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Great faction update today!!!

 

https://assets.warhammer-community.com/eng_10-12_wh40k_faction_pack_space_wolves-a4cmfwecry-2pqnq2mppi.pdf

 

It is a SW version of Gladius 

 

We pick 1 of 3 hunting packs (i.e., doctrines) in the command phase

1-reroll advance/charge rolls

2-+1 to hit when shooting

3-Each time a unit is selected to fight pick one of lethal/sustain...all units get it and it can be mixed/matched!!!

 

 

The detachment rule and stratagems provide almost all the tools needed to make our specific SW melee army work

One of my major complaints is we are a "melee" army but most of our stuff is S5 which means we can't really hurt the big stuff 

 

-Solution

We now have access to sustain or lethal hits on demand

We can give a WGBL an enhancement to gain LANCE for his unit

 

Another of my major complaints is we are a "melee" army on foot...slow melee is useless

 

-Solution

Stratagem to advance/charge with 1 unit now....we also have a stratagem to kool aid man through terrain

 

 

Units led by a WGBL will have sustain + lethal and the ability to advance and charge

With the new enhancement you can also get LANCE for a great death star unit

 

 

This detachment isn't just for melee wolves

The shooting buffs apply to all astartes units

 

I'm sure we can whip up some crazy combos with a blanket +1 to hit and access to +1 to wound shooting with a stratagem

My first thought is hello eradicators...+1 to hit and +1 to wound with their built in rerolls means fun times

 

 

And finally...for the CREATIVE generals among us we get a KOOL AID man stratagem for mounted and walkers.  The obvious usage is TWC...but we can do a wolf bot army and send dreadnoughts through walls as well (plus give them advance and charge)

 

And last but not least...we have a REACTIVE MOVE...if you pair this with transports you can keep a melee unit alive by hopping in after you get shot

 

 

This is a competitive and fun detachment I can't wait to dive into

Yeah this is looking good from the first read through, as you say Tigurius, it really helps solve some of the main issues through having various tools on tap to use as and when you need it. The overall detachment rules aren't crazy strong (all 3 are nice though), but the strats and enhancements are where the meat is for me.

 

WGBL fronting up 6 headtakers, with sustained, lethal, lance and adv+charge, potential charge + adv rerolls if in that doctrine, and potential precision/devs on top....is pretty damn nasty for around 250pts.

 

The redeploy strat also lets us do some rather crazy stuff with Logan and units going into strat reserves. Deploying 30 terminators on the board, picking them up, and then them coming in T1, or free rapid ingressing with the new captain enhancement, is fun for all involved lol.

 

Also, glad that they finally gave us a non-named terminator character option, even if I do really wish they had just added some caveats to existing datasheets (ie like it was in the index), rather than having to take this specific detachment to get a wolf lord in terminator armour.

 

Is it as good as last years SW grotmas though..........hmmmmmmmmm :biggrin: (yes, yes it is)

 

 

Also pts only came down for us whichc is nice:

 

Bjorn dropped by 10 pts - excellent as he's already autoinclude for me for the CP

 

Greys  Hunters dropped by 15 pts - again great, deffo needed a reduction and I never play a game without them as it just feels wrong to me

 

Ven Dread and Murderfang also down by 10. - Still dont like murderfangs new rules but ven dread is a potential shout for adding more charge ranges (esp as he can now burst through a wall)

 

Ironpriest also dropped by 5 - Is ok, but would prefer a more expensive version with the old rule back, he just doesn't do much on most vehicles still.

 

 

 

 

 

 

I just noticed a major enhancement buff i missed originally 

 

The terminator captain can rapid ingress even if already used

 

That means 2 units using rapid ingress in 1 turn

 

Holy smokes i can see that being insanely good

2 hours ago, TiguriusX said:

I just noticed a major enhancement buff i missed originally 

 

The terminator captain can rapid ingress even if already used

 

That means 2 units using rapid ingress in 1 turn

 

Holy smokes i can see that being insanely good

Grimnar’s Mark only works second battle round or later. 

5 hours ago, TiguriusX said:

 

(2) rapid ingress units on a single turn...not on turn 1

=)

Ah my apologies. I misread. I’m in agreement with you now understanding what you said.
 

I wonder if this detachment will make an impact in the meta. Hope so. It’s amusing to me that Logan essentially has two detachments. Champions of Fenris being his great company after all. 

1 hour ago, Beef said:

How Long before this shows on the app?

 

No idea as I refuse to pay for the app lol.

You can get the pdf on the WHC download section though, with the points being in the seperate munitorum field manual pdf)

 

13 hours ago, TiguriusX said:

 

(2) rapid ingress units on a single turn...not on turn 1

=)

 

 

Yeah, the enhancement letting you use it when its already been used is grand. 

So with logan, can drop a TDA unit in T1, then rapid ingress 2 more units in T2 (if one is the captains unit) - the captain then has his own in-built free CP for a wee charge reroll or another strat.

 

Combine that with something like wolf scouts and you have a pretty nuts high-pressure T1-2 potentially.

 

 

Do people think Logan is an autoinclude in this detachment? Getting 2 turns of one of the doctrines is great, but do you think you need it?

11 minutes ago, DanPesci said:

Do people think Logan is an autoinclude in this detachment? Getting 2 turns of one of the doctrines is great, but do you think you need it?

 

It's a tough call, if you are going for the T1/2 pressure build then yes, he is probably auto-include.

 

If you are running a more all-round build then I would probably switch out Logan for Bjorn. The extra CPs really add up over the course of the game and you can always spend one of those CPs on GRIMNAR’S COMMAND if you need a particular unit to double-dip on a particular Doctrine.

Fair, aye I find it very hard not to include Bjorn as my go to warlord, as the extra CP is super useful, Ive run him and logan together in the past a few times but its a lotta points when theres other tasty things to spend points on in this detachment.

 

Id need to buy/paint up a load more terminators for a proper T1 pressure build (and dont have the new logan yet either - been running the old model on a big base :happy:), so not in a giant rush to switch him in but itd be nice to think hes not 100% needed for the detachment to work

Double Rapid insertion..... that is a bit expensive.  But I like the idea of having that in your back pocket. 

 

Great detachment though. For me I was sick of the Gladius being the be all/end all to marines. Hopefully this is at least close.

During list building I just realized 1 benefit to having advance and charge strat in our detachment

 

Gladius requires it to be performed in command phase

 

Saga of the Great Wolf is movement phase before selected

 

 

This means we can disembark and then get buffed to advance and charge...something gladius cant do

 

Ragnar is not needed for Headtakers who ride in impulsors in this detachment.

 

WGBL is a viable alternative to shave points 

Edited by TiguriusX
6 hours ago, TiguriusX said:

Ragnar is not needed for Headtakers who ride in impulsors in this detachment.

 

WGBL is a viable alternative to shave points 

 

I feel Wolf Priest is also a viable leader for Headtakers. +1 to Wound is pretty good on their melee profile and resurrecting fallen HTs is great. In my last game, I charged a big blob of Legionnaires, expecting an easy win but my opponent used Eternal Hate to fight on death meaning I took significantly more casualties than I expected. The Priest was able to patch the squad back up to 5 men by the end of the game.

 

I know the prevailing wisdom seems to be that the best defence is a good offence but things like Fights First, Fights on Death or even just retaliatory fire next turn mean that getting up is sometimes more useful.

3 hours ago, Karhedron said:

 

I feel Wolf Priest is also a viable leader for Headtakers. +1 to Wound is pretty good on their melee profile and resurrecting fallen HTs is great. In my last game, I charged a big blob of Legionnaires, expecting an easy win but my opponent used Eternal Hate to fight on death meaning I took significantly more casualties than I expected. The Priest was able to patch the squad back up to 5 men by the end of the game.

