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Thread: Space Wolves 6th edition Tactics

  1. #21

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Yes, I will take a few SS/power ax combos- I was using just power swords to keep them cheap, but heck with the storm shield, I will take +2 str and strike last. 2/3rds of the time Njal would be good in a drop pod list- drop him down, shoot the 50% of the guys army, hopefully roll a 2 or 3 and the guy either has -1 BS to essentially all his shots (24 inches) or his units all move as in difficult terrain. Njal might be worth his points if you rolled the dice and could select a power like if you rolled a 3 on turn 3 (total result 6) you could choose any event 1-6 on the chart.
    Axes are just plus 1 str, our frost axes are +2, which kinda sucks cause thats how my lord is outfitted (FA) and because he has a stormshield its just a crappy fist now. Part of the reason I'm a fan of them though is blood angels got really good this edition and I expect to see alot of Sang Guard.

  2. #22

    Re: Space Wolves 6th edition Tactics

    I agree we will see lots of BA's with FNP, Ork Nob Bikers, and Plague marines etc of all sorts. Pfists, Arjac, TWC with pfist are going to be needed.

  3. #23

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    I agree we will see lots of BA's with FNP, Ork Nob Bikers, and Plague marines etc of all sorts. Pfists, Arjac, TWC with pfist are going to be needed.
    I'm not to sold on arjac, having to accept every challenge isn't gonna end well, that said wolf lords in termie or runic armour leading wolf guard termies are gonna be awesome cause the wolf guard can accept the challenge so our lord won't be knocked out of the fight in some matchups.

  4. #24

    Re: Space Wolves 6th edition Tactics

    Yes I agree, Arjac with 2 wounds isnt going to beat most ICs when he can be picked out. I was just looking at bikes- I like them, especially in supporting a drop pod assault- they are fast and can support the pods on turn 1.

    TWC were good- 5 guys 250 pts (before you add anything)
    10 Bikes and 1 Attack bike 280- now with t5 too- 12 wounds to 10, the attack bike has 2 wounds and costs 30 pts. You add the attack bike, not upgrade one. BS sucks, but they reroll, bolter range is longer. Overwatch for them is great as again, they are twin linked. Put a WG in there and a tooled up WL with 2 wolves and you a still around the same points that a TWC Lord and 5 TW would cost. And remember the bikes get the I10 attacks on the charge too- not to mention they have 4 attacks on the charge, just 1 less than the TWC, heck you want to go cheap put a WP in there for PE and reroll the 1's to hit and wound.

  5. #25

    Re: Space Wolves 6th edition Tactics

    A Wolf Guard Battle Leader with Saga of the Hunter joining Grey Hunters would be a stylish alternativ to a Drop Pod.
    What do you think about Dreadnoughts? They are probably horrible, but I sooo love the model (I still have old metal ones). I was thinking of sticking one with Assault cannon/heavy flamer into a Drop Prod and let it drop in turn 1 together with Terminators....

  6. #26

    Re: Space Wolves 6th edition Tactics

    Does a model with infiltrate/outflank pass it along to the unit now?

  7. #27

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Does a model with infiltrate/outflank pass it along to the unit now?
    I don't believe so but I have been wrong before. If it does...

    Pick Bran Redmaw and a wolf guard battle leader with saga of the hunter. One grey hunter squad gets to move as our scouts, one gets to outflank with the wolf guard battle leader. Bran himself can outflank. And you get to reroll all those acute senses to pick your correct side.

    My own thoughts are...

    Wolf guard with mark of the wulfen joining a squad of blood claws with a power axe. Potentially even chuck a wolf priest in there or a rune priest with some shiny new boost powers.

    Scouts with sniper rifles, don't have to move, can sit in cover and blast away all those annoying power fists or power weapons.

    Grey hunters get better with rapid fire

    Missile launchers will almost certainly get the flakk for a points cost soon

    Ally with BA and take death company, a librarian and possibly a death company dreadnought for a good time. Or a baal predator or even a storm raven.

    I think my storm eagle might be getting used in quite a few games now. Plenty of lascannon joy.
    Last edited by Kijamon; 02-07-2012 at 12:41.

