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Dear brothers,

my questions have been probably answered yet, sorry for that.

 

I would like to know:

 

- Is it possible to equip rune priest or wolf priest with bike? In accordance to SW codex both of them can be equiped with special issue wargear and one of this wargear is bike. I have never seen rune priest or wolf priest equiped with bike in reality, only on pictures but not in game. Do you have exprience with such equiped rune priest and wolf priest?

 

- Is it possible to have rune priest or wolf priest on thunderwolf? Would be possible to use such model in game?

 

- 30k - Do you think that we can expect lone wolves in 30k? There is 99 % chance that no thunderwolf cavalry will not be in 30k.

 

Thank you for your reply.

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On bikes, yes.  Either character can be mounted on a bike per the Codex.

 

On a thunderwolf, as far as my codex is telling me, no.  That would be too much awesome for the table to contain.  :tongue.:

 

Chaplains and Libbys on bikes are pretty hardcore when fielded by other chapters; I haven't done it with my Hounds, but I can see either option being "dead 'ard."

 

I think Lone Wolves in 30K will probably exist in some form, but they'll likely be different in meaningful ways.

Rune priests and wolf priests can take bikes. Bikes are listed as special issue wargear which the rune priest and wolf priest have acces to. They can't take thunderwolf mounts, units that can have the option for a thunderwolf mount listed on their profile in the list of options. 

 

I have no experience with wolf priests, but rune priests on bikes when taken in the wyrdstorm brotherhood can be absolutely brutal. I had my wyrd bro's score seven penetrating hits on a knight in a single turn. Just make sure to take the Helm of Durfast on the rune priests that's going to use the living storm power every turn.

I've had great success in the past with a rune priest on bike. Especially when given the helm of durfast and rolling on tempestas. Excellent addition to a unit of TWC or WG bikers.

 

Never really use wolf priest much other than grouped up with some long fangs for some pref enemy goodness.

Thanks, bros. To conclude - no wolf / rune priest on thunderwolf. But on bike - cool combination :). I have one free bike, wolf-headed backpack, runic stave - converted from wulfen frost axe. Storm shield on handlbar, small shields from Stormrider on front wheel and two bolters. 

As said already, Rune priests on bikes = good call.  Wolf Priests however are better for slapping Preferred enemy on the unit you place them in.  The FNP is secondary as it's only a 6+ and most of the time you're rolling Psychic powers on Biomancy if you run Wyrd Bros to start for Endurance first.  

 

I honestly use 2 Wolf Priests in my Tourney list as they're an extra 2+ armor save plus help spread my threat range.

I am trying to find out whether is someone using chapter serfs? I mean in battle scenarios e.g. Fenris and Fang are under attack and defending by Space Wolves and their serves. If yes, what is the best choice for serfs in your opinion? From my point of view Catachan Jungle Fighters could be good choice. What do you think? Thank you.

I am trying to find out whether is someone using chapter serfs? I mean in battle scenarios e.g. Fenris and Fang are under attack and defending by Space Wolves and their serves. If yes, what is the best choice for serfs in your opinion? From my point of view Catachan Jungle Fighters could be good choice. What do you think? Thank you.

 

Probably Cadians with some head swaps? Possibly some marauder bits. Catachans are too heavily muscled in my opinion.

I'm using mechanised vets with a couple of Wyverns, some Kasrkins and a Macharius Vanquisher. I'm planning on adding some Leman Russ exterminators for fluff reasons.

Thanks.

 

I am trying to find out whether is someone using chapter serfs? I mean in battle scenarios e.g. Fenris and Fang are under attack and defending by Space Wolves and their serves. If yes, what is the best choice for serfs in your opinion? From my point of view Catachan Jungle Fighters could be good choice. What do you think? Thank you.

 

Probably Cadians with some head swaps? Possibly some marauder bits. Catachans are too heavily muscled in my opinion.

 

Thanks for advice.

Super impressed by the sled speeder... Stick some missiles on it and it could double for a javelin in 30K

 

The rest looks really good.

 

The Tartaros Praetor... It is a good conversion, but Good grief I hate that sumo suit!!

Thank you. May first real conversion :)

Longboat speeder is awesome

Thank you.

  • 3 weeks later...

New project - Space Wolves Serfs

 

Dear brothers. 

 

I would like to share with you my intention to create unit of Space Wolves Serfs. I will start with theory :).

 

Firstly the less important information - structure and ranks J.

 

Structure (based on Viking structure - mostly)

Hir – similar to Solar Auxilia regiment

Aett – batallion

Sveiter – company

Fylking – platoon

Hafna – squad

 

Ranks (based on Viking ranking system – mostly but different sources of information, sometimes contradictory)

Hersir – commander of Hir – similar to Solar Auxilia colonel

Stallvar – commander of Aett – similar to Solar Auxilia major

Aesir – commander of Sveiter – similar to Solar Auxilia captain

Vanir – commander of Fylking – similar to Solar Auxilia lieutenant

Vearangi – commander of Hafna – similar to Solar Auxilia sergeant

 

Type of unit

Space Wolves Serfs are serving as defend forces of Fang. 

