Jump to content

Recommended Posts

 

++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [95 PL, 1CP, 2,000pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

Detachment Command Cost

Gametype: 4. Chapter Approved: War Zone Nephilim

+ HQ +

Captain on Bike [8 PL, -3CP, 170pts]: Chapter Command:  Chapter Master, Combi-melta, Hunter, Rites of War, Stratagem: Relic of the Chapter, Stratagem: Warlord Trait, Stratagem: Warrior of Legend, The Armour of Russ, Thunder hammer, Warlord

Primaris Chaplain on Bike [8 PL, -1CP, 150pts]: 3. Exhortation of Rage, 4. Mantra of Strength, Benediction of Fury, Chapter Command:  Master of Sanctity, Stratagem: Relic

+ Troops +

Blood Claws [6 PL, 90pts]
. 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader: Astartes Chainsword

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

+ Elites +

Wolf Guard [7 PL, 165pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Combi-melta, Thunder hammer

Wolf Guard [7 PL, 165pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Combi-melta, Thunder hammer

Wolf Guard [7 PL, 165pts]: Jump Pack
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard: Lightning Claw, Storm shield
. Wolf Guard Pack Leader: Combi-melta, Thunder hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Cyberwolves [1 PL, 15pts]: Cyberwolf

Skyclaws [6 PL, 100pts]
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist

+ Heavy Support +

Eliminator Squad [5 PL, -1CP, 75pts]: Las Fusil
. Eliminator Sergeant: Instigator Bolt Carbine, Morkai's Teeth Bolts, Stratagem: Thane of the Retinue
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

Long Fangs [7 PL, 175pts]: Armorium Cherub
. Long Fang: Multi-melta
. Long Fang: Multi-melta
. Long Fang: Multi-melta
. Long Fang: Multi-melta
. Long Fang Pack Leader: Astartes Chainsword
. . Boltgun and Bolt Pistol

+ Dedicated Transport +

Drop Pod [4 PL, 70pts]: Storm bolter

++ Total: [95 PL, 1CP, 2,000pts] ++

Created with BattleScribe (https://battlescribe.net)

I have been playing 40k for around a year now, and I intend to play in local tournaments with the following list. I had to edit several things when Nephilim came out (RIP Wise Orator and 3rd HQ) But I'm not mad about where I am at the moment. My sparring partner is a Drukhari main, and I'm sure that my list has been somewhat colored by facing him. That being said, it is a list that I'm comfortable with and that I have tweaked over the majority of the year. Any feedback is welcome and appreciated! I will be posting updates based on my performance, and try to keep tabs on the evolution of my list over time. 

Thanks all!

Link to comment
https://bolterandchainsword.com/topic/374867-wolf-howl-of-the-omen-breakers/
Share on other sites

Familiarity with the list is often much more critical than its construction. Practice makes perfect. I'm currently grappling with adapting to Nephilim myself, the no free warlord trait and relic weirds me out. But I think your list looks pretty solid. I agree with TiguriusX that 2 meltas are better than 1.

How do you like your Incursors? I tried them earlier in the edition and wasn't a fan but with so much change perhaps there's a better reason now?

Hail brothers!

TiguriusX, that's a good point I didn't consider. I like projecting threat ranges with the combi melta, but sheer number of melta shots is possibly more valuable. As it stands against my sparring partner, I tend to fire melta into his raiders before charging what is inside, so having an extra melta might be a great idea. Another possibility would be me dropping one of my long fang multi-meltas for a grav cannon and putting the two meltas on my sky claws then. I've toyed with the idea of having a grav cannon that can benefit from the armorium cherub and signum from the sergeant when I need it in other match ups.

JbickB, incursors are a rock solid forward deployer that actually benefit from successors assault doctrine shenanigans. The most valuable element they have for me is the forward deploy so that I can control points early for raise banners. 

My secondaries are raise banners, shock tactics, and oath of moments. If I can get my opponent to come to me, by threatening a raise banners score, I can fight over an objective in relative safety. 

Edited by Nihilus Nox

That's an interesting ratio for the MM/GC on longfangs, I've tended to see more skewed oppositely, with the lone MM + armorium cracking targets and the GC cleaning up what's inside (if its a transport) or splitting fire into a secondary threat. Please let us know how it works for you if you do go that route. 

^to be clear this is all from someone who has not played in quite a while outside of a few small 9th ed learning games. I just built two dev/long fangs and did the even split of MM/GC with what was available from the boxes, but I'm open to grabbing more bits once I've figured out the ratio I like, or what seems to work best. 

