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Thread: Space Wolves 6th edition Tactics

  1. #481
    Librarian Weazel's Avatar
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by steevn View Post
    i think it fits :

    HQ = ccs , TROOPS = platoon, FAST = vendetta, HEAVY = manticore

    do you use your long fangs with all ML or do you put other weapons in ? i was thinking about the use of plasmacannons or lascannons in a non IG allied force
    Any ideas how to equip the platoon and CCS? Keep the platoon low in body count or go to town with all the options?

    Last night I ran 2 squads of LF, 4xML 1xPC. 48" range seems it's adequate on paper, but with stupid deployment (the short table edge deployment) it's easy to stay out of range of the Fangs unless you deploy them right in front. Unless there is at least some cover in the front, that is rarely a good idea. So a little bit more range would really help. Plasma cannon is useful against armies that come to you, but next to useless against sitting gunline armies (at least with the short table edge deployment! Could be better with basic pitched battle deployment.)
    Last edited by Weazel; 06-09-2012 at 09:46.
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  2. #482
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    Re: Space Wolves 6th edition Tactics

    i was thinking to put this in the CCS and platoon :

    CCS : 4 plasma and chimera
    platoon: just basic dudes with grenadelaunchers and a autocannon hw team, the pcs also in a chimera with plasma : good range and enough bodies to babysit


    any thoughts on arjac and WG terminators in a pod?
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  3. #483
    Librarian Weazel's Avatar
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    Re: Space Wolves 6th edition Tactics

    Arjac is cool and can take a beating, but I think he's slightly overcosted for being a 2 wound model. Overall SW terminators are a bit too expensive for what they do, especially when compared to vanilla terminators. Hopefully they adjust the cost a little bit in the next codex. Also you "need" the drop pod which further increases the cost.

    That said, I love terminator models and can't help but take some whenever possible.
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  4. #484

    Re: Space Wolves 6th edition Tactics

    Any ideas on how to deal with nob bikers without resorting to allies? I haven't faced them yet but on paper is seems we are going to have a really hard time hurting them, and vindicator is our only reliable way of killing them.
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  5. #485
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by d6juggernaut View Post
    Any ideas on how to deal with nob bikers without resorting to allies? I haven't faced them yet but on paper is seems we are going to have a really hard time hurting them, and vindicator is our only reliable way of killing them.

    plasmacannon on fangs and dreads ?
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  6. #486
    Chapter Master Mandragola's Avatar
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    Re: Space Wolves 6th edition Tactics

    Vindicators. They are amazing, especially against orks. You pre-measure to be 23.999" away and stuff dies.

    That said, nothing compares to a manticore.

  7. #487

    Re: Space Wolves 6th edition Tactics

    New faqs are up

    Main changes for us...

    from the main rule book one

    1)fliers can only be hit by snap shots so powers like Njal's can't hit them

    2) wolf guard are only characters when they lead squads

    From ours

    1) Bjorn has character and 3 hullpoints.....

    2) We can only try to cancel a power once, so we choose between runic weapons, wolf tail talismans and deny the witch.

    3) Chooser of slain doesn't add 1 to bs when your snap firing

    4) logan's axe does count as either a frost blade or power fist.

    edit: There are a some other changes but those seem liked the biggest.

  8. #488
    Chapter Master innerwolf's Avatar
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    Re: Space Wolves 6th edition Tactics

    Yeah, GW had a chance to make Björn not an overpriced, useless piece of...lead and instead decided to keep it like that.
    Dreadnoughts are weak-ass this edition, anyway.
    Quote Originally Posted by duffybear1988 View Post
    Well last time I checked the Seals weren't riding motorbikes and waving meat tenderisers shaped like Barack Obama's head!
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    Indeed, he can have models slingshotted round at twice the speed of sound as long as that initial distance is met. (I imagine poor soul at the back of a long bretonnian lance that takes a swift turn is holding on for dear life and trying not to pass out from the G-forces)

  9. #489

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by steevn View Post
    good idea ! thanks

    i think it fits :

    HQ = ccs , TROOPS = platoon, FAST = vendetta, HEAVY = manticore
    If you are planning on running an CCS, I would defiantly go 4xplasma in chimera (and if you want, give the company commander 1-2plasma pistols as well), or you could drop one plasma for a medic to get the extra save against gets hot

