Jump to content

Space Wolves Essentials


Recommended Posts

P.s. I know its a debated topic but raw you can't have saga of the hunter and runic armour.

 

Its so hotly debated, dodgy, (and very obviously cheesy rulelaywering imo), that I wouldnt suggest it to a new space wolf, he might get off on the wrong foot with the gaming community.

Dodgy statement.

If Runic Armor isn't Power Armor, then Runic Terminator Armor isn't Terminator Armor (for the same reasons).  I'd dare anyone to put Njal in a Rhino with that argument and claim he's following R.A.W.

 

http://www.bolterandchainsword.com/topic/264087-fluffrules/

Arjac costs more then the Rune Priest or Wolf Priest by about 50%.

 

The point of SotH is to get onto your opponents flank or backfield without getting shot at for 2+ rounds. It works best vs gunline or defensive armies. (IG, Tau, etc) It also gets you close to their backfield tanks so you can pump them full of melta. I agree that a Rune Priest may be better, that's why it is first on my list, but the Wolf Priest is better in cc and has the 4++ to help him live. Also there is no rolling involved in the buffs he brings to the packs. 130pts is a bargan for what you get IMO.

 

I have had my WP turn the tide of battle more times then I can remember. I can understand why some would leave him on the shelf, but this Wolf Lord can't recommend them enough.

 

I love our dex and HQs. What it comes down to Mortem is your playstyle. If you play aggressive and in your opponents face, the WP is probably better. Defensive or utility armies the RP has the advantage. In my opinion, they both rock.

 

 

The point of SotH is to get onto your opponents flank or backfield without getting shot at for 2+ rounds. It works best vs gunline or defensive armies. (IG, Tau, etc) It also gets you close to their backfield tanks so you can pump them full of melta.

 

 

 

That's a big part of the point of it. The other thing is that your opponent can't watch you deploy/roll up on one side and respond appropriately (in terms of their deployment). They don't know what table edge you're going to pop up on... until you're right there, shooting melta into their poor defenseless side armour.

Dsw: runic TERMINATOR ARMOUR

runic armour....augmented suits of power armour.

 

Big diffirence imo. Sure it is a valid argument, but imo arguing that rule anytime you have a game isn't worth it till it is FAQ'd, and as we know from similar arguments (lychguard hyperphase swords), usually not in our favour.

If all you fight is MEQ, then yes, he leaves a bit to be desired. I play a lot of IG and xenos, so he is a Instakilling monster. When I play CSM, he does fairly well. The WG takes the challenge with his TDA and the WP goes to town on the unit.

 

That's what brothers are for.

Yeah, I'm not really a huge fan of the power maul, either, to be honest.  Certainly not on characters. I'm not really a fan of giving ICs anything short of AP2. Hopefully chaplains/wolf priests will see some love in their next codexes.

 

My Games Day WP should be able to have a thunder hammer!!

 

That aside, Preferred Enemy and a 4+ invulnerable save is a pretty enticing benefits package on a 100 point IC.

You know you cant take a Wolf Totem in a WGTDA unit right?

wolf totem 0.o?

Long fangs get shot, 1 dies (squad leader), now for every one that dies you lose at least 25 points, and your shooting power gets reduced.

On the other hand wolf guard, you have 8 meatshields before you lose firepower, and your wearing terminator armour.

Or "Wolf Banner" as there is no Wolf Banner in the american version of the codex. The 10 pt upgrade that allows rerolls? Yeah, its GH only.

I don't really get the point of saga of the hunter, you get there faster walking. Plus his maul is sukkish sad.png

give me a rune priest as warlord any day, easy to keep alive with arjac, objective sitting, or biomancy.

Its to give you Stealth, to keep you alive while you walk there. You dont HAVE to outflank him.

Yeah, that's true, but how often do you get to use our army-wide Acute Senses...

 

Despite the Power Maul, he is a beast and I recommend at least giving him a go in a counts as game. Plus the models look awesome and if your on a budget, you can easily kit bash one.

The other problem with using 8 bolter wolf guard + 2 CML wolf guard as your main source of heavy support is that you can't split fire, neither can you assault a different unit to the one you shot at. You'll waste a lot of bolter shots firing at vehicles, or you'll waste a lot of missiles shooting at MEQ (which they're pretty decent at, but it means you have nothing to shoot at enemy armour).

 

If I was to make a shoot-tastic wolfguard army, I'd probably consider taking 5 man units to compensate for lack of Fire Control. I'd also consider drop podding some melta teams. Don't go full suicide on them, necessarily. They'll be much more useful if they're relatively battle-worthy and can be used to capture objectives, etc. 5 models, 1 heavy weapon, 4 combi meltas, anywhere from 1-5 upgraded to TDA (15 points is a bargain).

 

 

Also, it's kinda a toss up between a CML and an AssCan. CMLs are slightly better in some respects and have a longer range, but against some targets (AV14 and 2+ armour saves) they don't really compete with AssCans. AssCans are just about the most versatile gun in the game. They pack about as much punch as a lascannon against armour, but are also pretty effective against infantry. The main limitation is that they have a short-ish range. If you're podding them though, it's less of an issue.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.