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 Been away from The Fang for a while now. I last played when 6th Edition came out, now with 7th out I feel like I am learning a new system. 

 

 First question is what books/resources should I get?

Obviously I'll need a Rulebook and SW Codex. For additional Formations, Champions of Fenris and Santus Reach: Hour of the Wolf.

 

Are there any other GW books that will have Formations and special rules relevant to Space Wolves?

 

Secondly. I read this and did not understand it.

 

 The ways to play space wolves are:

 

Unbound, Unbound with great company, combined arms, combined arms with great company, combined arms + allied detachment, combined arms with great company + allied detachment, space wolves unleashed, space wolves unleashed + allied detachment, space wolves unleashed with great company, space wolves unleashed with great company + allied detachment.

 

 

Is there a 7th Edition Glossary?

 

Walkers are vehicles now? no longer Elites?

 

Thunderwolf Cavalry - Do special weapons have Rending now? i.e. Canis Wolfborn.

I also presume there are no Full Cavalry armies anymore since Canis does not appear to allow Fen. Wolves as Troops. Unless Unbound means not being restricted too a Formation.

 

I feel they have taken the Elite-ness out of the Wolf Scouts, but my question is the 'Scout' rule states Wolf Scouts only but the rules state "a unit containing a least one model". Why the redundancy?

 

Locator Beacons - Only for Drop pods? and do locator beacons effect the deep striking of other drop pods or just other Deep Strikers?

 

How durable are vehicles now? Expanding on what I said earlier, I last played a 6th edition tournament in which vehicles were raked to death by light arms fire. Giving us a fancy fliers and Dreadnought is one thing but is putting Logan onto a sled with HP3 a waste of over 300pts?

 

Long Fangs work out cheaper but so do the Vehicles. Whirlwind is cheap as chips and very tempting - Are Long Fangs worth taking over vehicles? 

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Fortifications have a separate book. Look it up on GW website.

 

Space Wolves can play a unbound list (take all you want). Then we have 3 possible Force Organization Plans: one in the rule book, one in the codex and one in the supplement. Then we have loads of Formations. Since the rulebook does not limit the amount of detachments, go can combine everything I mentioned if points allow it.

I suggest you look up 'detachments' and 'FOC' in the rule book. The quoted text is a slight mess though :P

 

It's in the rule book. Look things up in the index at the back of the book.

 

Walkers always were Vehicles (since 2nd or 3rd Edition anyway). Being in the Elite section has nothing to do with it. Elite is a FOC section, Walker is a unit type (a sub-type of Vehicle).

 

Unless a FAQ fixes that, all TWC and TWM weapons have Rending.

 

The rulebook wording is correct, don't know where you are getting the other one from.

 

Drop Pods deep strike as well. Beware though, a beacon has to be on the table from the start of the turn to work. So you can not drop a beacon turn 1 and use it for other pods turn 1.

 

You can still glance them to death easily. Only blowing them up is harder. The best defense for vehicles is to give the enemy other, more threatening, targets to shoot and target saturation (aka spam).

That said, a Land Raider is still a massive pain outside of melee.

Logan is just a beatstick. My Wolf Lord HQ wipes the floor with him in a duel for less points. It is a fun unit, bit not competitive.

 

Long Fangs are more expensive in the new codex because Heavy Weapon prices have been normalized. They are still superior to regular Devastators though.

'LF or tanks' has no right answer. It comes down to preference and playstyle.

I, for example, use neither. No heavy support in general. My armies are mostly HQ, Elite, Fast Attack and sometimes some Troops if they support my strategy (I use supplement FOC).

 


Been away from The Fang for a while now. I last played when 6th Edition came out, now with 7th out I feel like I am learning a new system. 

 

 First question is what books/resources should I get?

Obviously I'll need a Rulebook and SW Codex. For additional Formations, Champions of Fenris and Santus Reach: Hour of the Wolf.

 

Are there any other GW books that will have Formations and special rules relevant to Space Wolves?

 

Honestly there's really no huge reason to get anything other than the core rulebook and the Space Wolf Codex, unless there is a formation that you absolutely LOVE and MUST have... it's better to save that cash and spend it on models, paints, and other stuff.

 

 


Secondly. I read this and did not understand it.

 

Quote

 The ways to play space wolves are:

 

Unbound, Unbound with great company, combined arms, combined arms with great company, combined arms + allied detachment, combined arms with great company + allied detachment, space wolves unleashed, space wolves unleashed + allied detachment, space wolves unleashed with great company, space wolves unleashed with great company + allied detachment.

