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I think twc with lc/ss look really teasty. Im considering going for a high toughnes list with storm shields. Twc, wulfen, wulfn dread and maybe razorback or gunships to put some greyhunters in.

Looking forward to the BattleScribe update

I'm excited to bring a tcav death ball. the more I look at em the more i like. 10 for 350 is such a small points investment. With 1-2 characters for support you can still bring some excellent pieces to the game like dreads and troops for objectives and they might be scary enough to draw fire away from things like wulfen who can act as support as well.

 

Now they are still Cavalry which can't get in ruins but my meta has no 3 story ruins so this doesn't impact me as much with the 5 inch vertical engagement range. But ymmv depending on your terrain setups.

 

Definitely waiting on battlescribe to get the update together. Should probably look at Warhammer forge and see if its updated as much as I dont really like the app...

Actually I am reconsidering Reivers. For just a few points more you can get a unit of Skyclaws loaded to the gills with wargear. They also come in from Reserves but retain their mobilty afterwards and can actually cause some damage once they arrive rather than just snagging unguarded Objectives.

On 1/6/2023 at 7:16 AM, Karhedron said:

 

Intercessor Pack Leaders get free Thunder Hammers which is pretty nice on a 3A model (4 with Shock Assault). The loss of AoC means that the AP on some of the Intercessor variant bolters is more relevant again now. Claws and Hunters get more free toys but 90 points for a 5-man Intercessor pack with AGL and Thunder Hammer is not too shabby at all (especially with sticky ObjSec).

 

Yeah these will definitely be my core choices. Cheap enough to lose, dangerous enough to trade well/push objs. 


For those looking at TWC, please let us know your successes if you get some early games at launch! :thumbsup:

I grabbed another box  of TDA to fill out a 10man with Double Cyclones and combis, they'll be coming down behind my Long Fang Pods to secure and push anything out of the midfield. Just trying to decide the right balance of SS and melee weapons for them. 

 

 

 

With the loss of AoC i would say 4 SS 6 melee is where I would go with that. There's enough out there ignoring invulns these days no sense investing too heavily in it.

The more I play with the new points, and realize the loss of AoC, the more I'm looking for Hammers and Shields. As a combo they are probably the most simple way to take full advantage of the entire situation.

 

I never have played Woilves Termies and they look so darn tempting now. I went through the codex again last night and stopped on the Termies and I guess I just over looked them because I'm typically using Primaris but they actually remind me of Chaos termies but option wise they're actually better now. I feel like we'll see a lot of them now.

7 minutes ago, Prot said:

The more I play with the new points, and realize the loss of AoC, the more I'm looking for Hammers and Shields. As a combo they are probably the most simple way to take full advantage of the entire situation.

 

I never have played Woilves Termies and they look so darn tempting now. I went through the codex again last night and stopped on the Termies and I guess I just over looked them because I'm typically using Primaris but they actually remind me of Chaos termies but option wise they're actually better now. I feel like we'll see a lot of them now.

Wolf Guard Terminators and Deathwing Terminators I think will be really good places to look, given the amount of options available to both. I'll have to get mine painted up, might even grab a second squad for my Drakeslayers.

Edited by WrathOfTheLion

Iron priest: Oh mighty wolf lord, your wolf guards have totally plundered the armoury. They even took the heavy flamer we haven't used for centuries...


Wolf lord: i knew it was bad idea to give away that stuff for free... what else?


IP: They nicked every Land Raider and Rhino they could find. 


WL: I've chosen the strongest and mightiest worriers to walk with me into battle! Why are they suddendly so lazy? 


IP: They are so overloaded with stuff that even your lads clad in holy Terminator armour can't walk more than 10 steps without overheating the servos!


WL: By the Allfather! This is worse than the last black friday in the brewery! I'll have Njal place some damn nightmares with deamonettes into the skulls of those silly game designers!

Edited by Sinus

I think I'm settling on a play style to field test...it relies on CODEX WARFARE

 

As SW we have a loophole in the rules that lets us stay in devastator doctrine and earn kill points with our heavy weapons (LF/eradicators etc.) and ALSO earn kill points in melee in the SAME TURN if you use wulfen

 

Wulfen have a special rule: 

 

Savage Killers: Each time you make an attack for a model in this unit, if your army benefits from Combat Doctrines, the Assault Doctrine is treated as being active for your army for that attack. In addition, this unit is always treated as having made a charge move for the purposes of the Shock Assault ability.

 

So you use your heavy weapons in the shooting phase (2 pts per unit killed...better than tactical doctrine kills)

Then get additional points in the melee phase (1 pt per unit killed by Wulfen using the loophole above)

 

The competitive list I am going to field test first uses 6 heavy slots.

