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Thread: Space Wolves 6th edition Tactics

  1. #41

    Re: Space Wolves 6th edition Tactics

    I don't see why people are even saying to use a frost axe, whats the point ? Its the same price as a P fist, and most all of my termis, no all of them have a combi or some sort. So why not just take a p fist instead ? I think that change is really stupid. One more attack possible from using it with a pistol, is not worth the 2 lost in str, imo. Does anyone else find that a bit, stupid ? As well as how much then the frostbalde is, while only being ap3 ? Seems lame to me.

    Oh yes and the outflank nerf, how awfull is that. That single handedly makes my worl scouts pretty darn useless not being able to assault from it.
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  2. #42

    Re: Space Wolves 6th edition Tactics

    AngryAngel- that was my initial reaction, then I read Outflank. Characters can now (like Stubborn) convey Outlfank to a unit. Take a Wolfguard Battle Leader or Wolf Priest with Hunter and attach them to a unit of WG or GH or BC's. Now that unit Outflanks AND has acute senses meaning they can reroll the side they come in from, very important. I would advise taking a shooty unit as the first turn you can't assault. Finally if you continue reading the Outflank rules, it is perfectly legal to take a unit of Wolfguard in a LR Crusader as a transport, put the Hunter Character in the unit and outflank the crusader- pretty nifty!

    Although a Wolfpriest or WGBL has to be on foot and in power armor to take Hunter, there is no saying you can't attach the character to a unit of bikes so they outflank, walk on and shoot the crap out of a unit, then next turn let them go off on their own.

    I wouldnt ever take the Frost Axe, just the frost blade if I was going to take one (which I dont). Stick to the pfists and the poweraxe for your GH (instead of power weapons) and leave the frost weapons at home (unless you are putting it on a lord on thunderwolf, but even then with the change in FNP, I would take the str 10 pfist to ID Nobz, Plaguebearers etc so you are IDing them).

  3. #43

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by AngryAngel View Post
    I don't see why people are even saying to use a frost axe, whats the point ? Its the same price as a P fist, and most all of my termis, no all of them have a combi or some sort. So why not just take a p fist instead ? I think that change is really stupid. One more attack possible from using it with a pistol, is not worth the 2 lost in str, imo. Does anyone else find that a bit, stupid ? As well as how much then the frostbalde is, while only being ap3 ? Seems lame to me.

    Oh yes and the outflank nerf, how awfull is that. That single handedly makes my worl scouts pretty darn useless not being able to assault from it.
    I don't think anyone is really pushing for frost axes (i did mention that I'm not taking mine off my wolflord), but power axes are a different story, the cost difference is enough for it to be worth it IMO.

    Quote Originally Posted by sturguard View Post
    AngryAngel- that was my initial reaction, then I read Outflank. Characters can now (like Stubborn) convey Outlfank to a unit. Take a Wolfguard Battle Leader or Wolf Priest with Hunter and attach them to a unit of WG or GH or BC's. Now that unit Outflanks AND has acute senses meaning they can reroll the side they come in from, very important. I would advise taking a shooty unit as the first turn you can't assault. Finally if you continue reading the Outflank rules, it is perfectly legal to take a unit of Wolfguard in a LR Crusader as a transport, put the Hunter Character in the unit and outflank the crusader- pretty nifty!

    Although a Wolfpriest or WGBL has to be on foot and in power armor to take Hunter, there is no saying you can't attach the character to a unit of bikes so they outflank, walk on and shoot the crap out of a unit, then next turn let them go off on their own.

    I wouldnt ever take the Frost Axe, just the frost blade if I was going to take one (which I dont). Stick to the pfists and the poweraxe for your GH (instead of power weapons) and leave the frost weapons at home (unless you are putting it on a lord on thunderwolf, but even then with the change in FNP, I would take the str 10 pfist to ID Nobz, Plaguebearers etc so you are IDing them).
    I like the first ideal a lot better, the bikes would be ok but raider/s in their backfield is a lot scarier imo.