 

I know the prevailing wisdom seems to be that the best defence is a good offence but things like Fights First, Fights on Death or even just retaliatory fire next turn mean that getting up is sometimes more useful.

 

+1 for the wolf priest leading headtakers, Ive had similar games where theyve been down to 3 bodies T2 after charges and then healed back up throughout the game to continue being a threat, and the +1 to wound is great.

 

Have been running a block of 6 with a priest and 3 with double blades/3 wolves (mainly due to model limits on what I own), but going to try get that up to 2x6, one with the priest and one with a battle leader for running this new detachment.

50 minutes ago, littlbitz said:

I’m definitely going to give this a go, my current list is very GreyHunters-Battle leader heavy though, so giving up the lethals of Beast Slayer is gonna be tough.

 

Agreed, I definitely rely on Lethal Hits from Beastslayer to supplement my anti-tank capabilities. My Heavy Intercessors gunned down a Hellbrute (over 2 turns) with Lethal Hits + Oath of Moment.

 

Current plan is 1x6 Headtakers with shields led by the Priest as a brick. Then 2x3 with dual weapons led by WGBLs with Hammers to be used as mini missiles. They also unlock 2x3 Wolf packs for screening and blocking charges and Derp Strikes. 

Edited by Karhedron
On 12/11/2025 at 4:48 AM, Karhedron said:

 

It's a tough call, if you are going for the T1/2 pressure build then yes, he is probably auto-include.

 

If you are running a more all-round build then I would probably switch out Logan for Bjorn. The extra CPs really add up over the course of the game and you can always spend one of those CPs on GRIMNAR’S COMMAND if you need a particular unit to double-dip on a particular Doctrine.

Here's what I'm thinking.

 

Bjorn

Logan

Captain(grimnar's mark) with WGT

WGBL(chariots of the storm) with Grey Hunters in Drop Pod

Inceptors

 

T1 bring in the drop pod somewhere they can be a nuisance and charge onto an objective and use Logan's ability to have Bjorn get a bead on a tank that needs taken care of. If Bjorn and GHs don't perform enough, I may switch out for Eradicators and Hellblasters respectively.

 

T2 rapid ingress the inceptors and WGT.

 

This leaves 1000pts for the rest of the list. Not sure what I'm gonna fill it out with yet, but I'm leaning towards Wolf Scouts, Headtakers, and Thunderwolves.

How are your list ideas going everyone?

My first take is there is soooo much I want to do but I don't have enough points to do it

 

I think that is ultimately a good thing b/c we will have different list archetypes going forward

 

Here are my first 2 rough drafts

 

The shooty list (don't sleep on army wide +1 to hit guys...and a strat for +1 to wound.....oh ya!!!)

 

