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It occurred to me, as I'm sure that it has to many of you, that since all wargear is now included in a unit's cost, it would be helpful for the group to discuss what the 'best' upgrade choices (Wargear Options) for each unit might be.  This is admittedly pretty subjective, and a lot of different factors will impact what the 'best' is in any given situation, but I think it's worth exploring.  It should at least give folks a starting point for thinking about what to do when list building.  

 

So, I've taken an initial pass at all of the units with wargear options in the Space Wolves Index.  Take a look through and let me know what you think.  It would make a good resource, I think, if we can come to some consensus on these choices.

 

--------

Bjorn the Fell-Handed

 

  • Twin lascannon [Twin-Linked].  Best likelihood to damage high-toughness vehicles.  
  • Or, Helfrost cannon.  Most consistent damage if you can wound.  Has an anti-personnel mode.

 

Wolf Guard Battle Leader in Terminator Armor

 

  • Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1].  Best ranged weapon option for attacking elite infantry (or standard infantry).  Unfortunately, his inherent [Lethal Hits] will sometimes take away opportunities for inflicting mortal wounds.
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.
  • Or, Chainfist [Anti-Vehicle 3+].  Best melee weapon for attacking vehicles; however, attacking vehicles with infantry is fairly futile in 10th edition.

 

Wolf Lord on Thunderwolf

 

  • Master-crafted boltgun.  Most reliable D2 ranged weapon that isn’t [Hazardous].  Also has 2 attacks.
  • Or, Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1].  Only D1, but more wounds are likely to go through enemy armor saves over time.
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.

 

Wolf Guard Battle Leader on Thunderwolf

 

  • Master-crafted boltgun.  Most reliable D2 ranged weapon that isn’t [Hazardous].  Also has 2 attacks.
  • Or, Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1].  Only D1, but more wounds are likely to go through enemy armor saves over time. Unfortunately, his inherent [Lethal Hits] will sometimes take away opportunities for inflicting mortal wounds.
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.

 

Wolf Guard Pack Leader (and Wolf Guard Pack Leader with Jump Pack)

 

  • Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1].  Best ranged weapon option for attacking elite infantry (or standard infantry).
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.

 

Wolf Guard Pack Leader in Terminator Armor

 

  • Storm bolter and Cyclone missile launcher.  Versatile ranged weapon with the best range.  Opportunity to plink a few wounds off of a vehicle with the krak round.
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.

 

Blood Claws

 

Blood Claw Pack Leader

 

  • Plasma pistol.
  • Power fist.

 

Blood Claws

 

  • 2 Flamers [Ignores Cover, Torrent].  Blood Claws are an anti-infantry unit and Flamers best support that role.  
  • Or, Grav-guns [Anti-Vehicle 2+].  Less shots, and no auto-hits, but Grav-guns are more likely to wound and to get through armor saves than the flamers, and are damage 2 weapons.  They outperform Plasma guns against MEQ targets and can plink a few wounds off of vehicles, if needed.   
  • Or, if you're really worried about enemy vehicles and monsters, Meltaguns [Melta 2].  They have a much shorter range, and don't wound high-toughness vehicles as well as Grav-guns [Anti-Vehicle 2+] but they are much more likely to get past armor saves and average significantly more damage when they do (average 5.5/maximum 8 within 6").  Also, Meltaguns are just as effective on enemy monsters, whereas Grav-guns do nothing to almost monsters.

 

Grey Hunters

 

Grey Hunter Pack Leader

 

  • Power fist.
  • Astartes chainsword

 

Grey Hunters

 

  • Astartes chainswords for all models
  • 2 Flamers [Ignores Cover, Torrent].  Grey Hunters are an anti-infantry unit and Flamers best support that role.
  • Or, Grav-guns [Anti-Vehicle 2+].  Less shots, and no auto-hits, but Grav-guns are more likely to wound and to get through armor saves than the flamers, and are damage 2 weapons.  They outperform Plasma guns against MEQ targets and can plink a few wounds off of vehicles, if needed.   
  • Or, if you're really worried about enemy vehicles and monsters, Meltaguns [Melta 2].  They have a much shorter range, and don't wound high-toughness vehicles as well as Grav-guns [Anti-Vehicle 2+] but they are much more likely to get past armor saves and average significantly more damage when they do (average 5.5/maximum 8 within 6").  Also, Meltaguns are just as effective on enemy monsters, whereas Grav-guns do almost nothing to monsters.