  4. #44

    Re: Space Wolves 6th edition Tactics

    Personally I am just going to try 10 man GH squads (we actually get both weapons!), with WG and Hunter IC supported by a 10 man WG squad with SM Libby with Gate and Null Zone (Try mixing in some cheap wg in power armor).

  5. #45
    Chaplain Wolfsbane's Avatar
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    Re: Space Wolves 6th edition Tactics

    A couple things that I have been toying with:

    Wolf Priest with a plasma pistol and Saga of the Hunter. Along with him are scouts with a plasma gun and two plasma pistol/bolt pistol scouts plus 2 more with bolters. So I cannot assault, I sure am going to make sure you are dead. Preferred enemy lets us re-roll 1's to hit and wound when shooting and in assault, therefore a wolf priest makes plasma weapons safer by making you hate the enemy.

    Bjorn can be chosen as a warlord. Just sit on that one for a bit.

    Arjac is still great. Power weapons are AP 3, weapons that strike the same time as him are AP 2, so he goes to his 3++ (You also realize that characters are more than just IC's ? Arjac can mess up squad characters).

    Template weapons, sweet sassy Russ d6 hits in Overwatch. Combi-flamer/flamer on my objective troops, yes please.
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  6. #46

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by Wolfsbane View Post
    A couple things that I have been toying with:

    Wolf Priest with a plasma pistol and Saga of the Hunter. Along with him are scouts with a plasma gun and two plasma pistol/bolt pistol scouts plus 2 more with bolters. So I cannot assault, I sure am going to make sure you are dead. Preferred enemy lets us re-roll 1's to hit and wound when shooting and in assault, therefore a wolf priest makes plasma weapons safer by making you hate the enemy.

    Bjorn can be chosen as a warlord. Just sit on that one for a bit.

    Arjac is still great. Power weapons are AP 3, weapons that strike the same time as him are AP 2, so he goes to his 3++ (You also realize that characters are more than just IC's ? Arjac can mess up squad characters).

    Template weapons, sweet sassy Russ d6 hits in Overwatch. Combi-flamer/flamer on my objective troops, yes please.
    I thought template weapons are D3 hits in overwatch.
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  7. #47
    Chaplain Wolfsbane's Avatar
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    Re: Space Wolves 6th edition Tactics

    You are correct, my bad.
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  8. #48

    Re: Space Wolves 6th edition Tactics

    The frost weapon nerf just kinda grates me, as now I need to either re arm a number of my terms to get frost axes off of them, or just say they count as power fists as they are very big still on the terms. Luckily most if not all my infantry with front weapons have the blade option and not the axe. Just annoying until the book ever gets re done which will be a loonngggg time in coming of course.
    Hard pressed on my right; my left is in retreat. My center is yielding. Impossible to maneuvre. Situation excellent. I am attacking. - General Ferdinand Foch to General Joseph Joffre during The Battle of the Marne, 1914.

  9. #49

    Re: Space Wolves 6th edition Tactics

    Frost Axe/Power Sword might be a usable option for ICs in Power or Runic Armor. With the grenades, they still have a short ranged shooting attack. And it would look cool
    Wolf Claw/Thunder Hammer would do the same, but with a bit more oomph. It looks only good on a terminator though, too bulky for power armor.

    I am actualy tempted to do a Battle LEader with Hunter and 2 wolves and stick him to 15 Blood Claws with Wolfgard. The psycological effect of such a large unit outflanking could be worth it.
    While the idea of an outflanking Raider or bikes is tactically briliant, I would consider it too cheesy and unfluffy for normal games.

  10. #50

    Re: Space Wolves 6th edition Tactics

    Lukas the Trickster comes into his own. Is an enemy IC going to issue a challenge when they know on a 4+ they lose their model?

  11. #51
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    Re: Space Wolves 6th edition Tactics

    I don't have the book yet and I understand that there's a section dedicated to modifiers and the prder in which they're applied. So can someone shed some light on the modifier offered by the Runepriest's Chooser of the Slain when shooting Living Lightning on a flier?

