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Thread: Space Wolves 6th edition Tactics

  1. #61

    Re: Space Wolves 6th edition Tactics

    I just realized that being able to regroup even with enemy units near you really helps TWC overcome their LD8 problem, no longer will my 300 points TWC squad be escorted off the table by an empty tank-shocking rhino
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  2. #62

    Re: Space Wolves 6th edition Tactics

    You can also now outflank with the Thunderwolves, if you add a chararacter with Saga of the Hunter to the unit. Or outflank with Fenrisian Wolves for that matter. Not sure how worthwhile it would be, but more options at least, which I like.

  3. #63
    Librarian Weazel's Avatar
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by sturguard View Post
    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.
    Dunno, that sounds legit, but taking two Lords would probably make the unit too expensive. Also why on earth would I hide in cover? Thunderwolves are made to rush towards enemy without fear to make Russ proud. Guess I'll just have to playtest some before deciding how to kit them. Putting SS guys to the front sounds feasible but there is always the risk of losing them to some puny low strength fire before their shields would become useful... This new wound allocation brought a whole new tactical level to the game, kinda like it (on paper at least).

  4. #64

    Re: Space Wolves 6th edition Tactics

    Weazel, I am not saying you don't want to rush towards the enemy, however rushing towards the enemy and hitting some cover in the process is going to make it harder to kill the TWC. TWC by themselves are very easy to kill now as they don't benefit from wound allocation. The front guy takes wounds until he is dead. In order to get some wound allocation you have to take a character but with 3 wounds they can get unlucky, so you are better off with 2 with one being a bit cheaper then the other.

  5. #65
    Librarian Weazel's Avatar
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    Re: Space Wolves 6th edition Tactics

    What's your take on allies? Is there a viable ally to complement our weaknesses or are allies just a way for GW to sell more models? I'm thinking meltavets in a chimera and one or two Leman Russes for some serious killyness Or some BA FnP assault marines and Mephiston to stir some trouble. Not too exited about any Grey Knight cheeziness however...

    Not excited at ALL about painting any more marines, so the IG plan sounds tempting in that regard.

  6. #66

    Re: Space Wolves 6th edition Tactics

    From my experience thus far, fliers are too powerful- they trump track vehicles everytime. Buying a bunch of track vehicles without fliers is a waste. The track vehicles cost more in most cases and die just as easy. I think our best bet is to stay on foot, maybe take Marines as allies to get a Storm Talon and Storm Raven if you want fliers. Take a unit of scouts (as troops) and perhaps a libby (I take him with gate and null zone) and put him with some WG termies to hop around. In general I don't like allies. I think it puts more tactics into list building and less into play- ie you spend more time covering any weaknesses your army has, rather than simply trying to win with what you have.

  7. #67
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by GuidingHand View Post
    You can also now outflank with the Thunderwolves, if you add a chararacter with Saga of the Hunter to the unit. Or outflank with Fenrisian Wolves for that matter. Not sure how worthwhile it would be, but more options at least, which I like.
    How does the character with SotH join the Thunderwolf unit? SotH is Infantry only...(pg64 SW Codex).
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  8. #68
    Librarian Weazel's Avatar
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    Re: Space Wolves 6th edition Tactics

    Are fliers really that OP, haven't played against any yet? And btw isn't Storm Raven a skimmer anyway? If I start to see an abundance of fliers (unlikely in my gaming group) I'm gonna incorporate an aegis defence line (or even a bastion) with a Quad-gun in my list. 100 points for a twin-linked Heavy 4 S7 autocannon and a convenient cover for my Long Fangs.. say goodbye to your fliers! Already got the models for the fortifications anyway.

  9. #69
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    Re: Space Wolves 6th edition Tactics

    An infantry character can join thunderwolves, it's just that thunderwolf characters can't join infantry units.

  10. #70
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    Re: Space Wolves 6th edition Tactics

    The Aegis is going to be freeing up a much-desired Elites slot in my list as it effectively replaces the Dreadnought I've been using.

    I was considering doing the outflank trick with a big squad of Terminator Wolfguard, but for points effectiveness it seems like it would be smarter to send a Wolf Priest and 15 Blood Claws. The points are comparable but it's a lot more wounds.
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  11. #71
    Chapter Master Overlord Krycis's Avatar
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    Re: Space Wolves 6th edition Tactics

    Quote Originally Posted by Freman Bloodglaive View Post
    An infantry character can join thunderwolves, it's just that thunderwolf characters can't join infantry units.
    Huh...I completely misread that...and because I don't use TWC never thought to re-check...lol
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  12. #72
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    Re: Space Wolves 6th edition Tactics

    I'm interested in doing an outflank as I have a custom Wolf Priest who is a favorite of mine. I enjoy fielding him alongside a 155pt Wolf Lord with a Frost Sword and Storm Shield. I gear the Priest with Runic Armor. The pair of them was good to me in 5E, but I'm trying to think what to accompany them onto the board if they Outflank using Saga of the Hunter.

