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Space Wolves Codex Aftermath


lonewolf81

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I haven't played against Dark Eldar yet. How does agents of vect prevent you from using your stratagems?

It literally stops a player from using a stratagem.

 

They roll a d6

on a 1 vect fails (CP reroll will fix this)

2-5 Vect stops stratagem but CP is refunded

6 Vect works and CP is burned

 

Vect can be used in every phase (needs an FAQ to once a battle round...)

 

Costs 3cp i think so eventually they run out but they can have the game wrapped up by then as well

 

I haven't played against Dark Eldar yet. How does agents of vect prevent you from using your stratagems?

It literally stops a player from using a stratagem.

 

They roll a d6

on a 1 vect fails (CP reroll will fix this)

2-5 Vect stops stratagem but CP is refunded

6 Vect works and CP is burned

 

Vect can be used in every phase (needs an FAQ to once a battle round...)

 

Costs 3cp i think so eventually they run out but they can have the game wrapped up by then as well

The main rub is indeed the frequency as you say but it’s also that your co is spend first then refunded. So with laberynthine cunning hey can be rolling between 4-6 dice to regen cp. Very often that strat only costs them 1-2 cp so it’s actually pretty spammable.

Agents of Vect is pretty broken right now. CP regen, frequency of use and strength of the stratagem. I think it should be a once in a battle stratagem, but for one of the strongest stratagems in the game (once per battle round os still extremely strong). It should also be like tha Archon's Shadowfield that it is not rerollable.

Just played a nasty eldar/dark eldar/ harly list and basically baited agents of vect with keen sences. That’s not what won it really but it drained them by turn 3.

 

Plus one for storm hawks with keen sences....I mean damn.

I had a game with a dark eldar list in 1500 pts , the most difficult to win opponent in my meta because they heave super cheap, survivable units (they are basicaly immune to range attacks with all those 5++, 6+++, minus to hit , agents of vect e.t.c.). So i will list his list, my list and my thoughts in general.

 

His list was 3x5 kabalites with 1xblaster each squad in venoms, 2xdisintegrator ravagers, 1xrazorwing, 2xarchons (black heart obsession , all the reroll 1s to hit and wound and the cp regen shenanigans  , 2x4 man grotesque (with urien and the 4++ obsession) ,10 wracks and 5xhaywire scourges.

 

I had battalion 2x5man bloodclaws (1 powerfist in each squad), 1x5man grey hunters (stock) , 1xstormfang, 3xassault cannon razorbacks, 2x 5 man longfangs (one with 4 las , one with 3 las), wolf lord with jump pack (TH/SS, wulfenstone, saga of wolfkin) , Runepriest with jump pack (force stave, living lightning, furry of wolf spirits, armour of russ) ,wg battle leader with jump pack (TH/SS)

 

I got first turn but i wiffed because with all my shooting i only managed to bring a ravager down to 5 wounds cause 1-2 wounds here and there .Hedenied my cloaked by the storm with agents of vect in the psychic phase and then he denied my keen senses again in the shooting phase (that thing is broken). In his first turn ravagers destroyed both my longfangs squads and my flyer went to 6 wounds. He made the mistake to charge my HQs with the grotesque where i used the armour of russ and i killed both squads of them. Then in my second turn bloodclaws dissembarked and along with the HQs and lots of multicharges i managed to turn the game and he conceeded turn four, while i still had 3 razorbacks, the wolflord, the priest , one longfang and 2 grey hunters.

 

All in all that HQ trio was super powerful in melee better than any wulfen or thunderwolf squad because they cant be targeted in the shooting phase if positioned correctly and can intervene in opponets turn and destroy a unit also armour of russ is super useful to stop a charging unit i hope they wont nerf it to oblivion

 

Bloodclaws are super good nowbecause they can be taken in squads of six (1xpower fist, 1xWGPL with thunderhammer) and dish out 4 attacks each with rerolls buffed by the wolf lord with their hammers and fists ( 5 attacks if the saga of wolfkin procs) like mini HQs hidden in 4 ablative wounds. Ofcourse you need a razorback or rhino to protect them untill they get in cc. 

 

Super excited after this victory, Cheers

 

Congrats. Looks like a very well earned victory even with Dark Eldar shenigans. Good use of the HQs on Jump Packs. It looks like you had them nearby each other well positioned to Heroic Intervention each other. I wonder if your opponent attempted to declare charge against all your HQs in order to be able to hit all of them should they all intervene. Didn't matter anyway since you shut them down with Armour of Russ and looks like you made every hit and wound with your TH in order to bring down the grotesques. I thought they also have a Feel No Pain though, and did Urien give them an invuln? Oh well, looks every hit that needed to hit and wound, got through.

 

Blood Claws are gold but I still prefer 2 X 5 man with a power fist in each so i can stuff 2 squads in a Rhino and surge them forward. Or if I don't get first turn, bait the other guy to kill the rhino they are in as opposed to my Grey Hunter squads are lesser but have more quality weapons with the WG PL with CC weapons.

 

I had a game yesterday against some smurfs, best thing that happened was my Living Lightning, I utilized Living Storm and zapped 2 small veteran squads (one of which had 4 men in it), and nearly killed a nearby Captain. He had dropped them with a Drop Pod, plus tigurius and a lieutenant, nearby and my Blood Claws were delighted to have something to fight. A bit bullying, but in the end, my 2 Blood Claws armed with a power fist each, managed to smash the lieutenant and Tigurius. I forgot to use Wulfen stone effect, but it still enough for both power fists to kill the lieutenant and Tigurius, especially when hitting 3 times with 3+.

 

Afterwhich, I piled in to the nearby drop pod so that he cannot shoot my blood claws in his turn. :tongue.: Oh well, it was his tactical boo boo for being too aggressive with his drop pod before the rest of his lines reached midfield. Sigh, a little sad because it shows just what a liability a Drop pod can be. And with the power fists, the Blood Claws had no trouble killing the Drop pod in the following turn to free themselves for movement and charge next turn.

 

I still love my Long Fangs, but now I'm delighted that my Wolves actually hit like a truck now in CC, whereas before it was a damn chore to kill marines, either hitting on 3+ or wounding on 4+ with chain swords. 

 

Outflanking long fangs is still one of my favorite, if not especially efficient or effective tactics. Get them into better position depending on situation, you either use Keen Senses or Wolf's eye to improve shooting. For me, I only use both if I REALLY need to kill a big monster/vehicle. Otherwise, rerolling 1s on 4s isn't bad.

 

All in all, another satisfying victory for Wolves but my opponent was making more tactical goofs than usual. still, as he himself always reminds me, a win is a win.

 

Since I tend to forget Wulfen stone effect, I think next round I will use Frost Fury Stormbolter instead.

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