Spoiler

Points adjustments

-10  Bjorn
-15  GH
-10  Murderfang
-20  Eradicators (6)
-10  LT

25   Chariots of storm (redeploy)
25   Skjald's Foretelling (WGBL Lance)


2010 + -15 = 1995

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves
+ DETACHMENT: Saga of the Great Wolf
+ TOTAL ARMY POINTS: 2010pts
+
+ WARLORD: Char1: Bjorn the Fell-Handed
+ ENHANCEMENT: 
+ NUMBER OF UNITS: 15
+ SECONDARY: - Bring It Down: (3x2) - Assassination: 6 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Bjorn the Fell-Handed (170 pts): Warlord, Heavy Flamer, Trueclaw, Helfrost cannon
Char2: 1x Logan Grimnar (110 pts): Axe Morkai, Storm Bolter, Tyrnak and Fenrir
Char3: 1x Murderfang (160 pts): Heavy Flamer, Murderclaws, Storm bolter
10x Grey Hunters (180 pts)
• 9x Grey Hunter: 9 with Astartes Chainsword, Bolt Carbine, Bolt pistol
• 1x Grey Hunter Pack Leader: Bolt pistol, Bolt Carbine, Astartes Chainsword
5x Intercessor Squad (80 pts)
• 1x Intercessor Sergeant: Bolt pistol, Astartes grenade launcher, Bolt Rifle, Power Fist
• 4x Intercessor: 4 with Bolt pistol, Bolt Rifle, Close combat weapon
6x Eradicator Squad (200 pts)
• 3x Eradicator: 3 with Bolt pistol, Close combat weapon, Melta rifle
• 1x Eradicator Sergeant: Bolt pistol, Close combat weapon, Melta rifle
• 2x Eradicator with Multi-melta: 2 with Bolt pistol, Close combat weapon, Multi-melta
10x Hellblaster Squad (220 pts)
• 9x Hellblaster: 8 with Bolt pistol, Close combat weapon, Plasma Incinerator
• 1x Hellblaster Sergeant: Close combat weapon, Plasma Incinerator, Bolt pistol
6x Inceptor Squad (240 pts)
• 5x Inceptor: 5 with Close combat weapon, Plasma Exterminators
• 1x Inceptor Sergeant: Close combat weapon, Plasma Exterminators
6x Wolf Guard Headtakers (170 pts): 6 with Heavy Bolt Pistol, Paired Master-crafted Power Weapons
6x Wolf Scouts (105 pts)
• 4x Wolf Scout
    1 with Plasma Gun
    1 with Combat Blade, Haywire Mine, Plasma Pistol
    1 with Bolt pistol, Runic Stave, Thunderclap
    1 with Combat Blade, Plasma Pistol
• 1x Hunting Wolf: Teeth and Claws
• 1x Wolf Scout Pack Leader: Plasma Pistol, Power Weapon
6x Wolf Scouts (105 pts)
• 4x Wolf Scout
    1 with Plasma Gun
    1 with Combat Blade, Haywire Mine, Plasma Pistol
    1 with Bolt pistol, Runic Stave, Thunderclap
    1 with Combat Blade, Plasma Pistol
• 1x Hunting Wolf: Teeth and Claws
• 1x Wolf Scout Pack Leader: Plasma Pistol, Power Weapon
1x Drop Pod (70 pts): 

Char4: 1x Lieutenant (65 pts): Power Fist, Bolt pistol, Master-crafted Bolter
Char5: 1x Lieutenant with Combi-weapon (70 pts): Combi-weapon, Paired Combat Blades (Chariots of storm)
Char6: 1x Wolf Guard Battle Leader (65 pts): Storm Shield, Thunder Hammer (Skjald's Foretelling)

 

This list is all about alpha strike shooting

 

Turn 1 pop +1 to shoot

Wolf Scouts YOLO and delay opponent while hitting targets of opportunity (2 wolf scouts focusing on a vehicle can likely kill it between plasma and haywire mines and a grenade if you get in range...alternatively they slice and dice their way through chaff)

GH arriving using turn 1 strategic reserves (thanks Logan) clear chaff or hordes

Hellblaster drop pod clear prime threats and use plus 1 to wound stratagem

Murderfang advance up behind a wall as far as possible

 

Turn 2 pop +1 to shoot AGAIN

Eradicators + inceptors

Murderfang can stage or koolaid man

Rapid ingress the headtakers

 

Turn 3+

Mop up and score...Bjorn should be mid field in this list so he can also koolaid man

Intercessors sticky home and move off if babysitting is not needed

 

Can shoot up victrix guard (high AP on all guns)

Can shoot up knights or big vehicles (+1 to wound for hellblasters then eradicators the following turn)

 

 

 

 

The double rapid ingress list (gdamn the terminator brick is EXTREMELY expensive)

Spoiler

Points adjustments

-10  Bjorn
-20  Eradicators (6)

