8th Edition Space Wolves Tactics

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ado409
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Re: 8th Edition Wulfen Tactics

Post by ado409 » Tue Sep 12, 2017 7:11 pm

Yep, the lord on the bike will easily be able to keep up with the flyers, Jump pack would be cheaper and loose some movement but i like the toughness buff (your right) and then giving him a fist or something so that he can go and help the units in the flyer(s) once they get out. So they would have say rerolls of 1 to hit and then rerolls to wound for example. Would be pretty good to have the jump pack actually, when you charge flyers, do they have to disengage from the combat and arent allowed to shoot or? if thats the case, that may help a lot.

I was thinking the wold lord would first turn help out the flyers and then later on go into some combat to tie up some gun lines or tanks, after all, if you have the two flyers, your bound to have one of them potentially being killed first turn so then id rather have him charging and helping out the wulfen for some rerolls for example.

This jumppack tactic really helped my blood angels friend, and since he was a named character he was brutal in CC, So he killed a bunch of my models really fast.

Rune priest is really good i find, only problem is, i can see all the powers being useful at some point, the +1 to cover is amazing for wulfen, meaning AP-3 woudnt just go straight through armour. And even for your blood claws, the 2+ save could work really well. The Jaws power I agree is baller for slow moving units, and you should be able to get a few mortal wounds off, especially since you should probably use a command reroll to make a bad roll into a good one. That one power has the ability to wipe 5 man units off the board. BUT it really only affect against infantry units, so thats its downfall. But who cares youl batter some duders. and thats cool, Just send your wulfen leader into duder units. will kill them all. Im nearly tempted to take Njal so I have the option to use all the powers. But thats more points, You can nearly take two base rune priests for the same cost as Njal in termy armour, but then you start to run out of HQ slots in the detatchments and thats sad :( Below Ive made another Blood Claw list (youve inspired me) and im really keen to try it out. Ill let you know how it goes.
The wolves among us, bring strength to the pack leader. Relish this.

ado409
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Re: 8th Edition Wulfen Tactics

Post by ado409 » Tue Sep 12, 2017 7:33 pm

Blood claws assult heavy list for mmsolo:

2000 points - Batallion Detatchment:

HQ:
Njal Stormcaller in Terminator Armour: To wreck people and get off the +1 cover buff so when all the guys get out of flyers, they all are a 2+ and 3+ save. Oh, and wreck people. (termy armour allows him to survive a bit better and you can take him in a free slot in the flyer or just deepstrike him in.

Wolf guard battle leader on bike: Rerolls of 1 to wound i beleive. Run it in the middle of flyers while they go up the board.

Wolf Priest: Rerolls to hit in CC. OMG this list is getting nuts with buffs hey. HHAAHAHAHAHAHAHAHA

Troops
13 x Blood Claws
Blood claw pack leader w/power sword
1x Blood claw with meltagun
Wolf Guard Pack Leader, Wolf claw
Hopefully these guys together will be nasty. lots of bodys, buffs coming from everywhere, wulfen rerolls to charge/+1 attack, rerolls to hit in combat, rerolls of 1 to wound. +1 cover save. + 1 to hit. BOOOOOM Find me some more buffs for these guys please. Comparing them to Blood angels death company, theyre nearly better. Only difference is cant take as cool weapons and have 1 less attack, oh and theyre cheaper per model. I dont see death company with much else that chainswords anyways soooo.

Grey hunters x 5
Grey hunter pack leader
Grey hunter with meltagun
all with chainswords for free

Grey hunters x 5
Grey hunter pack leader
Grey hunter with meltagun
all with chainswords for free

Buffed out the grey hunters with the free chainswords and also gave them a melta gun, like we have discussed previously.

Elites
Lukas the Trickster. Buffity. +1 to hit for blood claws. So theyre hitting on 2's rerolling all fails.

Wulfen x 5
2 w/axes
2 w/hammer/sheild
leader with claws

Wreck face. doesnt even need rerolls to kill whatever they like. So if they split off, isnt a big deal, but nearly guarentees most hits and wounds to go through.

Fast Attack
Cyberwolf

Objective holder.

