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Imperial Assassins: Vindicare, Culexus, Eversor and Callidus Tactics

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With the new Imperial Assassins miniatures available, let's take a look at the Vindicare, Culexus, Eversor and Callidus rules and the best tactics for using them in your games of Warhammer 40,000.

First of all, make sure you don't spend 10 GBP on the Data Slate for these rules when you can get the digital version of White Dwarf with all their rules in for under 3 GBP.

The link is HERE

So why would you take an Imperial Assassin in your army?

Well, for fun more than anything. Although each of them have their own merits which may encourage you to include them in your competitive army lists. In this instance, the Vindicare and Culexus assassins are the obvious choices. One can pick off enemy Characters from afar with his Exitus Rifle, while the Culexus is the bane of Psykers and becomes more destructive, the more Psykers he is close to.

Callidus Assassin Tactics


One sneaky bitch! The Callidus assassin has the unique Polymorph drug, allowing her to completely change her appearance and infiltrate the enemy force. In game terms, she can deploy using Infiltrate anywhere on the table, but not within 1" of an enemy unit, regardless of whether the enemy can see her or not. Or, she can start the game in Reserves and choose to move on from the enemy board edge when she arrives.

Either way, during Turn 1, or the Turn she enters from Reserves, enemy units can only fire Snap Shots when targeting her.

I should also mention that if your army includes a Callidus Assassin, you can re-roll the dice when attempting to Seize the Initiative and your opponent suffers -3 to the first Reserve Roll he makes during the game, because she disrupts enemy communications.

She has Hit & Run, Fleet, Fearless, Precision Strikes and a 4+ Invulnerable save.

Her equipment includes:
3+ Poisoned and Rending blades
AP Phase Sword. If you roll a 6 to wound, Invulnerable saves cannot be taken against it.
Neural Shredder, which is a AP2 Flamer which always wounds on a 4+

So when playing the Callidus Assassin she either appears right in front of you by Infiltrating or comes on, behind your army. And you can only Snap Shoot at her. So she is very likely to make it into close combat with you.

The only issue is that she's likely to fry approximately 4-6 models with her Neural Shredder before she charges in. Then she's pretty tricky to kill in close combat. Although nothing that a well aimed Powerfist (that she doesn't dodge) can't sort out.

So.. she picks a target, goes all out to kill it and basically causes as much carnage as possible before taking a Powerfist to the face. It will happen statistically. But, she is very likely to make her points back.

Eversor Assassin Tactics


With a grinning skull, Neuro-Gauntlet, Power Sword and pumped up on Frenzon drugs you'd expect the Eversor Assassin to be a whrilwind of destruction.
Sure, he gets extra attacks and has an impressive charge range.

BUT, he's only any good for hacking his way through high numbers of basic infantry with the Fleshbane and Shred rules of his Neuro Gauntlet. He gets 4 shots with his pistol too. Not that it's much to write home about.

Great for killing Imperial Guard and Space Marines. But a mob of Orks would probably take the hits, then pummel him, even if he does have Feel No Pain.

I'm sure the Eversor has some merit, but he's not as effective or easy to use as the other Assassins.

Vindicare Assassin Tactics


Aka "Joe Pineapples", the Vindicare Assassin is the ice cool sniper you want to start picking off those enemy Characters. Like any sniper, he needs somewhere good to set up with great field of vision while not being exposed to basic weapons fire.

He may be a badass in close combat and have a fancy Exitus Pistol, but as a super sniper, the Vindicare needs to sit and shoot without being interrupted to get the best value for his points.

His range 72", AP2, Exitus Rifle with Sniper and Exitus Ammo allows him to shoot through Invulnerable saves, inflict Strength 10 hits against vehicles or D3 Wounds against other targets. Meanwhile his Hellfire rounds always wound on a 2+.

Did I mention he Ignores Cover too?

His Exitus Pistol does the same, but it's range 12".

And what makes all this even more amazing is his Deadshot skill, which makes all successful hit rolls made by a Vindicare Assassin (excluding Snap Shots) Precision Shots. So you can simply pick out Characters and special weapon models in a squad.

All Assassins have the No Escape rule, making enemy Characters suffer a -2 penalty to their Look Out Sir tests. But against this super sniper, it's an even more impressive ability.

Suffice to say that your opponent will dedicate resources to taking out your Vindicare Assassin very quickly if he values his Characters.

It's just as well that the Vindicare also has Stealth. Especially when you're going to deploy him in ruins to give him a 3+ cover save. If there are no ruins available, his 4+ Invulnerable save allows you to place him in the open for more shenanigans. But for obvious reasons, place him in a ruin if you can.

The flip side to all this awesomeness however, is that the Vindicare can only fire his Exitus Rifle once per Turn. So pick your targets well.

Culexus Assassin Tactics


The bane of Psykers everywhere - and curious addition to Grey Knights armies.

This is because his Animus Speculum helmet gets +1 shot (during the Psychic Phase) for every Pyschic Level within 12" of him, friend or foe. You can then add up to 3 dice form your own Warp Charge Pool. So just imagine the shenanigans of putting this guy in a Space Wolves Fast Attack Drop Pod and landing him next to an Eldar Seer Council. Did I mention the shots are Strength 5, AP1?

Psyk-Out Grenades are fun for making Psykers take Perils of the Warp tests.

Due to his Etherium suit, Whenever enemy units target a Culexus Assassin with shooting or close combat attacks, the shots or attacks are always resolved as if the attacking unit had Ballistic Skill and Weapon Skill 1.

The beautiful thing about the Culexus Assassin is that he instantly removes all Blessings and Maledictions within 12". So if your opponent has an annoying habit of casting Invisibility on their post powerful units, this guys gets rid of it right away.

Psykers within 12” of a Culexus Assassin have -3 Leadership and do not generate any Warp Charge.

A Culexus Assassin can never be targeted or affected by psychic powers.

Poke of Doom! Armour saves cannot be taken against Wounds inflicted by a Culexus Assassin’s close combat attacks due to his Life Drain special rule. Any close combat attack inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a Psyker has the Instant Death special rule.

What are the chances of him Wounding a Riptide or similar Monstrous Creature on a 6? Okay I guess.

I feel that the best way to use the Culexus is to put him in a Space Wolves Fast Attack Drop Pod, place him in Reserve and then drop him wherever he is needed to make a mess of some Psykers, or Psychic Monstrous Creatures. Or maybe just get out and stand there, laughing, as the enemy try to shoot him (or hit him in close combat) with their paltry Weapons Skill and Ballistic Skill of 1, then start killing people with his Life Drain 'ignore armour saves' attacks.

A Drop Pod gets around the difficulties of delivering him into the fight on foot (whether he can Infiltrate or not) and ensures he can appear precisely where he is needed.


CONCLUSION

All of the Imperial Assassins have something to offer, but the big question is whether or not they can make their points back.

I would be reluctant to take the Callidus, because how effective she is depends entirely on the composition of your opponent's army. She can either cause a lot of damage before she inevitably dies, or do very little and be ignored by a fast moving force.

The Vindicare only gets 1 shot per Turn. Can your opponent simply ignore him, turning him into a substantial points sink? Okay, he can pick off up to 7 targets throughout the duration of a game. He's pretty much guaranteed to Hit and Wound every time. But it could take him a few turns to take out a 3 Wound Character. So consider choosing your targets carefully.

I feel he works best in a shooting force, taking that last wound off a monstrous creature or walker or vehicle. Perhaps the Imperial Guard is the best place for him?

The Eversor...is okay. Crazy fun killing machine maybe, but you've got to get him there. Without an opened top transport or one with an assault ramp, he's likely to get his arse shot off before he ever sees close combat. His delivery then becomes a substantial points investment.

Finally, the Culexus! It's as if he was made to ride in a Drop Pod. But I wouldn't take him otherwise, because like the Eversor, you need a delivery system to get him in close so he can do his thing. I think he would be a lot of fun to play with his Life Drain (aka: Poke of Doom!) abilities alone.

I managed to get a Culexus Assassin on eBay. But after writing this article I really really wish I'd simply bought the Execution Force box and had all the Assassins to play with.


The Warmachining of Warhammer 40K

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Anyone else noticing similarities between Warhammer 40K and Warmachine lately?


Necrons, Khorne Daemonkin and Eldar Craftworlds all feature new army structures made of detachments, with smaller bolt-on detachments to construct a force.

While sceptics have said this is to encourage sales of less popular model kits, this is very similar to how you create themed armies around Warcasters in Warmachine and Hordes.

You start with your chosen Warcaster and then have to choose between a small selection of units to form the first part of the army. Often this includes units which MUST be included. But you get a number of stat bonuses, skills or other special rules for building within this restriction.

As you expand the army, you can choose to take other "detachments" for the lack of a better word, giving you access to another small pool of units which grant these units (and sometimes your entire army) more stat bonuses, skills and special rules.

More Interesting Armies or Another Flavour of Cheese?

Why did Games Workshop decide to take this approach to army creation? Well, did you know that Warmachine and Hordes are the biggest competitor to Warhammer and Warhammer 40K? So it would make sense that Games Workshop would take every idea it could from the success of Privateer Press.

Privateer Press makes Colossals and Gargantuans, then a few months later, Games Workshop starts making Riptides, Imperial Knights and enormous Greater Daemon miniatures.

But anyway, if this becomes the new standard for army building, then one of two things can happen.

1) More Interesting Armies

I'd like to think that this has potential, because it's encouraging people to build characterful armies around a theme. But it order for it to work, it would need to buff units which would not be considered particularly powerful.

Like Chaos Space Marines Possessed (who are over costed and not very impressive) all getting Fleet and Rending as a perk if you take 3 Squads of them.

Or take a whole force of Space Wolves Grey Hunters and as your 'reward' they all get Infiltrate as their perk.

2) Another Flavour of Cheese

The only risk that themed rewards brings are making the best units even more powerful.

For example: You run a Thunderwolf Cavalry army? Congratulations on your theme. As a perk we'll allow all your units to Scout.

That would be a bit a little harsh. Although with GW focussing on the more ferocious bonuses for the Space Wolves (rather than the tactical ones), they'd probably all get to re-roll their Run and Charge moves or something similar.

But the point I wanted to make is that people will probably pick detachments purely to cheese out their army, rather than creating an interesting force.


But what about people who like to run a little bit of everything?

With no perks for taking X number of units from a specific detachment, it makes many well rounded and tactical armies a lot weaker compared to these new detachments.

Personally, I have a Drop Pod army I've put a lot of time and effort into optimising. It has a good mix of Grey Hunters, Berserker Dreadnoughts, Wolf Guard and a small pack of Blood Claws, along with Ulrik at its head.

However, Games Workshop's idea of a Space Wolves Drop Pod Detachment (with perks) would likely be 3 packs of Grey Hunters, 3 packs of Blood Claws and a Wolf Guard Battle Leader.

Pick a crappy detachment or an army you like without any perks. Now that would be a horrible situation.


Devastating Weapons

Another way Warhammer 40K is becoming more like Warmachine is the strength of the units. Especially the new ones.

Eldar Wraithguard with D-Scythes and the Eldar Wraithknight with D Cannons. So much D!

In Warmachine and Hordes no one really complains about units being broken or overpowered. Because they're ALL broken and overpowered.

Horrible stuff happens in Warmachine and enemies generally hit hard and can combo up attacks in incredible ways. I used to play Warmachine, but it wasn't for casual play - Oh no sir, it really was not!

Notice how we suddenly have all these big, smashy units in Warhammer 40K all of a sudden? This could be why.


Space Marine Codex is Coming

The latest news from the rumour mill is that a new Space Marine Codex is already on the way. Didn't the last one come out, like, a year ago?

Tank Squadrons of 1-3 are being talked about, just like the Eldar being able to field 1-3 Falcons as a single Heavy Support Choice.

However, these formations (if they're formations at all) supposedly come with benefits too. Take 3 Predator Annihilators (those are the ones with all the lascannons) and they all get the Tank Hunter skill, maybe. You get the idea.

So this is very similar to what we are seeing in Codex Necrons, Khorne Daemonkin and Eldar Craftworlds.

