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Posted (edited)
On 5/20/2026 at 8:33 AM, DanPesci said:

 

 

So stormlance or gladius for us then , leaving all our SW specific ones as 2DP

 

(one can dream right? :biggrin:)

Hey this guys dreams came true. We gotta get him dreaming about hell frost long fangs and our primarch.
 

I’m glad none of our detachments got 3CP. Might be a way to fix grey hunters without admitting their data sheet needs to be redone.

 

So far I like the core mechanic changes. It’s going to take some time to wrap my head around mission parameters. And worry with detachments we are starting the edition with rules bloat. But GW is providing more ways to explore army design and army list tailoring. 
 

The changes to Grimnar’s mark are either going to be really good (more characters in our units) or really bad (downgrade of that enhancement). I suspect it will be the good version. GW demonstrating they want 11th edition to open up the game a bit.  

Edited by Wolf Guard Dan
4 hours ago, Wolf Guard Dan said:

Hey this guys dreams came true. We gotta get him dreaming about hell frost long fangs and our primarch.
 

 

Long fangs i will happily dream about, Russ returning, not so much :biggrin: but any other suggestions ill happily ask the emperor next time im snoozing.

 

 

Looking forward to the points costs coming through.

 

I've got a nice pile of wolves ready for some time this edition, and right now, my silly 'Old Wolf's Shieldwall' list is looking less silly and more effective using Saga of the Great Wolf and Legends of Saga and Song.

11 hours ago, Karhedron said:

They have put Dispositions up now and Beastslayer is Purge which is a strong point in its favour as Purge seems to be the strongest Disposition with no real bad matchups.

 

Good to know, ive still not really looked into the dispositions yet, but my worry is that with certain detachments being tied to certain dispositions, were just going to see people playing the one 'good matchup' disposition and little else. Ie we just end up with a load of purge vs purge matches. But I guess if that happens we'll just see balance tweaks to how those dispositions score VP.

 

Quote

Looking forward to the points costs coming through.

 

yeah this will certainly be the last piece of the puzzle. 2 mates of mine who run our local gaming group had an initial match of 11th last night, tsons vs guard, using current points. Tsons had tabled guard by the end of turn 2. Hidden seemed to do very little and he could basically just see/kill every guard unit on the table if they were on objectives. So seems like significant points changes are definitely needed for some armies! 

6 minutes ago, DanPesci said:

Good to know, ive still not really looked into the dispositions yet, but my worry is that with certain detachments being tied to certain dispositions, were just going to see people playing the one 'good matchup' disposition and little else. Ie we just end up with a load of purge vs purge matches. But I guess if that happens we'll just see balance tweaks to how those dispositions score VP.

 

Yes, that is my concern too. Initial analysis on Goonhammer suggests that Purge is going to be very strong out of the gate. This is simply because it doesn't require you to do anything you would not be doing anyway. You fight and get extra VPs for killing the enemy. It has no really bad matchups but is absolutely brutal vs Take and Hold. The T&H player basically has to line up their units on Objectives so the Purge player can knock them down.

 

Some Detachments have rules that really don't suit their Disposition. For example, BA's Liberator Assault Group has a rule that provides bonuses when they charge but the Disposition is Take and Hold which requires them to sit on Objectives. Worse, several of their Stratagems require the unit to become Battleshocked to access their full power which in turn means they cannot control Objectives.

 

Fortunately we have some good Dispositions that reasonably match the rules in our Detachments. I expect to see Beastslayer as an early leader since Lethal Hits vs large targets synergises perfectly with the "Kill more" scoring of a Purge disposition. And it is only 2DPs which is a nice bonus meaning we can drop in a 1DP bolt-on for extra flavour if we wish. Champions of Fenris is a solid choice as it gives access to the +2W, +1S Enhancement which is just fun and the Runes of Claiming strat which allows any infantry squad to sticky an Objective.