Flyer
Stormwolf
w/two twin heavy bolters

Stormwolf
w/two twin heavy bolters

Guns, and transporting the payloads.
Transport
Razorback w/ Twin assault cannon

Razorback w/ Twin assault cannon

More guns and transport for the grey hunters. Since theyres only going to be like 6 drops on deployment, lets just hope they all arent killed so you auto lose ( that new FAQ thing that says if you only have flyers left, you lose)

Lets discuss.
The wolves among us, bring strength to the pack leader. Relish this.

mmsolo
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Re: 8th Edition Wulfen Tactics

Post by mmsolo » Wed Sep 13, 2017 7:52 am

about flyers and close combat, as any unit with the "fly" keyword, like flyers, jump pack, grav stuff, they can shoot after falling back, so you the flyer will still be able to shoot even if he left you character. But that still a power fist at least with lots of attack on a vehicle, where any ground unit can't even charge them. ( Flyers, not just "fly" units , i think it's the "supersonic" special rule or "airborn" anyway a rule that almost all flyers have )

About wulfen, i will run them with some thunderhammer / shield so i will already have some models to have a nice 3++. And thunder hammer with 3 attacks ST 10 is quite amazing. They are amost the only unti able to go up to ST 10 in CC without behing a character. So i prefer -1to hit as a power, it's still usefull in melee, it assure you to have the uper end, imagine some power fists in front of you hiting on 5s for exemple. Or a character hiting on 4s that's quite bad for a close combat specialist. And before melee you can bring some heavy support to shoot on 4s or 5s depending on the army.

About your list, with a priest in termi, you have to put him on the table turn one even if your embarked units are not yet on the board, if not you will lose 1 turn of powers that's a big deal, si that's also a risk to take.

Will you wolf guard battle leader have a weapon ? even a cheap one ?

Lukas make all bloodclaw affected by his aura imune to plasma fail, any 1s will become a 2s and not kill your guy. You can save points by taking plasma with them, or plasma pistol usable in close combat, and always overcharge them. It's some st 8, good ap 2d avaliable even in melee with a pistol on a bc and on the wolf guard.
The +1 to hit can make them one of the best unit to have weapon with a -1.

Having a thunder hammer and / or power fist hiting on 3s that realy good with their amount of attacks. Being a lot in the unit you will be able to take advantage of some multicharge, and have the big weaponary on a big thing and the other on a infantry unit if you need to.

Anyways look a lot like the list i have in mind. More blood claws, one less flyer, some pack of skyclaws ( having the "blood claws" key word ) , Bjorn. But the same spirit. So i like the idea.

ado409
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Re: 8th Edition Wulfen Tactics

Post by ado409 » Wed Sep 13, 2017 7:24 pm

Ah yes i missed that on my list. Wolf guard battle leader with hammer and shield. Pretty beefy guy.

-1 to hit power would be pretty good especially on like hordes of duders that you know will charge in/you will charge them. And your right, that can take down some melee super guys down a step. Can be the difference between a wulfen being dead or alive.

Problem I have with the termy njal is that he iks very expencive. Would potentially be better off taking the normal njal for powers and using the extra 40 points for another wulfen or something? Even having a rune priest around near your models on the baord could help them stay a tad more alive, BUT thats saying you cant get normal cover, OR even yet, have them in cover so then you would potentially have +1 from ruins and +1 from the power. So 2+ saves against non ap weapons, then youl get saves against the -4AP weapons like dark elder dark lances (they wreck me something feirce).

Weve talked about the plasmas before and i havent brought it up. But i beleive at the tournaments etc ive played if you have say +1 to hit, and you normally hit on 3's, you would then roll and where theres any 2's they would then hit too. OR in other words, you hit on 2's. Same goes with BS 2 with a +1 buff to hit, you would roll and then your +1 would make it so you hit on 1's, but 1's always fail regardless, so a +1 to hit would be useless unless you were shooting a flyer or something that had a -1 to hit it (as you +1 would negate their -1). So i think, for our blood claws, rolling say a unit of 5 plasma pistols with Lucas' buff, youd only then hit on 2's, 1's would still kill your guys. Absolutely debatable, but i beleive thats how it works.

