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  1. #1
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    Wink Space Wolves: How best to use all unit choices (inc HQ's. IC'S etc)

    --------------------------------------------------------------------------------

    Hey guys, im not looking for an army list as such but ideas on how best to use some of the units in my collection. I find i have many units that i just do not use and would like to maybe give them a try.

    This thread could act as a definitive guide maybe for the space wolves units where ideas and ways of play / tactics are discussed. I for one believe this would be highly useful.

    So ideas please guys for any units in the space wolves, please share your effective tactics here:


    here are some listed that maybe you can advise on (but any space wolves unit also please)

    Looking for the best configuration/setup/equipment for each selection.

    So heres a start based on your advice (any character/unit left blank i'm not sure on and need your advice)

    LOGAN GRIMNAR

    1/. Some say attach with Long Fangs and drop them in the enemies face for fun (Viable but dangerous, you may as well kiss the unit goodbye) while others say pack him with some Wolf Guard and let him truly shine. I personally would go for the latter, in a Drop Pod and place him next to his old pal Njal. This way, Njal has additional support and a buffer for enemy counter attack. Plus, after the second turn, when these folks attack, they can assault in with the Living Legend ability.

    2/. An army of Wolf Guard is only of use between 2000 and 3000 points - past that, it's useless. However, you can use it if you don't like Blood Claws - Wolf Guard have higher stats and always have 2/3 attacks, all for +3pts over the Claws.
    The point of Logan is to be a tactical leader - he can beat the **** out of Calgar in combat for the same cost, but remember to use him when you want slowly advancing Long Fangs or even more annoying Terminators/Hunter squads.


    NJAL STORMCALLER

    1/. His average range is that of a Bolter, so in order to capitalize on this he has to be close. I usually put him in a drop pod with a Wolf Guard retinue in Terminator Armor. Drop him in the enemy rear and cause some major pain. Here, you maximize all of his Lord of Tempest powers as well as sniping Monstrous Creatures and other low initiative folks. Additionally, you can land several pods around him and build a heavy fire base in the enemy's flank.

    2/. Here's a tip: DO NOT TAKE RUNIC TERMINATOR ARMOUR unless you have spare points or a small retinue. Njal is best used as part of a unit of 10 Terminators who have been CC tooled up - dig him into the middle of the unit, and try to keep him out of combat. His abilities are always on, so if you want you could instead just put him into a LR - Crusader, which just stays in the middle of the board all day with Runic Weapon and all.



    RAGNAR BLACKMANE

    1/. Throw him in a Land Raider with either a Grey Hunter Pack or Wolf Guard, kit them out for Close Combat and watch the carnage ensue. Wolf Standard is a must with this fellow as well as Mark of the Wulfen. If you get him with a full up Wolf Guard Squad packed with Lightning Claws and a few Thunder Hammers, you will wipe entire units off of the table per turn. In addition, with Saga of the Warrior Born, you will achieve the ability of Ragnar being able to detach and take on whole squads by himself. Again, you want him leading from the front in an assault as he can let out his War Howl for an initial slam into the lines of your enemy or a final push to crush the remains.

    2/. Ragnar is a beast in combat, so here's a tip: Either use him in a Logan Grimnir army, or in one built around this element. The retinue he needs is 10 Hunters with Wolf Standard and 2 Melta/Plasma Guns. His force will include at least 2 squads of 15 Blood Claws.
    All of his units will remain in 'Furious Charge Howl' range. Remember to use the banner in the same turn you use the Howl. If Grimnir is in the force, add his Kantor Howl ability to your Banner and FC Howl.
    If you like Mech wolves, keep Ragnar and retinue in a Rhino, with a bunch of disembarked Claws and such around him. They give him a cover save, and once per game he can Howl to give them FC - the fact he's in a Rhino will increase it's range by an inch or two.


    ULRIK THE SLAYER

    1/. You want him in a unit you're willing to throw at Monstrous Creatures or high toughness folks all day long. He gets slighted by his rules as they almost make him less effective than a standard Wolf Priest. I would put him either in a squad of Blood Claws or Wolf Guard. They would gain the most from his Slayer's Oath. On to the Mentor rule: This is pretty sweet especially if you want to make a Champion out of a chump. You want Ulrik to be at the front of any assault as his ability to allow failed re-rolls for Leadership is really handy.

    2/. Ulrik the Slayer, if you use him, has to be in a force without a Wolf Lord. Use a Wolf Guard Battle Leader, or another Wolf Guard and Mentor him.
    Ulrik himself needs to lead a squad of Blood Claws, filled to the brim with everything which makes them better in combat. Upgrade the unit with 2 flamers if you have to.


    CANIS WOLFBORN

    1/. You want this blood crazed psycho on his own destroying units, which he is entirely capable of. As I said, you could use Mentor on him to increase his survivability in close combat making him harder to hit. Have him near Ragnar and watch the masters of Death at there finest (i.e. Canis engages 8 Orks, his base attack is now 8, +1 for charging and +1 for 2 close combat weapons, he has 10 attacks, if Ragnar uses War Howl, Canis becomes Initiative 6, Strength 6 and hits on a 3+ no matter what with Re-Rolls to wound...you get the point), shield him with some Fenrisian wolves who become Initiative 5 and well...you'll be hardpressed to find a unit that survives that.

    2/. Attach to unit of Thunderwolf Cavalry

    3/. Buy for the rules, not for the model. Wolfborn needs a retinue of 4 Riders, but remember THE FOE COMES TO HIM. Make sure he is at the front, and the rest charge around him or try to get multiple enemies. Use 30 Fenrisian Wolves around him to make sure his unit loses no wounds

    BJORN THE FELL-HANDED

    1/. I would place him in the backfield as part of a larger fire base. Probably load him with a Plasma Cannon as it seems for fitting for him and let the death rain down. Also, his saga of Majesty helps out especially when the units around him begin to take return fire.

    2/. He is support. Take him with a Plasma Cannon, leave him near an Iron Priest, and screw around with all the other units in the list.


    WOLF LORD

    1/. these are combat/leadership buffs. The Lord keeps his points high, while the leader keeps them low. Use them as a Hammer unit, to blast whatever the hell your opponent throws at your unit, and rmember to keep the fluff: That Land Raider was obviously this lord's personal transport, for example. Model them and you get bonuses, dude. Remember to play as if he is YOU - that lord's Saga is yours, so keep track of it

    RUNE PRIEST

    1/. If you're going to have any type of rear echelon group, place him with them. You can run him with Living Lightning and Tempest Wrath. Put Master of Runes and you have a Deep Strike Denying, infinite ranged autocannon that affords you a 24" bubble.

    2/. Think of the Priest as a support element, so if you take him take a Wolf Guard or two as well. The Priest needs to either focus or be an all rounder...
    Shooty: Murderous Hurricane, Living Lightning. Take a Chooser of the Slain or face wrath.
    Area Control: Jaws of the World Wolf, Tempest's Wrath
    Defense: Storm Caller, Thunderclap


    WOLF PRIEST

    1/. Always pick Beastslayer for the Priest - it's good for Nurgle/Ravenwing forces. The Oath of War needs to be based upon your foe's preferred choice, and also upon your unit chosen as Retinue...
    Blood Claws: Infantry, Swarms
    Grey Hunters: Bikes, Monstrous Creatures
    Wolf Guard: Infantry, Swarms


    WOLF GUARD BATTLE LEADER

    1/. These are combat/leadership buffs. The Lord keeps his points high, while the leader keeps them low. Use them as a Hammer unit, to blast whatever the hell your opponent throws at your unit, and rmember to keep the fluff: That Land Raider was obviously this lord's personal transport, for example. Model them and you get bonuses, dude. Remember to play as if he is YOU - that lord's Saga is yours, so keep track of it

    WOLF GUARD PACK

    1/. Wolf guard squad with wolf claws led by a chaplin, rerolling to hit and to wound has enabled this unit to take some impressive scalps in its short gaming history

    2/. Pretty much only sergeants...
    Grey Hunters: TH/SS, PP/CS, BP/PW, SB/BP
    Blood Claws: BP/PW, TWC, WC/BP, BP/CS
    Long Fangs: SB/PW, PP/CS, SB/BP

    WOLF GUARD IN TERMINATOR ARMOUR PACK

    1/. Pick a Role: Fire or Charge. Then go with it. Power Fists are more economical than Thunder Hammers, but Power Swords work too. Remember that you can get 5 normal Wolf Guard and 5 Terminators... allowing for 2 Heavy Weapons overall. NEVER split a Terminator off unless it's Arjac or if you need to.