CONCLUSION

Themed forces are kind of the way to go, because you're more likely to get a tasty detachment that gives you further perks.

Thunderwolf Cavalry forces, Eldar Jetbike armies, Necron Warrior hordes - buying lots of the same thing is potentially rewarding.

Hopefully fun to play too.

But the armies of old, with a little bit of everything that resembled real life armies of infantry, tanks and support units may suffer as the games designers favour a Warmachine-like smattering of hot new units.

The only problem is that, unlike Warmachine, Warhammer 40K is no longer a skirmish game due to the number of miniatures required.

I just hope that Games Workshop settles into a standard format for its games. Because change is scary and we've seen a lot of it lately.


Interview with Aska from The Fenrisian Forge

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This week I decided to do an interview with Aska from The Fenrisian Forge instead of boring you with another week of me building Drop Pods.

But who is Aska, what is the Fenrisian Forge and why do girls like cosplay so much?

All these questions and much more will be answered below...

Aska, how did your fascination with the Space Wolves begin?

That's pretty easy. I am also a huge Viking fan and as a friend of mine showed me the hobby and brought me to Games Workshop. I told him before that if there´s a way to play Vikings or barbarians, I want them! also my favourite animals are wolves, so it was a simple choice.

How many years ago was that?

Hmm... I think it was about 18, now I'm 26.

And how big is your army now?

Built and painted or still in boxes? Well, in boxes it surely will be around 10,000 pts. Built and painted are maybe 2,800. I'm lazy in painting.

I know your pain. If only all this stuff came built and painted!

So tell us about The Fenrisian Forge. What is the idea behind this? I see that there appears to be a comic to go with it?


Well the forge is my own hobby page. I wanted to share my hobby to others, to inspire people and bring them up to creativity. Also I was annoyed by the people "fluff-nazis", who would say things like "bla bla bla you cannot do this, it´s not allowed to make female marines." They were pissing me off. So I grinned and told them, "Never ever tell what I cannot do! I do what I want".

I have a good artist who I commission to make so artworks for me. But there won't be a complete comic.

So your character is a female space wolf?

She´s a Primarch's biological daughter

Does this mean she is taller/shorter/same size as a Space Marine?

Hmm.. I would say almost same size. She´s about 2,30 tall. In armour maybe about 2,40 or more.

Could you tell us about her back story. Name, weapons of choice, etc?

The whole Story and Aska developed in the whole time I've been in the hobby. So the whole thing is not from yesterday. Her Name Aska also means Ash. The Name Kjelu is from the Celtic and means Light (especially the light of the moon). The name remembers a little bit on a eternal reawakening. A kind of cycle that represents the winter and the summer, the darkness and the light. Her weapon is very special. She had forged it out of the tooth from an legendary Wolf during her tests while she had been an aspirant. Aska requests Leman Russ for permission to fight alongside him and her brothers to serve the All-Father. There are no exceptions made for her and she endures the same hard tests as all aspirants of the Wolves. As expected she overcomes these trials without problems. In her last test she was attacked by a legendary white Fenrisian Wolf: Vargnara, Full Moon's Huntress and sister of Narghar, New Moon's Huntress. Aska fought and killed Vargnara with her own hands and a spear carved out of wood. With the fangs of the passed legend she forged an unmatched scythe, which she also named Vargnara in honor of the slain wolf. These legendary wolves are creation by mine. I just wanted something special

Any reason she has white hair?

I personal quirk. I just love white hair totally! I want white silver hair by myself

Haha and of course white is a good colour for a moon wolf like her ^_^

So let's talk cosplay. You're working on a costume of her. How is that going?

Lots of burned fingers and blood! really! Before this I've made her hunting dress. As a Wolf King's daughter I'm pretty sure she´s allowed to have a huge wardrobe. The power armour is more tricky, you need lots of EVA foam. it´s a kind of foamy training-mattings going to be cut, heated, formed, glued, covered, painted and sealed. So it´s a lot of work, but hell this makes fun!

I saw some photos of your painted gauntlets. They look amazing. Especially the battle damage. How articulated are the fingers on the gloves?

Thanks I´m also pretty proud on the battle damage, thanks to Forge World powder. the gloves are made out of worbla. it´s a thermoplastic thin material which you can form as you wish to when it´s heated, once cooled down it stays in it´s form and is stable and hard as hell. I made plates over my fingers and connected all by movable rivets. also they were built on a thin cloth, so I completely can move them I will make a video in few days on my page and show how you can move your fingers in a armour glove.

What would you say has been the most challenging part of the costume so far?

'Til now, the damned breast! It´s pretty tricky to make it fit like you want. In the moment it looks like a huge potato, but this will change soon. I think also tricky will be the back module - I hope that's right in English?

Backpack?

Haha yeah XD I forget the word you use in English.

The sheer level of detail you have gone into with the leather straps, wolf tooth necklaces and pendants (including hammer of Thor and imperial eagle) is incredible. As well as the wolf pelts. Where on earth did you get all this stuff from?

Hunting in Asaheim is the best place to get your material! Nah, I really like hunting, sometimes I have a good day and get something so I have real bones. The rest is from LARP shops or creative stores, also we have a leather store right at my corner, you can buy lots of leather pretty cheap there. And everything you need to work with it. The Hammer was made by my uncle, he forges such small treasures and also has made the Viking pearls I wear in my usual hairstyle.

Once your costume is complete are you intending to attend any conventions? For example Gen Con is a huge gathering for cosplayers from around the world. Is there a goal to what you are doing?

Sure I will go on conventions. I see it as a kind of art in the hobby I do. and everybody wants to share his art, wants attention or that others can see it. it´s a normal thing. But the main reason is... I do this for myself, it makes me happy, it makes fun, i love it and since I created Aska I ever wanted to be like her. That was pretty silly, because Aska is just me in the 40k world. I would lie when I say that lot parts of her character are not coming from my own. I just needed a power-armour, so I've decided to build one. but this won´t be all, I am maybe the biggest fan of Ragnar Blackmane which is my most favourite Lord. I wanna make his armour for my boyfriend and may I will make a Ragnar armour of him for myself one day, but this is still the melody of future.