Multicharge with the blood claws and even add an extra set of claws ini the wulfen squad so they can charge three different threats and still be very threatening.

Skyclaws. Eh, I really dont want to bother with deepstriking guys. Just to have them fail their charge, BUT they can get rerolls if you place them close enough to wulfen so that could be okay. But too many times have a seen someone deepstrike their jump pack guys in even with rerolls, and fail their charges, then their just sitting ducks to be killed by weak firepower, sucks really.

Would you run Bjorn up the board? No real other way of doing it hey? He is very good, but i feel as if unless you bubble wrap him severly with other units, he is nearly too slow to be worth his large points cost. Being a character helps him though.
The wolves among us, bring strength to the pack leader. Relish this.

mmsolo
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Re: 8th Edition Wulfen Tactics

Post by mmsolo » Thu Sep 14, 2017 12:32 pm

You can't add the cover power and a real cover. The power sais that you coun't as being in cover, so your just in cover nothing more than a +1. Also 40points isn't enough to have a wulfen equiped, and they are way to expenssive without weapons . You can try something like a rune priest with jump pack to bring the power where you need , and target your smite a bit more easiely ? ( If i do so, i don't deep strike the rune priest i just use the jum pack for speed )

Almost anybody use "deepstriking" units to charge directly , but actualy with jump pack and the move range of jump infantry you can deep strike them in a safe spot turn one , even out of line of sight, and wait for the next turn to move and charge, they have 12" move we have to take advantage of this. Skyclaws are still cheap it's not a big deal if they die, that means thoses shots didn't kill my wulfen for exemple, and if they ignore thoses skyclaws, they are still a nice charging unit. ( i want to run 2 units of them, one with a thunder hammer, one with a pair of claws to just choose the reinforcement i need, where i need it to be. That's some scary charging stuff and i want more bodies in my army. )

The simple fact to have them in the list make you able to do so much different things. They can start on the board and be realy fast. They can deepstrike to take the ground and wait for a nice charge then, or the usual deepstrike 9" and surgicaly charge if an opportunity is here. They can charge through terrain, through other units, and even charge flyers. And space wolf ones benefit from lukas AND wulfen in my list if they have to help them. To me that was a nice synergy. ( I also like the look of jum pack with runing legs , i won't by the "skyclaws box" , the pack legs are to static )

Also, In my list wulfen are not in a transport, so it would make them ready to charge turn two with the wulfens and the desembarking unit. I like them but that's a personal taste for sure.


About Bjorn : I don't want to play forge world stuff so yeah, Bjorn on foot. But he isn't that slow, he is 8" move.

He also have a reroling 1s to hit aura, with his speed its going to be in range for razorback and bear foot units the 2 first turn
- razorback moving 12, 2 turn without advancing to be able to shoot make it 24". Bjorn move 8" two turn make it 16" + 6 for the aura : 32 so any units moving 12" a turn can still have his aura 2 turn without waiting for him.
- Foot infantry moving 6", two turn making it 12, this time because they are slower than Bjorn you do his 16"move minus 6" for the aura, 10, they are still in.
- even bikes can be in range 2 turn without waiting for him if they take the same path.

And i don't have any other aura for shooting yet. And all the other auras I got are going to be quite in the same spot, so now i can bring some buff somwhere else if i need to. And i only have one flyer in that list.

And he is realy realy good in close, i just like him, he is so scary. With a toughness of 8 it's hard to even wound him on 3" unless other realy big stuff. And he ignore lost wounds on 5s.

He he manage to hit in melee... 5 attacks 2+ rerolling, ST 14 rerolling to wound, AP-4 . It is a kind of a "not that slow" anvil on one side of the table. If you don't have first turn, or if you're facing assault armies, who want to come close to that kind of things, but the only way to deal with him is to come close, being a character under 10 wounds.

And even out or range to charge he still going to provide some nice shooting.

(And i wanted a least one dread in my army ! I like them , shield and axe is too slow, Murderfang is not that tough he need to hit first to stay alive , so i decided to go for bjorn)

He also give a command point. And i try to play with that even if we don't have a codex yet.

