there is no "Sergeant" to take the challenges then?

 

Is Ld a concern sometimes in a Space Wolves army?

 

What is the most efficient HQ, point cost battlefield performance?

 

Edit:

I know the Librarians are somewhat essential in this edition so I should consider the SW version of them. With the scout input that makes them fun and thanks to the link I get some nice ideas.

Welcome Deiros,

 

Greyhunter load outs I see tend to vary depending on the lists, however, I think everyone would agree you should include a wolf standard in each pack. Since 6th Ed, I've been moving to a more foot slogging list, i.e 10 GH w 2 plasma rifle, 1 standard with WG in TDA attached to the pack. I run 5 man Longfang squads with all missiles. Occasionally, I'll add Lascannons if points allow.

 

Ld is not a big deal for me in 6th Ed. Falling back often works to be an advantage with And they shall know no fear.

 

The Rune and Wolf Priests are probably the most cost effective HQs at 1250 or below. That being said, I run my dual powerfist and wolfclaw wielding lord every chance I get for fun. :lol:

 

Re infiltrating, I like to attach a wolf priest to a 5 man terminator squad with combi plasma and outflank.

Welcome to the Pack.

 

The best advice I can give is your army needs to work as a pack. Be able to support each unit when it needs it and you will do great.

 

I love Wolf Scouts. They are great for dropping in a building with sniper rifles and picking off squad leaders. Now with overwatch, bolters are really nice when paired with 2 plasma pistols, plus Krak Grenades can bust almost anything. Acute Senses and Behind Enemy Lines can be amazing.

 

If you want jump packs, I would say ally with Blood Angels. Sky Claws just don't do it for me. You have to give them a Wolf Priest and it just never seems to be worth it. I love jump packs, but I love being a wolf more, so I go without in competitive lists.

 

I find Thunderwolf Cavalry and a Vindicator moving up the board makes your opponent feel like they are being backed in a corner. Then you just back them up with the Grey Hunters. Long Fangs bring up the rear.

 

Landraiders are always nice unless you play Tau.

 

Rune Priest.

 

Rune Priest.

 

Rune Priest.

 

I love those guys.

Those are nice links, but it's mostly opinions on why the SW are greater than X, painting guides (very good) and battle reports (which do help don't get me wrong), but I guess I was left with a bit more questions.

 

Is it common to put a Terminator Wolf Guard to lead a Grey Hunter squad or regular power armor one?

 

If TDA Wolf Guard I suppose it's for a more melee oriented unit and as a "challenge" + Ld boost, while the regular power armor Wolf Guard is more suit for a shooty/counter-attack type of unit?

 

I look at SW and they seem capable of melee combat, but not their real forte kind of depending much on the counter-attack special rule to be more effective than normal?

 

I still reading into the Codex, since I'm buying mine next week, I'm borrowing it from a friend.

 

What are the more viable powers for a Rune Priest out of the Codex?

 

I know null zone is a if in doubt bring it since it is always useful for vanilla marines but I have no idea what power fall into that category and why for SW.

 

Wolf Priest commonly used wargear if people even use them?

Is it common to put a Terminator Wolf Guard to lead a Grey Hunter squad or regular power armor one?

 

If TDA Wolf Guard I suppose it's for a more melee oriented unit and as a "challenge" + Ld boost, while the regular power armor Wolf Guard is more suit for a shooty/counter-attack type of unit?

 

It is now. Yes, they're great options for challenges, especially if you have an IC in the pack and want him to wreck the squad the challenger is with instead of getting tarpitted. Note - Arjac must always give/take challenges.

 

The biggest issue behind TDA WG leading GH packs is the inability to make a sweeping advance. They're perfect for soaking up shots that would take out 3+ PA models more easily.

 

I look at SW and they seem capable of melee combat, but not their real forte kind of depending much on the counter-attack special rule to be more effective than normal?

SW armies have seemingly been determined to be middle ground holders. As such, they're a more all-comers army, since they're a jack-of-all, master of none type. We've got perhaps the best marine tac, dev and scout squads in the game and our psykers (6e is the psychic edition) have the 2nd best defense. So by Jack of all, we can drop pod in the center with GH and likely hold it.. or charge forward into melee with TWC, bikes, lords, and infiltrating WPs, etc.. or sit back with long fangs and unlimited range living lightning, etc. All three (with variances) have been viable from what I've seen.

 

What are the more viable powers for a Rune Priest out of the Codex?

 

I know null zone is a if in doubt bring it since it is always useful for vanilla marines but I have no idea what power fall into that category and why for SW.

 

Quoting myself from another recent thread:

 

Not to besmirch our beloved psychic powers, but I think the SW powers better reflect what a SW army is: Reactive. Initial reactions to the SW persona is that they must be an insane, melee-oriented army. However, the longer you study their capabilities, the sooner you realize they're meant to dominate the midfield. Not to say you can't be successful in melee, but our overall benefits clearly aren't as melee-strong as other armies like BA. The psychic powers exemplify this, with no less than five of the seven powers being shooting attacks, with the remaining counting as blessings.

 

Before venturing over to the imperial powers in frustration, there's a small silver lining in two of our powers. Thunderclap, while not impressive, is a very limited short-ranged attack (large blast marker). Could easily take a few out before giving/receiving a charge.

 

What is often overlooked, however, is the Wolf Spirits. Usually dismissed for its 12" range, in favor of JotWW or MH, the stats on the Spirits are fairly decent circumstantially, and guarantee 5 potential hits, 2 of which will be AP2, and if anything dies it is an auto-morale check. Combined with tempest wrath or storm caller can help your RP get close enough to use either.

 

*EDIT* - After re-reading, I remembered this was for a meleeing RP. To add to it though, the most used/taken SW powers are Jaws of the World Wolf, Living Lightning, and Murderous Hurricane, usually the first or the last, but LL generally is always taken as a backup.

 

Wolf Priest commonly used wargear if people even use them?

 

Runic armor. Never TDA. Lately, almost always Saga of the Hunter. Plasma pistols won't hurt either. They're used far more often lately to infiltrate a pack of GHs behind enemy lines.

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