I saw a guy walking around in one of the life sized space marine costumes at SALUTE in the UK last weekend. It sounds like you have a lot of work ahead of you!

I have I thought it might be better to start small. it´s the first time I cosplay and work with those cosplay material. Before this, also LARP was a part of my Life. Who knows, maybe one day I´ll challenge myself and build fathers armours

That would be incredible!

aye so the steps are like, Aska's hunting armour, all her other dresses, her power-armour, Ragnar armour for me, Ragnar's armour for my boyfriend in real life size and when I really can handle this, I am pretty sure I also can handle Leman Russ' Armour!

I do have one question I really must ask. Why would a suit of power armour has a bare midrift (stomach)? I know it's a stereotypical female armour design for fantasy and sci-fi, but... why? lol

Hahaha everybody asks me why why why? Dammit why not? some would say yeah it´s silly. Maybe they´re right but this would also mean all dark Eldar are silly. She has a kind of belt of Russ, so she is protected in this place. Also her speed and reflexes are matching the ones of a blackmane even more. You won´t hit her that easily. And of course... personal style ^_^

It must get hot in all that armour right?

Hot as hell XD

But I still have a bare midriff as cool down option.

You were saying you were also making a dress for Aska?

Aye, this will be released to the chapter where this dress is coming in But I won´t spoiler this now
fair enough

It's been awesome talking to you about your take on the hobby. I look forward to seeing all these costumes you're working on

Sure. As I said you all can follow me on my Fenrisian Forge if you wish to. my fan fiction is free to read, maybe not in the best English, but I have some very nice English wolf brothers that are helping me a lot. Thanks mate.

Space Wolves Project: Part 12 of Lots

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This week I have been working on my Wolf Guard in MKIII Iron Armour from Forgeworld with Combi-Meltas and Kromlech "Sons of Thor" backpacks.

The Kromlech backpacks may look nice at a glance, but the casting was terrible! I need to fill in a lot of bubble holes with green stuff.

I also spent hours trimming the cloaks to fit to the backs of the miniatures. I'll also have to fill in a lot of gaps with green stuff and sculpt some fur.


But never mind, because they look frickin' awesome!

I'm really glad I took the extra time and money to make this Elite unit using Forge World and Kromlech parts.

These guys should look awesome when they're painted... but first, I have a lot of green stuffing to do!


Thunderwolves 2,000pts Army List

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No more Mr nice Wolf! With Imperial Knights, D Weapon heavy Eldar and all manner of Cheese in Warhammer 40K, I got chatting with Jordan about creating a 2,000pts Thunderwolves Army List to demonstrate the Space Wolves' supremacy of the battle field.


Not that we really want to start taking things down this route, but when some douche bag rocks up to your gaming club for a "friendly game" with some strong Cheddar (usually explained away with some fluffy bullshit as to why it's perfectly reasonable), you need to be able to Layeth The Smacketh Down.

Anyway, over the Jordan who has served up the goods again. This guy sure loves his Thunderwolf Cavalary!


2000 Points Thunderwolves List

Space Wolves are placing and winning in tourneys all the time right now but it takes a very very redundant list that only the most competitive player would bother running or collecting.

It's not unusually to see 20 thunderwolves and 15-20 fenrisian/cyberwolves in a 1850-2000 point competitive game.

Most players want diversity and to run their favourite units etc, so they don't generally run just Calvary and Iron Priests with Cyberwolves. That being said, Thunderstar is one of the most competitive lists out right now and is one of the least effected by D weapon spam or Necrons or superheavies.

Wolf Lord: Thunderwolf mount, runic armor, wolf claw, stormshield, 2 fenrisian wolves

Ironpriest: Thunderwolf mount, bolt pistol, 4 cyberwolves

Ironpriest: Thunderwolf mount, bolt pistol, 4 cyberwolves

Ironpriest: Thunderwolf mount, bolt pistol, 4 cyberwolves

Thunderwolf Calvary X6: 6 stormshields, 2 powerfists, 4 bolt pistols

Thunderwolf Calvary X6: 6 stormshields, 2 powerfists, 4 bolt pistols

Thunderwolf Calvary X6: 6 stormshields, 2 powerfists, 4 bolt pistols

*allied detachment* Blood Angels

Sanguinary priest on a bike

Scouts: bolters

How it Works

The idea is to put a ironpriest out front of each of the three Calvalry packs. Cyberwolves touching him and putting their toes in cover if able. You put the wolf lord and Sanguinary Priest in the pack in the centre, spread out all 3 packs evenly.

On your turn you can choose to run all the packs forward or leave one or two of the side ones behind to deal with units that will run away, like Eldar. Either way, you move the middle unit forward and break the Iron Priests off the side units and join them to the middle one. Make sure the Iron Priests are out front and that cyber wolves are touching them (hopefully in cover) the Iron Priests tank all wounds with their 2+ save and 5+ FnP one at a time or look out sir2+ ap 2/1 weapons to the Cyberwolves. This is extremely powerful. There's no way in hell an opponent is killing all three Priests and their wolves before they get in combat, when one dies the next resumes as tank. If none are left, the wolf lord tanks with his wolves.

Nothing can stand against this unit in combat when it gets there. That 25 strength 10 attacks, 20 strength 5 rending, 6 strength 6 rending/shred on the charge plus how ever many cyber/fenrisian wolves are left plus the Sanguinary Priest. It kills hordes, vehicles, superheavies, anything with weight of dice, strength of attacks, WS5+, toughness 5, 3++ on nearly everything, FNP ect

The joy is also late game you can split the Iron Priests off into their own powerful little units and go from 3 to 6 and potentially 8 fast moving units to steal objectives and claim the board when you've crippled your opponent with your deathstars. Its dirty.

Space Wolves are very competitive right now but you have to cheese to hang with the top dogs in a competitive setting.

Where Does the Sanguinary Priest Go Exactly?

With the wolf lords super pack in the centre unit. The two Iron Priests on the side packs also join the middle unit once it's the Space Wolves players turn to make a super Death Star. They only start in the other packs to keep them safe from turn one shooting.

