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Priests in my army


Sohail187

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Hello fellow wolve lovers!

 

I am fairly new to this website as i am fairly new to 6th edition, However i need some guidance. 

 

I was looking through the space wolve army list to get a rough idea of what units people run, war gears, ect..ect.. Now i came across a few lists which were using rune priests. I do understand that some of the spells are situational. However if i did intend on using rune priests, any advise on the best way to get the most out of them?

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Rune priests are a great, cheap HQ option.

I run them in one of two flavours, support or offense

 

Support -

Take two divination powers, the fallback power for divination (preciense) is great, as it allows you give ANY unit within 12" rerolls on their to hits. This counts in both shooting and close combat, and lasts until the start of your next turn (so you get rerolls on overwatch as well if charged).

The other powers you may roll for can be pretty good...the 4+ invunerable one is good, as is the one that lets you overwatch at full BS, but i find mainly, i just use presciense anyway.

So, roll for your first power - if you dont like it, just take prescience, then roll for your second power and hope its something slightly useful. If not, just use prescience every turn on a unit that will be shooting/in the thick of it.

 

Wargear for a support RP - I usually stick him in TDA to give him a 2+ save, and add a 5+ invunerable.

Tactics - Sit him back amongst long fangs or a home camping grey hunter squad (i usually try sit him so hes within 12" of 2-3 camping squads, that way he gets to choose which squad he's going to buff.)

 

Offense

You have two options here, you can try on the biomancy list, which ive had little luck with, but have heard people have success with. Or pick two codex powers. My favourite combo for a long time has been Jaws and Living Lightning, although ive thrown murderous hurricane in there now and then too.

 

Jaws of the world wolf - great power, short ranged but can be devastating to high wound/points cost models who fail their initiative test. Especially useful against monstrous creatures with low initiative (bye bye nids). Its not quite as great as it was back in 5th due to initiative tests now being easier to pass, but will still annoy the hell out of people

Living Lightning - Think of this as an unlimited range autocannon, that can possibly put out 6 shots a turn. It can be great for taking down light armour.

Murderous Hurricane - Great against horde type armies - or anything you really want to slow up - causes 3d6 s3 wounds (which can take its toll on weaker, crap armoured units). But more importantly i find, makes that unit move through difficult/dangeorus terrain next turn.

I think the tempest wrath power is also useful against flyers and flying daemon princes? But i dont usually play against either so am not really sure

 

Wargear for offense runepriest - usually runic armour if he's riding in a rhino, shooting out the top hatch (this is less popular now in 6th that it was in 5th). You could have him in a drop pod, in which case its down to how many other models you want in that pod as to whether you put him in TDA or not.

For a shooty rune priest, a chooser of the slain is a pretty good choice too. Gives him BS5 when the chooser can see your target. To be hones I usually take at least one chooser whether my rune priest is offensive or support, just to have a nice fat 18" denial zone for any infiltrators my opponent chooses to bring.

In the rulebook all the psychic powers are near the end under 'psychic disciplines', page 418. For some reason they thought to not have this section under the actual pskyers section on page 66...but who knows...

 

The space wolf specific psychic powers are under the rune priest entry in the codex (which spans two pages). Rules for using biomancy. divination etc can be found in the latest space wolves 6th ed FAQ:

 

http://www.games-workshop.com/MEDIA_CustomProductCatalog/m2420319a_Space_Wolves_6th_Ed_V1.pdf

Also wolf scouts with behind enemy line seem fairly good, However i am not sure exactly how behind enemy lines work. 

 

So for example turn 1 i roll a 3+ i can make my scouts come on from any table edge. Lets say i choose behind the enemy what rules do the scouts follow when coming on? reserve rule? can they move after coming on? shoot assault? Also i saw someone saying he gives his wolf scouts 5 plasma's the codex says only one unit can replace his weapon for that weapon. 

not sure how someone could/would give scouts 5 plasma guns/pistols, you can certainly have 2 (one pistol and one gun) poss. 3 - they follow normal reserve rules - so can move 6" onto the board, shoot as normal and can't charge.

Another thing that a lot of people (myself included) are using due to the softness of scouts these days (due to not being able to assault from reserve) is a Wolf Priest w/ Saga of the Hunter plus a full pack of Grey Hunters (I run dual special weap. be they flamer/melta or plasma) and if I have the points I drop in a Termie Wolf Guard as well (tends to only be if I have a 5 man pack so I give these hunters the AC guy) - they come on like Wolf Scouts but have both the numbers, weaponry and armour to put out a lot of damage straight away AND survive the incoming fire the next turn.

 

not sure how someone could/would give scouts 5 plasma guns/pistols, you can certainly have 2 (one pistol and one gun) poss. 3 - they follow normal reserve rules - so can move 6" onto the board, shoot as normal and can't charge.