    For the platoon, it really depends what you want, but the usual build for infantry squads is giving them an auto cannon and flamer (though you could also use grenade launches). Will be good for holding home objective, providing some extra ranged and anti-light vehicle, or just simply being cannon fodder, if that’s what you want. They can be blobbed up if you want, but never tried it, so can’t comment there. If you go with of blob squads, you Need to have a Commisar

    People tend to steer clear of plasma in the PCS, due to their lower ballistic skill. Most people either run 4xflamers or 4xgrenade launches either with or without a chimera (I personally go with a chimera, but it's your choice really)

    Chimeras are usually just kept with their standard load out (multi-laser & heavy bolter) in this edition, though if you’re going to run it with a unit that needs to get up close and personal, u can switch the heavy bolter for a HF if you want

    Both the manticore and vendetta are solid choices, and will bring your list some much needed firepower. Will provide long ranged anti-tank (and some AA in case of vendetta) and anti-horde


    So, your allied detachment would probably look something like this

    HQ
    CCS- 4xplasma, plasma pistol, chemera-175
    Troops
    PCS- 4x flamer, chemera-105
    3x Infantry squad-auto cannon, flamer- 65
    Fast
    Vendetta-130
    Heavy
    Manticore-160
    total-765

    Could drop the chimera for the PCS, and one of the infantry squads if you want. Just make shore you have enough points for the detachment not to take away from your main force.
    Last edited by orik; 09-09-2012 at 23:21.

  10. #490
    Chapter Master innerwolf's Avatar
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by innerwolf View Post
    Yeah, GW had a chance to make Björn not an overpriced, useless piece of...lead and instead decided to keep it like that.
    Dreadnoughts are weak-ass this edition, anyway.
    I just realized the only think Björn gained from the FAQ is that, being a character, he can act as a decent sniper with an assault cannon and precision strikes. A brutally overpriced sniper, but it's there.
    Quote Originally Posted by duffybear1988 View Post
    Well last time I checked the Seals weren't riding motorbikes and waving meat tenderisers shaped like Barack Obama's head!
    Quote Originally Posted by Lord Inquisitor View Post
    Indeed, he can have models slingshotted round at twice the speed of sound as long as that initial distance is met. (I imagine poor soul at the back of a long bretonnian lance that takes a swift turn is holding on for dear life and trying not to pass out from the G-forces)

  11. #491
    Chapter Master Mandragola's Avatar
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    Re: Space Wolves 6th edition Tactics

    I run my pcs with 4 flamers in my vendetta. It's handy to have that extra scoring unit that I can put pretty much anywhere, and the flamers can cause real damage.

    A popular alternative to the CCS is a primaries psyker. He's a lot cheaper than a geared up CCS in a chimera but still does useful stuff.

  12. #492

    Re: Space Wolves 6th edition Tactics

    Njal has a runic weapon (stave). That implies that we also can have runic axes. Until now I assumed they fall under 'unusual force weapons' as they have that 'always wound deamons on 2+' rule.
    Everything else was how I played it anyway.

  13. #493

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by Ragnar69 View Post
    Njal has a runic weapon (stave). That implies that we also can have runic axes. Until now I assumed they fall under 'unusual force weapons' as they have that 'always wound deamons on 2+' rule.
    Everything else was how I played it anyway.
    Honestly I just assumed we could, i've been running my Rune Priest with an Axe for pretty much all of 6th.

    After looking at the faq again (and talking to some people at a local tourney), I'm not sure how Njal's powers work concerning fliers. I intrerpreted them as psychic power, but they're effects from a table. So I'm really not sure how they interact with fliers.