  8. #28

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Does a model with infiltrate/outflank pass it along to the unit now?
    Yes it does

  9. #29

    Re: Space Wolves 6th edition Tactics

    KiJamon, I had actually thought of using a BA libby, 10 DC a DC dread and possibly a Baal (was even thinking of putting in a SR to put the DC and Dread in) but I think that is too many points.

    I was thinking on this-
    SM Libby with Gate
    Telion with scouts with snipers (10 SW scouts with Sniper 190 pts- 10 SM scouts with sniper, camo cloaks and Telion 190pts hmmm)
    Storm Talon

    I think the Telion scouts are better than the SW variant- although their BS is 3 instead of 4- what are peoples thoughts about that??
    Use the SM Libby to take the Gate spell and put him with terminators to gate around the board- with shooty termies.

  10. #30

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Yes I agree, Arjac with 2 wounds isnt going to beat most ICs when he can be picked out. I was just looking at bikes- I like them, especially in supporting a drop pod assault- they are fast and can support the pods on turn 1.

    TWC were good- 5 guys 250 pts (before you add anything)
    10 Bikes and 1 Attack bike 280- now with t5 too- 12 wounds to 10, the attack bike has 2 wounds and costs 30 pts. You add the attack bike, not upgrade one. BS sucks, but they reroll, bolter range is longer. Overwatch for them is great as again, they are twin linked. Put a WG in there and a tooled up WL with 2 wolves and you a still around the same points that a TWC Lord and 5 TW would cost. And remember the bikes get the I10 attacks on the charge too- not to mention they have 4 attacks on the charge, just 1 less than the TWC, heck you want to go cheap put a WP in there for PE and reroll the 1's to hit and wound.
    The problem with swift claws is they almost have to win that turn, cause afterwords their offense drops off quite a bit. I do think they got better but TWC are a bit more dependable IMO and str 10 ap 2 is fairly important. That said that we're even discussing it is a bit of win for 6th.

    Quote Originally Posted by sturguard View Post
    KiJamon, I had actually thought of using a BA libby, 10 DC a DC dread and possibly a Baal (was even thinking of putting in a SR to put the DC and Dread in) but I think that is too many points.

    I was thinking on this-
    SM Libby with Gate
    Telion with scouts with snipers (10 SW scouts with Sniper 190 pts- 10 SM scouts with sniper, camo cloaks and Telion 190pts hmmm)
    Storm Talon

    I think the Telion scouts are better than the SW variant- although their BS is 3 instead of 4- what are peoples thoughts about that??
    Use the SM Libby to take the Gate spell and put him with terminators to gate around the board- with shooty termies.
    For allies I was thinking more around the lines of bike captain w/ honour guard, bikes, and a storm talon. It gets us a flier, mobile troops, & honour guard bikers are gonna be pretty good this edition.

    if you with the libby route I'd suggest taking some TH & SS termies.

  11. #31

    Re: Space Wolves 6th edition Tactics

    The libby would go with my 10 man WG termie squad, I have 2 Storm Shields in there (now with Power Axes) the rest is mostly wolfclaw/storm bolters (dirt cheap for what they do) and heavy weapons and such. With the volume of wounds you can put out at intiative with wolf claws (especially if you have Logan around to give his +1 attack) and buffs from spells, you would be surprised how many termies you can drop with just normal ap3 weapons.

    Does Khan make his bikes troops? Also, those honor guard bikes cost twice as much as SC bikers and have the same attacks. Yes the bikers do slow down a bit after the first round, but more than likely there are more of them when they get there so you have more attacks. You also would have a WG in there with a pfist, a BC in there with a power axe and a tooled up Lord- if they can't bring it home after the first round, you have issues.

  12. #32
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    Re: Space Wolves 6th edition Tactics

    Just wanted to point out: Our Wolf Guard are only characters if they join other units. So Loganwing doesn't get that big buff.

    I've used TWC in my first game and they died very easily just from things like overwatch, so you have to be careful what you charge.

    Not having a flyer is a big problem for us, simply put even having one would make the enemy have to spend a turn or two using skyfire, so it's a big defense. In order to get one, we need to get an HQ we don't need and a Troops choice we don't need. Overall, really bad for us; enemy flyers will be able to come into play guns blazing.

