Space wolves termy army

blackbolt

New member
so... ive seen many a termy army but they are all the same chapter. when i read the sw codex and sow logan grimnar allowed wolf gaurd as troop choices. this made me think. how would a space wolve army face against death wing?(i forget the name lol) one. any thoughts?
 

Cleezy

New member
I haven't seen the latest wolves codex in detail, but i presume they have stats along the same lines as the latest SM codex, so i think it will be the small differences there which will make them that bit stronger. But then it comes down to if the points are much different, and the choices each general chooses. I presume Grimnir is more expensive than Belial (whose a measly 130). Also wolf guard may turn out to cost more than deathwing and as i said earlier be better than them statwise.

It would be interesting to see at say 1500-2000 point level, Also to throw into the mix (although not termies) an army of sanguine guard led by dante as taking him allows them to be troops. I remember writing a list that was dante, the sanguinor and 25 sanguine guard, think that was around 1500 points :p
 

blackbolt

New member
yes im building a 1500 point temry list right now with grimnar 24 termys and 5 drop pods, seeing as sw terms cant be teleported. i think it would boil down to if i could get into close combat. because i think the space wolf termys would do better then death wing in cc but not at range. it helps that all sw also have counter charge so it doesnt matter who initiates it
 

Chrome

New member
It still matters who initiates since you get more attacks against you when you get charged and there's always the risk of failing the leadership which hurts when you're used to it. A wolfwing army can pack a really good punch but it is very important to make sure they're able to get into close combat since you can only have a maximum of twelve heavy weapons in the army if you're going pure. But if you're entering everything through drop pods you won't need much more than heavy flamers anyway. They wuld still have trouble against the deathwing just because of the sheer amount of firepower they'll have to withstand before entering close combat but with the ability to get 3+ invul save and strength 5 power weapon attacks at base initiative they're quite capable of whooping ordinary terminators asses quite thoroughly.
 

Chrome

New member
With space wolves not having -terminators- per se, they can be equipped with terminator armour and additional wargear, but they can, per every five models in the squad, carry either an assault cannon, a heavy flamer or a cyclone missile launcher. then besides from that they can have storm bolters, combimelta, combiflamer or combiplasma.
 

IdofEntity

New member
With space wolves not having -terminators- per se, they can be equipped with terminator armour and additional wargear, but they can, per every five models in the squad, carry either an assault cannon, a heavy flamer or a cyclone missile launcher. then besides from that they can have storm bolters, combimelta, combiflamer or combiplasma.

So I take it loading them out with Melee gear makes them significantly more dangerous? Maybe it's just me, but with those weapon choices they seem to be more of an expensive nuisance than a serious threat. Can they be configured (even though they're not exactly SW termies) to be deadly in CC?
 

blackbolt

New member
no spacewolves with a bunch of CC and say combi meltas are very good and cheap. and coimg in via drop pod also helps
 

Chrome

New member
So I take it loading them out with Melee gear makes them significantly more dangerous? Maybe it's just me, but with those weapon choices they seem to be more of an expensive nuisance than a serious threat. Can they be configured (even though they're not exactly SW termies) to be deadly in CC?

you can give them all strength 5 no armour save attacks at init 4and a 3+ invul save. do note their counterattack rule where they always get their charge bonus, no matter who initiated the combat. with a 3+ invul they only have three attacks each in charge but still. you can also kit them with wolf claws which are lightning claws with the difference that each round of combat you choose (for each model) whether they reroll to hit or to wound.

Adding to that the fact that you can kit every single model in the squad differently makes you able to choose exactly who stays and who takes the most hits in the squad and that way even make dangerous saves and wounds disappear.
 
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Torn blue sky

New member
Far as I recall Wolf Guard in Terminator Armour are the ultimate CC troops. I don't know if The rule that allows Grey hunters to fire bolters with one hand (effectively making it count as a bolt pistol in CC) pertains to storm bolters too. Failing that, you can't go wrong with lightning claws =P
 

blackbolt

New member
acctaully the storm shields are expensive. i like putting the frost blades on them and wolf claws. while every one except for 2 with shields has either bolter or combi melta or one of the 5 heavyflamers
 

Chrome

New member
Far as I recall Wolf Guard in Terminator Armour are the ultimate CC troops. I don't know if The rule that allows Grey hunters to fire bolters with one hand (effectively making it count as a bolt pistol in CC) pertains to storm bolters too. Failing that, you can't go wrong with lightning claws =P

They don't any longer, nowadays they are kitted like chaos marines though, having both bolter and ccw and bolt pistol effectively negating the need for that rule. :)

and they're not 1+ any longer, you can have as many as youd like of both blood claws and grey hunters, both being 15 points per model and 5+ in a squad.
 