    ARJAC ROCKFIST

    1/. This man demands respect in every way possible. Capable of killing a Land Raider in the shooting phase and demolishing the contents in the assault phase, gotta love it. Seriously though, if you give this man Mentor, he will find ANY Independent Character or Monstrous Creature and HE WILL kill them. Hitting on a 3+ with re-rolls to hit? Yeah, you're going down whoever you are (5 attacks on the charge that hit on a 3+ that re-roll at Strength 10, you better believe something is dying.). In terms of where to put him, it is a tough call. You could place him with Ragnar. After all is said and done, he can go anywhere and do almost anything you ask of him.

    2/. Arjac in a drop pod with 8 grey hunters, melta, p fist, p pistol and wolf standard is a good way of putting your opponent on the back foot. Ive had some great success with this unit. Dont expect it to live, but your opponent must deal with it

    3/. In regards Arjac, put him in a unit of terminators along with a Rune Priest with Termnator armour equipped with JOTWW. Run them in a Landraider and go IC and MC hunting, Strike the IC or MC with Arjac's ranged Foehammer(thunderhammer) attack, should the opponent survive, his iniative from then on is Iniative 1, Then use the Rune Priest and Jaws of the World Wolf him. He is surely going to die, with Iniative 1, he is going down no matter who he is or how many wounds he has. AWESOME!!!!!

    DREADNOUGHT

    1/. Twin linked Assault Cannon

    VENERABLE DREADNOUGHT


    IRON PRIEST

    1/. Mount this guy on a Thunderwolf and equip with wolf tooth necklace, attach to a unit of 3 Cyberwolves.

    WOLF SCOUTS PACK

    1/. With melta and 2 plasma pistols

    2/. Wolf Scouts are made to Outflank, so make them either durable (big squad) or hard hitting (loads of Plasma, Melta, or whatever). If they Outflank, they DIE IMMEDIATELY, so make them count before you do so and attack their weak point for massive damage.

    LONE WOLF

    1/. With Mark of the Wulfen, Termie armour, power weapon, storm bolter.

    2/. Sacrifice Unit. Give him Wolves and RUN. HIM. FORWARD. Nuff Said


    GREY HUNTERS PACK

    1/. Put in units of 10, take 2 meltas and add a rhino as transport

    2/. ( 5) grey hunters with 1 wolf guard with a frost blade
    the grey hunters carry a melta gun the rest bolt pistols and close combat weapon i vary from razor back to rhino if i do rhinos both rhinos have an xtra storm bolter led by ragnar and njal ( not in ta ) terminator armor.

    3/. 5 man Grey Hunter Squads in Razorbacks... Motw, PP, Flamer or Melta and a power type weapon (fist or weapon) and an attached Wolf Guard. The TLAC and Las cannon versions present a decent threat, and the whole thing is ~200 points or so... So, 3+ squads wolf packing the target...

    BLOOD CLAWS PACK

    1/. Hard to justify these unless you max out to a unit of 15, led by Lukas in a Land Raider Crusader.

    2/. or May look useless, but they're not supposed to hold objectives or keep people in combat - they are there for killing people. Charge the biggest unit you can find - Ork Boyz, Termagaunts, unupgraded Hormas - and watch as the Claws beat the hell out of them. Use them at full strength or don't use them at all. Special Weapons are USELESS here, unless with a character who makes up for their bad skills with Preferred Enemy/if it's Flamers.


    LUKAS THE TRICKSTER

    1/. Throw him in with a maxed out pack of Blood Claws in a landraider.


    THUNDERWOLF CAVALRY

    1/. Field a unit of 3 of these bad boys equipped with power fist and storm shield

    SWIFTCLAW BIKER PACK

    1/. If you take them, take two of same type with same upgrades. These are to refuse the enemy's deployment - flank them and build up the threats.

    SKYCLAW ASSAULT PACK

    1/. If you take them, take two of same type with same upgrades. These are to refuse the enemy's deployment - flank them and build up the threats.

    LANDSPEEDER SQUADRON

    1/. Equip with heavy flamer / multi melta

    FENRISIAN WOLF PACK


    LONG FANGS PACK

    1/. My preference for Long Fangs is to have them equipped with 5 missile launchers led by a wolf guard cyclone.

    2/. Take 3 units in every army from the following...
    Anti Tank: Predator Annihilator, 6 Long Fangs (SL n/a, 5 Fangs with MM/LC)
    Anti Infantry: Predator Destroyer (HB?), 6 Long Fangs (SL n/a, 5 Fangs with HB)
    Anti Horde: Vindicator, Whirlwind, 6 Long Fangs (SL PlasGun, 5 Fangs with ML/PC)

    PREDATOR


    WHIRLWIND


    VINDICATOR

    1/. with siege shields

    LANDRAIDER


    LANDRAIDER REDEEMER


    LANDRAIDER CRUSADER


    RHINO


    RAZORBACK


    DROP POD


    So guys, any further advice or alternative suggestions. please leave your comments.

    Your advice would be greatly appreciated.

    Thanks in advance
    Last edited by geneticdeviant; 03-09-2010 at 05:21 PM.

  2. #2

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    well in my experience the blood claws are the most useless unit in the wolves army

    why would i pay the same price for a blood claw that has a bs and ws of 3 versus a grey hunter of 4 ... blood claws can have 15 woo hoo big woop.. you dont get the second weapon till 15 grey hunters get it at 10 ok they get 1 more attack on the charge add ragnar to the grey hunters and you get the same thing

    no any blood claw unit is crap... why would blood claws be on bikes now what more stupidness is this a bs 3 melta bike .. no.. not just no but hell no... wont be any bikes in my armies from here on out

    units used to great effect
    Ragnar
    Njal
    wolf guard
    grey hunters
    scouts not sniper but melta plasma scout always get their points back
    vindicators
    land raider crusader

    thats about all

    anyone thinking of taking bjorn unless its with the plasma cannon forget it

  3. #3
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    so tell me, the units you used to great effect. how did you equip them, what unit size and what tactics do you use to get the best out of them.

    i agree with what you say about the blood claws though.

  4. #4

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    you might want to get some of the 4 legged kind wolves, also read Goatboys "space goats" articles, they have some pretty good insights on the army

  5. #5

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    Quote Originally Posted by geneticdeviant View Post
    so tell me, the units you used to great effect. how did you equip them, what unit size and what tactics do you use to get the best out of them.

    i agree with what you say about the blood claws though.

    2( 5) grey hunters with 1 wolf guard with a frost blade
    the grey hunters carry a melta gun the rest bolt pistols and close combat weapon i vary from razor back to rhino if i do rhinos both rhinos have an xtra storm bolter

    1 squad of grey hunters 10 men with a free flamer and melta for free at the 10th man 1 wolf guard with a land raider crusader as a dedicated transport
    led by ragnar and njal ( not in ta ) terminator armor

    3 vindicators with siege shields

    2 scout squads with melta and 2 plasma pistols

    thats my 1850 list

    i have had njal take out 3 fexs in a tourney one time and yes it was righteous.. the ragnar squad usually kills whatever it assaults more often then not horde armies fall all the time to this squad sheer number of attacks

  6. #6
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    Default what i like.

    Arjac in a drop pod with 8 grey hunters, melta, p fist, p pistol and wolf standard is a good way of putting your opponent on the back foot. Ive had some great success with this unit. Dont expect it to live, but your opponent must deal with it, buying you time for other units. For anti tank, tornado with 2 multi meltas are great, only 80 points, they should give you your points back. Ive also been using a wolf guard squad with wolf claws led by a chaplin, rerolling to hit and to wound has enabled this unit to take some impressive scalps in its short gaming history. I agree that grey hunters are better point for point than blood claws, however having a squad of blood claws in there fit the theme of the army, new recruits testing themselves in the heat of battle. I take a small 5 man squad, just like Rangar and his mates in the Space Wolf books. In a few games ive played, my opponents have targeted my other (better) squads, this has resulted in my blood claws surprisingly winning the game for me by taking a vital objective (just like in the Rangar books). Im also thinking about a dreadnought heavy list. Bjorn leading 3 ven dreads with a rune priest with stormcaller giving them a 5 plus cover. I'll let you know how i get on with it.

  7. #7

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    I've had especially good luck with 5 man Grey Hunter Squads in Razorbacks... Motw, PP, Flamer or Melta and a power type weapon (fist or weapon) and an attached Wolf Guard. The TLAC and Las cannon versions present a decent threat, and the whole thing is ~200 points or so... So, 3+ squads wolf packing the target...

  8. #8
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    1) Ulrik
    Ulrik the Slayer, if you use him, has to be in a force without a Wolf Lord. Use a Wolf Guard Battle Leader, or another Wolf Guard such as perhaps Arjac, and Mentor him.
    Ulrik himself needs to lead a squad of Blood Claws, filled to the brim with everything which makes them better in combat. Upgrade the unit with 2 flamers if you have to.

