Beef Posted 13 hours ago Share Posted 13 hours ago Just a newbie question. Having played 3 games now with my wolves over the last few months ( i haven't played since 5th edition) i wanted to have skyclaws but as the SW codex does not have this i have made up a 10 man assault intercessor squad with jump packs. my question is am i correct in assuming they do not benefit from SW rules as they are from the space marine codex. Also next question i take it i dont need opponent permission to use them. and finally is there a way to make them similar to blood claws rules wise by using strategms or CP points or something to give them something similar to blood claws advance and charge? Also is there some handy little guide which lists things like rules for critical hits, sustained, and others. Thanks Link to comment https://bolterandchainsword.com/topic/387069-rules-questions-regarding-assault-intersessors/ Share on other sites More sharing options...
Karhedron Posted 10 hours ago Share Posted 10 hours ago OK, the answer to the Skyclaw Jump Assault Intercessor question is straightforward but it depends on what you mean by "Space Wolf rules". Units get layers of special rules and which rules are in effect depend on which Detachment you are running. You are not restricted to running just Space Wolf Detachments, you can run Space Wolf units in a Gladius Strike Force detachment if you wish. Let's assume you are running a Saga of the Beastslayer Detachment (as it is my favourite), then your Jump Assault Intercessors would benefit from the following rules: Faction rules: Oath of Moment Detachment Rules: Legendary Slayers Unit Rules: Hammer of Wrath Stratagems: Thunderous Pursuit, Pinning Fire So they can benefit from Space Wolf rules such as the Legendary Slayers rule because Legendary Slayers targets Adeptus Astartes models. However if you were running Saga of the Hunter, they would not benefit because that Detachment specifies Space Wolves units (which Jump Assault Intercessors are not). The use of Keywords is very important in 10th as most abilities and interactions trigger from the Keywords. Being a Space Wolf army does not automatically convey the Space Wolves keyword, in fact adding Keywords is quite uncommon (apart from some like Character). What this means in practice is that the best Detachment for you depends on the units you want to run. If you want a Space Wolves army with plenty of units drawn from vanilla codex then Saga of the Beastslayer is a good choice. If you want to run an army heavy on classic Space Wolf units then Saga of the Hunter works well. If you want a fast moving Detachment with lots of Thunderwolves and Wulfen then you might actually be best off with the Stormlance Detachment. I hope that this answers your question and also explains why the answer is the way it is. TiguriusX 1 Back to top Link to comment https://bolterandchainsword.com/topic/387069-rules-questions-regarding-assault-intersessors/#findComment-6140395 Share on other sites More sharing options...
Karhedron Posted 10 hours ago Share Posted 10 hours ago 3 hours ago, Beef said: Also next question i take it i dont need opponent permission to use them. That is correct. They are fully official rules and you do not need permission to take anything 3 hours ago, Beef said: and finally is there a way to make them similar to blood claws rules wise by using strategms or CP points or something to give them something similar to blood claws advance and charge? The only way to do this is probably in the Stormlance Detachment which provides Advance + Charge and Fallback + Charge as the default Detachment rule. You will miss out on the Wolf flavoured Enhancements and Stratagems though. 3 hours ago, Beef said: Also is there some handy little guide which lists things like rules for critical hits, sustained, and others. Weapon abilities are on Pages 25-28 of the core rules which GW provide as a free PDF. https://assets.warhammer-community.com/warhammer40000_core&key_corerules_eng_24.09-5xfayxjekm.pdf There is a 1-page cheat sheet here which is not official but is very handy. Link to comment https://bolterandchainsword.com/topic/387069-rules-questions-regarding-assault-intersessors/#findComment-6140396 Share on other sites More sharing options...
TiguriusX Posted 6 hours ago Share Posted 6 hours ago The SW codex is in an awkward spot so be prepared for lots of trial and error. -We are a melee army but our stuff is mostly S5 (horrible in a meta with T10+) -We are a melee army but we don't have advance and charge unless we use gladius/stormlance detachments (which sucks b/c we don't use our SW specific detachments) -We are a melee army but many of our units have a minimum size that is too large and we can't take advantage of the cheap transports (BCs and GHs can't use impulsors) Link to comment https://bolterandchainsword.com/topic/387069-rules-questions-regarding-assault-intersessors/#findComment-6140443 Share on other sites More sharing options...
Karhedron Posted 4 hours ago Share Posted 4 hours ago @TiguriusX makes some valid points but I have had a lot of success running mostly melee wolves. Beastslayer gives us Lethal Hits across the board. Even Blood Claws will put 6-7 automatic Wounds against any target with that rule (more with OOM) and you still get to fish for 6s to Wound, even against T10+ targets. Blood Claws get Advance + Charge built in, they are also the cheapest Space Marine body in the game which is fun if you want to try spamming a power armoured horde. Claws and Hunters can't fit in an Impulsor but Headtakers with a Wolf Priest can. +1 to Wound and reviving a fallen model each turn is a strong combo on an elite unit and gives them the best rules of both Chaplain and Apothecary. My caveat is that I don't play competitive tournaments like Brother @TiguriusX but I have won a lot of games with the new Codex and they do feel properly "wolfy". Link to comment https://bolterandchainsword.com/topic/387069-rules-questions-regarding-assault-intersessors/#findComment-6140458 Share on other sites More sharing options...
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