Torn blue sky

New member
Pah! PAH, I say! I liked it better when True Grit was a special Wolf rule.
It'd be like giving a weedy, noodle armed kid a .50 magnum and telling him to fire it with one hand. He can't he's a pansy! Everyone is like noodle boy apart from the wolves!
 

Chrome

New member
Noodle boy is awesome! JTHM ftw. :)

Then you might not want to find out that they removed the option to field a Leman Russ tank in the new codex...
 

Torn blue sky

New member
Ah, a Vasquez fan in the house.

I couldn't care much about the tank, it bears the Primarchs name, but it looks shit lol! In my mind, the pimpest looking doods always win!
 

Chrome

New member
Ah, a Vasquez fan in the house.

I couldn't care much about the tank, it bears the Primarchs name, but it looks shit lol! In my mind, the pimpest looking doods always win!

Not Vasquez per se, I loved JTHM though, never cared much for Invader Zim(Though that could just mean that my humour developed past it before it got my attention) and I've never really checked out his other stuff.

I quite liked the fact that they were able to use a variant of an imp tank, it was yet another thing that made them less vanilla and with some decent pimping you could make it look quite awesome. Plus, it was outright feared on the tabletop as well, you don't expect a Russ in a Marine army. :)
 
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Torn blue sky

New member
I say take one anyway. If the guy asks any questions, hit him with a sock full of pennies, hide him under the table, and declare victory.
 

Wicksy

New member
Not Vasquez per se, I loved JTHM though, never cared much for Invader Zim(Though that could just mean that my humour developed past it before it got my attention) and I've never really checked out his other stuff.

I quite liked the fact that they were able to use a variant of an imp tank, it was yet another thing that made them less vanilla and with some decent pimping you could make it look quite awesome. Plus, it was outright feared on the tabletop as well, you don't expect a Russ in a Marine army. :)
Well, they get thunderwolf cavalry and the best troop choice in the game....can complain too much....oh yeah and sagas, mental special characters and the most powerful spell power known in 40k - jaws of the world wolf. I doubt there is a space wolf player out there that cares one bit that they dont have a leman russ ;)
 

Chrome

New member
Well, they get thunderwolf cavalry and the best troop choice in the game....can complain too much....oh yeah and sagas, mental special characters and the most powerful spell power known in 40k - jaws of the world wolf. I doubt there is a space wolf player out there that cares one bit that they dont have a leman russ ;)

Their special characters aren't that much more mental than others, they might be close combat specialists but how does that compare with characters that are able to give an entire space marine army, that you can build the way you want, fleet of foot? Now imagine 30 assault marines entering close combat the first turn simply by being able to move 24", then, the second turn the rest of the army follows suit. I'm on a horse.
It is still hard to compete with a well balanced vanilla marine army.

And having tried out all of the sagas on numerous occasions I can tell that the only one you -really- have any real use of except under very special circumstances is the saga of the Bear that gives Eternal warrior, but that is bloody expensive.

Jaws isn't very powerful actually, sure it's remove from play but to be affected you have to fail an initiative test first and that basically means that most things out there only fails on 5+ making it a threat only to tau, imperial guard and some units for the nids. Oh, and monstrous creatures get to subtract one point from their roll. And you need line of sight to use it since it is a shooting attack, you point out the model closest to the priest in the direction you want to draw the line (that he can see).

Thunderwolf cavalry is an awesome unit for sure but they are a bit expensive and not worth their points in smaller armies.

And for sure, Grey hunters with their chaos marine stats and equips together with counter attack and know no fear are impressive but they are still no match for a standard group of plague marines with their feel no pain and toughness 5, sure, they are a bit more expensive, you het three grey hunters on two plague bearers, but the plague bearers would still outlast them in a fight.



That said, I've been a very, very devoted space wolves player for over seven years now and I completely love most of the changes they did to the army, the new choices are a blast, they actually have more than one psychic power now, they've got their own set of armour and weapons and they really got a bit more "wolfy" fluff making them less like "Viking ultramarines" and more like a deviating founding chapter. All as it should be.

What my point was was that they(GW) took the single coolest piece of fluff for the chapter and threw it in the bin. The fact that the Imperial guard and the Mechanicum were so impressed by the acts of the chapter and their Primarch that they named their best and most powerful tank after Russ and in honour of that gesture the Space Wolves were allowed to keep a limited number of said tank to take to battle. In my mind that says a lot, there are no Rogal Dorn Battle tanks out there, neither any Sanguinius tanks. All the other Primarchs are highly revered, for sure, but Russ is the only one they revered so much they named their best battle tank after him.

I don't really care how good, bad or appropriate it was to have it in the list, I -always- played with one just because that piece of fluff was so epically cool, and when it comes down to it that is what matters, if we are going to remove the fluff and just concentrate on dice and numbers I'd rather go play some Yahtzee.
 
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