20   Grimnar's Mark (RI)
25   Skjald's Foretelling (WGBL Lance)

1985 + 15 = 2000

+++++++++++++++++++++++++++++++++++++++++++++++
+ FACTION KEYWORD: Imperium - Adeptus Astartes - Space Wolves
+ DETACHMENT: Gladius Task Force
+ TOTAL ARMY POINTS: 1985pts
+
+ WARLORD: Char1: Bjorn the Fell-Handed
+ ENHANCEMENT: Saga of the Great Wolf
+ NUMBER OF UNITS: 14
+ SECONDARY: - Bring It Down: (2x2) - Assassination: 6 Characters
+++++++++++++++++++++++++++++++++++++++++++++++

Char1: 1x Bjorn the Fell-Handed (170 pts): Warlord, Heavy Flamer, Trueclaw, Helfrost cannon
Char2: 1x Logan Grimnar (110 pts): Axe Morkai, Storm Bolter, Tyrnak and Fenrir
6x Eradicator Squad (200 pts)
• 3x Eradicator: 3 with Bolt pistol, Close combat weapon, Melta rifle
• 1x Eradicator Sergeant: Bolt pistol, Close combat weapon, Melta rifle
• 2x Eradicator with Multi-melta: 2 with Bolt pistol, Close combat weapon, Multi-melta
6x Inceptor Squad (240 pts)
• 5x Inceptor: 5 with Close combat weapon, Plasma Exterminators
• 1x Inceptor Sergeant: Close combat weapon, Plasma Exterminators
6x Wolf Guard Headtakers (170 pts): 6 with Heavy Bolt Pistol, Paired Master-crafted Power Weapons
6x Wolf Guard Headtakers (170 pts): 6 with Heavy Bolt Pistol, Paired Master-crafted Power Weapons
10x Wolf Guard Terminators (340 pts)
• 9x Wolf Guard Terminator
    7 with Storm shield, Master-crafted Power Weapon
    2 with Assault Cannon, Power fist
• 1x Wolf Guard Terminator Pack Leader: Relic Great Axe
6x Wolf Scouts (105 pts)
• 4x Wolf Scout
    1 with Combat Blade, Haywire Mine, Plasma Pistol
    1 with Bolt pistol, Runic Stave, Thunderclap
    1 with Plasma Gun
    1 with Combat Blade, Plasma Pistol
• 1x Hunting Wolf: Teeth and Claws
• 1x Wolf Scout Pack Leader: Plasma Pistol, Power Weapon
6x Wolf Scouts (105 pts)
• 4x Wolf Scout
    1 with Combat Blade, Haywire Mine, Plasma Pistol
    1 with Bolt pistol, Runic Stave, Thunderclap
    1 with Plasma Gun
    1 with Combat Blade, Plasma Pistol
• 1x Hunting Wolf: Teeth and Claws
• 1x Wolf Scout Pack Leader: Plasma Pistol, Power Weapon
1x Impulsor (80 pts): Shield Dome, Armoured Hull, Ironhail Heavy Stubber, 2x Storm Bolter

Char3: 1x Captain in Terminator Armour (95 pts): Combi-weapon, Relic Fist (Grimnar's Mark)
Char4: 1x Lieutenant with Combi-weapon (70 pts): Combi-weapon, Paired Combat Blades 
Char5: 1x Wolf Guard Battle Leader (65 pts): Storm Shield, Thunder Hammer (Skjald's Foretelling)
Char6: 1x Wolf Guard Battle Leader (65 pts): Storm Shield, Thunder Hammer

 

This list says your opponent will NEVER score primary midfield unless you are tabled

If you go first

Turn 1

-Wolf Scouts YOLO and delay opponent while hitting targets of opportunity (2 wolf scouts focusing on a vehicle can likely kill it between plasma and haywire mines and a grenade if you get in range...alternatively they slice and dice their way through chaff)

Turn 2

-Eradicators and inceptors get to arrive in a blaze of glory with +1 to hit

-Rapid ingress BOTH units during opponent's turn

Turns 3+

Yolo the terminators and Headtakers that arrived using rapid ingress

Clog up midfield and score/kill what you can

 

Edited by TiguriusX
Forgot new drop pods hold 12!! no need for undersized hellblasters

Going off my earlier idea, this is what I'm gonna try out.