Note that giving him a heavy plasma isn't a good way to do even with his own reroll, because it's a heavy weapon and he is best in close, you will have a -1 to hit, so even if you reroll 1s he is going to overheat on 2s also. ( doesn't kill him just 1 mortal wound and he can ignore it on 5+ but i decided to go cheap with a assault canon hiting on 3+ rerolling 1s ) .

In the futur we might also have some nice stratagem for dread, hellbrute and vanilla dread already have some. He could be even better. Also the tendancy is to have character that bring command point more than before, and if they already did in the indexes, some give now 2 instead of 1, like Calgar, Abaddon, Huron blackheart. If i'm not mistaken, so he may bring 2 CP in the futur.

But honestly i just wanted a dread so bad, i just try to make it worth it and give all the good sides of him. The down one is his point cost, but it's as much as Abaddon , it's still ok, i don't want any 300+ units.


So basucaly both thoses units i just liked them and wanted to find a way to make it work more than the oposite haha .

mmsolo
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Re: 8th Edition Wulfen Tactics

Post by mmsolo » Thu Sep 14, 2017 12:54 pm

You're wrong about Lukas.

Units already having a 2+ for shooting can't benefit from Lukas aura, they need "blood claws" key word. So you have Lukas, Wolf guard in a blood claws/skyclaws/swiftclaws pack, and all regulars :

- Lukas have a 3+ ( not a 2+ ) balistic skill, the wolf gard pack leader in a blood claw pack also. So they won't be hiting on 1s ( even if all 1s are misses ) , so they benefit entierly from lukas aura even against basic targets. 2s becoming 3s successful for them.
- All other bloodclaws hit on 4+ , so 3s becoming 4s for them .

And for the overheat :

The rules sais that you first do any reroll ( here we don't have any ) and then apply any modifier. Bloodclaws hit on 4+ when shooting. You roll a 1 , and a 3. It's only now than modifiers apply, for us a +1 . The one is now a 2 , a 2 does not overheat, but still a miss. The 3 become a 4, 4 is the blood claw balistic skiil so it's a hit.

In the same ways a negative modifier when overcharging make it overheat on 1 AND 2s, i don't remember where i saw it, but that what you get just by following the rules strictly and that what i saw people doing.

Anyways in any case you're at least wrong on the usefullness of Lukas when shooting because no units can go on a 1s to hit in the shooting phase thanks to him, they are at best 3+ BS on their datasheet.
He himself only can go up to 1s to hit in melee , being usefull against any close combat/spell modifiers. Also making him hiting a 5+ and not 6s the assassin making anybody hiting on 6s ( it's in the FAQ this one for sure ) .

mmsolo
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Re: 8th Edition Wulfen Tactics

Post by mmsolo » Sun Sep 17, 2017 4:20 pm

I don't know why but i did a mistake about Bjorn strenght. 7 base +5 with the weapon . So it's only 12 meaning that he won't wound T7 vehicles on 2+

And if i may, here is the subject where i post my painting. It's just the begining for me. Space wolves players may enjoy it , some of my last post are 2 wulfen and a custom made wolf priest : viewtopic.php?f=26&t=125103

ado409
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Re: 8th Edition Wulfen Tactics

Post by ado409 » Sun Sep 24, 2017 9:08 pm

A note for the Lucas +1 to hit coming straight from Miniwargaming FAQ, (Not sure if this is how it works from GW FAQ) but it states:
"Q. On rules that allow you to super charge weapons (such as plasma guns) that have wording similar to the effect of "On a hit roll of 1, the bearer is slain...", if I have a modifier to my hit roll, how does this interact? For example, if I have a -1 to my hit roll, does the model get slain if it rolls a 2 (which becomes a 1), and then doesn't get slain when rolling 1s (which become 0s)?

A. Apply the modifier before seeing if it will activate, with any rolls of 1 or less causing the mortal wound / model to be slain. For example if you have a -1 to hit, then it will activate on a 1 or 2.

