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I still stand by my opinion that wolves want combined arms. Take some blood claws to rush the forward press, grey hunters roll up on an objective with bolters and specials firing and yell come and get it.

It's the play style that drew me to wolves originally. Marines but different. Between the wolves and the deathwatch supplements im actually very happy with the direction rules have gone. My classic wolves army still looks effective even without all the primaris toys (if I stick to that theme).

There are some disappointing changes, but overall I think the rules team got it right by standardizing marines, then specializing them with the supplements.

(Oh, and Grey Hunters FTW.)

 

Tactical Marines are the SM rank and file.

 

Grey Hunters don't get a Heavy so they can both move and threaten. Need to park a pack, lay down support fire past 12"? GH's. Need to move, shoot pistols, and launch an assault? GH's still get more overall access to combat roles and tasks. BC's are stronger on assault. Intercessors shoot better, sure.

 

Only GH's are the better "Do it all" Tactical Marine.

 

Tac's with Chainswords given for +1 point, not replacing anything a normal Tac would get otherwise. Boltgun, Bolt Pistol, AND CSwd, nothing lost.

As noted, Blood Claws must give up a weapon for a Special, either ranged or melee.

 

When in doubt, or with spare points for a pick-up do anything pack?

 

Grey Hunters.

 

The objectively better Tactical Marine, as they can ALL be given a Chainsword for just 1 point more, and tooled to taste at will. Each pack.

 

And after reading this I can't take off the Ghostbusters song of my head...

 

Who are you gonna call??? Grey Hunters !!!!

 

I ain't afraid o' no daemon.

Since I haven't gotten my supplement yet can anyone tell me what Space Wolves units their Successors have access to.  I see a number of rules that indicate that Space Wolves Successors can use at least some Space Wolves unique units, however the reviews gloss over the Successors section of the supplement and say it's the same as the other supplements.  In the other Supplements to date unique units are only allowed in the founding Chapter, Ultramarines, and White Scars Khan on bike.

 

Thanks!

You can take everything besides the named characters in a successor.

Is this a general statement? Or does the Successor Chapters heading have a rules block that allows it?

 

To readdress my example the White Scars Supplement has no rile that allows their Successors to take a Khan on bike, the Utramarines Supplement likewise does not have a rule that allows their Successors to take Honour Guard, Tyrannic War Veterans, Chapter Champions, Chapter Ancients, or Victrix Honour Guard.

 

I just want to be clear that the ability to take those units is actually addressed instead of assumed.

The successor rules are on ph. 42 of the supplement and the rules your looking for are under the data sheet heading. They give an example of how a wolf lord on thunderwolf would work if the player chose the wolf spears as the chapter.

The successor rules are on ph. 42 of the supplement and the rules your looking for are under the data sheet heading. They give an example of how a wolf lord on thunderwolf would work if the player chose the wolf spears as the chapter.

Sweet thank you! The interum rules alluded to Successors taking Blood Claws, but failed to allow Successors to take them.

 

You can take everything besides the named characters in a successor.

Is this a general statement? Or does the Successor Chapters heading have a rules block that allows it?

 

To readdress my example the White Scars Supplement has no rile that allows their Successors to take a Khan on bike, the Utramarines Supplement likewise does not have a rule that allows their Successors to take Honour Guard, Tyrannic War Veterans, Chapter Champions, Chapter Ancients, or Victrix Honour Guard.

 

I just want to be clear that the ability to take those units is actually addressed instead of assumed.

As a Successor, you lose the ability to take characters and can only take one Relic of the Fang (and then only by using a trophy bestowed). You also lose the benefits of berserk charge unless you took inheritors of the primarch.

 

So you have three choices

-Playing Space Wolves unlocks powerful unique characters, unrestricted access to Relics of the Fang, and makes Blood Claws good.

-Playing a Space Wolves sucessor lets you pick a custom chapter tactic, which can be tailored to your army

-Choosing Inheritors of the Primarch gives you the worse of both choices (This isn't unique to Space Wolves, though).

Best option for fireheart?

 

Would it be a chaplain?

Honestly, my call would be a guy you want firing every turn, so Drop Pod or Impulsor. Probably someone you want stuck in, not charging constantly, so you can fire into combat.

 

I would probably go for a Primaris Wolf Lord with a Plasma Pistol and Powerfist. Pop out of an Impulsor supporting some Intercessors of your choice.

I have played several games since the codex came out. I might have been too pessimistic about it. I do hate that we have lost some uniqueness and what they did to Wulfen is unforgivable.

