This is the current Edition's Space Wolves tactics. 7th Edition Tactics are here.
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Why Play Space Wolves[edit]
Just like their legendary progenitor, the Primarch Leman Russ, Space Wolves are fierce and aggressive warriors. Though they are not berserkers or madmen (well, OK, maybe some of them are a little crazy) their headstrong personalities and inherent sense of justice means that the Space Wolves are forever waging a war against the evils of the galaxy, fighting with the cunning of a hunting pack rather than the frenzy of a rabid dog. Space Wolves like red meat, strong ale, bawdy songs and good old-fashioned brawls, but most of all,they like to hunt glory upon the battlefield. They see death in battle as a fitting end for a true warrior, and if they leave a long and exciting saga of heroic deeds as their legacy, so much the better.
The Space Wolves are a truly different and unique Space Marine army built around a core of charismatic champions. Each of the Space Wolves is a hero in his own right, and though this means that Space Wolves armies are typically few in number, their individual prowess more than makes up for it. Space Wolves are master of the ferocious assault and their bombastic leaders are amongst the most feared and respected warriors in the 41st Millennium.
Pros[edit]
Cons[edit]
Special Rules[edit]
Stratagems[edit]Codex Marines Copypastes[edit]
Space Wolves Exclusives[edit]
Special[edit]
Tactical Objectives[edit]
Warlord Traits[edit]
Space Wolves' Sagas each have a secondary effect that expands their self-only buff into a 6' aura, which is activated by successfully performing a Deed of Legend. What this entails depends on the Saga in question.
Wargear[edit]Space Wolves Ranged Weapons[edit]
Space Wolves Melee Weapons[edit]
Relics[edit]
Tempestas Discipline[edit]
Specialist Detachments[edit]
Specialist Detachments are an upcoming type of Detachment that will be added starting in the Vigilus Defiant campaign supplement by use of stratagems that costs CP. These Detachments are custom made for specific sub-factions which grant them access to a new key word as well as additional Stratagems, Warlord Traits, and Artifacts. Anytone at 588 programming software.
General stratagems[edit]
Stalker Pack[edit]
Behringer europower pmp2000 powered m…. Upgrade Battle Leaders, Blood Claws and Reivers with STALKER PACK keyword
Stratagems[edit]
Warlord Trait[edit]
Artifact[edit]
Unit Analysis[edit]HQ[edit]
The average SM HQ is a heroic model that can do fairly well in melee and, being the poster faction, we have a lot of choices when building our guys. Listed here are some common builds so that you don't have to read 'Captain, Captain with Jump Pack, Librarian, Librarian with Jump Pack' and so on.
Special characters[edit]
Troops[edit]
Elites[edit]
Special Characters[edit]
Forge World[edit]
Dedicated Transports[edit]
Forge World[edit]
Flyers[edit]
Forge World[edit]
Fast Attack[edit]
Forge World[edit]
Heavy Support[edit]
Forge World[edit]
Fortifications[edit]
Lords of War[edit]
Forge World[edit]
Forgeworld FAQ[1] updates the relic rule for LoW, effectively you can get one with no pre-requisites but further ones will still require the 'non-relic' tax. On the other hand, who would even need to bring 4 Lords of War into a game?
Building your Army[edit]
You're probably thinking that's a lot of dakka, and you're right! that's why for our HQ slots we are gonna take both a Wolf Lord and a Wolf Guard Battle Leader, put them both on bikes, take storm bolters, and run them up with your Razorbacks to re-roll ALL THE ONES. This is all going to set you back around 900pts.
Tactics[edit]
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This is the previous Edition's Space Wolves tactics. The 8th Edition Tactics are here while the 6th Edition Tactics are here.
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Why Play Space Wolves[edit]Space Wolves Codex Pdf Download
Just like their legendary progenitor, the Primarch Leman Russ, Space Wolves are fierce and aggressive warriors. Though they are not berserkers or madmen (well, OK, maybe some of them are a little crazy) their headstrong personalities and inherent sense of justice means that the Space Wolves are forever waging a war against the evils of the galaxy, fighting with the cunning of a hunting pack rather than the frenzy of a rabid dog. Space Wolves like red meat, strong ale, bawdy songs and good old-fashioned brawls, but most of all,they like to hunt glory upon the battlefield. They see death in battle as a fitting end for a true warrior, and if they leave a long and exciting saga of heroic deeds as their legacy, so much the better.