 

Long Fangs

 

Long Fang Pack Leader

 

  • Plasma gun [Rapid Fire 1].  Best range out of his options, and a decent mid-strength weapon
  • Power fist.

 

Long Fangs

 

  • Lascannons [Heavy].  Best range, highest strength, highest armor penetration, and high damage potential and average.  Works just as well against monsters as vehicles.
  • Or, Grav-cannon [Anti-vehicle 2+, Heavy].  Works very well against vehicles within 24” (great for coming out of a Drop Pod).  3 attacks and most reliable at wounding vehicles.  Fixed 3 damage is also nice (not swingy).  However, armor penetration is poor, and vehicles are very likely to pass their armor saves.
  • Or, Multi-melta [Heavy, Melta 2].  Very short range, but fantastic for coming out of a Drop Pod.  Works just as well against monsters as vehicles.  Highest damage potential and average when within 9” of the target.  Best armor penetration of any other option.  Strength is lower than the Lascannon, so somewhat less reliable in damaging high-toughness targets, but multiple attacks per weapon helps to offset that.

 

Wolf Scouts

 

Wolf Scout Pack Leader

 

  • Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1]. Best ranged weapon option for attacking elite infantry (or standard infantry).
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.

 

Wolf Scouts

 

  • Combat knives for all models
  • 1 Flamer [Ignores Cover, Torrent].  Wolf Scouts are an anti-infantry unit and a Flamer best supports that role.
  • Or, Heavy Bolter [Heavy, Sustained Hits 1].  An okay damage 2 weapon option that might proc additional hits.

 

Wolf Scout Specialist

 

  • Bolt pistol and Power weapon.  Better melee option than the Combat knife for 1 model.

 

Wolf Guard

 

  • Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1]. Best ranged weapon option for attacking elite infantry (or standard infantry).
  • Or, Storm shield.  Grants a 4+ invulnerable save.  You don’t need a shield on every model, but it is good to have a couple/few in the unit to use to tank high-AP attacks.

 

Wolf Guard Terminators

 

  • Combi-weapon [Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1]. Best ranged weapon option for attacking elite infantry (or standard infantry).
  • Or, Storm shield.  Grants an additional Wound.  You don’t need a shield on every model, but it is good to have a couple/few in the unit to further increase the damage it can withstand.
  • Power fist.  Most reliable melee weapon option with D2.
  • Or, Thunder hammer [Devastating Wounds].  Hits less often than the Power fist, but gives an opportunity for mortal wounds, which probably evens out the damage over time.
  • Or, Chainfist [Anti-Vehicle 3+].  Best melee weapon for attacking vehicles; however, attacking vehicles with infantry is fairly futile in 10th edition.

 

Wolf Guard Specialist

 

  • Storm bolter and Cyclone missile launcher.  Versatile ranged weapon with the best range.  Opportunity to plink a few wounds off of a vehicle with the krak round. *

 

*This model isn’t allowed a melee weapon yet, but I’m sure the Index will be corrected soon.

 

Wulfen

 

  • A couple models with a Storm shield.  Grants a 4+ invulnerable save.  You don’t need a shield on every model, but it is good to have a couple/few in the unit to use to tank high-AP attacks.
  • Remaining models with Wulfen claws and melee weapons.  Same profile as the Wulfen hammer, but more attacks.

 

Thunderwolf Cavalry

 

  • Storm shield.  Grants a 4+ invulnerable save.  You don’t need a shield on every model, but it is good to have a couple/few in the unit to use to tank high-AP attacks.
  • Plasma pistol.  Much more likely to wound and get through armor than the default Bolt pistol or the Boltgun.

 

Skyclaws

 

Skyclaw Pack Leader

 

  • Plasma pistol.
  • Power fist.

 

Skyclaws

 

  • 2 Flamers [Ignores Cover, Torrent].  Skyclaws are an anti-infantry unit and Flamers best support that role.  
  • Or, Plasma guns [Rapid Fire 1].  Less shots, and no auto-hits, but Plasma guns are more likely to wound and to get through armor saves than the flamers.  
  • Or, Plasma pistols.  Less attacks within 12”, and less range than the Plasma guns, but can be used in engagement range, and Skyclaws are likely to get “stuck” in ongoing melee combat.