He goes in the centre of the pack surrounded on all sides and kept safe. He is a major part of making sure this unit stays alive and makes the enemy frustrated when they have to go through 2+ armour saves one at a time on the Iron Priest and he finally fails an armour save only to pass a Feel No Pain save. Also, makes your wolf wounds go further by them (hopefully) having a cover save then a Feel No Pain to make this unit really abusable

Any weaknesses in this list?

Two. Flyers, and The Lord of Skulls. But they're not really weaknesses. See, if your opponent isn't spamming flyers, you can just ignore them and kill all their forces on the ground. Then grab objectives. These units are supremely tough and have enough wounds to weather damn near anything. And if your opponent IS spamming flyers, you're likely to win the game because you'll have board control on the ground and have all the objectives. You just need to survive.

The Lord of Skulls is an interesting problem to this list though in my experiences. Even though he's a garbage unit against most armies for his points, he's just perfect against this list cause if he survives the initial onslaught of attacks, he can have enough strength D attacks to potentially wipe out or cripple your deathstar which your shouldering your hopes on. That being said, he usually never survives the retaliation from the wolves and his points are comparable to our thunderstars so the trade isn't bad. Not really a weakness in that regard but when the Thunderstar gets crippled, it's a blow sorely felt

What About Super Shooty Armies Like Tau?

This list makes a mess of Tau. It's in combat by turn 2 and is taking shots 1 at a time with a 2+ roll and Feel No Pain and 14 wounds in just wolves again with Feel No Pain.

When you're in combat, Tau are hitting on 5s and wounding on 6s and you can take those wounds on the iron priest for a 2+ armour. They have ONE turn to do the damage they need to against this list, then all three packs multi assault and win the game. It's so dirty against Tau, it screws their whole play style.

And since Tau are so weak, you can multi assault without worrying about losing the bonus for charging. They'll still die in a round of combat.

Just the deathstar itself has 38 T5 wounds and all but 14 of those have a 2+ or a 3++ and Feel No Pain. Even the other 14 have Feel No Pain and most likely a cover save

Not even including the other two packs and their 24 T5 3++ wounds. Just saying.

How does it do against the dreaded D Weapons?

D doesn't remove anymore. It's D6+6 wounds, and a D attack may only ever kill one model no matter how many wounds it causes cause they don't spill over. Basically, sacrifice cyberwolves per D hot and laugh at your opponent who spent X many points to kill a few cyberwolves before his big D machine dies. Also, you still get invulnerable saves against the wounds if something else has to take the hit.

However, there are units Calvary cannot catch, such as jet bikes. So you'll have to run the deathstar forward and leave one or two of the side packs back or mid field so that these units cannot escape and kite you all over the board once you've killed everything else.

You only need to get the charge off once though. Calvary have a 20-21 inch effective threat range with a 12 inch movement and Fleet.

I should also mention that there's a problem with a Bike in a Calvary unit. It's unclear if a Bike can Turbo Boost when a unit Runs and there's a lot of people that say that means a Calvary unit with a Bike cannot do anything but shoot in the shooting phase. It's been ruled both ways in tournaments that I've seen, but it's something to ask the Tournament Organiser before you start an argument.

- Jordan

Space Wolves Project: Part 13 of Lots

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Why didn't anyone tell me what a horrible kit the Stormfang is to build? Don't get me wrong, it looks awesome once you've put it together. But a combination of warped parts, bad design and... more bad design make this a bit of a nightmare to make.

If you're thinking of making a Stormfang, be prepared for some precision gluing.

The kit goes together by building the top, gluing one side (which wouldn't line up easily!) and then attaching the bottom, followed by the back door and exhaust.

But these two 'squares' do not clip in to anything.

They just sort of 'float' there, held in the space by glue.

I use Polystyrene Cement on my plastic miniatures, so there was quite a bit of movement.

Although I have to say that you could not assemble this kit with super glue.

Parts of it need to be able to move a little or you'd never get all the sides of this 'box' to fit together properly.

Not that it fits particularly well anyway.

Further issues include the gaps on the top, just in front of the lascannons. I don't know if this is because the sides of my kit were slightly warped. I was able to get all the other parts on the side to fit flush after some holding (and careful application of force).

I'll have to come back and green stuff these gaps later.

I also need to come back and file various parts of the kit where a judicious application of Polystyrene Cement was needed to get parts to go together.


I kept the cockpit screen, pilot torso, engine pods and roof separate for painting.

I will be using The Army Painter spray and dip. So getting into all the nooks and crannies of the model would be a bit difficult if I'd built the whole thing.

I'll paint the pilot separately and glue him in once the cock pit is painted.

For the finishing touch I'll glue the clear plastic screen in using PVA because Polystyrene Cement or super glue will make the clear plastic go all frosty from the fumes.


It's no secret that I cannot get enough of the City Rubble Bases from Anvil Industry. I like them so much, I based my entire Space Wolves army and Necromunda gang on them!

The only problem is that I quit literally cannot get enough of them, because Anvil Industry do not make a Flyer sized base.

So when I was at SALUTE a few weeks back I went on the hunt for a base that was close enough... and eventually found a 120mm Old Factory Base from Micro Art Studio. They wanted a whopping £10 for it!

I got it home and realised it didn't quite match up with the rest of my bases, so I called up Joel at Anvil Industry (he's been a good friend for many years) and asked him what I should do.

He was really helpful and sent me a bunch of bricks, grills and other bits with my next order (some Stimm Hounds).

So as you can see, I've been able to clutter the base with bits which match my other bases. Plus a skull trimmed from a plastic kit.

It's Warhammer 40K, you've got to have skulls!


Now is probably a good time to mention how much I hate flying stands. Mostly because I just can't seem to get the darned things to glue to a base in a convincing manner.

Thankfully, due to how much of the stand locks inside the Stormfang's body (some good design work from Games Workshop's designers!) to properly support its weight and bring it close to the ground, you don't see too much of the flight stand.

So spraying it along with the rest of the base shouldn't be so bad.

I could always spray it white or something higher up to give it some kind of 'jet wash' fade out effect. We shall see...

In the meantime it's back to building Drop Pods.

Yes, I have spared you a great many Drop Pod related updates. Because building Drop Pods is one of the most tedious, soul destroying ventures I have ever undertaken.