  14. #494
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Space Wolves 6th edition Tactics

    If you're adding in guard I would strongly suggest putting flamers in the line squads instead of grenade launchers. I love gls, but with wall of fire, or whatever it's called, flamers are just flat out a better choice. Also, I like blobbing my guardsmen, though I can see reasons not...if you do blob though, you're going to want a commissar. For the pcs, I think I would run 4 flamers and try to use them to block. Not many people want to get hit with 8 flamer hits, so they're not going to want to charge it...but with random charge ranges it can be a hell of a gamble to try and charge around it. Obviously it's not hard to shoot 5 guardsmen to death, but then you don't have anything to charge...
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  15. #495

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by FraustyTheSnowman View Post
    If you're adding in guard I would strongly suggest putting flamers in the line squads instead of grenade launchers. I love gls, but with wall of fire, or whatever it's called, flamers are just flat out a better choice. Also, I like blobbing my guardsmen, though I can see reasons not...if you do blob though, you're going to want a commissar. For the pcs, I think I would run 4 flamers and try to use them to block. Not many people want to get hit with 8 flamer hits, so they're not going to want to charge it...but with random charge ranges it can be a hell of a gamble to try and charge around it. Obviously it's not hard to shoot 5 guardsmen to death, but then you don't have anything to charge...
    Having had to charge blob-squad guardsmen (4-5 squads strong blob IIRC) with my DE I can honestly say the unit's absolutely terrifying! All the autohits from flamers are grim, and more than 70 lasgun shots aren't to be sniffed at either - even with snapshooting.

  16. #496
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    Re: Space Wolves 6th edition Tactics

    **looks at tactica hoping for Wolves insight**
    **sees people wimping out and whoring allies**
    **leaves**
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  17. #497
    Chapter Master gwarsh41's Avatar
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    Re: Space Wolves 6th edition Tactics

    So with the new FAQ, I noticed that scouts and saga of the hunter seem to be a bit better. It has been a while since I played so I might be mistaken. In 5th ed, scouts could not outflank with a character unless that character had outflank as well, and saga of the hunter could only be used when running with scouts.

    Now it seems that I can make a custom wolf lord with saga of the hunter and have him, and his unit outflank and stealth. So does that mean a deathstar unit of TWC can outflank with stealth now?
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  18. #498
    Chapter Master Mandragola's Avatar
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    Re: Space Wolves 6th edition Tactics

    I forgot that saga of the hunter gave stealth as well. Stealth is now given to a unit by just one model, making this saga very interesting.

    As I understand it, a unit of TWC would indeed get outflank and stealth. There might be even better uses though I think. Swiftclaws come with jink, so with stealth they would have a 4+ cover save even when not boosting. A stealthy unit behind a defence line would also be cool.

    I'm not sure that a character going with scouts even needs to take the saga now. I'm pretty sure that just one guy in a unit gives outflank to them all.

    Possible problem is that you are supposed to put the guy with the saga in reserve for the fluff part of the saga. Standing in the middle of a blob of IG behind a wall, or racing forwards with swiftclaws, doesn't accomplish that.

  19. #499
    Chapter Master innerwolf's Avatar
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by Mandragola View Post
    As I understand it, a unit of TWC would indeed get outflank and stealth.
    If I'm not mistaken, you can only give the Saga of the Hunter to characters on foot. Having a footslogging character in a TWC unit would be a big handicap to their mobility (and aesthetically and fluff-wise ugly IMHO)
    Quote Originally Posted by duffybear1988 View Post
    Well last time I checked the Seals weren't riding motorbikes and waving meat tenderisers shaped like Barack Obama's head!
    Quote Originally Posted by Lord Inquisitor View Post
    Indeed, he can have models slingshotted round at twice the speed of sound as long as that initial distance is met. (I imagine poor soul at the back of a long bretonnian lance that takes a swift turn is holding on for dear life and trying not to pass out from the G-forces)

  20. #500

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by innerwolf View Post
    If I'm not mistaken, you can only give the Saga of the Hunter to characters on foot. Having a footslogging character in a TWC unit would be a big handicap to their mobility (and aesthetically and fluff-wise ugly IMHO)
    The Saga says the character must be in power armor and not have jump pack and bike, which means he can still ride on a thunderwolf, but only battle leaders can take the Saga of Hunter. A battle leader outflanking with a squad of TWC can be viable, especially with their faster movement and stealth, even if they can't charge the turn they arrive, they should be able to get some decent cover and weather a turn of fire before they start breaking things.

    I was never all that impressed by TWC's performance in games even with the wound allocation trick, they almost never make their points back against MEQ due to their high point costs and WS4.
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