 

Wulfen Dreadnought

 

  • Fenrisian great axe.  Best melee weapon to use against enemy vehicles or monsters, and the most versatile weapon with its 'sweep' mode.  Averages higher damage despite having one less armor penetration than the Great wolf claw.
  • Blizzard shield.  Grants a 4+ invulnerable save, which improves the model’s survivability significantly.
  • Heavy flamer [Ignores Cover, Torrent].  This model likes to fight up close and personal, and this weapons higher strength and armor penetration, as well as ignoring cover and auto-hits, make it an excellent choice over the default Storm bolter.

 

Space Wolves Venerable Dreadnought

 

  • Twin lascannon [Twin-Linked].  Best likelihood to damage high-toughness vehicles.  
  • Or, Helfrost cannon.  Most consistent damage if you can wound.  Has an anti-personnel mode.
  • Dreadnought combat weapon and Heavy Flamer [Ignores Cover, Torrent].  Best combination of melee strength and damage while maintaining a ranged weapon on the other arm.  

 

Stormfang Gunship

 

  • 2 Twin Multi-meltas [Melta 2, Twin-Linked].  Less range than the default Skyhammer missile launcher, less likelihood to wound fliers, but much more likely to wound everything else, and actually damage every type of target.
  • 1 Twin Lascannon [Twin-Linked].  Same range as the default Stormstrike missile launcher, but higher strength and armor penetration.  The Stormstrike has a nice flat 3 damage, but the Twin lascannon has higher damage potential, albeit a swingy d6.

 

Stormwolf

 

  • 2 Twin Multi-meltas [Melta 2, Twin-Linked].  Less range than the default Skyhammer missile launcher, less likelihood to wound fliers, but much more likely to wound everything else, and actually damage every type of target.


 

Edited by Valerian

A note on Thunderhammers.  I think they fit in the realm of “take a lot or take none”.  With the exception of taking Black Death enhancement.  Thunderwolves a full unit with Stormshields only runs 200 points!  Add in Wolf Lord and a Battle Leader and this squad is insane at just shy of 400!  48 str 5 Ap-1 d1 attacks! Plus Captain and Lt attacks all on a fast platform!!!

 

Fenrisian Great Axe on the Wulfen Dreadnought is way better than the fist, losing 1 ap for d6 +1 damage.  
 

Also consider an Iron Priest with servitors added to a Longfang Squad, on top of the Wolfguard Pack Leader in Terminator Armor to get 8x Heavy Weapons in the squad.

Excellent idea for a thread. We know our tools let’s get to theory on their best use. 

 

I do think claw units will see play. I like the idea of putting melta guns into their units. They shouldn’t have too much trouble with light infantry but they’ll be thankful to have a couple melta guns if they run into something heavy. 

1 hour ago, Wolf Guard Dan said:

 

I do think claw units will see play. I like the idea of putting melta guns into their units. They shouldn’t have too much trouble with light infantry but they’ll be thankful to have a couple melta guns if they run into something heavy. 

Needing 5+ to wound vehicles has me doubting their value.  I suppose they could be brought along for Hail Mary attempts, but figure Flamers will actually do something for them.  And forward deployed Flamers actually have some utility using the Overwatch stratagem, too. 

3 hours ago, CCE1981 said:

 

Fenrisian Great Axe on the Wulfen Dreadnought is way better than the fist, losing 1 ap for d6 +1 damage.  


You're correct.  If it were just d6 damage on the Axe, the Claw wins out, but the extra +1 damage overtakes the advantage of the extra armor penetration. 
 

I will edit the OP to reflect that later, when I’m on my computer. 

10 minutes ago, Triszin said:

Hounds with Phobos lieutenant

- lethal hits

- fire and fade (shoot then move 6")

 

 

This thread is for discussing the optimal unit upgrades.  Hounds of Morkai have no 'Wargear Options' on the back side of their datasheet.

8 hours ago, Valerian said:

Needing 5+ to wound vehicles has me doubting their value.  I suppose they could be brought along for Hail Mary attempts, but figure Flamers will actually do something for them.  And forward deployed Flamers actually have some utility using the Overwatch stratagem, too. 

 

If you are worried about anti-vehicle capability, I would actually make a case for maxing out on Grav guns across our infantry squads. They are anti-Vehicle 2+ and 2 shots. Their S5 and Ap-2 also means they are still better vs Infantry than bolters. I think Grav > Plasma in a TAC scenario.

51 minutes ago, Valerian said:

 

This thread is for discussing the optimal unit upgrades.  Hounds of Morkai have no 'Wargear Options' on the back side of their datasheet.