That being said...I haven't lost a game yet since the codex release. I have tinkered around with some lists and this seems to be the best one so far:

 

 
++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [100 PL, 12CP, 1,998pts] ++
 
+ Configuration +
 
**Chapter Selection**
 
**Chapter Selection**: Space Wolves
 
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 
 
Detachment CP
 
+ HQ +
 
Primaris Librarian [5 PL, 95pts]: 1. Living Lightning, 4. Instincts Awoken, The Armour of Russ
 
Ragnar Blackmane [7 PL, 130pts]
 
Wolf Lord on Thunderwolf [9 PL, 170pts]: Chapter Command:  Chapter Master, Power fist, Storm shield, Warlord, Wolfkin
 
+ Troops +
 
Intercessor Squad [5 PL, 110pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Power fist
 
Intercessor Squad [5 PL, 110pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Power fist
 
Intercessor Squad [5 PL, 105pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Power sword
 
Intercessor Squad [5 PL, 100pts]: Bolt rifle
. 4x Intercessor: 4x Bolt pistol, 4x Frag & Krak grenades
. Intercessor Sergeant: Astartes Chainsword
 
+ Elites +
 
Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
 
Redemptor Dreadnought [9 PL, 185pts]: 2x Storm Bolters, Heavy Onslaught Gatling Cannon, Icarus Rocket Pod, Onslaught Gatling Cannon
 
Relic Contemptor Dreadnought [9 PL, 165pts]: 2x Twin autocannon
 
Wolf Guard Terminators [9 PL, 195pts]
. Wolf Guard in Terminator Armour: Power fist, Storm bolter
. Wolf Guard in Terminator Armour: Power fist, Storm bolter
. Wolf Guard in Terminator Armour: Power fist, Storm bolter
. Wolf Guard in Terminator Armour: Power fist, Storm bolter
. Wolf Guard Terminator Pack Leader: Power fist, Storm shield
 
+ Fast Attack +
 
Thunderwolf Cavalry [14 PL, 255pts]
. Thunderwolf Cavalry: Storm shield, Thunder hammer
. Thunderwolf Cavalry: Storm shield, Thunder hammer
. Thunderwolf Cavalry: Storm shield, Thunder hammer
. Thunderwolf Cavalry Pack Leader: Power fist, Storm shield
 
+ Heavy Support +
 
Long Fangs [9 PL, 193pts]
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang: Missile launcher
. Long Fang Pack Leader: Astartes Chainsword
. . Boltgun and Bolt Pistol
. Wolf Guard Terminator Pack Leader: Assault cannon, Storm shield
 
++ Total: [100 PL, 12CP, 1,998pts] ++
 

Created with BattleScribe 

 

This list pounds anything I've come across. I can gun down hordes. I can remove enemy troops to make sure they don't have objective secured after the shooting and charges. The TWC have been so much fun this edition esp. with a Wolf Lord with Chapter Master upgrade to let them swing TH and reroll all misses.  I have enough variety in guns to satisfy both anti tank and anti infantry roles. There is target saturation that makes losing one unit not a game breaker and also enough duplication of units with roles that I'm good no matter what happens.

 

I actually worry this might be too much for my friendly games but I have to admit after the beat down I got in 8th playing SW this is such a welcome change.

I think my only advice on the list would be to try one Redemptor all Dakka and one with the Macro Plasma. Damage 3 and S9 can do some major work. That gun had helped me clear plenty of TEQ so I didn't have to dump too much other fire into them.

Nice list that looks well balanced. How do you use Ragnar? He doesn't have an obvious retinue or delivery mechanism. Do you just use him for general reroll aura and counter-charge threat?

 

Thanks for the kind words. I try to always build my lists with a balanced melee/shooting approach.

 

I walk Ragnar with the RP up the board with the two Redemptors and at least one squad of Intercessors. Depending on the game situation I usually walk the termies with him as well or have them DS on his side of the board. He's well protected with vehicles and troops. The RP lets Ragnar go crazy with the one power that lets him count as assault phase.

I think my only advice on the list would be to try one Redemptor all Dakka and one with the Macro Plasma. Damage 3 and S9 can do some major work. That gun had helped me clear plenty of TEQ so I didn't have to dump too much other fire into them.

 

If my opponent has a lot of vehicles I will do that. We share lists before games. It does make a difference.

How are Long Fangs faring for line of sight/being able to regularly shoot at armour or high vale heavy infantry?

 

My terrain is a ruined hab blocks of a city so there  are three floors to each building. I set my long fangs into the second or third floor in the middle of the map and they have enough range to hit anything that isn't LOS blocking.

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