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!
Well as the title states, what are your views on Wulfrik The Wanderer? How would you use him and what would you use him with?
Personally I run a horde unit with Marauders with 30 men, Flails, Light Armour and Mark of Khorne plenty of shocks when that turns up on the back of the board.
he great for killing the teclis sea gaurd unit as you just force teclis to accept the cahllengea and kill him, and support wulfrik with as many maruaders as possible
Posted twice, sorry.
Last edited by apfsds03; July 28th, 2010 at 16:21. Reason: Double Post
I gave him a shot last game against DE, just to see what would happen. I ran a 35 man block of marauders (MoK, FL, Light AR, FC) and came on the table behind the Lv4 Sorceress (gen), a RBT and two blocks of 20 RXbowmen. He'd lined that side up to oppose my 15 man block (5x3) of Marauder horsemen (MoT, Sh, Flails) which I'd placed solo to line up a denied flank offense. It was pretty magical. The marauders overran the RBT, into the Sorc. Wulfrik force challenged Sorc (D-E-D Dead), and further overran into BOTH lines of Xbowmen. In the meantime, the Horsemen (down a few, of course) charged into one of the blocks of Xbowmen. It was kinda fun to see two units of marauders take out a table quarter, leaving the rest of the army to collapse the other flank. I didn't matter, though, he failed his fortitude test (I can't remember the game scenario name, but it's the one where you rely on banners and a general to keep your army together). Not only were the Seafang Marauders effective, but it was pretty cool to see that huge block of infantry in a WoC Army.
Yeah, I suppose if you leave him in your case and not bothering to bring the Marauders out either it'll grant you the element of suprise.. Always nice to see your enemy's face drop when they turn up! Just a quick question; When you charge a unit from behind do they have the option of fleeing or must they stand and hold? Damn you apfsds03 you have 5 more men than me!
Just for the sake of a response, since my BRB is at the house; they do have the option to execute a charge reaction unless the enemy unit is conducting an overrun due to a previous successful charge. I'm sure I'll catch hell from the rules laywers for that one, but that's how I interpreted it ::hiding under desk::
@DENutcase; well, I'm down to 34 now. I busted one up to be a part of the warshrine I'm converting; had an extra jugger sitting around that I thought would make a cool "work horse" for one.....
They can still declare normal charge reactions- they could in 7th as well. The rule hasn't changed.
Also remember that you can only challenge a character if they are in the fighting rank. If you rear-charge Teclis's unit, Teclis would have to use his "make way" ability to get to the fighting rank. He's not going to be that stupid.
Wulfrik can be pretty good. He's a delivery system that is sure to get you onto the other side of the field without being shot at for more than one turn (can't charge on the turn you arrive) and he also serves as points denial by staying out of the action for a while.
The downside is that until he decides to show his ugly mug (and indeed, if he decides to show his ugly mug) your army is going to be down a few hundred points. Those marauders could have been soaking up bullets for your warriors, but instead, they're having beers back on the boat.
I play him, but to me, he's more of an opportunity in my list, and I find the points being spend elsewhere.
I think using him in a small pointed game ( like 1000 ) would be a mistake, as captain said - because you're letting the opponent concentrate all his firepower and attacks against a portion of your army. However in larger games I would find him very useful - perhaps even to the extent he may be underpointed for what he does.
Say you play a 4000 point game against Dwarves. They're more than likely going to line up all their war machines on a single hill... or at least have 3 next to each other. If you take Wulfrik and a unit of 50 marauders you aren't really limiting the points for your army too severely, but when they turn up thats a fair sized unit that your opponent wasn't expecting, that has just wiped out all his warmachines which were supposed to be killing your deathstar of knights.
Its very situational - because as much as it works against dwarves, empire and potentially high and dark elves; its not going to do a single thing against an army of ogres, beastmen, WoC and especially deamons. Those armies just charge forwards from turn 1 onwards and wulfric just won't catch up - and in the case of deamons he wont WANT to catch up.
'War does not determine who is right, only who is left'
I am President of the Brunel University wargames society - PM me if interested.
Well i'm gonna try him out and see if it's too my satisfaction, but since we're now playing 2400 I can fit in an extra 400 points of models, any ideas on what I could put in guys?
Last edited by psichotykwyrm; July 28th, 2010 at 23:51.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes