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  1. #11
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    Completely forgot about the whole Unique Character bit lol.

    It's interesting to see what people usually put in their wolves - my current total force is this:
    Njal Stormcaller in Runic Armour
    Ragnar Blackmane
    Wolf Priest with Jump Pack
    Wolf Guard Battle Leader with Twin Wolf Claws
    8 Wolf Guard Marines - TH/SS, TWC, PP/PW, FA/BP, TH/BP, 2 BP/CS, Other
    4 Wolf Guard Termies - AC/PF, TH/SS, 2 SB/PW
    10 Grey Hunters - 2 Meltaguns, 1 Wolf Standard, 1 PW
    10 Blood Claws - 2 Plasguns, 2 PW
    Land Raider Redeemer 'Skyrars Wrath'
    7 Long Fangs with 2 Pack Leaders, 4 Plasma Cannons, 2 Heavy Bolters

    I have also constructed 10 TH/SS Termies recently which... oddly enough have a guy who could count as Arjac if I went 'yep, this guy represents the corruption of Skyrar's Dark Wolves at this moment' lol. Also got 4 Vindicators, 10 DA Robe Veterans (no Aquilas or DA markings) inc. 4 Meltaguns which i've got to decide what to do with... lol.
    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. >.>

  2. #12
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    Quote Originally Posted by geneticdeviant View Post
    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.
    Esteemed...feeling warm and fuzzy inside from that

  3. #13
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    Quote Originally Posted by Unholy_Martyr View Post
    Esteemed...feeling warm and fuzzy inside from that
    well credit where credits due lol,

    any further advice to offer dude?

  4. #14
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    The key to everything listed in this post is to remember what you're going for in an army list.

    First, what point level are you playing at? If you're playing 1500pts, do you want to devote 1/3 of your points to Special Characters or 1/6? What are those Special Characters bringing to the table that your normal Headquarters can't offer? Key example: In my Drop Pod hybrid list, I use Njal in Terminator armor with 3-4 Terminator Wolf Guard. He brings all of the Psychic Powers that Space Wolves offer, awesome Wargear that can cause ruin to my oppoent and (in my opinion) is the single GREATEST Special Character at grabbing the enemies attention. I plop him with his squad and a Dreadnought about 24-30" in front of my opponents lines (In an area providing decent cover if I expect a fusillade of return fire, or on a flank so as to open up a second threat), and watch as 1500pts focuses on destroying 500-600pts.

    Secondly, what do you want your force to emulate? Do you want to fight like the wind (Fast assaults that are violent but need to keep moving in order to survive) or do you want to fight like the earth (Slow, methodical and pusposeful with overwhelming firepower and assault capability that has staying power as well)? Play to your school of thought, don't think that one Character is going to make your Army (Vulkan does this for Vanilla Marines, turns them from Vanilla to Mint Chocolate Chip, still tastey :-)). Desgin your army around what feels natural to you.

    Finally, remember that at the end of the day only one thing counts: The winner is the one with the most blood on their hands, some of it may be from your own men, but the fact remains, shear violence carries the day.

  5. #15
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    Quote Originally Posted by Unholy_Martyr View Post
    The key to everything listed in this post is to remember what you're going for in an army list.

    First, what point level are you playing at? If you're playing 1500pts, do you want to devote 1/3 of your points to Special Characters or 1/6? What are those Special Characters bringing to the table that your normal Headquarters can't offer? Key example: In my Drop Pod hybrid list, I use Njal in Terminator armor with 3-4 Terminator Wolf Guard. He brings all of the Psychic Powers that Space Wolves offer, awesome Wargear that can cause ruin to my oppoent and (in my opinion) is the single GREATEST Special Character at grabbing the enemies attention. I plop him with his squad and a Dreadnought about 24-30" in front of my opponents lines (In an area providing decent cover if I expect a fusillade of return fire, or on a flank so as to open up a second threat), and watch as 1500pts focuses on destroying 500-600pts.

    Secondly, what do you want your force to emulate? Do you want to fight like the wind (Fast assaults that are violent but need to keep moving in order to survive) or do you want to fight like the earth (Slow, methodical and pusposeful with overwhelming firepower and assault capability that has staying power as well)? Play to your school of thought, don't think that one Character is going to make your Army (Vulkan does this for Vanilla Marines, turns them from Vanilla to Mint Chocolate Chip, still tastey :-)). Desgin your army around what feels natural to you.

    Finally, remember that at the end of the day only one thing counts: The winner is the one with the most blood on their hands, some of it may be from your own men, but the fact remains, shear violence carries the day.
    OK well i usually play 2000 point lists.

    The purpose of this thread was to see how people use different units/choices in their army and what works well for them.



    I personally favour an assault heavy list with plenty of firepower.

  6. #16
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    I think this thread needs to be resurrected and act as a guide on how to use each and every space wolve unit. Looking for the best configuration/setup/equipment for each selection.

    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

    PS: Many thanks to all those who have already contributed their advice which i have quoted above.
    Last edited by geneticdeviant; 03-09-2010 at 05:20 PM.

  7. #17
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    This time I think I will focus on the Vehicles aspect for these Dogs.

    PREDATOR
    Oh how you have fallen from grace my dear friend. Granted, the predator has always been somewhat of a "Stand-by" unit for the wolves (In the previous codex, Long Fangs were just far more cost effective and if someone needed to lay down the Dakka pain, they just took a Leman Russ Exterminator). Now, the Predator still suffers from the same stigma. However, with the introduction of so many mechanized lists, this guy could be found to be rather potent.