    2) Ragnar
    Ragnar is a beast in combat, so here's a tip: Either use him in a Logan Grimnir army, or in one built around this element. The retinue he needs is 10 Hunters with Wolf Standard and 2 Melta/Plasma Guns. His force will include at least 2 squads of 15 Blood Claws.
    All of his units will remain in 'Furious Charge Howl' range. Remember to use the banner in the same turn you use the Howl. If Grimnir is in the force, add his Kantor Howl ability to your Banner and FC Howl.
    If you like Mech wolves, keep Ragnar and retinue in a Rhino, with a bunch of disembarked Claws and such around him. They give him a cover save, and once per game he can Howl to give them FC - the fact he's in a Rhino will increase it's range by an inch or two

    3) Rune Priest
    Think of the Priest as a support element, so if you take him take a Wolf Guard or two as well. The Priest needs to either focus or be an all rounder...
    Shooty: Murderous Hurricane, Living Lightning. Take a Chooser of the Slain or face wrath.
    Area Control: Jaws of the World Wolf, Tempest's Wrath
    Defense: Storm Caller, Thunderclap

    4) Njal Stormcaller
    Here's a tip: DO NOT TAKE RUNIC TERMINATOR ARMOUR unless you have spare points or a small retinue. Njal is best used as part of a unit of 10 Terminators who have been CC tooled up - dig him into the middle of the unit, and try to keep him out of combat. His abilities are always on, so if you want you could instead just put him into a LR - Crusader, which just stays in the middle of the board all day with Runic Weapon and all.

    5) Logan Grimnir
    An army of Wolf Guard is only of use between 2000 and 3000 points - past that, it's useless. However, you can use it if you don't like Blood Claws - Wolf Guard have higher stats and always have 2/3 attacks, all for +3pts over the Claws.
    The point of Logan is to be a tactical leader - he can beat the **** out of Calgar in combat for the same cost, but remember to use him when you want slowly advancing Long Fangs or even more annoying Terminators/Hunter squads.

    6) Bjorn the Fellhanded
    He is support. Take him with a Plasma Cannon, leave him near an Iron Priest, and screw around with all the other units in the list.

    7) Canis Wolfborn
    Buy for the rules, not for the model. Wolfborn needs a retinue of 4 Riders, but remember THE FOE COMES TO HIM. Make sure he is at the front, and the rest charge around him or try to get multiple enemies. Use 30 Fenrisian Wolves around him to make sure his unit loses no wounds.

    8) Lukas the Trickster
    DO NOT WANT. I killed him and his entire unit with 10 Bloodletters one week, while they were too busy dealing with my understrength Plaguebearer's unit. Lukas' trick only comes into play when he is alone, so till then you can Wound Allocate him to death. Use him as a shock unit, or a kamikaze, with minimum Claws while near a Rhino or something.

    9) Arjac Rockfist
    MAY NOT WANT. Like Lukas, only better. Stick him with a high risk target - 2 Long Fangs with Plasma Weaponry, for example - as the Stubborn rule only applies when he is alone. Arjac is best used as another Kamikaze unit while the rest of your army is on the other half - a Refused Force, if you will.

    10) Blood Claws
    May look useless, but they're not supposed to hold objectives or keep people in combat - they are there for killing people. Charge the biggest unit you can find - Ork Boyz, Termagaunts, unupgraded Hormas - and watch as the Claws beat the hell out of them. Use them at full strength or don't use them at all. Special Weapons are USELESS here, unless with a character who makes up for their bad skills with Preferred Enemy/if it's Flamers.

    11) Grey Hunters
    Your preferred troop. Hunters advance behind the claws, claiming objectives and finishing off running foes.

    12) Wolf Lord
    13) Wolf Guard Battle Leader
    Both of these are combat/leadership buffs. The Lord keeps his points high, while the leader keeps them low. Use them as a Hammer unit, to blast whatever the hell your opponent throws at your unit, and rmember to keep the fluff: That Land Raider was obviously this lord's personal transport, for example. Model them and you get bonuses, dude. Remember to play as if he is YOU - that lord's Saga is yours, so keep track of it.

    14) Wolf Priest
    Always pick Beastslayer for the Priest - it's good for Nurgle/Ravenwing forces. The Oath of War needs to be based upon your foe's preferred choice, and also upon your unit chosen as Retinue...
    Blood Claws: Infantry, Swarms
    Grey Hunters: Bikes, Monstrous Creatures
    Wolf Guard: Infantry, Swarms

    15) Long Fangs
    Take 3 units in every army from the following...
    Anti Tank: Predator Annihilator, 6 Long Fangs (SL n/a, 5 Fangs with MM/LC)
    Anti Infantry: Predator Destroyer (HB?), 6 Long Fangs (SL n/a, 5 Fangs with HB)
    Anti Horde: Vindicator, Whirlwind, 6 Long Fangs (SL PlasGun, 5 Fangs with ML/PC)

    16) Sky Claws
    17) Swift Claws
    DO NOT WANT. If you take them, take two of same type with same upgrades. These are to refuse the enemy's deployment - flank them and build up the threats.