    One thing I noticed; I use an Autocannon dreadnought, and honestly there's no reason to take him over an Aegis Defense Line. You get the same weaponry, plus skyfire AND interceptor, and your long fangs get the ability to go to ground behind the aegis for 2+ saves. You can use the squad leader to man the gun. You could also stick a squad of sniper scouts in there with cloaks for a standing 3+. All this for 100 points instead of 125. The gun's pretty easy to kill for the heavy hitter stuff but I'd rather have them pelting a gun instead of one of my main units.

    How do you guys feel about snipers? I'm starting to think a bigger squad of BS4 scouts infiltrating could be good, as you could probably defeat some important enemy squad leaders that way? With vehicles going down a bit in the meta this will probably work out better than it would have in 5th.
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  13. #33

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    The libby would go with my 10 man WG termie squad, I have 2 Storm Shields in there (now with Power Axes) the rest is mostly wolfclaw/storm bolters (dirt cheap for what they do) and heavy weapons and such. With the volume of wounds you can put out at intiative with wolf claws (especially if you have Logan around to give his +1 attack) and buffs from spells, you would be surprised how many termies you can drop with just normal ap3 weapons.

    Does Khan make his bikes troops? Also, those honor guard bikes cost twice as much as SC bikers and have the same attacks. Yes the bikers do slow down a bit after the first round, but more than likely there are more of them when they get there so you have more attacks. You also would have a WG in there with a pfist, a BC in there with a power axe and a tooled up Lord- if they can't bring it home after the first round, you have issues.
    Fair enough. I'm not really surpised about weight of attacks taking down termies, i've killed more with shurcats and/or bolters than anything.

    Khan does if he is on his bike. The honor guard cost more, but some of that is the cost is an apothecary. I'm not sure about more swiftclaws being around when you go for the charge either tbh guard benefit both from having a fnp & the ability to take some stormshields.

  14. #34

    Re: Space Wolves 6th edition Tactics

    From what I have seen of the rules (and this discussion is going on elsewhere) but WG are characters all the time, same with Nobs, Crypteks etc that are labelled as characters. Now on their own since they dont have 2 wounds it doesnt matter much, other than being able to put Heavy Weapons up front and getting a look out sir roll- however, I still wouldnt take the risk anyways.

    Think about 8 termies with claws (just for instance and Logan being in the unit with PE). So they charge, and get 4 attacks each for 32, 16 hit, but 5 1's are rerolled, for 3 more. 19 hit, 9.5 wounds, rerolled, another 5 for 14. Without any pfists or Logan you are still killing 2-3 termies before they get to hit you. The odds were better whe PE was reroll all misses not just 1's but I think the Divination spell is reroll misses right, so then they would be back up to 24 hits, which would be 18 wounds.

  15. #35

    Re: Space Wolves 6th edition Tactics

    Where have all the Space Wolf players gone- to Necrons? I figured we would get some good ideas flowing!

  16. #36

    Re: Space Wolves 6th edition Tactics

    With the slight sniper buff and the gigantic nerf to outflanking, will we see more sniper wolf scouts? They are some of the few scouts that have access to cheap BS4 snipers, although the lack of stealth and scoring hurts them. But I feel a squad of melta scout is still one of our best ways to disrupt an IG gunline, 5 man scout with a melta plus a combi-melta WG is going to be my loadout. Better reserve role and acute sense almost guarantees they will come at the right time at the right side. So they become more reliable, but less powerful.

    Since all wolf guard are characters, I'm thinking of mixing power armor WG with terminator in a squad, and still effectively make use of wound allocations with Look Out Sir. Dump the AP2 wounds on the power armor models, and the AP3 ones on the terminator ones. This also make challenges very flexible, since you can just sacrifice a basic power armor model to challenge a very powerful IC and force him to waste his attacks for a turn. This could represent a rise to more Loganwing armies.

    Grey Hunters in Rhinos is still really good IMO, the new flat-out ability gives more mobility so our GH can reach the midfield even faster now. With careful positioning behind ruins, the Rhinos can still get 4+ cover. I love the nerf to GK Halberd, this eliminates one of our worst close-combat match-ups in the midfield.