The Space Wolves are a truly different and unique Space Marine army built around a core of charismatic champions. Each of the Space Wolves is a hero in his own right, and though this means that Space Wolves armies are typically few in number, their individual prowess more than makes up for it. Space Wolves are master of the ferocious assault and their bombastic leaders are amongst the most feared and respected warriors in the 41st Millennium.
Pros:
Cons:
Wargear[edit]
Relics of the Fang[edit]
A model can only have 1 relic period. No combining Armour of Russ and Black Death/Fang Sword.
Tempestas Discipline[edit]
Psychic Powers (Angels of Death Supplement)[edit]
In Angels of Death, Space Marines got 4 new psychic disciplines. Note that this includes Wolves as well, which means it's time for lightning spam and moving walls, now with furries! (It's in the psyker card tables, so you CAN use these powers)
Fulmination[edit]
Primaris Electrosurge - WC1 S5 AP5 Assault 6 witchfire. Point at hordes and explode them.
Librarius[edit]Warhammer 40k Space Wolves Codex Pdf 7th
AKA we jacked a bunch of powers from the Eldar and Grey Knights. Enjoy creating cheap as fuck death stars, and possibly defeating enemy death stars too.
Primaris The Emperor's Wrath - 18' S5 AP3 Assault 1 Blast Witchfire.
Geokinesis[edit]
Primaris Chasm - WC2 Forces a dangerous terrain test without armor save, single unit.
Technomancy[edit]
The discipline to use for mechanized armies. Also fares very well with Imperial Guard allies. Heck, a Wyrdstorm Brotherhood and a CAD of tank-heavy Guard makes this all kinds of epicness.
Primaris Subvert Machine - 18' Malediction. Select a weapon on an enemy vehicle. You and your opponent roll a die. If he rolls higher, nothing happens. If you draw, that weapon can only shoot snap shots. If 'you' roll higher, you take control of said vehicle's weapon for a turn. This will be horrible if your enemy has a Superheavy of some kind (Lord of Skulls, Stompa, Baneblade variants, Knights), and given the current meta, it's common to see an Imperial Knight ally. The only drawback is the range, though there's a fewdifferent waysto handle it.
Warlord Traits[edit]
Despite the new name, these are just new paintjobs on the Sagas of old.
Fighter Aces[edit]
In Skies of Death, you now have a bonus rule allowing you to pay 50 points for one of 3 special traits for any Flyer or FMC (FGC is still debatable).
Unit Analysis[edit]HQ[edit]
Special characters[edit]
New Space Wolves CodexElites[edit]
Troops[edit]
Dedicated Transports[edit]
Fast Attack[edit]
Space Wolves Codex 8th Edition Release Date
Heavy Support[edit]
Lords of War[edit]
Supplements[edit]Champions of Fenris[edit]
It has to be noted that rules from this supplement may only apply to 'detachments and formations' taken from the supplement. So no mix-matching relics/buffs with codex FOCs, combined arms detachments or apocalypse formations
Relics of the Great Wolf[edit]
Warlord Traits[edit]
Company of the Great Wolf Detachment[edit]
In lieu of Logan's old Wolf Guard Troops rule, this formation now makes 2 Elite units mandatory instead of Troops. In addition, you get 2 more HQ slots, 6 more Elite slots and 3 troops (That's right, 8 units of Wolf Guard! That makes for up to 11 spanking Lone Wolves!). You also get some extra bonuses:
Alternatively with the FOC chart restrictions you may have an entire dreadnought army in drop pods plus a Libby Dread and Cassor the Damned and maybe sprinkle in some other Dreads too. Think on that. You're welcome.
