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What should I be wary of when I fight these guys? I know he'll take a unit of Termies at least and a Ven dread, all of which are stables in the army.
here's a post I made about them awhile back. my best friend uses space wolves so I've asked alot of the same questions as you. hopefully it helps you like it did me:
Last edited by Demoneyeskyo; May 23rd, 2009 at 01:58.
Wolfguard Leaders hitting on 3+ with strength 5 powerweapons.
Also, some of the old wargear is a bit dubious, people try to claim that a Wolf Priest gives FNP to his squad since they have an item that counts as a reductor.
Apart from that, they are not too bad.
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Lots of power weapons / fist, some bs3 troopers with a +1 attack. Little long range AP apart from tank mounted guns.
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I'm fairly new to the Dark Powers, but I've learned quite a bit about them in a short time.. so, I'll try to couple that with my experience with Space Wolves.
Wolves have access to an absurd amount of power fists and power weapons. They're very much akin to your Chaos army, in that they're completely geared to pop off a few shots before getting stuck in close combat.
Imho, close combat with Blood Claws (the unit with an absurd amount of power fists/weapons) is simply a bad idea. There's no ifs ands or buts about it.. MEQ vs MEQ is almost always determined by the amount of special CC gear the squad has.
Versus the Sons of Russ, I would favor Marks of Slaanesh or Tzeentch, for the boosted initiative, or the invulnerable save. So far as troops are concerned, the classic rivalry of Thousand Sons and Space Wolves seems to play out rather effectively.. AP 3 and a 4++ save will be your best friends. Noise Marines should also be sickeningly effective, with an AP 3 flame template, and a tonne of assault 2 bolter equivolents, you should have no problems softening them up before charging, at which point all of those attacks will begin to add up.
I would avoid Plague Marines at all costs -- there's no use for FNP once you get stuck in combat, and 10ish power fist attacks could care less about T5.
Plasma spam will be a huge benefit as well. I love the combination of 5 Havocs, 4 Plasmas, and a Rhino w/ Combi-Melta.. It's an expensive suicide squad, yes, but it should be able to annihilate it's points worth in one or two turns, if you pick your targets wisely.. aka: the Termies.
Meltaguns work great for Venerable Dreadnoughts.. AP 1 puts more pressure on his rerollable damage table result, and will likely result in his acceptance of a Weapon Destroyed or Immobilized result, as opposed to forcing a reroll.. and yet once either of those results have happened, his Dread is near to useless.
Hope this helps ^-^
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I`ve got kicked in the *** big time with my PM, I was not aware of the shedloads of powerweapons.
I would say with my little experince: shoot them up (thousand sons or plasma/meltaguns) and use anthing that has invu save.
I was lucky with the two flamers though and they did not like the daemonweapon.
Maybe lash them back and shoot¬em up?
That's what I've figured. Thanks ya'll.
Also, watch how you deploy your vehicles. SW has this nasty little trick where they sneak up behind you and melta/assault your rear armor. It's called Operate Behind Enemy Lines (OBEL) and I really hate it.
i admit that bloodclaws are better than most at takin out PM's in combat with their extra power weapons/fists, but they lose their +2a on the charge, and you have better saves vs the rest of the attacks, so i cant see how they are really that bad. the main problem is that PM's wont win a combat vs a full pack of bloodclaws without assistance. whic his where my warptime nurgle DP comes in, pretty much gaurenteed a kill with every attack, T6 means anything without a fist is gonna bounce off, and WS7 means those bloodclaws are hittin him on 5's too
and dont forget that for 3 power weapons/fists they need 15, which means that are gonna be on foot, which makes them really good targets for battlecannons
the main thing i dont like about SW as a DG player is the amount of assault cannons they can cram into a drop pod, and ven. dreads that are WAY undercosted, and a nightmare to kill. oh, and storm shields for 5pts on wolf guard in power armor. my regular SW opponent always takes a drop pod with 3 wolf guard in termie armor with assault cannons, WGBL with same, and 4 wolf guard with storm shields in a drop pod. that's 4 2+ armor, or 4 3+ inv he can use against incoming fire. kinda hard to kill any of em. Along with a ven dread in pod, and someting else to get the 3rd pod.
First turn, you got the ven dread and termies on your front lines causing absolute havoc. its not nice