Just found this resource to help look at different force disposition combinations and primary details

 

https://gdmissions.app/11th

 

 

I agree the purge options look like the best...a strong point in favor of beastslayer (or using a 1 DP Champions  of Fenris detachment to flip Great wolf)

 

Champions of Fenris to unlock purge isn't the worst idea.  At the very least you get army wide HI as an option (better save your CP)
Best of all...it gives you access to a 1 CP sticky...the timing is odd because it is in the movement phase BUT this means you can push forward sticky and then charge off so it has interesting potential

3 hours ago, TiguriusX said:

Just found this resource to help look at different force disposition combinations and primary details

 

https://gdmissions.app/11th

 

 

I agree the purge options look like the best...a strong point in favor of beastslayer (or using a 1 DP Champions  of Fenris detachment to flip Great wolf)

 

Champions of Fenris to unlock purge isn't the worst idea.  At the very least you get army wide HI as an option (better save your CP)
Best of all...it gives you access to a 1 CP sticky...the timing is odd because it is in the movement phase BUT this means you can push forward sticky and then charge off so it has interesting potential

Just take all three of our 1DP and then you can choose from Purge, Take/Hold, AND Disruption! :biggrin:

Posted (edited)

Was thinking of purge combos and got a new one

 

Beastslayer + librarius conclave

 

Fusilade + Librarian + hellblasters (drop pod too unless not enough points available)

4++ defense + lethal + sustain and situational buff on demand

-reroll 1s to hit/wound or

-extra AP up to 12" (librarius psychic discipline chosen at start of battleround)
*these buffs make a hellblaster bomb just as good as the gladius version I ran

 

Celerity + Librarian in Terminator armor + assault Terminators

Advance and charge + lethal + sustain with situational buff on demand

-+1 to wound from beastslayer strat AND

-move +2 or

-reroll 1s to hit/wound (librarius psychic discipline chosen at start of battleround)

*this gives you a much more mobile and deadly hammer unit

 

These 2 combos really crank up the lethality of your beastslayer army

Edited by TiguriusX

While I agree the Grey Hunter split should be a datasheet fix, I will play around with it. Saga of the Greatwolf + Veterans of the Fang with 4x5 grey hunters at 15 oc each to just keep pushing onto objectives, looking at Disruption but need to deep dive all of them more. One problem I've faced in 10th is just running out of assets so fast so I'm looking to play more msu options to start 11th. If it falls flat I've got the terms to fall back on for sure. 10 assault terms with an ancient and +1OC enhance could be cool. I've also seen some chatter about Beastslayer + Fulguris being a neat alpha strike kind of list, will keep an eye out. 

The hopium is kicking in, lets see if we can climb out of the 40ish bottom barrel percent bracket for this edition :tongue:

5 minutes ago, Kassill said:

While I agree the Grey Hunter split should be a datasheet fix, I will play around with it. Saga of the Greatwolf + Veterans of the Fang with 4x5 grey hunters at 15 oc each to just keep pushing onto objectives, looking at Disruption but need to deep dive all of them more. One problem I've faced in 10th is just running out of assets so fast so I'm looking to play more msu options to start 11th. If it falls flat I've got the terms to fall back on for sure. 10 assault terms with an ancient and +1OC enhance could be cool. I've also seen some chatter about Beastslayer + Fulguris being a neat alpha strike kind of list, will keep an eye out. 

The hopium is kicking in, lets see if we can climb out of the 40ish bottom barrel percent bracket for this edition :tongue:

 

I have a rough idea for Bastion + Grey Hunter detachment but cant plan it without points for enhancements

 

Advance + shoot/charge with GHs while also having option to perform an action after shooting...super action monkeys detachment

 

Play Disruption as disposition (but take and hold is an option)

 

rough idea

4 bricks of GHs

2 stay at 10 with WGBL and shooting enhancements (precision from Bastion and AP1 from GH)

*this is horde clearing and objective stealing while still having the option to perfect an action

2 GHs split into 4 MSU action monkeys 

2 full sized Headtakers (1 gets ragnar the other gets WGBL with battleline enhancement so every unit in the army has advance + charge)

 

 

Seems like it may be more fun/tactical and require thinking v the unga bunga purge ones I have created so far

34 minutes ago, TiguriusX said:

 

I have a rough idea for Bastion + Grey Hunter detachment but cant plan it without points for enhancements

 

Advance + shoot/charge with GHs while also having option to perform an action after shooting...super action monkeys detachment

 

Play Disruption as disposition (but take and hold is an option)

 

rough idea

4 bricks of GHs

2 stay at 10 with WGBL and shooting enhancements (precision from Bastion and AP1 from GH)

*this is horde clearing and objective stealing while still having the option to perfect an action

2 GHs split into 4 MSU action monkeys 

2 full sized Headtakers (1 gets ragnar the other gets WGBL with battleline enhancement so every unit in the army has advance + charge)

 

 

