Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
Currently I have 4 armies. I'm interested in the space wolves but kinda hesitant to invest in another army. I'm wondering for those who have already tried the wolves, how do you think of them so far? How are your experiences with them? Any interesting battles? Are they powerful or just right? Which of their units do you like/dislike or has/hasn't worked for you? Thanks for all the input in advance. Your input here may help many of us who are interested in the wolves to decide whether or not to use them.
1.Blood Claws - The raw recruits of the SWs, as the scouts are to the 'codex' chapters. You should have at least one pack. A full 15, geared to the gills for CC, and shoved into a LR Crusader. That folks, spells ... F.U.N!
2.Grey Hunters - Full 10man packs with 2 plasma guns. Either place them into rhinos or drop-pods, depending on what you're going for. I prefer rhinos, since I can speed them to a cozy firing spot or sit on an objective. If the foe gets too close ... well, you know
3.Long Fangs - I'd push for the full 6man pack, with 2 MLs. I prefer my leader to have a plasma gun, for the extra "bite". They're the only pack I'd buy a razorback for, so you can zip them to a good firing spot. The razorback could also be used to sneak in the dreaded LC Then again, just start your Fangs in a good firing spot
4.Wolf Guard - The 'sternguard' of the SWs. Use battle leaders to lead in smaller games, or use pack leaders to add that extra "bite" to your packs.
BCs,Swiftclaw,Skyclaw - Add the twin wolf-claws or TH/SS to the pack.
GHs - Add a storm bolter for extra fire power.
Long Fangs - A good way to fend off problem skimmishers.
Least we forget the termies, I gear them soley for CC. Preferring the Redeemer (6) or Crusader (eight) for the extra model room.
5. Wolf scouts are good for the sniper rifle, but the pack uses up an elite slot instead of the normal troop slot.
6. Lone Wolf - A dangerous foe on the field, yet an easy target if you can't keep him safe. It's entertaining to see him take out a large critter, or a Farseer, though.
7. Bikers, jump pack sqauds, and land speeders are the same as a "codex" chapter.
8. Thunderwolf Cavalry - You will hear, until your ears bleed, that they are the prime CC unit. This is absolutely true. They are murderous in CC, can pop tanks in CC, and are well worth their exspensive price tag. However, you will be converting models to represent them, or foot $50 a Canis Wolfborn boxset.
9. Fenrisian Wolf Pack - Just as deadly as a Kroot Hound.
10. Predators, Whirlwinds, Vindicators, and the LR variants are the same as "codex" chapter.
The ICs are real bruisers, but since I don't use ICs, I'll let you figure them out on your own. Grimnar, Njal, and Ulrik are tops in my opinion.
Arjac and Lukas are worth a mention, though upgrades to a pack, they're right deadly indeed.
This is from an eldar players view,
In my opinion space wolves are just another marine army, 3+ saves toughness four bolters, geared for noobs to handle, however they are by far alot more fun to play with or against and also more fluffy,
i like the models too. I don't see why not too collect them, but what other armies do you have? do they fit your playstyle? it all depends on the player really.
Death to the Alien!
who likes cockroaches anyway.
Ordos Xenos 4/0/3
I just had my first game against the new space wolves today, and I must say that I am impressed. I played vanilla marines (well...with Shrike) and he played a footsloggin 13th legion (or whatever its called). His list included 3 grey hunter squads w/wolf guards, rune priest (w/master of the runes upgrade), wolf guard battle leader + skyclaws, and 2 squads of long fangs.
Grey Hunters are an awesome force, especially if you put a wolf guard with them to boost their LD as well as provide them with another power weapon attack.
The rune priest has some nifty abilities. He used storm caller and living lightning. I hate them already and don't know what I would do if he brought 4!
The battle leader is a beast in combat. Him and his skyclaws got the charge and almost brought me to tears with their 40+ attacks.
Long fangs are just plain sic, especially if you put them in cover which he did.
Unfornately, in the end, I still trounced him. He only had 1 squad of long fangs left with 2 members and would've been tabled next turn had he not given up.
What a wuss, lol!
So, Jy2, have you decided on what you'd like about the SWs?
Last edited by Alzer; October 13th, 2009 at 14:58. Reason: Watch your language.
More importantly, I hope with this thread that people share their experiences to help out all the other players who are considering going with a wolf army.
The entire codex works very well I think, the new Codex does the Space Wolves proud.
I have only had experiences with them so far (2 games: Win/draw) and it was great to think about all the ways the packs could work together and get some awesome strategy going. They do give you some very great gaming opportunitys.
Space Wolves: Great Company of Berek Starkiller, 3700 pts.
Imperial Guard: XII Cytherian Regiment: 1400 pts.
15 years experience, numerous other models not fielded.