    I thought about a big squad of Terminators but we're talking about a large point expenditure. I gave similar thoughts to a squad of Blood Claws at 15 men; the points seem more worthwhile as more of them will make combat, but they are pretty useless shooting-wise.

    Then the obvious suggestion hits me; a kitted up Grey Hunter squad at 10 men, with a Termie Wolfguard in front sporting an Assault Cannon. How do you guys think it would work out?
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    Quote Originally Posted by A.T.
    Special Rule - My Army
    If there are no units that I don't want to use in the army, the units I want to make more powerful may take what I want to have for free. In addition, everything else gets something else I want free too.

  13. #73

    Re: Space Wolves 6th edition Tactics

    Yes the terminators are expensive but you are forgetting about shooting. The BCs shoot bolt pistols when they arrive from Outflank (remember no more assault). You dont think folks are going to be surprised with the outflank do you? The are going to stack units alongside board edges to ensure we have to essentially start in our own deployment then work out way around. At least terminators can shoot the crap out of stuff when they come in. Also remember that WG being characters (not IC, but characters) get to assign wounds on any 6's they roll to hit, so a unit with say 4 combiplasma double taps (say you have the divination base spell on them rerolling misses) 8 shots, 5 wounds (1-6) reroll, should end up with 2-6's in most cases to assign.

  14. #74
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    Re: Space Wolves 6th edition Tactics

    There's still a debate whether or not they are characters, as the FAQ implies they aren't unless they lead a squad, so I'm not going to rely on that. I can give the Wolf Priest and the Squad Leader Combi Plasmas anyway, even if they are leading a squad of Blood Claws.

    I realize the BCs aren't going to do damage fully. Maybe 8 Termies with various weapons. I'd put the scrubs with the combi-weapons in the front of course.
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    Quote Originally Posted by A.T.
    Special Rule - My Army
    If there are no units that I don't want to use in the army, the units I want to make more powerful may take what I want to have for free. In addition, everything else gets something else I want free too.

  15. #75

    Re: Space Wolves 6th edition Tactics

    People can debate all they want, go to the Core rulebook, they are defined as characters. Lets put it to you this way, a squad of GH with a WG gets shot, the WG is in front and claims a Look Out Sir roll.

    A unit of WG are closing on a unit of Orks who open fire- if they aren't characters in a group, who gets to claim Look Out Sir? No-one? That would be pretty silly wouldn't you think?

  16. #76

    Re: Space Wolves 6th edition Tactics

    The rulebook states WG are infantry and character. All the FAQ states is that Pack Leaders are also characters in addition to everything else stated on page 86. It doesn't say anywhere on 86 that they aren't characters while in a group which in my opinion it would have to do to over rule what is written in the rulebook. You can also look at similar units- Crypteks, Nobs and Paladins to see this is something GW intended and is not discouraging.

  17. #77
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    Re: Space Wolves 6th edition Tactics

    Well i tried outflanking a grey hunter unit with a basic wolfpriest and wg today. The wolfguard had 2 plasma pistols and the squad had 2 plasma guns and a power axe. As a purely shooty unit they did fantastically firstly destroying a predator on the turn they arrived and thanks to the prefered enemy which stopped my plasma's from popping my own people killed a good amount of assault marines as well. I think people should really consider taking 2 plasma pistols on the wolf guard at just 20pts its a steal and works really well considering he can still charge after fireing (he didnt in this game off course but counter attack made up for it .
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  18. #78

    Re: Space Wolves 6th edition Tactics

    A WG with 2 PP costs 38 pts. For 38 pts you could also get a WG in termie armor with power weapon and combiplasma that will fire 2 shots when you enter play just like the 2 PP. In addition he actually can dish out some damage in close combat (I would actually just pay a few more points and give him a pfist and combiplasma). True he cant fire plasma on subsequent turns but I would think you would either be charging or being charged the next turn (or people will move out of their 12 inch range).

  19. #79

    Re: Space Wolves 6th edition Tactics

    Another thing- I found a reason to take Rhinos- the searchlight. Buy a rhino for your long fangs for first turn night fight. The rhino will light up the LF target so they have something to fire at. Obviously anything that wants to can target the rhino on the following turn, but who cares you aren't using it to move around anyways.

  20. #80
    Chapter Master Zanzibarthefirst's Avatar
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    Re: Space Wolves 6th edition Tactics

    Someone mentioned an assault cannon wg in with a outflanking grey hunter and wolfpriest. If the wg, as a pack leader is a character than he can choose where any rending hits are allocated. It may be expensive but I love that assault cannon model.

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