    The most effective loadouts I have seen are Autocannon with Lascannon Sponsons or Autocannon with Heavy Bolter Sponsons. The former of the two is obviously the Anti-mech version as it allows the ability to reach out and touch anyone down range and pop their armored baby carriage. The latter is for the times when you know there's a horde coming and the best save they can present is a 4+. At most, one should take no more than 2 as they are easily trumped by other units in the Heavy Support slot, but they still can hold their own in a stand up fight.

    WHIRLWIND
    Ah, the bane of all things horde. To be honest, there are very few instances where I would field this 41st Millenium version of the MLRS. It lacks the punch that so many other weapons in this codex have. Sure a S5 AP4 Ordnance template is nice, but as we all know there are enough Marine Equivalents out there and so much cover that this will not make a difference. Now the cover denying round is something that is rather special. Sure it has the same abilities as a Flamer but it has a range of up to 48". This is something to keep an eye on. I especially enjoy the idea of raining death on a certain Ork player when I use that template to knock down his Kustom Force Fields usefulness and open up with the rest of my force.

    This guy is specifically devoted to hordes, and with the Tyranids making a resurgence and their own cover generator, I feel he won't be gathering dust for much longer.

    VINDICATOR
    Quite possibly my favorite Heavy Support for the Wolves. Sure, the Long Fangs can split fire, killing a transport while mowing down Infantry, but nothing opens Land Raiders and makes Terminators cry as well as this ugly guy. Now while I'm discussing the unit, I might as well make a comment on the model. With all of the extra armor that gets slapped on the side of the Vindicator, don't you think it should at least count as having Extra Armor or another Armor Value point? Forgive me, I digress; back to the point, this dog is anything from pretty nor is it surgical. Its sole purpose in life is to vaporize your foe in a single shot. Sure Meltas and all that jazz are nice but you have to be 6-12" Away...if you're that close, my main concern wouldn't be shooting the tank anymore...but that's just me. 24" and I can still have a good chance of popping your Leman Russ from the front, yes please.

    Suffice to say, there are QUITE a few drawbacks to this unit (Have to be rather close to unleash its full potential, has a big SHOOT ME sticker on it, etc.) However, the benefits I feel outweigh them. For instance, combined with Tempests Wrath, any Deep Striking unit with think twice about deploying within 24" of me. Also, it works awesomely on Drop Pods and Terminators, all you say is "Thank you for making my target so easy to annihilate!"

    I would continue on to the Land Raider and its other variants; however, I feel they belong more so in the Transport area of discussion which I will do at a later point.

  8. #18

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    Awesome sum up and tactics for the Wolves. Personally I love pulling the Wolf Mob (15 Blood Claws, Wolf Guard, Wolf Priest leading). Have fun dealing with the 17-man mob of fearless pissed off young marines (which if your smart, re-roll the hits due to Oath of War). Keep up the good work!

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    A little tidbit on Bjorn the Fell Handed, this old fella is nothing to play with.

    A WS 6 BS6 Dreadnought with the armor of a Predator is not that imposing on paper; however, add on the fact that he is Venerable, has a 5+ Invulnerable save, allows you to re-roll to see who goes first AND after he dies he becomes an objective...you've got something special.

    I have been using this guy in almost every list I run, save for a few. Most people think an H.Q. dreadnought is a waste of points; however, everyone expects that there is someone else in my Army who is part of a Death Star unit while Bjorn is just something to shoot Lascannons and Missile Launchers at. This is all fine and good until your Death Start unit runs into a guy with 5 attacks on the charge that hit on 3's and instakill pretty much everything you can find on the table. Then, if he dies in the backfield in an objective mission, you just park a Grey Hunter pack on him and claim ANOTHER objective. This would be clutch as you could solidly own two objectives if played right.

    Now, him becoming an objective is slightly risky and requires some finesse. If it is looking grim for you down field and you now you can't take to opponents objective, sacrifice him at home and claim your 2nd objective for the win.

    The big problem with old boy is that in a Kill Points game, if no Wolves are in contact with him after he dies, he gives up D3 kill points. AVOID THIS AT ALL COSTS! I have not lost him yet in the past few Annihilation games but I always keep 2 Packs of Grey Hunters nearby just in case the worst happens. In the next coming weeks I'll attempt to fill in the gaps on the rest of the above list with some other advice.

  10. #20
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    Quote Originally Posted by Unholy_Martyr View Post
    A little tidbit on Bjorn the Fell Handed, this old fella is nothing to play with.

    A WS 6 BS6 Dreadnought with the armor of a Predator is not that imposing on paper; however, add on the fact that he is Venerable, has a 5+ Invulnerable save, allows you to re-roll to see who goes first AND after he dies he becomes an objective...you've got something special.

    I have been using this guy in almost every list I run, save for a few. Most people think an H.Q. dreadnought is a waste of points; however, everyone expects that there is someone else in my Army who is part of a Death Star unit while Bjorn is just something to shoot Lascannons and Missile Launchers at. This is all fine and good until your Death Start unit runs into a guy with 5 attacks on the charge that hit on 3's and instakill pretty much everything you can find on the table. Then, if he dies in the backfield in an objective mission, you just park a Grey Hunter pack on him and claim ANOTHER objective. This would be clutch as you could solidly own two objectives if played right.

    Now, him becoming an objective is slightly risky and requires some finesse. If it is looking grim for you down field and you now you can't take to opponents objective, sacrifice him at home and claim your 2nd objective for the win.

    The big problem with old boy is that in a Kill Points game, if no Wolves are in contact with him after he dies, he gives up D3 kill points. AVOID THIS AT ALL COSTS! I have not lost him yet in the past few Annihilation games but I always keep 2 Packs of Grey Hunters nearby just in case the worst happens. In the next coming weeks I'll attempt to fill in the gaps on the rest of the above list with some other advice.
    Great points there - really is great advice.

    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!!!!!

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