Formations[edit]
Warzone Fenris: Curse of the Wulfen[edit]Wolf Claw Strikeforce[edit]
This is to put the Space Wolves back in line with the Decurion-style armies the Dark Angels and Space Marines got. Command benefits are your units in the formation get to assault an enemy unit that is engaged with a nearby friendly unit, during your opponent's assault phase. Furthermore, if your Strike force includes two or more Greatpacks (or multiples of the same Legendary Pack), one with a Wolf Lord and any others with Guard Battle Leaders, they form a Great Company, then so long as the Company's Wolf Lord is still alive everyone gets Fear and Furious Charge.
Core (1+)[edit]
Command (0-5)[edit]
Auxiliary (1+)[edit]
Champions of Fenris[edit]
Space Wolves Codex Pdf
Sanctus Reach: Hour of the Wolf[edit]
Building your Army[edit]
Start with a Battleforce and a spare box of Space Wolves or Space Wolves Terminators to make your HQ and Wolf Guard. Rune Priests are easily made from plastic parts, and with the new SW stuff, the same goes for Wolf Priests (if you field them, which you shouldn't). If you can, exchange the Drop Pod sprue for a Rhino, as with Grey Knights around Deep Strike is at best unreliable. Better to go with an old-fashioned Metal Bawks. Buy another one when you can, and that will net you 2 mechanized Grey Hunter squads and some support. Taking hold of meltagun and missile launcher bitz is paramount, as the SW Pack box only comes with two Plasmaguns. With these core units, you may then proceed to buy anything else you wanted. A good idea is to buy a Space Marine box (or even a Battleforce) and use your remained bitz to make Marines wolfy. Dem vanillas (speaking Tactical Squad) also have sum good bitz (and more bolters/bolt pistols for your Hunters), and a Missile Launcher/Flamer to boot.
In a short time, you will need armor support. Dreadnoughts are a better and cheaper early investment than Predators, so one or two Dreads to carry your heavy guns (twin Autocannons or Multi-meltas) should do you well until you learn what exactly you want to do with your army. You may skip this part, of course, if you managed to get enough Missile Launchers so you can build a decent number of Fangs.
Alternate Start: Buy the battleforce. It's seriously all you need if your opponent lets you do counts as, which they should because Grey Hunters, Blood Claws, Long Fangs and Wolf Guard all come from the same basic parts (their models just have different guns). It's more than enough to get you an early start at the lower points games while still giving you a fighting chance at winning games, make at least 6 long fangs, 10 grey hunters (two squads of 5 since you need two troops), and 3 wolf guard (to buff up units where you think it's appropriate). Use the final remaining model as any generic character you want, playing with this setup should be enough to give you an idea of the armies strengths and weaknesses, how to play them and what you'll need to buy in the future, and spend time experimenting with the drop pod.
Honestly the Space Wolves lucked out pretty hard considering their battleforce is all you really need to play them, unlike some other armies.
Alternate Alternate Start: With the release of the new Start Collecting! Box, it may be one of the best starts for players on a low budget. It comes with 3 thunderwolf cavalry, a grey hunter squad, and a wolf lord. The gem of this set lies in its formation. You have a fieldable formation that, in low point games, will not disappoint. Buy two and for a very fair price you have a full 6 rider squad of thunderwolf cavalry (1 can be proxied to a thunderlord). two wolf lords (mess with the second into a wolf priest, or not, as you are still saving money even if you don't use it), and 20 models you can field as wolfguard, bloodclaws, grey hunters, or long fangs. This will be a string start for low point games. Note that unlike other Start Collecting! boxes, it's perfectly viable to build the space wolves in the box up as either one squad with two special weapons, or two squads with 1 special weapon each. Space Wolves works wonder with MSU, so this means that if you don't want that formation, you can always go CAD with the box, with greater ease than any other army.
Tactics[edit]
Space Wolves' strength is, with the new supplements, being one of the choppiest armies around.. with the right list. They also are good at using assault defensively; making big expensive CC units is kinda fail. Their Terminators are too expensive when kitted for combat (use wulfen), and while you can easily build an army to use big units of Thunderwolf Cavalry their Ld8 (they have Ld9 now) sucks when it comes to getting Tank Shocked repeatedly and their 3D6 Fall Back move means they're likely to run out of play. Attaching an Iron Priest can solve the Tank Shock problem.