Also from your list and others, I am seeing that I definitely need more Wulfen. They did great in the few instances I've fielded mine and I can see the appeal of 2-3 of them

Kassil yes! So multi meltas are very good against my sparring partner. Grav cannons are much better against T 3 or higher with better saves because grav cannons do more damage if your target has a better save. They're more effective against other marines. Against drukhari, things like wracks and grotesques just kind of laugh those off. The one grav is techy for me. I think I could easily be playing in a meta where those numbers are reversed one day.

Wulfen are excellent because of the point decrease. Their job is to project threat range and sit on an objective behind a wall. If the enemy wants to take your objective they have to come around and melee fight you, then you fight on death and at worst the objective is neutralized. Wulfen are also S5 which means hammers are S10 and that is a BIG deal against a lot of targets. Finally the wulfen howl aura of re roll charges adds another layer of utility for making your jump pack units even more effective at making long charges across the board and creating surprise scenarios, or mailing secondaries like shock tactics or the new charge and combat based SW specific secondary 

 

Bit of an update here. The cp posted on my list is a little off. It costs 2 cp for a successor chapter to take AoR so I've dropped the Morkai Teeth bolts in order to start with one (virtually 2]. I feel that you need 2 cp for the sake of having an interrupt available for melee just in case you get blitzed. Obviously keen senses for a drop pod on one is important too. 

 

Considering now moving hunter onto my chaplain instead of my chapter master in order to spread my 5 cp across the two characters more evenly. If my chapter master gets blown up that's 4 cp down the drain. 

I would keep morkais teeth bolt and drop hunter

 

You have 3 units of wulfen as primary melee units...they cant use hunter aura

 

WG and Skyclaws have great mobility and dont usually need hunter aura

 

Your eliminator shoot and move combo with morkai is gonna be good all game long and gives your wulfen a potential reroll with S10 hammers and savage strike if needed 

 

 

If you have the model swap bike lord to twc lord and he can still advance/charge

5 minutes ago, TiguriusX said:

I would keep morkais teeth bolt and drop hunter

 

You have 3 units of wulfen as primary melee units...they cant use hunter aura

 

WG and Skyclaws have great mobility and dont usually need hunter aura

 

Your eliminator shoot and move combo with morkai is gonna be good all game long and gives your wulfen a potential reroll with S10 hammers and savage strike if needed 

 

 

If you have the model swap bike lord to twc lord and he can still advance/charge

Thats some news! Wulfen can't benefit from the Hunter Aura? I had no idea. 

I think I dont necessarily need the adv and charge for my bike lord. Don't get me wrong it comes in clutch sometimes but with rites of war and armor of russ he's more of a support character that I really want to keep alive. 

58 minutes ago, Nihilus Nox said:

Battlescribe is saying I have too many relics when I try to select morkai teeth bolts for my eliminators. Im running benediction and armor of russ as of now. Is that a bug or is there a limit to how many relics I can take?

thane of the retinue is how you get morkai bolts

 

1 cp stratagem...different from relic stratagem

Ya that's why I was confused. I had chosen thane on the sub menu. I'll fool around with it 

 

Love the wolf lord on thunder wolf idea for my captain. The base on that is a lot bigger but thats a lot of additional attacks from the wolf as well.


++ Battalion Detachment 0CP (Imperium - Adeptus Astartes - Space Wolves) [99 PL, 2CP, 2,000pts] ++

+ Configuration +

**Chapter Selector**: Born Heroes , Custom Chapter, Space Wolves Successor, Whirlwind of Rage

Battle Size [6CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) 

Detachment Command Cost

Gametype: 4. Chapter Approved: War Zone Nephilim

+ HQ +

Chapter Master [8 PL, -2CP, 155pts]: Chapter Command:  Chapter Master, Frost Weapon, Hunter, Jump Pack, Lightning Claw (Pair), Stratagem: Relic of the Chapter, Stratagem: Warlord Trait, Warlord

Librarian [6 PL, -1CP, 125pts]: 2. Murderous Hurricane, 5. Storm Caller, Combi-melta, Force axe, Jump Pack, Rites of War, Stratagem: Hero of the Chapter

+ Troops +

Blood Claws [6 PL, 90pts]
. 4x Blood Claw: 4x Astartes Chainsword, 4x Bolt pistol, 4x Frag & Krak grenades
. Blood Claw Pack Leader: Astartes Chainsword

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

Incursor Squad [5 PL, 105pts]
. 4x Incursor: 4x Bolt pistol, 4x Frag & Krak grenades, 4x Occulus bolt carbine, 4x Paired combat blades
. Incursor Sergeant