 

 

Is there a 7th Edition Glossary?

 

Unbound means playing without using the Force Organization Chart, an explanation of this is in the 7th Edition Rulebook. Unbound with Great Company means using an Unbound list + the Great Company Formation. Combined arms is also explained in the core rulebook, and again is either combined with the Great Company detachment, an ally, an ally and a detachment or what have you. Space Wolves Unleashed is the alternate FOC offered in the Space Wolf Codex, and that can be taken alongside an ally, or the Great Company formation, or the formation and an ally.

 

As for a glossary almost all of the information you will need is in the 7th Edition Rulebook and the army book.

 

 


Walkers are vehicles now? no longer Elites?

 

When have walkers not been vehicles? They were certainly vehicles in 6th Edition.

 

 


Thunderwolf Cavalry - Do special weapons have Rending now? i.e. Canis Wolfborn.

I also presume there are no Full Cavalry armies anymore since Canis does not appear to allow Fen. Wolves as Troops. Unless Unbound means not being restricted too a Formation.

 

Yes as the rule is written all special weapons get rending, and yes you can take whatever you want, WHATEVER YOU WANT, in an unbound list, there are disadvantages of course but you can do it if you so desire.

 

 


I feel they have taken the Elite-ness out of the Wolf Scouts, but my question is the 'Scout' rule states Wolf Scouts only but the rules state "a unit containing a least one model". Why the redundancy?

 

How did they take the Elite-ness out of Wolf Scouts? They are still Elites, they lost OBEL but that's about it. As for the Scout rule it simply specifies that the Wolf Guard Pack Leader does not have those rules, because he's in Power Armor and thus not sneaky. He also wouldn't have Infiltrate or Move Through Cover. Ultimately this isn't going to affect the unit by a huge margin but it's good to be precise. GW did make a mistake in giving the Pack Leader of Blood Claws Rage. That is almost certainly going to be FAQ'd away.

 

 


Locator Beacons - Only for Drop pods? and do locator beacons effect the deep striking of other drop pods or just other Deep Strikers?

 

Locator beacons affect anything that Deep Strikes and yes they are only an upgrade for Drop Pods.

 

 


How durable are vehicles now? Expanding on what I said earlier, I last played a 6th edition tournament in which vehicles were raked to death by light arms fire. Giving us a fancy fliers and Dreadnought is one thing but is putting Logan onto a sled with HP3 a waste of over 300pts?

 

Vehicles still have HP but Logan's sled is by no means a waste of points. It makes him faster, and frankly a bit tougher, especially in close combat. Flyers can be very tough to shoot down with Jink and the infantry having to hit them on a 6+, regular vehicles can be a bit thin skinned these days but but not as much as in 6th and still have their uses.

 

 


Long Fangs work out cheaper but so do the Vehicles. Whirlwind is cheap as chips and very tempting - Are Long Fangs worth taking over vehicles?

 

Generally everything is viable depending on your play style. Long Fangs have split fire, they also can have up to 5 Heavy Weapons and a special weapon on the Pack Leader, so yes, they are absolutely still viable for the cost and the amount of firepower they put out.

I just had a funny thought. Rending TWC melta bombs.  I guess it doesn't matter though.

 

As for Long Fangs vs other vehicles... You should either go one way or another.  One unit of LF get smoked so fast.  You have to saturate your units.

Another question so I thought I would tack onto this thread.

 

Flame Weapons still ignore cover? I just have dloaded PDF version at this stage (while I work out which books/Models to get and how much more everything will cost) and it neglects to say.

Another question so I thought I would tack onto this thread.

 

Flame Weapons still ignore cover? I just have dloaded PDF version at this stage (while I work out which books/Models to get and how much more everything will cost) and it neglects to say.

 

Template weapons ignore cover (which is everything that uses the flamer template). Does not have to be a flame weapon. There is also bile, chemicals and other intersting liquids :D

Another question so I thought I would tack onto this thread.

Flame Weapons still ignore cover? I just have dloaded PDF version at this stage (while I work out which books/Models to get and how much more everything will cost) and it neglects to say.

Template weapons ignore cover (which is everything that uses the flamer template). Does not have to be a flame weapon. There is also bile, chemicals and other intersting liquids biggrin.png

Thank you - was looking for flame weapons rule not template rules

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