    Shooting at fliers is BS 1
    But Chooser of the slain offers +1 BS when in LoS of target. So does Living Lightning hit fliers on 5's?
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  12. #52

    Re: Space Wolves 6th edition Tactics

    Snap Shot means you roll at BS1. There is nothing I can find that states anything about applying a modifier. Chooser says it adds 1 to BS. Actually that is a good question.

  13. #53

    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    Lukas the Trickster comes into his own. Is an enemy IC going to issue a challenge when they know on a 4+ they lose their model?
    He can challenge the **** out of everything now. Characters on their own better watch out. I'm looking at you Hive Tyrants.

    As for the Chooser, I'm sure the snap shot modifier is applied last.

    So it'd go +1BS for chooser, oh no it's a snap fire, BS1.

  14. #54

    Re: Space Wolves 6th edition Tactics

    Does anyone else think they are waiting for the smoke to clear to release FAQ V.2 soon?

  15. #55

    Re: Space Wolves 6th edition Tactics

    My list isn't going to change much at all. But then again, I didn't run "net" lists in the first place.

    People are forgetting that a lot of our disadvantages are also other peoples disadvantages. No one can assault out of reserves. So no outflanking Steeler rush, no DE WWP, ork kommandos etc. Everyones back line has become a little more safe, So with all things, volume of fire is going to be what counts. And fortunately our scouts can be made very shooty. If you used to take one scout unit, now you may have to take two and just kit them out for killing with guns and then just focus your fire. Very strong chance of getting both at the same time.
    I'll be putting all of my WG that lead my GH squads into termi armor now. Combined with the banner of the wolf these guys just become nasty and the whole unit effectively can be immune to all damage for 1 turn.

    Arjac. Arjac is awesome. Yeah there are some ICs who can kill him before he swings, but people are talking like they are facing against a whole army of them. Most armies at the most will have 2, some might have 3 (with allies) ICs, but probably only 1 will be able to drop Arjac. However, a squad with Arjac needs to be agressive. You do the charging (when possible). This way he gets pulled out, kills the guy, the rest of the squad does its buisness, but we don't wipe them out. So the fight continues next turn and we finish them off on their turn. Rinse and repeat as needed.

    Lucas is just mean. However, probably too expensive to field competitively. His cloak of the doppleganger actually can be used now and yeah. He will erase anything on a 4+ if he dies. He can also be quite killy in his own right.

    Flyiers - Well there is nothing we can do about them for now. But then again, neither can eldar, BT, DA, Nids, sisters, and tau. Eventually (probably in two-three months) when the FAQs get a second edition and GW has sold as many fliers to bandwagoners as they can, everyone will get skyfire weaponry of some sort. In the mean time, we are just going to have to suck it up. Either take an ally that has flyers of their own or take a fortification that allows for skyfire. As someone else has said, the Aegis defense line being used by longfangs is not a bad option at all.

    4 HQs - we are very fortunate to be able to do this. It allows for the ability to take an Iron Priest (to repair hull points), wolf priest (to get perfered enemy), a killy lord, and a rune priest for psychic defense. Maybe with the small nerf to some of our psychic powers people wont feel the need to field 3 of them anymore and the unit will lose some of its cheese label over time.
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  16. #56
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by Wolfsbane View Post
    Wolf Priest with a plasma pistol and Saga of the Hunter. Along with him are scouts with a plasma gun and two plasma pistol/bolt pistol scouts plus 2 more with bolters. So I cannot assault, I sure am going to make sure you are dead. Preferred enemy lets us re-roll 1's to hit and wound when shooting and in assault, therefore a wolf priest makes plasma weapons safer by making you hate the enemy.

    Bjorn can be chosen as a warlord...
    i'm really interested in "the wall of plasma" scoutsquads, maybe 2 units of 5 with a combiplasma or pistol/axe WG in them? the priest might prove too costly for suicide untis like these ?
    let us know how it goes please

    has anybody magnetised pistols before?

    care to explain the bjorn as warlord thing ? you've lost me there, hullpoints are still his main problem right ?
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  17. #57
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    Re: Space Wolves 6th edition Tactics

    I think I'm gonna stick with my previous build of GH rhino spam and 2 LF packs with a pinch of TWC salt until I get a grasp of the new rules and find out what my true weaknesses are. Chances are the FAQ will be revised by then as well. Wound allocation change is nice but seriously annoying, since I have a pretty useless build on my TWC at the moment and it's securely glued in place.. FML.

