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They all carry Plasma pistols

 

They get +1 to wound units with no other friends within 6"

 

We finally have a shooty unit to use uppy/downy on

 

But it performs better in vanguard bc phobos keyword means 2 bricks of plasma can be moved

 

They also have a hunting Wolf which means we basically get +3 when charging (10 movement compares to 7 on scouts)

 

They will excel at killing marines with no invulnerables.  Can even put a dent in the raven guard centurion bricks with this 

 

 

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Overcharged plasma will wound most Tanks/Monsters on a 4+ when combined with the +1 for shooting at isolated targets.

 

They look quite good. They hit slightly harder than Reivers in melee and have much better shooting as well as better movement. They also get a Haywire mine which is very tasty (free Mortals). The Skjald is underwhelming and the lack of rules for the Fang Bearer (apothecary-lite) is disappointing but I can't really complain at the price point.

I feel like they are bit overcosted but i definitely want to play with them. So weird the carbine is locked to 12 man and the skjald is for sure underwhelming, i was hoping he'd bring stealth or lone op to the squad "concealed by the storm" so to speak. And yeah weird no rules for the medic. 

Beautiful models though, welcome back Wolf Scouts 

2 hours ago, Kassill said:

I feel like they are bit overcosted but i definitely want to play with them. So weird the carbine is locked to 12 man and the skjald is for sure underwhelming, i was hoping he'd bring stealth or lone op to the squad "concealed by the storm" so to speak. And yeah weird no rules for the medic. 

Beautiful models though, welcome back Wolf Scouts 

They are definitely over costed and won't be a meta OP type unit

 

But they are interesting enough to play around with

 

Use them to hunt marine equivalents with T7 or less

A 10 man squad should have a plasma gun a thunderclap and 8 plasma pistols

That makes 10 S8 D2 overcharged plasma shots and D3 blast S5 D2 shots

 

Oath and an isolated unit give full rerolls to hit and wound on 2s

It has the potential to kill 10ish marine bodies

 

Now...the cost is crazy...hellblasters do roughly the same for 100 less points

 

You are paying a premium for melee + infiltrate + scout abilities

 

So...the best usage of this may be a YOLO super aggressive wolf jail attack

 

If you go first...

Scout up 7"

Shoot something to death and charge another to put a serious hurt on them

 

 

If you go second...

Scout 7" behind cover

*In vanguard that 7" move + stratagem to run 6" away means you are safe from any melee coming your way

 

By itself it is odd...but in a vanguard list specifically designed to go first (20 blood claws with blade driven deep for infiltrate + 10 wolfguard terminators deep striking turn 1)

There is some potential synergy for an asymmetric warfare list designed to jail your opponent in their DZ and score + sticky objectives in the rear areas

 

 

 

 

Love the models, not a fan of the rules. I wish they didn’t all have plasma pistols and were 20 points cheaper. I dislike plasma pistols. Hazardous for one shot is meh. Would have been neat to call them cold plasma and make them less strength, 2 damage but no hazard like tau plasma (is that still a thing?) 22 melee attacks with pseudo lance might be spicy. 

 

For people who only want to take space wolves units they have a role. But I don’t see them competing against regular scouts or infiltrators… maybe not even incursors because those do synergize with other units. Points mean for a comparison to infiltrators and incursors. 

 

They don’t fit in saga of bold. The best fit is with saga of hunter. 3 units ideally clearing 3 screens and you get your saga completed quickly.

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