Seems like it may be more fun/tactical and require thinking v the unga bunga purge ones I have created so far



Thats sort of where i am with the BS+Ful one, need to see speeder costs and enhance/upgrades before I really give it anymore thought

25 minutes ago, Kassill said:



Thats sort of where i am with the BS+Ful one, need to see speeder costs and enhance/upgrades before I really give it anymore thought

 

careful with the landspeeder idea

 

many people think they can alpha strike with the new land speeder then shoot/scoot out of LOS

 

the new ingress rules prevent any type of move until after the next fight phase 

 

Landspeeders may be able to turn 1 shoot but they will absolutely die to clap back

 

 

Screenshot_20260612_153517_Chrome.jpg

Just played my first game of 11th...we are so wrong about everything we are discussing

 

I want to scream it from the mountain tops...SW and Purge are gonna be a horrible combination

 

Reality hit me in the face when I saw the map and the huge distances we must travel to even threaten enemy units

Wherever you think you can stage a melee unit...remember your opponent will touch the extreme opposite edge of the center objective and ruin your day

I played Purge v Take and Hold 

This wall enclosed terrain on the left looks like a great staging point at first...but proper placement at the opposite side of the central objective means you are approximately 19.3" away...good luck reaching that

 

 

Foot based melee is DEFENSE only...there are exceptions like rapid ingressing into terrain and avoiding fire due to "hidden"

But for the most part...foot based melee simply can't get where they need to go...and in purge you have to aggressively hunt down and chase units to kill...the middle objective is so large you can easily manipulate the distance to your opponent.

 

And if you try and stage you will be annihilated.  Everyone using "toe in" to see through terrain means vehicles can easily get angles and wipe out your units trying to stage.  The critics calling this a shooting edition were 100% correct

 

Standing "in the open" by putting infantry onto terrain to activate "hidden" is the super power of 11th and your only hope of staying alive

 

I totally understand the value of TAKE AND HOLD now. 

 

Put extremely durable infantry on terrain/objectives (looking at you SW terminators)...dig in and make the enemy come to you and enter your kill zone...that is the better approach to 11th

 

11th is a completely different animal...don't bring 10th edition army building ideas to the party like I did. 

 

 

 

 

 

 

Melee distance.jpg

On 6/12/2026 at 6:37 PM, TiguriusX said:

 

careful with the landspeeder idea

 

many people think they can alpha strike with the new land speeder then shoot/scoot out of LOS

 

the new ingress rules prevent any type of move until after the next fight phase 

 

Landspeeders may be able to turn 1 shoot but they will absolutely die to clap back

So, what would actually negate the ingress rule move restriction then if not something like the Land Speeder's ability? The Fulguris ability negates is 2nd turn onward restriction, so I would think the Land Speeder's ability would negate the move restriction.

12 hours ago, Apokalypsi said:

So, what would actually negate the ingress rule move restriction then if not something like the Land Speeder's ability? The Fulguris ability negates is 2nd turn onward restriction, so I would think the Land Speeder's ability would negate the move restriction.

 

We need the FAQ and commentary to confirm the specific language needed

 

But in a general interpretation...if "any" strat or datasheet ability meant there was no restriction to post ingress movement then the rule is meaningless.

Without some type of strat or datasheet ability you can't move after an ingress anyways.  And under your interpretation having an ability bypasses the restriction.  Therefore the rule restriction does nothing.

 

IMO the ingress rule stops all abilities that grant out of phase movement (shoot and scoot...blood surge...reactive moves etc.)

 

4 hours ago, TiguriusX said:

IMO the ingress rule stops all abilities that grant out of phase movement (shoot and scoot...blood surge...reactive moves etc.)

 

 

I would read it as that too for the time being. No ingressing and then doing any other movement shenanigans that turn. 

