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Space Marine Space Wolf TacticsThe Space Wolfs are a very Nordic army. If you enjoy stories about Beowulf and the Norse gods then this might be the army for you. Space Wolfs play very differently from other Space Marine Chapters. If you are interested in this chapter then read the Codex carefully. The paragraphs marked GASZ: have been submitted by GOKU ASCENDANT SAIYAN ZUGAI. Many thanks for your suggestions General StrategyPlaying Space Wolfs can feel like you are playing a elite only army. The cost of the troops is very expensive, even compared to other Space Marine Armies. The benefit is that each troop type has lots of extra skill that keep your opponent on his toes. GASZ: With the Space Wolves, like any army you must break them down into their components and examine each one, asking yourself what each is good at. Lets look at the top and work our way down. GASZ: With the Space Wolves essentially what you have is an army that can fight anywhere but excel at killing things close up and personal. The best way to use them is very much like a wolf pack, funnily enough. Each member of the pack must do what it is best at in order for the battle to be won. But remember, you are a wolf, you live to rip and tear with your fangs. But fight each battle at the distance, speed and tactics of your choice. To quote Terry Pratchett "ALL RIGHT, MY SONS! LET'EM HAVE IT RIGHT UP THE GEOGRAPHY." Space Wolf Special RulesThese are the special rules fort the Space Wolf Army and how to get the most from them. Mixed ArmourSpace Wolf Armies can have a mix of armour in a single squad. If a mixed armour squad takes wounds then the armour save with the majority has to take the saves. This means that if you have Wolf Guard with more Power Armour (3+ saves). Models than Terminator Armoured (2+ saves). Models then the Terminator may be killed if all the power armour models fail their 3+ save and there are wounds left over. No TeleportAcute SensesBlood FeudCounter AttackNo Matter the OddsTrue GritFenrisian WolfsSpace Wolf HQ.Space Wolfs a different to other Marine Chapters in so far as they need exactly one HQ choice per 750 points of army. So a 500 point battle will have one HQ and a 1000 point battle will have two. This rule over rides the number of HQ slots an army has for a mission. Wolf LordGASZ: The Wolf Lord, like the Wolf Guard battle leader, is pretty much a great hand to hand combat hero with access to some nice toys and great leadership. Good if you want some punch in hand to hand or have a lot of points to spend. My personal choice is not to take one. Wolf Guard Battle LeaderWolf PriestGASZ: Now we start to talk. This guy is great in hand to hand combat, has awesome leadership, comes with a power weapon and a 4+ invulnerable save. What more could you ask for? Only draw back is that the guy does cost a little more than your normal leader. Give this guy something like a plasma pistol and what you have is someone who can take down just about any other model on the board. Rune PriestGASZ: This guy is almost as cool as the Wolf Priest, just in different ways. Almost the same stats, but the Wolfy has a better leadership and comes with his additional bits and pieces. This guy comes with the power to give the unit he is with the ability to strike first in hand to hand combat. I usually take one of these guys or a Wolf Priest. Venerable DreadnoughtGASZ: Yes, believe it or not the space wolves can actually be lead by a dreadnought. Very cool. Only drawbacks is that this guy will draw a lot of attention and he does cost quite a few points. Space Wolf Elite TacticsGASZ: The Space wolves come with some great elite choices depending on the way you like to play and what you are facing. If you like to have plenty of terminators with weapons of mass destruction, you can get the Wolf Guard and let the good times roll. If you like stabbing your opponent in the back, take some Wolf Scouts. Their ability to turn up behind your opponent with power weapons, heavy weapons and plasma pistols, make them a units that can cause serious hurt to most opponents in their debut. Venerable DreadnoughtThe Venerable Dreadnought can be a Elite choice as well or a HQ. Choice. DreadnoughtThese are the Dreadnoughts that can be found in other Space Marine Chapters Wolf GuardGASZ: These guys are essentially where you will get a lot of your heavy fire-power from. They can be used in a Grey Hunters squad to provide serious monster killing capabilities in hand to hand combat. They can also be used to give a heavily armed and armoured retinue to any characters in your army. Consider this, You can have a Venerable Dreadnought leading your army, and four terminators as his retinue. Give the terminators an assault cannon, a heavy flamer, a pair of lightning claws and one guy with a power weapon and storm bolter and what you have is a squad that will take on anything in the game and probably win. Only flaw with that thought is that it costs too many points to be used often. Wolf ScoutsGASZ: Ahh, Wolf Scouts. They have won battles for me before, and they have done absolutely nothing and been shot to pieces before. Consider this, you have six guys in carapace armour, turning up on your opponents back door with enough firepower to take down his tanks and enough nastiness in hand to hand combat to cut down terminators. You had better wipe that drool off your keyboard and get yourself a tissue. Now. What I like about them is obvious, they can turn up anywhere with almost anything. You can give them a Wolf Guard squad leader. I usually give the guy a power weapon, plasma pistol and wolf tooth collar. This guy now has the potential to kill half a dozen terminators in one phase. Hands up those of you that say AHHH!! Give the rest of the squad the two power weapons, a plasma pistol, and depending on who you are facing, a plasma gun or a flamer. This squad has in the past, and I kid you not, taken down seven chaos terminators in a single phase. Two in