Instead of combat units, bring a few small Grey Hunters packs with a single Meltagun, a Wolf Standard (Can only take 1 per detachment and its more expensive now) and a Rhino to ride in, some Wolf Guard with Combi-Meltaguns to lead them, a Rune Priest HQ to shit on Blood Angels flying Dreadnoughts and Grey Knights' magic tanks, not much a thing anymore, then spend the rest of your points on Missile Launchers, Lascannon/ Plasma Gun Razorbacks, and Land Speeders with Multimeltas. The Meltagun Grey Hunters and Land Speeders go forward, everything else is fire support.
The basic gist; shoot big guns at tanks until infantry falls out, and when infantry falls out use Rapid Fire Boltguns, Frag Missiles, Plasma turrets, Rhino Storm Bolters, and anything and everything else to drop them. Thanks to Counter-Attack your units are as good when defending as they are when attacking, which means where other Space Mehrens need to work out how to get their dumb asses into combat from the back of a Rhino, your Hunters can quite happily roll up to some schmuck, Rapid Fire him with their Boltguns, then sit beside their Metal Bawks and eat the charge next turn, at which point you pop your Yiff Standard and beat face. Unfortunately, this plan begins to fall apart against armies that are even more focused on shooting than you are such as Tau, Necrons and Imperial Guard who can easily wreck your Metal Bawks and mow down your Marines before they can even get in range with their own guns. Alternative to the above tactics, you can just rape them with TWC,Wulfen, and other scary shit.
In such an increasingly shooty oriented edition, taking Drop Pods instead of Rhinos is a reasonable alternative to assure that you can actually do some devastating damage. Space Wolves make an excellent Drop Pod army. Make your Grey Hunter squads as full as you can with all the normal fixings (two meltas/plasma guns/flamers if you're expecting a charge in retaliation. Load up Wolf Guard with Combi-weapons and send them in with the alpha strike fray as well.
With 7th and our new codex the rhino/razor rush + long fang fire support is still viable, just a bit more expensive and less forgiving. Fielding rhinos and razorbacks is liable to give your opponent first blood (unless you're also fighting paper-armor transport marines) so in deployment consider how best to position your boxes to have cover saves and still be mobile when they get the chance. To this end dozer blades are very useful. That said, xClaw units have become considerably cheaper, and a plethora of new detachments and formations mean we are now spoiled for choice when figuring out how to build our armies. Drop Pod lists benefit from the Wolves Unleashed reserves and access to codex fliers to provide necessary anti-air that old Pod lists lacked. To this end, it is useful to note that long fangs can take flakk now for the rhino rush lists' anti-air. Pod armies can be built relatively the same, though grey hunters' price hikes mean Blood Claw flamer units and taking the Wolf Banner over CCW's are viable options. You will have to finesse numbers around to afford maximum pod delivery on turn one, though the benefits are still amazing. Dreadnoughts have interesting options now. A venerable dread with blizzard shield and fenrisian axe (and perhaps extra armor) in a pod is an amazing distraction unit, because it will cause problems for non-mobile things it lands next to. Rune Priests are much cheaper now and, though they've lost some of their special sauce, are still ace units. A level 2 with the relic helmet can even down wave serpents (if within range).
If you're playing Tau or Eldar consider running the Blackmanes greatpack. Speaking from experience it can be hilariously effective, especially if you're playing a kill points game. The look on a Tau player's face when he's tabled on turn two is priceless. Just be careful not to get shot off the board if your opponent goes first. 80% of your army is going to be starting in reserves, so getting tabled is a real threat especially if they have some artillery to kill he land speeders and scouts you are most likely hiding behind a building.
The synergy you can get out of this formation can be variously powerful. If you manage to get Ragnar, some Wulfen, and a banner in the same area you'll drown your opponent in a truly insane number of attacks.
Tactical Objectives[edit]
A new addition to the 7E, the Space Wolves can take new Tactical Objectives for use in the Maelstrom of War missions.
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