Q. But what if I have a +1 to my hit rolls. Does that make me immune to any of those rules?

A. Yes. However a roll of 1 will still fail to hit.
"
Caan be found here: https://www.miniwargaming.com/40k-faq
The wolves among us, bring strength to the pack leader. Relish this.

ado409
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Re: 8th Edition Wulfen Tactics

Post by ado409 » Sun Sep 24, 2017 9:54 pm

Back to Wulfen. Theres not much online about wulfen and what to do with them so lets contiue our strategies around them.

Ive interestingly read that some players are taking squads of 8 in landraiders, have 5 with weapons (leader w/claws, then 4 hammers or axes (either /or) and running it up the board.

Point 1: Extra three wulfen with no wepons are only saving 20ish points from taking a barbones one. These are just to soak up wounds (so 6 wounds). Maybe a good idea as every time ive used them/seen them in batreps, they get killed by mass infantry fire. But maybe the extra bodies will help the ones you want to get into combat, get there.

Point 2: For the Landraider crusaider, its only a few more points than a stormwolf, but you loose out on some serious firepower, but you do gain 2 more wounds, a better toughness and a 2+ save. It comes with 2 hurricane bolters (up to 12shots each in rapidfire range S 4 D1) and a twin assault cannon (12 shots S6 Ap-1, D1). Can add the multi-melta if you would like, but then your nearly at 300+ points for the tank. Also can ram targets for D3 mrotal wounds of a 4+ on the charge. (Could also take normal landraider but then were talking 350+ points, 6 less transport capacity, 4 lascannon shots, 6 heavy bolter shots also. but you would only be able to take 5 wulfen). Not sure if the loss of firepower and movement is enough to make up for the points cost.

From a game on the weekend. Ive now been taking the stromwolf with the wulfen and a rune priest inside with whatever power you feel would help. (Only reason im not putting it on a bike, is that once the new codex is released, we wont be able to take the priest on a bike, as romours state that the only units included in the new dex's are ones that have a set sold by GW. AKA no conversions. Hopefully not though. )Then followed closely by a wolf lord (warlord) on bike with a thunderhammer to get the rerolls of 1's for shooting the flyer. That wrecks face. In bigger games i will take the gunship also and have the biker in the middle for protection. (idea of this strategy is to get a boss amount of firepower with rerolls from the flyers, and always advance your bike so he goes 20" at a time to keep up with the minimum movement of the flyers, then if the flyers survive, you will be able to drop off the wulfen to wreck face with the lord of you need, or have the lord continue on with the flyers (but i assume atleast one would be dead at this stage.).

Also takings some cyberwolves (more than one) to sit on objectives,cheap as chips to win me the game in malestrom cards. Then fill out the rest of the list with empty razorbacks just for the assault cannons. After glasshammering with the wulfen, the still get shot up, even with the shields helping out. So maybe taking the +1 to cover from the priest would help a bit here?

Also im finding that were underestimating our longfangs. Rerolls of 1 to hit on a single target, helps them out a bunch. Also that means you wont need to spent points on a characer to get the same effect. Taking a bunch of them to the next tournament this weekend. Taking a leader barebones, 4 with lascannons, 1 witha bolter and another witha pistol and stormshield. This way, theres 3 wounds before you start loosing your big guns, 2 wounds of this is for non AP modifing rolls, and then the shield will try to take on everything else. Pretty beefy. Just leave them in a building. Happy days.
The wolves among us, bring strength to the pack leader. Relish this.

JarlDarren
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Re: 8th Edition Space Wolves Tactics

Post by JarlDarren » Sat Sep 30, 2017 4:42 am

I made a 2000 point list that allowed me to decimate my opponent.

Harold deathwolf
Arjak rock fist

Blood claws x 10 power sword and flamer
Blood claws x 10 power sword and flamer
Blood claws x 10 power sword and flamer

Wulfen x 5 2 axes, 2 thss, and frost claws
Wulfen x 5 2 axes, 2 thss, and frost claws

TWC x 3 3 thss

Long fangs x 6 5 missile launchers
Long fangs x 6 5 missile launchers

I lost 2 squads of blood claws before I got into cqc with the rest of my army. It all went down hill from there. I really need to know, do the CotW kill rules stack? Cause I could have easily had blood claws. With 5 attacks on the charge.