    Rune Priest just gets better and better, more psychic powers for us, and I was laughing maniacally when I saw how bad Psychic Hood got nerfed

    The lack of Flak Missiles in the FAQ is quite infuriating honestly, they are essentially forcing us to ally with an army with fliers in order to stand a chance, if it doesn't get updated, I guess it's possible to throw in a few Vendettas since our fast attack slot isn't all that crowded to begin with.
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  17. #37
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Where have all the Space Wolf players gone- to Necrons? I figured we would get some good ideas flowing!
    Give it time, the book is just out and many people are still arguing over what some of the rules mean and how they affect their armies.
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  18. #38

    Re: Space Wolves 6th edition Tactics

    The Escort rule for the Storm Talon seems almost tailor-made for Wolf Scouts, especially given their increased likelihood of arriving earlier (3+ on Turn 2) and in the right place (reroll for Acute Senses). Granted the Wolf Scouts can not assault on arrival, but the Rapid Fire changes actually tempt me to arm them with bolters and gun down enemies hiding behind aegis defence lines etc. Your mileage may of course vary.

    Wolf Guard counting as characters (even if it is only when split off to lead a squad - I believe there is some debate on the subject) would mean they can pick out targets using any ranged weapon up to and including an assault cannon or cyclone missile launcher (krak missile only) on rolls of 6 with the Precision Shots rule. Useful way of stripping off power fists or flamers before assulting, if a little unreliable (but imagine your opponent's face when you do get those rolls). If the entire unit do count as characters then things get even more amusing.

    A Lone Wolf can make use of the Gunslinger rule to shoot two Plasma Pistols - expensive at 50pts for the model, but one way to ensure he dies a "glorious" death without giving away a VP

  19. #39
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by d6juggernaut View Post
    The lack of Flak Missiles in the FAQ is quite infuriating honestly, they are essentially forcing us to ally with an army with fliers in order to stand a chance, if it doesn't get updated, I guess it's possible to throw in a few Vendettas since our fast attack slot isn't all that crowded to begin with.
    The concensus over at B&C seems to be that missile launchers use the profile for ammo from appendix 2 in the rule book and the reference to flack missiles being an "upgrade" for some missile launchers is either wording which missed the proof read or its supposed to apply to specialist launchers (e.g. Cyclone missile launcher and tempest missile launcher).

    Personally, until advised otherwise this is how I will be using missile launchers otherwise there is no 'generic' anti flyer option.
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  20. #40

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    From what I have seen of the rules (and this discussion is going on elsewhere) but WG are characters all the time, same with Nobs, Crypteks etc that are labelled as characters. Now on their own since they dont have 2 wounds it doesnt matter much, other than being able to put Heavy Weapons up front and getting a look out sir roll- however, I still wouldnt take the risk anyways.

    Think about 8 termies with claws (just for instance and Logan being in the unit with PE). So they charge, and get 4 attacks each for 32, 16 hit, but 5 1's are rerolled, for 3 more. 19 hit, 9.5 wounds, rerolled, another 5 for 14. Without any pfists or Logan you are still killing 2-3 termies before they get to hit you. The odds were better whe PE was reroll all misses not just 1's but I think the Divination spell is reroll misses right, so then they would be back up to 24 hits, which would be 18 wounds.
    I agree on the character for wolfguard, just look at the different unit types (which character is listed under), and its fairly clear their intention to make a lot of the iconic unit gain that advanatge, WG are more complicated though because they can be spilt off into other units and their unit type can change with an upgrade.

    If they weren't meant to be characters besides the pack leader, the appendix would have left that WG listed as In, and that would have been what the faq said. Its funny cause I'd just mentioned a rule change that was clear, and how weirded out I was not to find a murky sentence and it looks like they saved them for the faqs (cause if they wanted wolfguard not count as characters they would have said to disregard it)

    Quote Originally Posted by starlight View Post
    Give it time, the book is just out and many people are still arguing over what some of the rules mean and how they affect their armies.
    That and I think the advice was the same for every wolf player RP, GH, RB, LFs, that a lot of us just already went our own way. For the past few months a unit 8 BCs a WG, and Wolf priest have been my best unit.

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