    Anyway, if the old build fails miserably I'm prepared to lean more towards footslogging and even getting some terminators for some drop pod action. Not rushing to buy new models just yet...

    Do you guys suppose GW will phase out codex based psychic skills with new codex releases now that they introduced the new psychic skills? Think I'm gonna try some of the new ones out with my RP, since most codex spells have been nerfed somewhat.

  18. #58

    Re: Space Wolves 6th edition Tactics

    I've been toying with starting a small Loganwing army for at least a year and am tempted to use 6th as the impetus to go for it: but I know pretty much nothing about how to work it. Does anyone have any advice on an all-terminator list/vehicle/dread list under 6th? Thanks in advance.

  19. #59

    Re: Space Wolves 6th edition Tactics

    Just a few points-
    Don't fall for the line- cover has been nerfed in 6th, people must not be reading the rulebook. If you follow the 6th edition rules, there is more. Terrain Density- roll a d3 for EACH 2x2 square on your board, so a 6x4 board will have 6d3 pieces of what they define is "substantial" terrain. So 6-18 pieces plus up to 2 Fortifications. Plasma and Melta, nice, but most shots are going to get a 3+-5+ cover save. Dont forget more squads will have stealth and you can go to ground and get +1 cover and still get to snapfire the following round. People may dismiss this but think of a unit of Lootas, you shoot at them, they go to ground, then fire 24 shots at BS 1 instead of BS 2.

    I have pondered scouts a bunch. Unfortunately the only real role I see them is stripped down to just a melta plus a wg with melta. 10 Scouts costs as much as 10 GH. When you start piling up plasma pistals, meltaguns, Snipers! they become really expensive. They can't assault when the OBEL- with their 4+ save, they are going to die easily and it takes a larger piece of terrain to get into. I think 5 scouts, 1 melta, 1 WG with just a plain combimelta for 98 pts. So 2 str 8 shots and one guy can chuck a str 6 grenade into rear armor. You could actually give the WG a combiflamer and combimelta just in case you would rather flame some pathfinders or Lootas. Scouts just can't be shooty enough to do real damage. You could take 10 of them with bolters and a melta but again, that is alot of points. I would rather ally with SM and take a unit of sniper scouts for less points and they are scoring!

    Lone Wolves in a challenge will be cool. Lone wolves can bail out our IC's on the second turn of a combat through Heroic Intervention rule.

    I don't have the rulebook in hand so I can't remember the rule name- it is in the chapter of Characters. Characters are defined as both Vet. Sergeants all the way to IC's. All of these characters can allocate their shooting and cc wounds on a to hit roll of 6. Think about a unit of WG with combiplasmas and a RP with the divination base spell. Say 6 combiplasma, 12 shots (2 6's) reroll the misses (4) another chance to get a "6" all of which can be allocated on a pfist sergeant (or heck you can do it with stormbolters just as well). Think about close combat with a unit of termies with that reroll. That is alot of directed hits. That being said, think about a unit of Nob Bikerz with their big shootas (ouch!)

  20. #60

    Re: Space Wolves 6th edition Tactics

    Weazel- if you are going to use TWC, I think you need 2 TWC characters in the unit to cover the 2 front arcs. Give them 2+ armor save each and whatever weapons you want. Then as you take the hits on your IC's use Look Out Sir rolls to allocate them to the rest of the squad singly. So I get wounded 5 use the lookout sir to put them on one TWC (hopefully he only take a single wound). Then another unit shoots me, I use Look Out Sir from an unwounded TWC. There is more of a chance that the old system of a TWC dying to some bad saves but you can still manage some wound allocation- just make sure no one shoots you from the rear. Also make use of the 2 wolves you can purchase for your IC's they can also Look Out Sir and especially if you are in cover, they provide a nice save for cheap.

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