jjfelber Posted February 17, 2015 Share Posted February 17, 2015 Last time I played with my beloved wolves was two years ago, a much different world with the old codex and the old rule book.My simple question with surely a complicated answer, What is the landscape?What are the musts in the new edition?What should I avoid?Help me return my wolves to the glory they once knew! Link to comment https://bolterandchainsword.com/topic/303607-brothers-i-need-your-help-new-codex-new-edition/ Share on other sites More sharing options...
tylerw Posted February 17, 2015 Share Posted February 17, 2015 Depends how competitive you are, but, assuming you play in tournaments, and so on, there appear to be still 2 main ways to build SW for tournament play:First, TWC-heavy lists, probably building from Champions of Fenris. Following a Champions (Company of the Great Wolf) formation gives your TWC, and WG-based figures +1 WS, and lets you avoid the troop tax. Second is the "Lots of GH list," that has been the SW bread-and-butter forever, where you're utilizing Drop Pods, Rhinos, and other transports, along with appropriate support. Assuming you have the codex, you'll see the current changes, but as far as the "musts" go, you'll either want something like 8+ TWC figures and then the support units for those, or 3+ units of troops and appropriate transports. As far as playing against the best armies, or in the biggest tournaments, you'll probably need to ally, and you'll (probably) be looking at allying with C:SM for centurions. There are basically no new musts in the new edition, although the new flyer is solid, with the transport mode being much better than the gunship. The new named Dreadnought is cool, but not... good really. The new axe/shield dread is slightly better, but still not "good," as far as being a competitive must. However, if you buy the new SW Dreadnought kit, it is pretttttyyyy cool, as you can build Bjorn, Murderfang, a generic dread, or a venerable dread, and if you REALLY want to, you can magnetize MOST of the options, with bitz left over to touch up or improve any other dreads you might already have. I guess these things aren't directly related to SW, but Imperial Knights are one of the better allies for SW as well, and you may want to pick up and play a Forge World Sicaran Tank. Link to comment https://bolterandchainsword.com/topic/303607-brothers-i-need-your-help-new-codex-new-edition/#findComment-3954026 Share on other sites More sharing options...
Rift Blade Posted February 17, 2015 Share Posted February 17, 2015 Have to second the Sicarian. It rocks in most builds. Ulrik is also worth taking a good look at. White Scars do it better but WG bikers are viable as well. Link to comment https://bolterandchainsword.com/topic/303607-brothers-i-need-your-help-new-codex-new-edition/#findComment-3954189 Share on other sites More sharing options...
Spazmonkey Posted February 19, 2015 Share Posted February 19, 2015 As Above Champions of Fenris is Epic. Units that are worht a look Arjac Shields brothers. 5 termis plus arjac in a leand raider. WS 5, T 5 if in base contact Hammer of wrath instant attacks if they make a save on a 6. if you run Landraiders and hammernators these are a no brainer. Void claws. Love these guys. 5-10 WC /WC termies auto deepstrike turn 1. WS 5 S5 re rolling scatter, and allows re rolls on you reserves. I can not recommend these guys enough. they are an army multiplier. they allow accurate deepstriking with you pods turn 1. Rerolling reserves is just great. But they also allow you to attach characters such as Arjac or a Wolfpriest. FNP and PF makes these guys survive so much longer. I recommend running a unit of 6-7 Getting arjac in there and having him turn 1 on the opponents side / flanking is amazing. Last game i did this with Arjac. he took out. X1 Whirlwind, x1 razorback, x1 dreadnaught. the void claws also took a 5 man tac squad and Chapter master on the charge. on of their biggest issues is that not much will survive the charge from these guys. Recommend The Stormwolf as well. with the right detachment it comes in turn 2, or again void claws allow re-rolls. Thunderwolf cav is amazing. they always make their points back. they can also be a massive distraction to your opponent and soak masses of fire allowing the remainder of you army to do some damage. Link to comment https://bolterandchainsword.com/topic/303607-brothers-i-need-your-help-new-codex-new-edition/#findComment-3955700 Share on other sites More sharing options...
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