I've barely begun assembling them yet. All this time has been spent cleaning horrific amounts of flash from all of the parts.

So if that doesn't put you off fielding a themed Drop Pod force, nothing will!

Beer Cans for Drop Pods

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Last weekend I went up to Warhammer World to check out the latest changes, spend money on beer and take a mooch around their massive new museum. But most importantly, to play a few games with some new friends!

Below is my brilliant little 1,750pts army. Plus Arjac Rockfist, a Wolf lord, Rune Priest and another Stormfang that needs building and painting.


I took my army for its first test run up and had fantastic fun fielding my first Drop Pod army.

"But where are the Drop Pods?" I hear you cry.

Erm... they hadn't been built yet, so I used Carlsberg cans sprayed Wolf Grey as stand-ins.

Yes, this is a new low for me. But at least they were Open-Topped!


The Wolves of Fenris are a bloody fearsome bunch. Even my little pack of 5 Blood Claws performed brilliantly.

But I have to say how awesome Ulrik The Slayer is with his 6" Preferred Enemy area of effect. Otherwise I wouldn't have been able to blow up Pask's Armour 14 Leman Russ Punisher with a 4+ Invulnerable Save, which was boosted by an item to 3+ Invulnerable Save and boosted by an Inquisitor's Psychic Power to a 2+ Invulnerable Save! Re-rolling lots of 1s has an impressive effect on the game.

The Berserker Dreadnoughts were amazing as well. One even swung it's axe into the face of Inquisitor Hector Rex, killing him instantly!

Massed, focussed fire from the Drop Pods was rather astounding as well.

And finally, the Stormfang was quite simply incredible, constantly hitting with all of its weapons and annihilating its targets. So much so, I couldn't resist acquiring another one.

Space Wolves Drop Pod Army List

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My Space Wolves Drop Pod Army List has evolved quickly into a hard hitting strike force that scales up from 1500pts to 1750pts, 1850pts and 2000pts.

In this article I'm going to explain why it works well, how to scale it up and where it hits its limits in terms of scaling.

Now, I'm the kind of player who tends to run the same list over and over again, having spent forever and a day writing it, testing it and fine tuning it.

So this Space Wolves Drop Pod Army is built around a 1500pts core force, with various bits bolted on later. But the 1500pts core is the backbone of the army.

Personally, I like having a main force, then being able to swap around my 'bolt on' units to try out different things without becoming too divergent from what the core of the army is about or how it plays.

It's not like switching from an army of Grey Hunters in Drop Pods to a mob of Thunderwolves, backed up by a Knight and a Sicaran Battle Tank. Because that's quite a steep learning curve if you're not playing both of those forces regularly.

I you want to become awesome with you army, you should just be playing one kind of list again and again. Because practice makes perfect.

Space Wolves Drop Pod Army List: 1500pts

This is the core force of the army with a mixture of all the right units you need for a good game.

It's got plenty of shooting, plenty of smashing and has a few tricks up its sleeves thanks to Ulrik The Slayer and all those Troops in Drop Pods.

This is a Combined Arms Detachment in order to access "Objective Secured" for all the Troops and their Dedicated Transports.

And let's not forget that you can declare Night Fighting on the first turn as well - which I highly recommend.

All of the guns in this army are relatively short ranged and you'll want to minimise casualties from your opponent's long ranged guns, as he tries to bring 100% entire army to bear down on 75% of your army.

While it may be tempting to take The Company Of The Great Wolf Detachment from the Champions of Fenris book, this kind of heavy handed approach to a Drop Pod themed list will not serve you well - quite simply because you need Objective Secured on your Drop Pods to cling to those Objectives. Especially if you're playing Maelstrom missions.

This also gets around the mobility issues associated with running a Drop Pod themed force. Because your Drop Pods can secure the Objectives, while your units go off to contest and claim more. This isn't a "kill everything" kind of force. It's a force designed for playing and winning missions.

There is an odd number of Drop Pods, because in Drop Pod Assault you deploy half of your Drop Pods rounding up on Turn 1. So that's 4 out of 7 Drop Pods, helping you to put as many units into your 'alpha strike' from the start of the game.

Combined Arms Detachment:

Ulrik the Slayer (joins Grey Hunters Pack 1)

“Berserker” Dreadnought:
Venerable, Great Axe and Blizzard Shield
Dedicated Transport: Drop Pod

“Berserker” Dreadnought:
Venerable, Great Axe and Blizzard Shield
Dedicated Transport: Drop Pod

Wolf Guard:
1 Extra Wolf Guard, 6 Combi-Meltas
Dedicated Transport: Drop Pod

Grey Hunters Pack 1:
2 Extra Grey Hunters, Melta gun, 6 Close Combat Weapons, Wolf Standard, Wolf Guard Pack Leader upgrade, Terminator Armour, Storm Shield, Combi-Melta.
Dedicated Transport: Drop Pod, Homing Beacon

Grey Hunters Pack 2:
5 Extra Grey Hunters, 2 Melta guns, 10 Close Combat Weapons, Wolf Guard Pack Leader Upgrade, Combi-Melta
Dedicated Transport: Drop Pod

Grey Hunters Pack 3:
5 Extra Grey Hunters, 2 Melta guns, 10 Close Combat Weapons, Wolf Guard Pack Leader Upgrade, Combi-Melta
Dedicated Transport: Drop Pod

Blood Claws:
Flamer
Dedicated Transport: Drop Pod

Space Wolves Drop Pod Army List: 1750pts

A really obvious and easy +250pts bolt on. An upgraded Stormfang is 255pts to be exact, but there were some leftover points from the 1500pts army list.

Aside from the Stormfang being a brilliant gunship that's actually low enough to claim Objectives in Hover Mode due to how it fits on its flying base (the model has to be no more than 3" from an Objective), this unit addresses the force's lack of anti-flyer weapons, long ranged guns with high Strength and low AP.

Previously, I had considered a 5-man pack of Void Claws to increase the number of units I could get in my enemy's face on Turn 1. However, the army doesn't need any more anti-troop units, even if they do allow me to re-roll my Reserve rolls. The Stormfang is a far more tactical and useful addition. Especially when there are already 2 dedicated assault units (the Berserker Dreadnoughts) who fulfill a close assault role better than Void Claws can.