For me the datasheet ability (in the speeder example) would have to have some sort of 'even if this unit made an ingress move this turn' addition to it to override the main ruling in Ingress (otherwise as you say Tigirius, that part of the Ingress rule would be pointless)

 

Quote

This wall enclosed terrain on the left looks like a great staging point at first...but proper placement at the opposite side of the central objective means you are approximately 19.3" away...good luck reaching that

 

 

At least we have access to some Adv+charge. Headtakers with Ragnar or Great Wolf strat (or bloodclaws) - with ven dread support, and the turn of rerolling adv+charges would still make this sort of length charge doable. No idea how you hide the vendread this edition but my (bad) maths here says on average its an 8" rerollable charge on average (IF everything aligns, which is a big IF). Great Wolf for all the extra movement stuff does seem like it might be the better take than beastslayer initially however. Doubling down on Logan for T1 drop terminator brick

 

 

 

Quote

And if you try and stage you will be annihilated.  Everyone using "toe in" to see through terrain means vehicles can easily get angles and wipe out your units trying to stage.  The critics calling this a shooting edition were 100% correct

 

Although I still believe that you are right that this is a shooty edition still (from the practice games mates have been having, they are rarely getting past T2-3 because its even killier than before), I think we have to wait to see the points costs before making the final judgement. Ie in the WHC article yesterday they say any vehicles able to 'open up fire lanes by toeing into terrain' will be going up in points. They do also say that 'fast combat' is going up in pts too though...so who knows! But right now, playing 11th with 10th points seems to be seriously broken for some matchups.

In the field manual Grimnar’s Mark lists the points then Leader: wolf guard terminators. I think it’s a weird spot to put it but it solves whether or not a captain can go with WGT. Codex Marines generic characters still can’t go into our bespoke units otherwise. 

20 minutes ago, Wolf Guard Dan said:

Codex Marines generic characters still can’t go into our bespoke units otherwise.

 

 

Looks like except Legends stuff like WG, Skyclaws and LF? (nice that the latter actually have points costs again!)

 

Weird that Dark Angels and Deathwatch stuff are listed here, but not the SW units? Would be very good if the Leader/Support lists could be updated to include GH, BC, WGTDA, etc?

 

Edited by Lysimachus

Wolf scouts dropped 10 points, and I think they may feel a lot better this edition at least from my test games. WGT base cost went down but their storm shields cost 5 points each, and each squad after the first costs an additional 10 points (for the first 5 guys). Thunderwolves and Headtakers also have a cost if you take a 3rd squad, and TWC shields cost 5 as well, Headtakers don't but that makes sense paired weapons vs power weapon a shield was one of the best examples of two options that feel equal.

 

No support characters, which isn't shocking and now I'd like a wolf guard pack leader to fill that role (and honestly GH feel weird without one). 

It's the maps/missions that determine our success in 11th

 

Learn how to maximize the new hidden mechanic and how to score your primary.  Denying opponent primary scoring is not as easy as it was in 10th edition 

 

I now believe 4x5 GHs using veterans detachment is powerful and likely a must take for us as a faction 

 

4 turns of 15 OC who can advance/fallback and still perform an action (never shooting though...keep hidden)

 

GHs are how we control/contest the central objective

 

GHs should perform well in any force disposition except purge by helping in the middle and being action monkeys wirh mobility 

 

That leaves you flexibility to fill in the remainder of your army and detachment/disposition as you please

 

Can't wait to see armies and battle recaps being shared from you all 

 

 

 

 

 

 

 

1 hour ago, Karhedron said:

Wolf Scouts went down like a lot of units that have both Infiltrate and Scout as you now can only use one or the other when deploying, not both.

 

Yeah that's true, but I had a hard time leveraging both abilities. When they worked it I typically felt like my opponent had made a mistake more than I had a great play. So, them being cheaper and it being a more binary decision are a pretty attractive combo. Hidden is pretty strong, and they're a unit I want to be in the mid field, so it felt impactful having them there but it's a small sample size lol

 

57 minutes ago, TiguriusX said:

It's the maps/missions that determine our success in 11th

 

Learn how to maximize the new hidden mechanic and how to score your primary.  Denying opponent primary scoring is not as easy as it was in 10th edition 

 

I now believe 4x5 GHs using veterans detachment is powerful and likely a must take for us as a faction 

 

4 turns of 15 OC who can advance/fallback and still perform an action (never shooting though...keep hidden)

 

GHs are how we control/contest the central objective

 

GHs should perform well in any force disposition except purge by helping in the middle and being action monkeys wirh mobility 

 

That leaves you flexibility to fill in the remainder of your army and detachment/disposition as you please

 

Can't wait to see armies and battle recaps being shared from you all 

 

 

 

 

 

 

 

 

I'm hopeful that's the case, I'm all for grey hunters being more popular. I'm planning on giving disruption a shot this weekend (will probably used fixed objectives because I won't have my deck yet, and I'll be using paper cutouts for the terrain bases because I'm not paying what they want for cardboard, and I'll just end up making my own at some point). 

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