    18) Thunderwolf Cavalry
    19) Fenrisian Wolves
    If you like Bikes in a normal marine army, take these instead of Swift Claws. See Goatboy's articles for tactics.

    20) Wolf Scouts
    Wolf Scouts are made to Outflank, so make them either durable (big squad) or hard hitting (loads of Plasma, Melta, or whatever). If they Outflank, they DIE IMMEDIATELY, so make them count before you do so and attack their weak point for massive damage.

    21) Lone Wolf
    Sacrifice Unit. Give him Wolves and RUN. HIM. FORWARD. Nuff Said

    22) Wolf Guard Terminators
    Pick a Role: Fire or Charge. Then go with it. Power Fists are more economical than Thunder Hammers, but Power Swords work too. Remember that you can get 5 normal Wolf Guard and 5 Terminators... allowing for 2 Heavy Weapons overall. NEVER split a Terminator off unless it's Arjac or if you need to.

    23) Wolf Guard
    Pretty much only sergeants...
    Grey Hunters: TH/SS, PP/CS, BP/PW, SB/BP
    Blood Claws: BP/PW, TWC, WC/BP, BP/CS
    Long Fangs: SB/PW, PP/CS, SB/BP
    Back after a few years absence. Please PM me any changes to how the forum works - I currently have no idea how to make line breaks, and this is quite important to me. >.>

  9. #9
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    Quote Originally Posted by Herald of Nurgle View Post
    1) Ulrik
    Ulrik the Slayer, if you use him, has to be in a force without a Wolf Lord. Use a Wolf Guard Battle Leader, or another Wolf Guard such as perhaps Arjac, and Mentor him.
    Ulrik himself needs to lead a squad of Blood Claws, filled to the brim with everything which makes them better in combat. Upgrade the unit with 2 flamers if you have to.

    Ulrik cannot mentor a unique character, Arjac is classed as a unique character i'm afraid

    2) Ragnar
    Ragnar is a beast in combat, so here's a tip: Either use him in a Logan Grimnir army, or in one built around this element. The retinue he needs is 10 Hunters with Wolf Standard and 2 Melta/Plasma Guns. His force will include at least 2 squads of 15 Blood Claws.
    All of his units will remain in 'Furious Charge Howl' range. Remember to use the banner in the same turn you use the Howl. If Grimnir is in the force, add his Kantor Howl ability to your Banner and FC Howl.
    If you like Mech wolves, keep Ragnar and retinue in a Rhino, with a bunch of disembarked Claws and such around him. They give him a cover save, and once per game he can Howl to give them FC - the fact he's in a Rhino will increase it's range by an inch or two

    3) Rune Priest
    Think of the Priest as a support element, so if you take him take a Wolf Guard or two as well. The Priest needs to either focus or be an all rounder...
    Shooty: Murderous Hurricane, Living Lightning. Take a Chooser of the Slain or face wrath.
    Area Control: Jaws of the World Wolf, Tempest's Wrath
    Defense: Storm Caller, Thunderclap

    4) Njal Stormcaller
    Here's a tip: DO NOT TAKE RUNIC TERMINATOR ARMOUR unless you have spare points or a small retinue. Njal is best used as part of a unit of 10 Terminators who have been CC tooled up - dig him into the middle of the unit, and try to keep him out of combat. His abilities are always on, so if you want you could instead just put him into a LR - Crusader, which just stays in the middle of the board all day with Runic Weapon and all.

    5) Logan Grimnir
    An army of Wolf Guard is only of use between 2000 and 3000 points - past that, it's useless. However, you can use it if you don't like Blood Claws - Wolf Guard have higher stats and always have 2/3 attacks, all for +3pts over the Claws.
    The point of Logan is to be a tactical leader - he can beat the **** out of Calgar in combat for the same cost, but remember to use him when you want slowly advancing Long Fangs or even more annoying Terminators/Hunter squads.

    6) Bjorn the Fellhanded
    He is support. Take him with a Plasma Cannon, leave him near an Iron Priest, and screw around with all the other units in the list.