 

Spoiler

Saga of the Great Wolf 2k (1970 Points)

Space Marines
Space Wolves
Saga of the Great Wolf
Strike Force (2,000 Points)

CHARACTERS

Bjorn the Fell-Handed (160 Points)
• Warlord
• 1x Heavy flamer
• 1x Helfrost cannon
• 1x Trueclaw

Captain in Terminator Armour (115 Points)
• 1x Relic fist
• 1x Storm bolter
• Enhancements: Grimnar’s Mark

Logan Grimnar (110 Points)
• 1x Axe Morkai
• 1x Storm bolter
• 1x Tyrnak and Fenrir

Ragnar Blackmane (100 Points)
• 1x Bolt Pistol
• 1x Frostfang

Wolf Guard Battle Leader (90 Points)
• 1x Master‑crafted bolt carbine
• 1x Thunder hammer
• Enhancements: Chariots of the Storm

Wolf Priest (70 Points)
• 1x Absolvor bolt pistol
• 1x Crozius arcanum

BATTLELINE

Blood Claws (285 Points)
• 1x Blood Claw Pack Leader
◦ 1x Plasma pistol
◦ 1x Power weapon
• 19x Blood Claw
◦ 19x Astartes chainsword
◦ 19x Bolt pistol

Grey Hunters (165 Points)
• 1x Grey Hunter Pack Leader
◦ 1x Bolt carbine
◦ 1x Bolt pistol
◦ 1x Power fist
• 9x Grey Hunter
◦ 9x Astartes chainsword
◦ 9x Bolt carbine
◦ 9x Bolt pistol

DEDICATED TRANSPORTS

Drop Pod (70 Points)

OTHER DATASHEETS

Inceptor Squad (120 Points)
• 1x Inceptor Sergeant
◦ 1x Close combat weapon
◦ 1x Plasma exterminators
• 2x Inceptor
◦ 2x Close combat weapon
◦ 2x Plasma exterminators

Predator Annihilator (135 Points)
• 1x Armoured tracks
• 1x Hunter-killer missile
• 2x Lascannon
• 1x Predator twin lascannon
• 1x Storm bolter

Wolf Guard Headtakers (170 Points)
• 6x Wolf Guard Headtaker
◦ 6x Heavy bolt pistol
◦ 6x Master-crafted power weapon
◦ 6x Storm Shield

Wolf Guard Terminators (170 Points)
• 1x Wolf Guard Terminator Pack Leader
◦ 1x Relic greataxe
• 4x Wolf Guard Terminator
◦ 1x Assault cannon
◦ 3x Master-crafted power weapon
◦ 1x Power fist
◦ 3x Storm bolter

Wolf Scouts (105 Points)
• 1x Wolf Scout Pack Leader
◦ 1x Plasma pistol
◦ 1x Power weapon
• 4x Wolf Scout
◦ 1x Bolt pistol
◦ 3x Combat blade
◦ 1x Haywire Mine
◦ 1x Plasma gun
◦ 2x Plasma pistol
◦ 1x Runic stave
◦ 1x Thunderclap
• 1x Hunting Wolf
◦ 1x Teeth and claws

Wolf Scouts (105 Points)
• 1x Wolf Scout Pack Leader
◦ 1x Plasma pistol
◦ 1x Power weapon
• 4x Wolf Scout
◦ 1x Bolt pistol
◦ 3x Combat blade
◦ 1x Haywire Mine
◦ 1x Plasma gun
◦ 2x Plasma pistol
◦ 1x Runic stave
◦ 1x Thunderclap
• 1x Hunting Wolf
◦ 1x Teeth and claws

Exported with App Version: v1.45.0 (1), Data Version: v720

 

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