Stormfang:
Twin-Linked Lascannon, Twin-Linked Multi-Meltas

Space Wolves Drop Pod Army List: 1850pts

1850pts is a strange number considering most of the time we scale up by +250pts from 1500pts.

It can be tricky to find a 150pts unit that can fit into and have synergy with the 1750pts force. Remember that you need to keep an odd number of Drop Pods in order to ensure that your Turn 1 Drop Pod Assault is cost effective. So you would need to buy 2 Drop Pods before you added any units - which totally isn't worth it.

But we can easily add a Character to lead the 6 Wolf Guard with Combi-Meltas.

Arjac Rockfist is an obvious choice (he can only join Wolf Guard and Wolf Guard Terminators). He's awesome for his points and leaves you with 40pts to play with (out of the +150pts bolt on).

Add another Wolf Guard with a Combi-Melta to the unit, drop the Homing Beacon on Grey Hunter Pack 1's Drop Pod (I usually forget to use it anyway!) and buy then an extra Grey Hunter to completely fill out the transport capacity.

Remember that Arjac can also throw his Thunder Hammer, adding to the high Strength, low AP shooting of this unit.

Alternatively a Rune Priest with a Runic Stave, Psychic Level 2, Psychic Hood and Runic Armour comes to exactly the same points cost as Arjac.

Space Wolves Drop Pod Army List: 2000pts

Okay, no points for imagination here. But I would DEFINITELY take a second Stormfang for another +255pts.

It's just so much more effective than all the other options from the moment it arrives.

This army needs consistent high Strength, low AP shooting and one-shot Combi-Weapons cannot provide that. Not to mention that they're short ranged.

Other viable +250pts bolt on unit options are either short ranged, only effective at shooting for a single turn, don't support the first wave of Drop Pod Assault units effectively or all of the above.

Besides, think how awesome it would be if BOTH of your Stormfangs arrived from Reserve on Turn 2?


Stormfang:
Twin-Linked Lascannon, Twin-Linked Multi-Meltas

CONCLUSION

The concept behind this kind of this scalable army list is that many supporting units and characters become 'bolt-ons' to the main core of the force, synergising with it and supporting it by compensating for the weaknesses.

Most importantly, these are units which can immediately contribute to the battle on the Turn they arrive.

There's nothing worse than desperately waiting for reinforcements to arrive, then having to wait another Turn before they can effectively engage the enemy.

However, this army will take time and practice to master.

Knowing which units to put in your Turn 1 Drop Pod Assault and where to place them on the table will be the biggest challenge every game. Otherwise, you will face an uphill struggle for the rest of the game if you choose the wrong units. But this will come with experience.

I'm unlikely to field him, but I do have a Wolf Lord in Terminator Armour with a Chainfist and Storm Shield. I could pair him with Arjac to lead the Wolf Guard as a +250pts bolt on if I want to go smashing things. But the Stormfang is by far the more sensible choice.

If You Want to Buy This Army

If you're like me and you see an army scalable army list that looks good and you'd like to play it, you'll want to price it up.

So I thought I'd make it easy for you and let you know how I did mine.

I didn't buy it all from Games Workshop. I made sure I got a significant discount from an online retailer instead. Although some weapons are best acquired from Forge World.

I've tried to price this up as cheaply as possible for people who don't want to buy Forge World MKII Marines for their Wolf Guard or any over the top snazzy bits like that.

If you'd like to make this 2,000pts scalable army, you will need:

7 Drop Pods - £18 each from Wayland = £126

2 Stormfangs - £39.20 from Wayland = £78.40

2 Dreadnoughts - £26.40 from Wayland = £52.80

Ulrik the Slayer - £12 from Games Workshop

Arjac Rockfist - £15 from Games Workshop

Space Marine Librarian (convert to Rune Priest) - £14.40 from Wayland

4 Grey Hunter Packs - £18.40 from Wayland = £73.60

Legion Melta Guns Set - £11.50 from Forge World + 10% postage = £12.60
(sell the spare Melta Guns on eBay to make some money back!)

2 Legion Combi-Weapons - £14.50 from Forge World = £29.00 + 10% postage = £31.90
(sell the spare Combi-Meltas on eBay to make some money back!)

1 Wolf Guard Terminator with Storm Shield and Storm Bolter - £7 from an eBay Bits store

TOTAL = £423.70

In the meantime, stay tuned for some Space Wolves Drop Pod Tactics, including my sneaky "baseball glove' strategy!


Space Wolves MSU 2000 Points Army List

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“Wolves for the Wolf King” here to talk about taking a step away from packing lists out with Thunderwolves using some of the more overlooked Space Wolves units in a MSU (Many Small Units) list.

In writing the below 2000 points army list I have tried to hit on all of his key points and think up something quirky and a little outside the box. Since 7th has dropped theres no limit on the number of units you can hold in reserves however you still need to be conscious that if you end a game turn with no units on the board you automatically lose. This is something I am going to play off with this list. The main units i have focused on are as follows:

Wolf Guard Terminators: WS5 in a Company of the Great Wolf Detachment and special because they can be taken in units of 3, have access to combi-weapons, free storm shields and permit you a Lone Wolf in a free slot! They’re more resilient than they look! The beauty of relentless also means that you can still fire rapid fire weapons and assault.

Lone Wolves: Ok so they concede kill points now and they no longer score.... however these guys are absolute beat sticks. Small enough to hide and buy you some time for any deep strikers to arrive T2. Great for tying up MC’s and putting the hurt on any mid to light armour.

Arjac Rockfist: Another absolute beatstick. Similar in many ways to a Lone Wolf and another free slot opened up by taking Wolf Guard Terminators.

Long Fangs: They come in units of two and have split fire. The long fang Ancient has access to a number of special weapons and you can upgrade one model to a Wolf Guard Terminator pack leader. The beauty of this is you have a two man unit made up of 2 characters able to look out sir on to each other on a 4+.