 

Huscarls (hafna)

Huscarls are veterans. They are able to fight with long range or close combat weapons. I based them (characteristics) on veletaris storm section equipped by close combat and ranged weapons. Unit composition: 10 huscarls – one vearangi + 9 huscarls.

Vearangi could be equipped by laspistol, plasma pistol, autopistol, power weapons, frag and krak grenades.

Huscarls could be equipped by lasrifles, autoguns, shotguns, close combat weapons, plasma / melta gun.

Unit of huscarls 110 points, one huscarl is 11 points.

 

vearangi          WS4    BS4     S3        T3        W1       I3         A2        Ld9      Sv4+

huscarl            WS3    BS4     S3        T3        W1       I3         A1        Ld8      Sv4+

 

 

Berserks (hafna)

Berserks are an assault unit. They are focused on close combat. They are equipped by close combat weapons such as axes, hammers, sceptres, swords, fists, shields etc. I based them (characteristics) on Veletaris storm section equipped by close combat weapons.

Unit composition: 5 berserks – one vearangi + 4 berserks. The squad may include up to 5 additional berserks.

Unit of huscarls 100 points, one huscarl is 10 points.

 

vearangi          WS4    BS4     S3        T3        W1       I3         A2        Ld9      Sv4+

berserk                       WS3    BS4     S3        T3        W1       I3         A1        Ld8      Sv4+

 

 

Hirmen (hafna)

Hirmen are infantry unit. They are equipped by ranged weapons and close combat weapons. I based them (characteristics) on Imperialis militia infantry squad. Unit composition: 20 hirmen – one vearangi + 19 hirmen.

Vearangi could be equipped by laspistol, autopistol, power weapons, frag and krak grenades.

Hirmen could be equipped by lascarbines, autoguns, close combat weapons, grenade launcher (up to two per unit), frag and krak grenades.

Unit of hirmen 100 points, one hirmen is 5 points.

 

vearangi          WS3    BS3     S3        T3        W1       I3         A2        Ld7      Sv5+

hirmen             WS3    BS4     S3        T3        W1       I3         A1        Ld6      Sv4+

 

 

Gestirs (hafna)

Gestir are reconnaissance unit. They are equipped by ranged weapons and close combat weapons. I based them (characteristics) on Imperialis militia grenadier squad. Unit composition: 10 gestirs – one vearangi + 9 gestirs. The squad may include up to 10 gestirs.

Vearangi could be equipped by laspistol, autopistol, power weapons, frag and krak grenades.

Gestirs could be equipped by lasrifles, autoguns, shotguns, close combat weapons, grenade launcher, plasma / melta gun, flamer (up to two per unit of 20 gestirs), heavy stubber (one per unit), frag and krak grenades.

Unit of hirmen 80 points, one gestir is 8 points.

 

vearangi          WS4    BS4     S3        T3        W1       I3         A2        Ld8      Sv4+

gestir               WS3    BS4     S3        T3        W1       I3         A1        Ld7      Sv4+

 

 

Command unit (hafna)

Vanir (commander of Fylking)             1

Skald (vox operator)                            1

Merkinsmathr (standard bearer)         1

Huscarl                                               2

The squad may include up to 5 additional huscarls. Based on Auxilia tactical command section.

Vanir could be equipped by plasma pistol, bolt pistol, laspistol, power weapons, shield, frag and krak grenades.

The rest of unit might be equipped by lasrifles, autoguns, shotguns, close combat weapons, plasma / melta gun.

Unit of huscarls 110 points, one huscarl is 11 points.

 

Vanir                WS3    BS4     S3        T3        W2       I3         A2        Ld8      Sv4+

skald                WS3    BS4     S3        T3        W1       I3         A1        Ld7      Sv4+

huscarl            WS3    BS4     S3        T3        W1       I3         A1        Ld8      Sv4+

merkinsmathr   WS3    BS4     S3        T3        W1       I3         A1        Ld7      Sv4+

 

 

Which models are used for assembling?

It will be combination of Cadian shock troops, Cadian command squad, Chaos marauders (weapons, bodies, heads etc.) and Neophyte hybrids – part of weapons (autoguns, shotguns, autopistol, laspistol, lasrifle, heavy stubber etc., bodies). But I have not started with assembling yet.

 

What do you think?

Well I haven't put a lot of thought into it but the one thing that stands out immediately is that you've got your close combat unit (berserk) at WS3, they don't really stand out as specialists that way. I'd suggest making them WS4 / BS3 so that they stand out in similar fashion to the shooting specialists (huscarls, WS3 BS4) you have directly above them.

 

After that general infantry (hirmen) makes sense at WS3/BS3 however I think you swapped your stats for that particular group (hirmen vs vearangi)

Well I haven't put a lot of thought into it but the one thing that stands out immediately is that you've got your close combat unit (berserk) at WS3, they don't really stand out as specialists that way. I'd suggest making them WS4 / BS3 so that they stand out in similar fashion to the shooting specialists (huscarls, WS3 BS4) you have directly above them.

 

After that general infantry (hirmen) makes sense at WS3/BS3 however I think you swapped your stats for that particular group (hirmen vs vearangi)

Thanks, you´re absolutely right. 

  • 4 weeks later...

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