+ Elites +

Wolf Guard [7 PL, 139pts]: Jump Pack
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard Pack Leader: Astartes Chainsword, Thunder hammer

Wolf Guard [7 PL, 139pts]: Jump Pack
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard Pack Leader: Astartes Chainsword, Thunder hammer

Wolf Guard [7 PL, 139pts]: Jump Pack
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard: Astartes Chainsword, Lightning Claw
. Wolf Guard Pack Leader: Astartes Chainsword, Thunder hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

Wulfen [6 PL, 145pts]
. Wulfen Pack Leader: Wulfen Frost claws
. 4x Wulfen w/ thunder hammer & storm shield: 4x Storm Shield, 4x Thunder Hammer

+ Fast Attack +

Cyberwolves [1 PL, 15pts]: Cyberwolf

Skyclaws [6 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Skyclaw with Special Weapon: Meltagun

Skyclaws [6 PL, 110pts]
. Skyclaw
. Skyclaw
. Skyclaw Pack Leader: Meltagun, Power fist
. Skyclaw with Special Weapon: Meltagun
. Skyclaw with Special Weapon: Meltagun

+ Heavy Support +

Eliminator Squad [5 PL, -1CP, 75pts]: Las Fusil
. Eliminator Sergeant: Instigator Bolt Carbine, Morkai's Teeth Bolts, Stratagem: Thane of the Retinue
. 2x Eliminators: 2x Bolt pistol, 2x Camo cloak, 2x Frag & Krak grenades

Long Fangs [8 PL, 188pts]: Armorium Cherub
. Long Fang: Missile launcher
. 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

+ Dedicated Transport +

Drop Pod [4 PL, 70pts]: Storm bolter

++ Total: [99 PL, 2CP, 2,000pts] ++

Created with BattleScribe

Here is where I am after several more games of Nephilim. 

Lot to break down here so I'll go point to point.

I dropped Master Artisans for Born Heroes, giving me the classic BH WWoR combo, which especially benefits my Wulfen. I've dropped quite a few of the meltas spread throughout my squads, and often the Master artisan rerolls did not combo well with the various Hit rerolls I have access to. 

The first major change that I've made to the list, and the one that I assume will draw the most controversy, is dropping AoR. In the current point economy Armor of Russ, while doubtlessly a fantastic relic, is at a premium price in successors. If I were playing pure wolves this wouldn't even be up for discussion, and I would almost certainly be taking it. As it stands now, I have relegated the fight last in this list to the psychic power of my librarian. It remains to be seen how this will impact my overall game but it frees up a couple of CP for some nice quality of life changes.

My captain has dropped off of his bike and returned to using the jump pack. While it was nice to have the auto advance and he really had a crazy threat range, too often he was move blocked or the terrain was not to his benefit. He was expensive, but lacked the punch that I wanted for him. With the additional CP I was able to give my Captain the Frost Claw relic and the Hunter warlord trait. This, combined with his jump pack is going to give him some impressive threat range late game, and incentivize me to look for early and efficient charges. Frost weapon bumping his claws up to 2 damage is almost as important as his profile going to S5, so it turns my Chapter Master from a pure support character to a real threat come Assault Doctrine, potentially opening me up to using A Mighty Saga as a real secondary in the right MU.

My librarian has subbed in for my chaplain for a few reasons. Firstly, I am not comfortable enough playing without at least some form of fight last. Secondly, my chaplain's litanies were not effective for Wulfen, who I am committed to running 3 of at this time, and with their slower move, some tables are going to be more prohibitive for Wulfen if the table is sparse in cover. Storm caller will aid with that, and because my librarian will never be moving alone, he has taken rites of war as well. With this, he can move in with the wulfen and wolfguard and make use of look out sir if worst comes to worst. He would be the carrier of Armor of Russ in this list if I were taking the relic. 

For troops I have a blood claw and 2 sets of Incursors. I have taken Raise the Banners nearly every game I have played of Nephilim and have not been disappointed. More on this later but because of that choice of secondary, I feel more comfortable with 2 forward deploy. Raising a banner on my back field objective, and the two objectives that are closest to me (at times thats the center) allows me to score early and often. Incursors are no slouches in melee combat either, and sport reasonable shooting. 

The unit of blood claws is a cheap back objective holder, something to counter punch or screen my back field. Fine for the points, but are mostly just there to score me points on Engage, banners etc. I see a lot of people dumping 5 pts here and there on troops like these. Giving them things like power swords or plasma pistols is not my favorite choice personally. When you clearly define the role of each of your units in the list in terms of your game plan, then I don't like sinking too many points into defending my backline. Just enough. 