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Re: 8th Edition Space Wolves Tactics

Post by blippityblip » Sat Sep 30, 2017 5:37 am

Wait a sec, this army allowed you to decimate your opponent... but later on you said 'it all went downhill from there' making it sound like you lost, so did you win or lose?
power levels
Iron hands 1384pl
Ynnari 88pl
Admech 162pl
Imperial guard 326pl
Chaos 128pl
Space wolves 110pl
Tyranids ?

And a small dwarf army

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Re: 8th Edition Space Wolves Tactics

Post by JarlDarren » Sat Sep 30, 2017 1:10 pm

I meant for my opponent.

mmsolo
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Re: 8th Edition Space Wolves Tactics

Post by mmsolo » Thu Oct 05, 2017 5:39 pm

so i was right about Lukas and plasma. 1 is a fail to hit but do not triger the overhit.

About 8 wulfen and a land raider , to me it's just way to expenssive. I will never spend that much point on just one target ( the land raider if they are inside) that make it an obvious target and even if they fail to destroy it, it can be realy realy slow on the board. Even without loosing any move you will loose you 2nd turn charge. So your entire list must be made to deal with that, you punch, with half of your army points, will be turn 3 at best. And 8th is quite deadly. But maybe what they can do worth all of this.
( Also the cheap way to have a land raider and the only one to take 8 wulfen in it, is as you said a crusader. But most of the time my lists need more anti large shooting thant anti horde. All this close combat is already and anti horde most of the time or even better like wulfen anti anything you want , my choice for a stomwolf was actually to have more high strengh shooting as much as having a large capacity and a fast transport. ( also being imune to units wanted to charge just to make you unable to shoot ) )


About curse of the wulfen, it doesn't stack, you can't benefit twice from the same rule. ( Unless it says otherwise and didn't see it yet ) ( it's in an FAQ, don't remember wich one, must be in the question part of the rulebook FAQ )

Also with the last FAQ about the curse of the wulfen ( index imperium 1 ) , if your blood claws were in range ( 12" ) of the wulfens so benefiting from the curse at the start of the charging phase, even if they didn't reroll it ( hunt ) , they can't benefit from the +1 attack ( kill ) the same turn. So basically you have to place your guys to make them more than 12" of the wulfens when charging but within when fighting, or if it's an ongoing fight and you didn't even charge.

So ... it's now quite hard to have that +1 attack from the curse, and even harder for bloodclaws than other actually. The extra range isn't realy a gift with the new wording. So most of the time you will have 3 attacks when charging and potentialy 3 also the next turn thanks to the wulfens. Still good, but you will need a realy good placement of the two units to go up to 4 attacks for regulars on the charge. Possible but hard.

About that last list, i think your experience with it is obvious and go in the way of what i've seen since the begining of 8th. You can't run on the board with 13pts models without a vehicle, that a shooting game where we want to do close combat. ( and the last rules for guards make it even harder... ) . To slow, not enough models in the unit to take and entire army's shots. You need vehicles, or deepstrike to be quickly in the face and stop them from fireing, and/or covering fire of your own. That's the way I see it.

Hope that make sense, thoses are my thoughts , forgive any english mistake if i did some and ask me if anything wasn't clear enough.

( also i don't under estimate long fang myself, it's probably the best space wolves unit in 8th and i would take some of them if i had points to spend. But transport first ! and because i need them, i try to make them shooty as much as i can to spare points ( stormwolf/razorback ). So at the end i just don't have the point for now if i wan't to bring two detachment , cause i don't wan't to have 3 support. I like way more hiting with an axe than with a plasma. So long fang, to me, are definitly something i know but i don't want to do for now. Cool AND usefull unit first and in my mind they are just usefull haha i want to enjoy the units i bring )

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Re: 8th Edition Space Wolves Tactics

Post by ado409 » Thu Oct 05, 2017 6:55 pm

Yep. 100% agree, wulfen and landraider is way to expencive for the right loadout. Wulfen in stormwolves however, and perfect. I played a 1250 point tournament here in Sydney last weekend with 24 players and came fifth (8 rounds, 2 days) Heres my list:

Outrider detatchment:
Hq:
Wolf lord on bike w/ thunderhammer
Rune priest w/plasma pistol/ runic armour

Fast:
Cyberwolf
Cyberwolf
Cyberwolf

Elites:
Wulfen w/ leader, 2xTHSS, 2x Axes

Heavy: long fangs with missiles, one extra bolter guy, and one battle leader with just a storm shield

Flyer: storm wolf w/ heavy bolters

Transport: 2x razorbacks with assult cannons.