    7) Canis Wolfborn
    Buy for the rules, not for the model. Wolfborn needs a retinue of 4 Riders, but remember THE FOE COMES TO HIM. Make sure he is at the front, and the rest charge around him or try to get multiple enemies. Use 30 Fenrisian Wolves around him to make sure his unit loses no wounds.

    8) Lukas the Trickster
    DO NOT WANT. I killed him and his entire unit with 10 Bloodletters one week, while they were too busy dealing with my understrength Plaguebearer's unit. Lukas' trick only comes into play when he is alone, so till then you can Wound Allocate him to death. Use him as a shock unit, or a kamikaze, with minimum Claws while near a Rhino or something.

    9) Arjac Rockfist
    MAY NOT WANT. Like Lukas, only better. Stick him with a high risk target - 2 Long Fangs with Plasma Weaponry, for example - as the Stubborn rule only applies when he is alone. Arjac is best used as another Kamikaze unit while the rest of your army is on the other half - a Refused Force, if you will.

    10) Blood Claws
    May look useless, but they're not supposed to hold objectives or keep people in combat - they are there for killing people. Charge the biggest unit you can find - Ork Boyz, Termagaunts, unupgraded Hormas - and watch as the Claws beat the hell out of them. Use them at full strength or don't use them at all. Special Weapons are USELESS here, unless with a character who makes up for their bad skills with Preferred Enemy/if it's Flamers.

    11) Grey Hunters
    Your preferred troop. Hunters advance behind the claws, claiming objectives and finishing off running foes.

    12) Wolf Lord
    13) Wolf Guard Battle Leader
    Both of these are combat/leadership buffs. The Lord keeps his points high, while the leader keeps them low. Use them as a Hammer unit, to blast whatever the hell your opponent throws at your unit, and rmember to keep the fluff: That Land Raider was obviously this lord's personal transport, for example. Model them and you get bonuses, dude. Remember to play as if he is YOU - that lord's Saga is yours, so keep track of it.

    14) Wolf Priest
    Always pick Beastslayer for the Priest - it's good for Nurgle/Ravenwing forces. The Oath of War needs to be based upon your foe's preferred choice, and also upon your unit chosen as Retinue...
    Blood Claws: Infantry, Swarms
    Grey Hunters: Bikes, Monstrous Creatures
    Wolf Guard: Infantry, Swarms

    15) Long Fangs
    Take 3 units in every army from the following...
    Anti Tank: Predator Annihilator, 6 Long Fangs (SL n/a, 5 Fangs with MM/LC)
    Anti Infantry: Predator Destroyer (HB?), 6 Long Fangs (SL n/a, 5 Fangs with HB)
    Anti Horde: Vindicator, Whirlwind, 6 Long Fangs (SL PlasGun, 5 Fangs with ML/PC)

    16) Sky Claws
    17) Swift Claws
    DO NOT WANT. If you take them, take two of same type with same upgrades. These are to refuse the enemy's deployment - flank them and build up the threats.

    18) Thunderwolf Cavalry
    19) Fenrisian Wolves
    If you like Bikes in a normal marine army, take these instead of Swift Claws. See Goatboy's articles for tactics.

    20) Wolf Scouts
    Wolf Scouts are made to Outflank, so make them either durable (big squad) or hard hitting (loads of Plasma, Melta, or whatever). If they Outflank, they DIE IMMEDIATELY, so make them count before you do so and attack their weak point for massive damage.

    21) Lone Wolf
    Sacrifice Unit. Give him Wolves and RUN. HIM. FORWARD. Nuff Said

    22) Wolf Guard Terminators
    Pick a Role: Fire or Charge. Then go with it. Power Fists are more economical than Thunder Hammers, but Power Swords work too. Remember that you can get 5 normal Wolf Guard and 5 Terminators... allowing for 2 Heavy Weapons overall. NEVER split a Terminator off unless it's Arjac or if you need to.

    23) Wolf Guard
    Pretty much only sergeants...
    Grey Hunters: TH/SS, PP/CS, BP/PW, SB/BP
    Blood Claws: BP/PW, TWC, WC/BP, BP/CS
    Long Fangs: SB/PW, PP/CS, SB/BP
    great post thanks, just a minor issue regarding Ulrik's mentor rule, see note above.