shooting, five in hand to hand combat, and that is without losing a single model. They have taken on an entire Tau army in hand to hand combat and held them up for three turns while the rest of my army advanced. Without a doubt, my wolf scouts are my favourite unit. Iron PriestGASZ: I have one of the models. I have never used this model. He has great stats but I prefer to put the points towards other things Space Wolf Troop TacticsGASZ The rank and file. Well, the rank anyways. Good solid Grey Hunters and psychopathic young Blood Claws. Both are great units when used in the right way. Grey Hunter PackGASZ: Say hello to your unit of compulsory troop choice. They cost a couple of points extra than your ordinary space marine but come with the ability to hold a bolt gun in one hand and a hand to hand combat weapon in the other. Nice. I essentially use these guys in a myriad of different ways depending on who I am fighting. If I am fighting the Tau, or the Imperial Guard, I take a nice big squad of these guys with bolt pistols and close combat weapons. If I am fighting the Tyranids, I take two squads with hand to hand and bolters. Depending on the points value of the battle I will either take flamers or plasma guns. Just because they cannot carry heavy weapons themselves. Blood Claw PackGASZ: These guys are malignant, maniacal man mutilating meanies. If they charge. This is where the raw recruits of the chapter find themselves as basic training. How to kill things 101. They are heavily armoured, well armed savages with all the finesse of a brick sandwich. They are great against light to medium armoured foes like Tau and Imperials or even Orks. As they can have power weapons this essentially gives them the ability to cut through a lot of foes before they can raises their heads. In many cases, they can't raise their head as it has been removed. Though they are great on the charge in overwhelming numbers, they lack the high weapon skill of a normal space marine to truly fight with any sort of stamina. The best idea is to take the maximum amount of them and use them as a sort of flying wedge. They open a gap and the rest of your troops exploit it. Space Wolf Fast AttackSpace Wolfs are limited in their choice of Fast Attack options Land SpeederGASZ: These are nice. Very nice. I myself have ever only taken the Tornado into battle as it can do pretty much everything. Kill big tough things and wipe out masses of enemy infantry. It can be almost anywhere I want it to be on the board and can make my opponent react to things that I MIGHT do, not what I AM doing. After plenty of meditation and deliberation, I have come to the conclusion that the combination of a heavy flamer and a multi-melta is the ONLY way to go. With the multi-melta you can take out almost any form of armour of heavy infantry. With the heavy flamer you do need to get close but being able to burn up ten or so of his prized troopers is always lots of fun. Blood Claw Bike SquadGASZ: Again with the Blood Claws. Put them on bikes and what you have is a nice little band that can absorb a heck of a lot of punishment and dish out quite a bit as well. A great story of mine is that my entire bike squadron was fired at by three quarters of an opposing force and not a single biker fell. These guys are great. Against your standard human, Ork or fire-warrior the high toughness and close combat prowess gives them a huge advantage. Only bad thing is that the limited numbers can mean an opponent with a lucky shooting phase can wipe these guys out. Give these guys jump packs and I have found that their ability is somewhat blunted. If they deep strike they cannot charge. They lose the extra toughness. Essentially you should only deep strike into an area where your opponent can't shoot you and you can charge him next turn. Space Wolf Heavy SupportGASZ: The big guns. Extremely big really. I am leaving the other tanks alone as they are pretty easy to figure out and they are (I think) else where on this page. Long Fang PackGASZ: These guys have a slight leadership advantage over your basic Space Wolf, which helps when they come under fire. Note the word when. These guys are pretty much the same as your regular Space Marine Devastator save for one fact. They can divide their firepower between targets. This can come in handy. Say you are fighting a bunch of Tyranids. On one side you have a bunch of Gaunts that your Grey Hunters have whittled down to a small bunch of foe while on the other flank you face a unit of the much bigger bugs. In your squad you have two plasma cannons (the minimum number, trust me), and two missile launchers. You divide up the firepower between them. You fire the plasma cannons at the big bugs and fire frag missiles at the Gaunts. A couple of brief words about heavy firepower. Plasma, Cannons. End of story. Strength seven, with a blast marker and no saving throw available. Can you spell liquidize? I have used these against Tyranids and found them to be invaluable for taking down the big bugs in droves. They do cost you quite a bit of points but they usually pay themselves off in about turn two or three. The missile launcher is also quite cool. Great against Imperial Guard where you need a weapon that can penetrate heavy armour and kill lots of foot troops at once. Leman Russ ExterminatorGASZ: Attach Wagner's "Ride of the Valkyrie" when thinking about this tank. Twin linked auto cannons, and three other heavy weapons. Get this with the high accuracy of the Space Wolf gunners and what you have is a death dealing device of delicious destruction. These battle tanks are an exclusive right of the Space Wolves and as such give them a hideously unfair advantage over a foe. Stay still and shoot. Resist the temptation to flick over your opponent's pieces and laugh. Also resist the temptation to cry when he destroys this tank after he pours ALL his armies firepower into it. Comments to Ben Fleeson. This page was updated 18th July 2002. |
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