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Space Wolf psykerspowers of RB powers


DaDa

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While it's a big commitment for an allied detachment, You can totally take 2 Space Wolf HQs in an allied detachment. They just have to have different psychic powers (or use BB powers, which are random and thus ignore that rule) and have different wargear. Leaders of the Pack still works for allied detachments.

 

 

That being said, 2 Rune Priests in an allied detachment is the sort of thing that a competent TO will drop your Comp score for. Ultimately, the choice of what powers you take depends on what you're using the allied detachment for. Is this detachment battle brothers with the main army (If not, be aware that the Runic Weapon cancels the psychic powers of allies of convenience the same way it does enemies)? If so, your rune priest could be in any number of places in the army. If not, he's going to be in the midfield, with the Grey Hunters.

If you're planning on using blessings, I'd recommend putting the rune priests (preferably 2) with a unit (preferably a pair of units) that is likely to get right into the thick of it. Blessings are good for shooting units, but they're GREAT for melee. Example:

 

1) Prescience (and other damage-oriented buffs) increases kills against a unit that is 100% guaranteed to attack you back, if it can, this very assault phase.

2) Enfeeblement increases damage vs. MEQ to about 133%, and damage taken from MEQ to about 67% meaning that you will cause double the casualties of an otherwise equivalent force (these numbers are subject to the presence of special cc weapons and relative initiative scores). In CC, this difference is massive - if a 10 vs 10 fight goes to 7 vs 4, you've basically clinched it.

3) 2 grey hunter units and 2 rune priests fighting within 12" of each other have the tactical advantage of being able to direct their blessings where most needed. I.e. if one unit is fighting 7 vs 4 and the other is a fresh combat (10 vs 10), give both blessings to the fresh combat where it can do the most use.

 

The other thing is that enfeeblement is ridiculous when combined with thunderwolf cav or swiftclaws (both toughness 5) in melee against MEQ (against str 3 opponents it's redundant though). You won't lose many models at all.

 

That said, remember that a RP cannot use many of their powers (including blessings) on the turn they arrive from reserves.

Wow good stuff guys! i am really thinking of using 2. To explain my list a bit. i use SW allies for my infantry heavy IG. at the moment im using 1 Rp 2 Gh 1 Thunder wolf cav and of course  long fangs with rockets, als 3 termies to use them as sergeants. 

 

i totally forgot about the 2 HQ in one slot!! that is a really good idea! 

 

 

 

 

If you're planning on using blessings, I'd recommend putting the rune priests (preferably 2) with a unit (preferably a pair of units) that is likely to get right into the thick of it. Blessings are good for shooting units, but they're GREAT for melee. Example:

 

1) Prescience (and other damage-oriented buffs) increases kills against a unit that is 100% guaranteed to attack you back, if it can, this very assault phase.

2) Enfeeblement increases damage vs. MEQ to about 133%, and damage taken from MEQ to about 67% meaning that you will cause double the casualties of an otherwise equivalent force (these numbers are subject to the presence of special cc weapons and relative initiative scores). In CC, this difference is massive - if a 10 vs 10 fight goes to 7 vs 4, you've basically clinched it.

3) 2 grey hunter units and 2 rune priests fighting within 12" of each other have the tactical advantage of being able to direct their blessings where most needed. I.e. if one unit is fighting 7 vs 4 and the other is a fresh combat (10 vs 10), give both blessings to the fresh combat where it can do the most use.

 

The other thing is that enfeeblement is ridiculous when combined with thunderwolf cav or swiftclaws (both toughness 5) in melee against MEQ (against str 3 opponents it's redundant though). You won't lose many models at all.

 

That said, remember that a RP cannot use many of their powers (including blessings) on the turn they arrive from reserves.

 

 

good stuff! some basic tactics! 

 

ill probally go double biomancy  or 1 biomancy and Jotww! 

 

thx all. 

 

more tips always welcome!

ill probally go double biomancy or 1 biomancy and Jotww!

Just making sure I'm not reading this wrong. You can only take SW powers OR BRB psyker powers per rune priest. You can't mix and match on one RP. So I'm hoping you meant to say one RP will have biomancy and one RP will have SW powers.

 

ill probally go double biomancy or 1 biomancy and Jotww!

Just making sure I'm not reading this wrong. You can only take SW powers OR BRB psyker powers per rune priest. You can't mix and match on one RP. So I'm hoping you meant to say one RP will have biomancy and one RP will have SW powers.

 that is what i mean, 

 

2 rune priests :) 

Oh, right. If you are taking a big IG blob, maybe disregard what I said about melee. Big IG blobs can get a lot of benefit out of blessings merely through shooting! They benefit more from rerolling to hit, or from being granted a cover save, for instance (though the cover save is relatively unnecessary if you, ya know, put them behind cover.)

Jaws and murderous hurricane has always done me good, always. Necrons and tau will drop like flies to jaws, its arguably the best offensive power in the game. Other power from the codex have their uses but some of the BRB power are game changers as well.

 

If your going to run 2, I'd go level 1 psyker with SW power and level 2 with div or bio. 2 powers a turn can really elevate your units and hurt enemy lines to the point of breaking.

im running a 30 man platoon, and 2 GH sqauds. i used 2 lvl 1 RP yesterday VS space marines. both rolled on biomancy and it worked like a charm. i can use the SW powers when playing VS low Iniative armys. i dont have any points for a lvl 2 uprgade  though 

Here is a question that I am sure has been asked and answered, but my search fu has failed me. When do you have to choose your psyker powers. Must it be marked on your list or can you adjust each game. I am talking about tourny play.

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