  10. #10
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    Som further thoughts / advice quoted from another esteemed member of these boards:


    1) Ulrik: Let me start by saying this: His whole goal in life is to DIE. With that said, you want him in a unit you're willing to throw at Monstrous Creatures or high toughness folks all day long. He gets slighted by his rules as they almost make him less effective than a standard Wolf Priest. I would put him either in a squad of Blood Claws or Wolf Guard. They would gain the most from his Slayer's Oath. On to the Mentor rule: This is pretty sweet especially if you want to make a Champion out of a chump. You want Ulrik to be at the front of any assault as his ability to allow failed re-rolls for Leadership is really handy.

    2) Ragnar: Two words: Attack Dog. Throw him in a Land Raider with either a Grey Hunter Pack or Wolf Guard, kit them out for Close Combat and watch the carnage ensue. Wolf Standard is a must with this fellow as well as Mark of the Wulfen. If you get him with a full up Wolf Guard Squad packed with Lightning Claws and a few Thunder Hammers, you will wipe entire units off of the table per turn. In addition, with Saga of the Warrior Born, you will achieve the ability of Ragnar being able to detach and take on whole squads by himself. Again, you want him leading from the front in an assault as he can let out his War Howl for an initial slam into the lines of your enemy or a final push to crush the remains.

    3) Rune Priest: If you're going to have any type of rear echelon group, place him with them. You can run him with Living Lightning and Tempest Wrath. Put Master of Runes and you have a Deep Strike Denying, infinite ranged autocannon that affords you a 24" bubble. Out side of that...no real use for him.

    4) Njal: Arguably one of the coolest Special's for the Wolves, this man is effectively a one man army. In knowing all of the powers, as well as having the ability to do 2 a turn, he is a force to be reckoned with. Now the hardest part is deciding where to place the old man. Looking over his powers, his average range is that of a Bolter, so in order to capitalize on this he has to be close. I usually put him in a drop pod with a Wolf Guard retinue in Terminator Armor. Drop him in the enemy rear and cause some major pain. Here, you maximize all of his Lord of Tempest powers as well as sniping Monstrous Creatures and other low initiative folks. Additionally, you can land several pods around him and build a heavy fire base in the enemy's flank.

    5) Logan: Ah, the man that gives the ability of Space Wolves to pretend they are Deathwing. He has many more uses than that. He can make any unit twice as effective. Attaching him to which type of unit is up to you. Some say attach with Long Fangs and drop them in the enemies face for fun (Viable but dangerous, you may as well kiss the unit goodbye) while others say pack him with some Wolf Guard and let him truly shine. I personally would go for the latter, in a Drop Pod and place him next to his old pal Njal. This way, Njal has additional support and a buffer for enemy counter attack. Plus, after the second turn, when these folks attack, they can assault in with the Living Legend ability.

    6) Bjorn: The dreadnought that everyone wishes they could be. This old man is one of my favorites just because of his fluff and his unwillingness to die. As with the Rune Priest, I would place him in the backfield as part of a larger fire base. Probably load him with a Plasma Cannon as it seems for fitting for him and let the death rain down. Also, his saga of Majesty helps out especially when the units around him begin to take return fire.

    7) Canis: Everything I said about Ragnar except attaching him to a unit. You want this blood crazed psycho on his own destroying units, which he is entirely capable of. As I said, you could use Mentor on him to increase his survivability in close combat making him harder to hit. Have him near Ragnar and watch the masters of Death at there finest (i.e. Canis engages 8 Orks, his base attack is now 8, +1 for charging and +1 for 2 close combat weapons, he has 10 attacks, if Ragnar uses War Howl, Canis becomes Initiative 6, Strength 6 and hits on a 3+ no matter what with Re-Rolls to wound...you get the point), shield him with some Fenrisian wolves who become Initiative 5 and well...you'll be hardpressed to find a unit that survives that.

    8) Lukas: Quite possibly my least favored character of them all...Throw him in with some Blood Claws and let them do what Blood Claws do best...die.

    9) Arjac: I gotta say, one of the most brutal Specials for the Wolves. This man demands respect in every way possible. Capable of killing a Land Raider in the shooting phase and demolishing the contents in the assault phase, gotta love it. Seriously though, if you give this man Mentor, he will find ANY Independent Character or Monstrous Creature and HE WILL kill them. Hitting on a 3+ with re-rolls to hit? Yeah, you're going down whoever you are (5 attacks on the charge that hit on a 3+ that re-roll at Strength 10, you better believe something is dying.). In terms of where to put him, it is a tough call. You could place him with Ragnar. After all is said and done, he can go anywhere and do almost anything you ask of him.

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