 

Another thing that a lot of people (myself included) are using due to the softness of scouts these days (due to not being able to assault from reserve) is a Wolf Priest w/ Saga of the Hunter plus a full pack of Grey Hunters (I run dual special weap. be they flamer/melta or plasma) and if I have the points I drop in a Termie Wolf Guard as well (tends to only be if I have a 5 man pack so I give these hunters the AC guy) - they come on like Wolf Scouts but have both the numbers, weaponry and armour to put out a lot of damage straight away AND survive the incoming fire the next turn.

 

 

 

 

Fully agreed on the wolf priest with saga of the hunter/grey hunter combo

 

My usualy 1750-2000 army uses 2 priests, 1 of the rune variety, and 1 wolf priest

 

I set up like this (i guess this is still on topic right?):

 

Wolf Priest - P.Pistol, M.Bomb, SotH

-he outflanks with:

WGPL - PPx2, MotW

Grey Hunters x 10 - Plasma x2, Banner, Motw, Pfist

 

Rune Priest - TDA, Chooser, Divination.

 

Sohail - Space Wolves having acute sense make the outflank ace, as you can reroll the dice for table edge. Its not quite a s good as behind enemy lines was with scouts in 5th edition, as back then yuo could assualt from reserves. You now cant assault when coming on from reserve, so a shooty unit like the wolf priests, that can come on, rapid fire plasma and boltgun death (using preferred enemy), and then be quite happy to take a counter charge...its pretty beastly..if a little expensive (but fun!!).

 

So for example turn 1 i roll a 3+ i can make my scouts come on from any table edge.

 

Anything put into reserve you roll for from turn 2 onwards. Unless it has specific rules (drop pods and deathwing assault being the two that spring to mind).

 

With scouts, ive actually started running them in large squads with sniper rifles and heavy bolters. Can be a total nuisance, and once you precision shot someones plasma gunner out the back of a squad, folk learn they can do a bit of damage :)

Yup. Did to a buddy of mine using Armoured Company. If you're gonna do it, bring a camera because the look on the other guy's face is probably going to be priceless. I ended up losing the game but not by much & it was because I did not make a charge roll which he & I both agreed would have changed the game completely(my luck with dice is notoriously bad-especially when it comes to TDA saves). Against a non mech army it should work I would think. I just got the Doom of Mymera book recently so I haven't had the chance to try Bran but I think it is definitly viable. Gotta remember to bring my camera when I do it. LOL!!!

Has anyone tried/tested the idea of outflanking a WP w/ SotH in a LR with a unit of TDAWG?

The problem with that, I think, is that those WGTDA still cannot assault when they come on from Reserves in the Outflank, so they'll get a turn 3, or later, assault.

 

I'd say you would typically be better off just deploying them in that Land Raider on the table at the forward edge of your deployment zone. Barring Railgun/Multimelta misfortune, they ought to be in close combat in Turn 2. The Land Raider ought to take some pressure off of your other units, too, as your opponent knows that he really needs to deal with it.

 

V

I'd start with the basics: a Rune Priest and a Wolf Priest. Attach the Wolf Priest to whatever unit is designed as your primary Assault Force. Both of these HQ options help buff the units they're with. Wolf Lords and Battle Leaders don't have any buffing powers, they're just personally effective in combat, which is nice, but not quite as helpful, usually, to your army's overall effectiveness.

 

Just be mindful of the types of assaults you get these Priests into; they're both decent against any basic troops and sergeant types, but they aren't close combat beasts, and will get pummeled by powerful enemy close combat characters and units.

 

I'd play with these for a while until you get more comfortable with 6e, the Space Wolves, a d your own playstyle.

 

V

Late assault is unfortunate, but in the meantime even a basic LRC can pump out a pretty impressive amount of fire. Up to (depending on positioning and movement) 4 TL AC shots and 3 TL bolter shots at full BS. Upgraded LRCs could potentially swap either of those for a MM or HKM shot (depending on the situation). Also, instead of disembarking on one turn, getting shot at, and then assaulting on the next, Ram/Tank Shock is an option (a very situational option, but an option nonetheless). This effectively would add 6" (of vehicle movement) to the charge range. Shooting is also still allowed after a Tank Shock (but not a Ram).

You do have the issue with not getting to use the LRC 1st turn & yes the WGTDA do not get to assault the turn they come in but that game my list was geared to that style of play. Included in it was 2 5 man packs of Wolf Scouts(plasma & melta for both) & a TWC pack(the Fire magnet) plus LF in cover at the back of my deployment with a RP with LL & MH along with 3 small packs of GH in RB sniping from cover. And as Valerian said, I would use a WP & a RP for starters but that's my opinion.

If you plan to use a lot of Thunderwolf Cavalry it may be good to make a Lord or Battle Leader on a wolf, but otherwise the Priests are awesome.

 

I love Saga of the Hunter. I can't say that enough. It has changed the fight almost every game. Preferred and Plasma guns rock as I love to kill my own guys and this helps save them from me. Plus you can usually get the side you want to put the heat on priority targets or get side armour.

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