Again, these cyber wolves won me half of my games jist by sitting on objectives. Keeping the razorbacks, flyer and wolf lord together to reroll those ones really helps. Wulfen made sooo many 3++ and solod heaps of deamon princes and forgeword dreadnaughts. There wasenpigh firepower to help take down whatever i needed really. Was a good time. Next tournament is 2000 points. Ill be taking the same as here plus a stormfang, another unit of long fangs, a wolf guard battle leader on bike for the death star rerolls 1’s to wound, and then a predator with lascannons.
The wolves among us, bring strength to the pack leader. Relish this.

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Re: 8th Edition Space Wolves Tactics

Post by ado409 » Tue Oct 24, 2017 6:40 pm

Just played a 2000 point tournament in Maitland (AUS) last weekend with 22 players and came 14th (5 rounds, 2 days) and I went 2 Wins - 3Losses. I wont my first two games in a row by tabling dark eldar lances list, and also a Guard tank list. After those games though I was coming 5th. Then I started playing Sisters and Chaos. The sisters list had a lot of rhinos, simple sisters with all the cool loadouts, Celestine etc. But then had a Dark Angels detatchement of Super duper whirlwind missiles which shoot twice if you dont move and have rerolls from some Dark angels character. So 6 rounds of shooting each turn from 3 tanks (and the character gave them all a 4++). Got rid of all the sisters. but got tabled by the tanks. That player came 3rd. Then I had the worst matchups ever possible day 2. I played two lists which consister of 1. Magnus, Mortarian, 2 knights, and then 2. Magnus, 3 knights. Both games I was tabled in about 30 minutes of the 3 hour round. As I didnt get first turn, a warptimed magnus flew up the board and wrecked everything and then the knights finished me off. I did get first turn against the list with Mortarian and I was told to kill Morty first as he give lots of AoE mortal wound damage. I shot my whole army at him... and only got him to one wound remaining.... All went downhill from there. This is just an explanation of why i came so low down the leaderboard. However I did win the players choise for best painted/presented. Which Ill include a picture/link here of my army:

https://www.instagram.com/p/Bahp_w7FOQB ... -by=ado409

Heres my list: (Note, for my next build the following changes will be made)
  • Remove Predator
  • Swap out the rune priest for another wolf guard battle leader on foot to stand with the 3 units of long fangs making them rerolling 1's to hit and wound. The rune priest only ever tried to cast the storm caller power as the Jaws power was useless against tanks in all my games and only gives my a 6+ save against -4AP, which I think I only benefitted from once, so more damage output from the missiles will work better here. (Also doesnt help I played magnus twice so he denied all my powers easy as.
  • 100% need to add a storm shield to the wolf guard battle leader on bike. As he was just one shot as soon as the opponent found out he had no invuln save

The List:

Outrider Detatchment:
Hq:
Wolf lord on bike w/ thunderhammer
Rune priest w/ runic armour

Fast:
Cyberwolf
Cyberwolf
Cyberwolf

Elites:
Wulfen w/ leader, 2xTHSS, 2x Axes

Flyer:
Storm wolf w/ heavy bolters
Stormgfang Gunship w/ Lascannons and Heavy Bolters

Transport:
2x razorbacks with assult cannons.

Spearhead Detatchment:
HQ:
Wolf Guard Battle Leader on Bike w/Frost Sword

Heavy Support:
4 Long fangs with missiles, one extra bolter guy, and one battle leader with just a storm shield + Ancient
4 Long fangs with missiles, one extra bolter guy, and one battle leader with just a storm shield+ Ancient
Predator with all lascannons

My next tournament wont now be until the end of January Next year in Canberra where I will run the updated list.
The wolves among us, bring strength to the pack leader. Relish this.

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