I will stay in devastator doctrine all game with the company ancient trick

And if anyone comes close my wulfen will earn me points as well

 

Codex Warfare is an auto pick for secondaries IMO

I was thinking that exact same thing, and I started painting Wulfen I don't have the same confidence in it that you do, however, I wondered if the Psychic power also had that same effect?

 

I didn't want to say anything about my own experimentation with this as I'm newer to Wolves, but on paper it looked okay. (I only own one set of Wulfen though. So I was wondering about the psychic interaction on top of this.)

 

The way I see it, this would work: 

select one friendly SPACE WOLVES unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine.

 

 

23 minutes ago, Prot said:

I was thinking that exact same thing, and I started painting Wulfen I don't have the same confidence in it that you do, however, I wondered if the Psychic power also had that same effect?

 

I didn't want to say anything about my own experimentation with this as I'm newer to Wolves, but on paper it looked okay. (I only own one set of Wulfen though. So I was wondering about the psychic interaction on top of this.)

 

The way I see it, this would work: 

select one friendly SPACE WOLVES unit within 18" of this PSYKER. Until the start of your next Psychic phase, each time a model in that unit makes an attack, the Assault Doctrine is considered to be active for that attack instead of the currently active doctrine.

 

 

Single unit doctrine buffs do NOT work with Codex Warfare secondary.

 

Codex warfare says "while the Assault Doctrine was active for your army"

 

Wulfen are unique and specifically say counts as assault for your army.

19 minutes ago, Triszin said:

How many squads of wulfen are y'all thinking?

3x5

 

Or 2x5 with a 1x10 deathball carnifex?

3x5 every time...cost efficient and usually kills anything it touches

 

As soon as battlescribe updates i will share my list

 

Estimate is Sat last i checked

15 minutes ago, jpwyrm said:

4 x Longfang squads (or 3 and Eradicators) and 2 Eliminators for the HS slots I'm guessing?

Rule of 3 still exists

 

=P

 

Current draft

 

6 man eradicator (4 heavy 2 MM)

Combat squad and reserve...anti tank in bonus damage range 

 

2xLF

5 gravs

WGTDA with CML

Buff with chaplain +1 hit/wound and stand in range of a company ancient

Anti everything unit

 

2xEliminators

Las fusils and shoot/scoot carbine (morkai bolts on one)

18 minutes ago, yan said:

Codexwarfare will give you max 5pts per doctrine right? So max 10pts?

nope...they buffed it

 

NO CAP

 

Iron Hands will sit in dev doctrine all game and max it after 8* kills (dev is 2 vp per kill...all others 1 vp)

 

I will also sit in dev doctrine all game and see how many units my heavy weapon teams can kill

Edited by TiguriusX
8 hours ago, TiguriusX said:

nope...they buffed it

 

NO CAP

 

Iron Hands will sit in dev doctrine all game and max it after 8* kills (dev is 2 vp per kill...all others 1 vp)

 

I will also sit in dev doctrine all game and see how many units my heavy weapon teams can kill

 Cool! Any other changes on secondarys that are relevant to us?

6 hours ago, yan said:

 Cool! Any other changes on secondarys that are relevant to us?

 

Actually Oath is back to 2 points for being wholly within 6" of center.  (still scores end of battle round so going second is big here.)

 

Warrior Pride is the only one left for wolves.

 

 

I am personally eyeing up:

Behind Enemy Lines

Increased to 3VP for one unit wholly within your opponent’s Deployment Zone (still 4VP for two

 

4 minutes ago, Prot said:

 

Actually Oath is back to 2 points for being wholly within 6" of center.  (still scores end of battle round so going second is big here.)

 

Warrior Pride is the only one left for wolves.

 

 

I am personally eyeing up:

Behind Enemy Lines

Increased to 3VP for one unit wholly within your opponent’s Deployment Zone (still 4VP for two

 

O ships, i was actually still building for A mighty saga and glory kills depending on the matchup.

hmm probably its time to get the chapter aproved

7 hours ago, yan said:

 Cool! Any other changes on secondarys that are relevant to us?

Troops earn CP for completing some actions now

 

-Assassination (if troop kills a character)

-Behind enemy lines

On 1/12/2023 at 1:36 PM, TiguriusX said:

Rule of 3 still exists

 

=P

 

Current draft

 

6 man eradicator (4 heavy 2 MM)

Combat squad and reserve...anti tank in bonus damage range 

 

2xLF

5 gravs

WGTDA with CML

Buff with chaplain +1 hit/wound and stand in range of a company ancient

Anti everything unit

 

2xEliminators

Las fusils and shoot/scoot carbine (morkai bolts on one)

Oh right, rule of 3!

 

That's some potent fire power! I tried the Ancient with shooty units gimmick recently and it can be quite fun. If only it could be a little more reliable. I wonder if an Apothecary could be worth it now that bot cost relatively less than before...

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