 

I think with how characters attach to units that it is fair to consider the characters an upgrade. It's not like you to get attach the characters to another unit after their initial one dies, and most do give the squad an ability it wouldn't normally have. 

 

That said I don't know if we have enough information to be able to say that adding a character is optimal. Missions may reward lists with lots of characters and they also could be a liability. We also don't know if we'll see the return of killpoints and other mission styles or if they will mainly focus on objectives again. Actions are another factor that will need to be considered if they show up in the missions (having a 95-point squad do an action has a lower opportunity cost than 165-point unit). I actually view this as a fun puzzle :biggrin:.

 

I also kinda of want to see where the meta heads before I comment to much on the other units. My limited experience is suggesting that vehicles are coming back in a big way. So a unit like grey hunters than can take two meltas in a 5 man squad in razorback might be solid. 

Edited by Jorin Helm-splitter
44 minutes ago, Jorin Helm-splitter said:

 

I think with how characters attach to units that it is fair to consider the characters an upgrade. 


I will do a separate thread to discuss the best Characters/Leaders (and Enhancements) to combine with Squads to get the best synergies.  
 

For this thread I simply want to focus on Wargear Options.  

3 hours ago, Karhedron said:

 

If you are worried about anti-vehicle capability, I would actually make a case for maxing out on Grav guns across our infantry squads. They are anti-Vehicle 2+ and 2 shots. Their S5 and Ap-2 also means they are still better vs Infantry than bolters. I think Grav > Plasma in a TAC scenario.

 

They're actually just AP-1, not -2.  And the entry on Grey Hunters says they are damage 1, which is why I ignored them, but the Blood Claws entry as well as the Armoury entry says they're damage 2.  Yet another typo that we need to let GW know about.

 

Edit: Unless I'm doing the math wrong, it does appear that the Grav-gun still outperforms the Plasma gun in standard mode against MEQ targets, which I didn't expect.  The Plasma gun in supercharge mode outperforms the Grav-gun against MEQ and TEQ targets (I think), but is hazardous, and not worth the risk.  I need to edit the OP for this, too, thank you.

 

Still, if you're going for anti-vehicle, I think Meltaguns would serve you better.  They'll have a harder time wounding high-toughness vehicles, but once they do wound, they're much more likely to get through armor, and can do up to damage 8 (with an average of 5.5).  Also, they're equally effective on monsters as vehicles, whereas Grav-guns do almost nothing to monsters.

 

Edit: I edited the OP to add a discussion of Meltaguns and Grav-guns on the Blood Claws and Grey Hunters entries.

Edited by Valerian

I am leaning melta i think. Partly because I have like 6 melta Grey hunters (0 grav as that wasn't a choice for a long time) but also because they look like the most all round gun to me.  One shot, but good vs infantry of all flavors, and decent versus high toughness (not amazing but a pot shot in a pinch seems ok especially on an OoM target). Free wargear is really weird and I definitely struggle to list build with it, especially when making these choices. 

41 minutes ago, CCE1981 said:

Don’t forget Long Fangs with an attached Iron Priest, Servitors, and Terminator Wolfguard Pack Leader.  That is up to 7 Multi-meltas, a meltagun, and a Cyclone Missile Launcher, in anti-tank fire power.

 

That's going in the other thread, that I just posted, where Attached Units is discussed.  The purpose of this thread is to discuss Wargear Options.

 

1 hour ago, Rune Priest Jbickb said:

Free wargear is really weird and I definitely struggle to list build with it, especially when making these choices. 

 

Exactly why I thought a thread like this would be valuable.

Edited by Valerian
On 6/17/2023 at 9:14 PM, Valerian said:

Wolf Guard Terminators

  • Or, Storm shield.  Grants a 4+ invulnerable save.  You don’t need a shield on every model, but it is good to have a couple/few in the unit to use to tank high-AP attacks.

Unless I'm reading the card wrong all Termis have a 4+ invulnerable. The Storm Shield gives them an extra wound.

15 hours ago, HvitrValdyr said:

Unless I'm reading the card wrong all Termis have a 4+ invulnerable. The Storm Shield gives them an extra wound.


That’s exactly right.  I let older editions take over in my head and copy and pasted that from the TWC entry.  Will fix when I get back on the computer. 

 

EDIT: Now fixed in the OP; thanks again @HvitrValdyr

Edited by Valerian

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