For the elite slot I am taking 3x5 units of Wolf Guard with JP. A staple of competitive space wolf lists, these units are leaning into the AoC changes by dropping their storm shields in order to be a premium for points cost. With AoC and light cover from either terrain or storm caller, even ap -4 will have them save on a five, but my intention with my wolf guard is to save them until turn three. Using their superior movement to put them in ideal positions to punish enemies for overcommitting to the middle or a specific side of the board. The combi-meltas were dropped for more lightning claws, and the SSs were dropped for Chainswords. These guys will generate an eye watering number of attacks come turn 3, and when the dust settles on the center objective, they will be able to come in and clean up, at least that is the hope.

3x5 Wulfen. I don't know if there is enough room for all of the positives I want to say about this Unit. Genuinely one of the draws to playing SW at the moment, 16 attacks of thunder hammer on the charge, always double exploding 6s thanks to being in Assault Doctrine from jump. S5 means the TH hit with S10 which is an ENORMOUS deal. Rerolling charges in an Aura all for the neat total of 145 makes these one of the few units in the army that are capable of trading up, and early too. Depending on the map, these guys will either sit behind walls and dare opponents to come and tear down my banners/fight for the center, or they will creep up using advances hopping from terrain to terrain under the cover of the storm cloak by my Librarian. They are not Core, which limits their utility but that isn't why they are in the list. Make no mistake, these guys do one thing and are very good at it. 

2 Units of Sky claw in my fast attack, each unit rocking 3 melta-guns and the sergeant holds a power fist. Another unit that took me a little while to define the purpose of, Sky claws are cheap and fast for their power level. These guys are meant to quickly move towards the center objective and score me oath/soften key targets. With 3 shots of melta a piece at only 110 points for the whole squad, these guys can punch a little above their weight. They project enough threat to make opponents take care with which units they push forward. Combined with the threat of fire from the sky claws, they offer a modicum of board control but are expected to be mostly dead by turn 2/3.

One cyber wolf. To be honest, the nerf that prevents them from scoring Oath/Engage made me cool off on these puppies. Having one kicking around the army is fine as an ultra cheap back field objective holder that, with two wounds, can be annoyingly tanky in some MUs. Mostly for screening and move blocking, a cyber wolf can gum up a key vehicle, or screen out your back field to push out deep strikers. Not bad for fifteen points.

Finally in heavy, we have a unit of Eliminators. While they don't alter the tempo of a game the way a drop pod full of long fangs does, they are undeniably efficient at what they do. I have opted to use the instigator bolt carbine along with 2 las fusils. To be honest, it might not even be necessary to fire and fade with these guys, as sitting them in light cover gives them an additional 1 to their armor saving throw, ontop of AoC, reducing AP-3 to a 4 up save, but because they are so cheap, they're actually a fine unit to screen with or even move forward onto an objective with and get a couple of pot shots down with the very efficient profile of the las fusil. On top of that, we have taken the Morkai's teeth bolts to markerlight priority targets when something really needs to die in the center. For the most part, they hold my home objective, popping around cover to fire and then fade, and with their impressive ballistic skill they can pump out quite a bit of damage over the game, but the skill cap for using this unit correctly is high. At the same time, you could easily convince me that these 75 points are better spent elsewhere, but I favor them. 

Finally, a group of 5 long fangs and a sergeant in a drop pod. Armorium cherub and for the moment, loaded with missile launchers. 48 inch range and 2 different profiles of attack gives me hope that this is a happy medium somewhere between Multi-melta and Grav cannon. I have, as of now, not had the opportunity to test their efficacy. It is entirely possible that these Long fangs should be Multi-melta, likely at the cost of dropping the thunder hammer's from the units of wolf guard in favor of LCs. At the moment, I'm hopeful that they will still threaten enough damage with deep strike that it will affect the way my opponent moves along the board. Additionally, 48 inches of range means I could theoretically drop the pod deep into my own territory if I can paint a clean line onto an objective, not only giving them to chance to live over multiple turns, but even score engage or clog up an objective. 

There are a number of ways to use the drop pod effectively. Sitting on one of your objectives, blocking a narrow corridor, situated deep outside along a firing line, and sitting in your back field scoring engage or screening your back field are reasonable. I have played with drop pod long fangs for a year now and I can offer you three pieces of advice.

First, make sure you have CP for keen senses. The difference between a unit coming in fresh with signum and a unit shooting at minuses for heavy is BIG, and with CP generating each turn, these kind of stratagems are really at a premium.

Secondly, just because a drop pod can drop on turn one, does not mean it should. Often the threat of an attack is more potent than the attack itself, and the ability to appear anywhere on the map is scary. Dropping the pod turn one in devastator doctrine is tempting in certain match ups but bears risks. In order to get a proper sight line on turn one, it is very possible that you will have to overcommit and drop into the enemy's territory, where they will be at liberty to deal with your unit. Drop pods with long fangs can be a missile to destroy a priority target, but it's rarely a good trade for the points. 

Dropping your pod in your own territory, or screened somewhat by your units on turn two will give them the opportunity to pump multiple turns of shots into the enemy field. While it is possible that your enemy may sand bag their movement somewhat on the first turn with respect to your drop pod, they usually cannot continue to afford it, especially if you are scoring passive secondaries like oath and banners in the mean time. Be patient, and wait for the moment where you can open them up.

Lastly, there will be some match ups where putting the drop pod in the middle, or anywhere near the enemy is not advisable. Usually in match ups where the opponent has the ability to advance and charge, or has terrifying melee, such as blood angels or Drukhari (incubi, etc.) the drop pod can be used as a sling shot for them, and thus, up to 12 inches of additional movement towards the center. In fact in these match ups it is not unheard of for skilled players to eschew loading the long fangs into the drop pod at all, and deploy them normally onto the field rather than in strategic reserves. They may then drop the pod In a corner to safely score engage. This may seem like an extreme example but it goes to highlight the importance of the units survival in some MUs so it may continue to pump out damage. Take the time to measure out your opponent's threat ranges, and try to punch at the maximum effective distance of your weaponry in order to control their turn.

For secondaries, I have taken Oath of Moments and Raise the Banners almost every game and have not been sorry. Oath, while nerfed, is still an easy 11 - 12 points in the right MUs. Raise the banners is relatively safe, and one of the most improved secondary choices for Nephilim. Secondaries like this incentivize your opponent to come toward you and challenge you, which is exactly where you want to be as space wolves. While you may not have the overwhelming movement options of armies like White Scars and Blood Angels, you hit harder on average. Thus, you are more of a counter punching army,  even in successors. Controlling the pace of the game with secondaries like this that don't force you to overcommit to the field is key.

For a third, it really depends on the map and the MU. 

Shock tactics is what I usually play, but the more I have used it the less excited I have been. It is a defensible choice for a lot of armies, but in space wolves I have found that I don't like to feel forced to charge something or push onto an objective that I may not want to charge. It also incentivizes you to space our your charges, as you can only score a maximum of three a turn, even if you may be fighting over two objectives simultaneously. There will be some match ups where it will be a constant brawl for the center or a side objective, and you will score something like 12 points max (which is totally defensible and in the realm of a good secondary) but there are some match ups where you really don't want to approach quickly. 

Engage on all fronts is doable, and also match up dependent. Remember that only Core score these. This is fine in a match up where you assume your opponent will take a more defensive stance, or on a six objective map that makes being aggressive more of a challenge. Also fine if the terrain is cooperative.

With the psyker, a secondary like Warp Ritual is on the table. As you aim towards the center anyway, a librarian could theoretically farm points. Likewise, psychic interrogation offers similar incentives, with the added promise of CP if successful. While this may seem exciting I would caution you to really think about how you feel your opponent's army might be able to win, and weigh the value of losing your obsec aura support character. That being said, it is certainly something to consider.

Finally, there are the space wolf secondaries. These, mostly, feel more like build arounds to me personally. Glory Kills could be good depending on the MU (you are gonna want to fight monsters and vehicles clearly. Heroic challenge still feels a little difficult to pull off. Warrior pride if similar to Shock tactics, and potentially better if you feel you will have trouble prying an enemy off of an objective because of obsec or stickyness. Of these, I think I am most intrigued by A Mighty Saga. Especially with the stronger Chapter Master combined with the freedom of a jump pack. Some of these look downright easy to pull off, such as your warlord being on an objective outside of your deployment zone for two points, or him killing a unit or vehicle. A different list could likely score a reliable 12 to 14 on this, and would be superior to Oath of Moment. My one worry is the reliance on your warlord's survival, but I intend to test it here and there. 

Ultimately I think wolves are not an embarrassing choice for competitive play. I will attempt to update this post sometime next week, in the mean time feel free to leave a comment or an opinion! I have already learned a lot from this forum and several other, and will be happy to compare experiences. Best of luck, battle brothers!
 

Edited by Nihilus Nox

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.