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hello. i am thinking of starting space wolves. the reason for this is because my last two armies were both shooty ones and i want some close combat i don't like chaos. i also don't like blood angels. space wolves seemed like my last option. so i was wondering on a scaler of 1-10 how good are space wolcves?(in both CQC an Shooting)
Last edited by Delightfully Emo; June 9th, 2005 at 02:13.
98% of the teen population has smoked weed, if you are the 2% that hasn't, put this in your signature.
On a scale of 1 to 10 how good is chocolate?
You canâ€™t rate an army like that. It depends on what you like. Each army is just as good as any other, the difference is in style.
Space Wolves can be very shooty, but most of their ranged power is within 24â€?. They can field a lot of assault cannons, land speeders, attack bike packs, venerable dread, split fire â€˜devastatorâ€™ packs, etc. This allows them to amass quite a bit of short to medium ranged firepower. Of course they have long ranged weapons, just not as many as other marine units, and more access to short ranged stuff.
However they are know more for powerful assault packs. They can field larger than normal packs (15 man) and have access to greater number of close range assault weapons in their packs, plasma pistols, power fists, etc. They sacrifice heavy weapons so their â€˜tacticalâ€™ packs can be considered less versatile than a normal tactical squad.
They are able to assemble very flexible terminator packs (Wolf Guard body guards) that are extremely powerful. Every member has access to the armory and they can take a large number of move and fire heavy weapons within the pack.
Their big weakness is cost. All their troops cost more, and obviously the more powerful Wolf Guard terminators are expensive. This means you are almost always outnumbered. To counter this you must use multiple units in your attacks, and use combined forces to effect your assaults. Main assault units, supported with heavy weapon units, and fast attack units to distract and draw off key enemy units. Scouts to attack weak flank or rear.
If you try to rely on a perceived â€œkiller assaultâ€? ability and charge headlong into combat you will loose. Space Wolves are powerful in the assault, but they do require some strategy. They are also able to field a pretty good variety of units lacking only in serious long distance firepower.
Plus they have very cool miniatures. :cool:
Long fangs are the best devastator squad of any of the marine chapters and probably the best heavy firepower squad in the game. They are expensive points wise but worth it IMHO. The space wolf sprue is one of my favorite custom sprues. It allows you to make your minis pretty unique. You can use bits off of it to customize other units such as bikes and the new termies.
The thing I liked the most about the Space Wolves was ther ability to really make a unique force. They are very solid in hth. There a lot of variety to their units. The force is organized differently than other marine armies as well. Their HQ aren't as powerful for the points compared to the HQi in the new Marine codex, but you will by rule have more HQ units than any other army once you pass the 1500 pt mark. You can have more models with access to the armoury than most any other army. The scout equivelent (as far as training to become a Space Marine goes, fluff wise) are in power armour and are close combat specialists. Their scouts are veterans and have some great special rules. They have a few rules limitations in line with their fluff that add character (and I really don't miss those rules). As I said above, their devastators are flat out the best. Their Venerable Dreadnoughts are more points wise but have extra rules to make up for it.
I really like my Space wolves as you can probably tell. They are not all powerful, but they are one of the mosst characterful armies (especially for marines) in the game.
Artificial Intelligence is no match for Natural Stupidity.
The terminator Packs can be truly Uber, with all models hitting on a three, with the ability to gain 1+ attack even when they are charged, and to have master crafted power fists... Not to mention the Heavy Weapons. Admittedly they cannot teleport, but just stick em in a LR. Mind you, youd have spent 405 of your points right there.... And Physic power wise they have been taken for mugs until the revised Codex.
I play my friend's Space Wolves a lot and mostly I've beaten him but when he is undefeated against all other armies (besides my Eldar). What honestly gets me scared is his main melee squad. He takes an rune prist pumped up, with a squad of blood claws (/w power weapons on as many can have them), sticks them in a LRC and just moves up and assaults from there. This squad is diesel, plus his rune priest has killed both my Wraith lords in a single game (1500). Then he takes a Wolf Lord "lesser" blood claw squad (/w power weps) and puts them in a Rhino, these guys are almost just as deadly except he didn't pump it up as much as the rune priest. Even though he has a very good army, he uses terrain VERY well, which pisses my Reapers off greatly, so as to answer you, Space Wolves are very deadly with the right army and even deadlier if you know how to use them. (Venerable dreads are very good especially with all their special abilities). Hope that helped in your choice.
As everyone else here is busy talking about the units I'm going to tell you about some special rules. Anybody that can hold a bolter has true grit, and they all have counter attack as well. Wolves also have acute senses that let you see better at night and makes them better sentries, and they ignore outnumbering modifiers in cc.
Veni Vidi Variant
I came, I saw, I got a different type of Leman Russ.
The spikey ones go faster.
98% of the teen population has smoked weed, the other 2% went straight to crack.
Saga of the Ages. Click it.
Rules for grenades are on page 72 of the rulebook.
i recommend that you dont start them,my friend plays them, and i play death guard which if you dont know my troops cost 19 points and are fearless have true grit, and toughness 5, and i outnumber the wolves players in my area, there modles are to exspensive points wize, you could make a much better CC SM army by useing like blood angels, make your own using the upgrade/downgrade chart in the new codex, you could prolly make the best one using that
why wouldnÂ´t he start play SW if he wants to. every army has his own strenght and weaknesses so he may win even every battle. if you knows how to use his army he win every battle.
DonÂ´t mess with the dicegod
Every army has its unique stregnths and weakness. you just gotta know how to limit the waekness' and maximise the stregnths. Space wolves suffer against Faster or "Hard"er armies like Plague Marines, or all takn armies. But thats what melta's aer for.
The other thing to remember is that while the Wolves CAN have some really tooled up squads and characters, they don't HAVE to. I typically play 1750 pt games and my list is 3 pretty basic characters (required per the SW rules) who all join squads rather than have a bodyguard bought for them; two Grey Hunter packs, one with bolters on foot and one with BP+CCW in a rhino (typically my rune priest joins this unit); a squad of 9 blood Claws with power weapons as available in a rhino (my commander joins this unit so his lightning claws can add to the fun); a squad of Blood Claw bikes (again with power weapons as allowed and joined by my Wolf Priest); a venerable dread and a Predator Destructor and a Long Fang squad. This army and I have a pretty impressive record. I outnumber many basic marine armies as typically the marine players I run into tend to dump a lot of points into wargear and specialist units where I go for numbers and let the basic strength of the marine do most of the work.
Artificial Intelligence is no match for Natural Stupidity.