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Been having money problems at the moment so I haven't had the chance to get the supplement, but got loads of SW's units in the house still boxed.  What would you say are the must have units for 9th?  Might not be able to play just now but I can surely start painting and getting the units ready. 

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https://bolterandchainsword.com/topic/368070-must-have-units-for-9th/
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TWC got a big buff in this edition.

 

Wulfen and our flyers got quite a nerf.

 

All our Troop units are somewhere between viable and good.

 

Bladeguard Veterans are very good with our +1 to-Hit trait.

 

Long Fangs are very good.

 

Multimeltas seem to be the new black in 9th edition so units that can take these or similar weapons seem very popular for vehicle/monster hunting. (Attack Bikes, Long Fangs, Eradicators, Invaders).

 

Our Dreadnoughts are awesome in 9th. A pair of Wulfen Dreadnougts with Shield, Claw and 2 heavy flamers are faster, deadly and just tough enough to cause a headache for your opponent to remove. Our Character Dreadnoughts (Bjorn and Murderfang) are really good too but lack an Invulnerable save so need some sort of escort to protect them until they reach enemy lines (like the Wulfen Dreads above).

 

One list that might be fun is a unit or two of TWC to move up swiftly and engage the enemy, a trio of Drednoughts and an Iron Priest to move up as a second wave to finish off any heavy resistance and some cheapish Troop units to take and hold Objectives. Add a sprinkling of multimeltas on fast units for mobile firepower and you should have a pretty decent list.

Of the hand-me-downs from Codex marines

 

-Assault Centurions may not be core, but they're still terrifying heavy hitters. The On the Hunt stratagem as well as Stormwolves (If you're comfortable running a flyer in this day and age) are great ways to get them into battle

 

-Company Veterans' bodyguard rule is fantastic. For 1 point more than PA Wolf Guard, it's definitely worth it if you're not taking jump packs. Particularly nice in drop pods- 3-4 of them with grav/plas, an Ancient, and a Long Fang pack is a terrifying alpha strike.

 

-While Great Company Champions were in the previous codex, the Chapter champion's re-roll charges warlord trait has made them a standout. Plus, they don't take up a slot if you took some company veterans.

No way... we can take centurions??? Whats the deal with grav cannons and SW's, can we take them as well?

Space Wolves cannot take Tactical Squads, Assault Squads, Devastators, Vanguard Veterans, Sternguard Veterans, or Apothecaries (Primaris Apothecaries have the Apothecary keyword now due to errata, and are thus also out. Anything unit one of those keywords is now available (Centurion Devastators and Centurion Assault Squads have their own keywords. More to the point, the codex explicitly mentions Centurions, both in fluff and as passengers in Stormwolves).

 

Grav-weapons are listed under special/heavy weapons, which are listed in the main codex. There's no special restriction in that list restricting us from taking grav weapons (unlike, say, inferno pistols, which the pistols section says we can't take). Do note, though, that our bespoke units are specifically able to take plasma pistols, not weapons from the Pistols list (so no grav-pistol Wolf Guard. But if you're using a datasheet from the basic codex like for most Firstborn infantry characters, go ahead and take one)

 

 

In short, if the codex doesn't say you can't take a unit, you can take it. If a datasheet says you can take a weapon from one of the lists in the back of the codex, you can take any listed weapon. But in some cases, the supplement's datasheets may not use the list, and instead list specifically what you can and can't take.

Grav is decent but it is no longer the all-slayer that it was in 7th and the Gravitic Amplification strat from 8th has gone the way of the dodo so getting access to it now is not such a big deal.

Grav offers mid strength, high AP with D2 vs most of the metagame without gets hot. Which is tailor made to the competitive metagame at the moment. It's not the game breaker it once was, but it's certainly welcome now.

Yup, I actually highly rate Grav Cannons right now. A squad of Long Fangs is a good, flexible unit. They're not going to rip up multiple vehicles a turn, but with 16-20 shots (+4 with Cherub) they can definitely pile on some wounds to vehicles while focusing down both elite and regular infantry.

 

Especially with the general popularity of Marines, and with more MEQs coming (eg, Death Guard) they're definitely valuable as a kind of flex pick. They can supplement whichever part of your firepower needs it.

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