Drop Pods: nearly every model in this army has its own capability to deepstrike aside from the Long Fang Ancient. These can be taken as either Dedicated Transports or in their own Fast Attack Slots however in my view they should have the Long Fangs embarked. Take the Locator Beacon to enable precision Deepstrikes and the Deathwind missile Launchers to bring some S5 large blasts to the board.

Ordo Malleus Inquisitors: Ok, so not Space Wolf, however a Codex: Inquisition Inquisitorial Detachment permits two HQ’s (only one of which is Mandatory). Stick him in a suit of Terminator Armour with a Psycannon and load out with Servo Skulls. These guys are a great utility for adding more S7 shooting whilst increasing the accuracy of your deepstrikes.

Wolf Lord: Because he’s got a built in 4++ and they’re the Champs of Fenris!!!


COMPANY OF THE GREAT WOLF DETACHMENT

HQ

Wolf Lord (Terminator Armor, Morkai’s Claws, Fellclaws Teeth)


ELITES

x3 Wolf Guard Terminators (x3 Combi-plasma, x3 Storm Shields)

x3 Wolf Guard Terminators (x3 Combi-plasma, x3 Storm Shields)

x3 Wolf Guard Terminators (x3 Combi-plasma, x3 Storm Shields)

x3 Wolf Guard Terminators (x3 Combi-melta, x3 Storm Shields)

x3 Wolf Guard Terminators (x3 Combi-melta, x3 Storm Shields)

x3 Wolf Guard Terminators (x3 Combi-melta, x3 Storm Shields)

ELITES (FREE SLOTS)

Arjac Rockfist

Lone Wolf (Terminator Armour, Thunder Hammer, Storm Shield)

Lone Wolf (Terminator Armour, Thunder Hammer, Storm Shield)

Lone Wolf (Terminator Armour, Thunder Hammer, Storm Shield)

Lone Wolf (Terminator Armour, Frost Axe, Storm Shield)

Lone Wolf (Terminator Armour, Frost Axe, Storm Shield)

Lone Wolf (Terminator Armour, Frost Axe, Storm Shield)


FAST ATTACK

Drop Pod (Deathwind Missile Launcher, Locator Beacon)

Drop Pod (Deathwind Missile Launcher, Locator Beacon)

Drop Pod (Deathwind Missile Launcher)


HEAVY SUPPORT

Long Fangs (Ancient w/Plasmagun, WGT Pack leader w/Storm Shield & Combi-plasma)

Long Fangs (Ancient w/Plasmagun, WGT Pack leader w/Storm Shield & Combi-plasma)

Long Fangs (Ancient w/Plasmagun, WGT Pack leader w/Storm Shield & Combi-plasma)


INQUISITORIAL DETACHMENT

Ordo Malleus Inquisitor (Terminator Hammer, Daemon Hammer, Psycannon, x3 Servo Skulls)

Ordo Malleus Inquisitor (Terminator Hammer, Daemon Hammer, Psycannon, x3 Servo Skulls)


HOW TO RUN THIS LIST

Servo Skulls: These Deploy after deployment areas have been determined but before either player deploys. You have 6 at your disposal - get a nice spread bearing in mind you will also have two drop pods arriving in your first turn with locator beacons and also that your opponent can remove them fro play by moving within 6”.

Reserves:
First point is to put all the Wolf Guard Terminator units into reserve.

Join the Wolf Lord and Two Inquisitors to a Squad of Combi-Plasma WGT each. The Wolf Lord aids one squad in becoming a combat threat once its Plasmas have fired off and the Inquisitors add more S7 Ap4 Rending Psycannon shots to the 6 S7 ap2 Combi-Plasmas - it makes sense to me to keep the S7 with the S7.

Join Arjac to one of the Combi-Melta Squads. Needless to say the 6” range of his Foehammer adds more punch to the 6” Melta range.

The Long Fangs (due to having one model in Power Armour) put in the Drop pods.

Deployment:
Deploy your 6 Lone wolves as close to your deployment line as you can. They’re going to be footslogging their way across the board. Try not to leave too much of a gap between them as they support each other well and play the line of sight game - If they cannot see them they cant shoot them!

During Game:
The main trick with this list is weathering the first turn. Obviously you have two drop pods with two two-man squads of Long Fangs arriving. Aim to land these quite central keeping in mind the range of both the Deathwind and Plasma rapid fire is 12”. Be sure to keep the Terminator at the front to tank a few shots. Try and put the Long Fang Ancient in cover to help him to avoid any AP3 shots.
Meanwhile, the Lone Wolves have 1 job - run forward. Single man units, being small targets they play the line of sight game well and can easily be hidden behind terrain.

Turn 2- Roll for your reserves. As long as the Fenrisian dice gods are with you your units should arrive and bringeth the pain! Provided you’ve still got some pods and Servo skulls on the board you should manage some pretty accurate deep strikes. Needless to say, play the weapons off their strengths when they arrive and the almost army wide 2+/3++ will drive your opponent crazy.

CONCLUSION

I’ve had a lot of success running this list. 8 Wins to 1 Draw. Granted it is slower and requires more tactical thinking that the Thunderwolf Cavalry Lists that are floating around the internet but makes for a great fun, themed list that can be annoying as hell for your opponent to shift. Remember your Challenges for preferred enemy and play smart!

Does anyone else run a Full Wolf Guard Terminator list/ Logan Wing? Please share your experiences.

That's it from me!

- Wolves for the Wolf King

We Are Moving (Again)

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Sometimes life doesn't work out the way you expect it to.

In this instance, the relationship with my finacee broke down since moving to Aylesbury for various reasons. But thankfully, we're still speaking and things are good between us. But unfortunately, things just haven't worked out.

So I'm taking a break from the Space Wolves Blog while I'm in the process of selling our house, moving stuff out and finding somewhere else to live.

However, I will be staying in Aylesbury!

Since moving here, I've made and amazing amount of friends, with Luton, Northampton and Milton Keynes gaming clubs just a short drive away. Not to mention a bunch of guys from Hemel Hempstead who like to meet up and play massive Apocalypse games every couple of months.

Everything is going great with my job, so I have some financial stability for once in my life. And what with everything going on, my boss has been incredibly understanding.

So not to worry Space Wolves fans, I won't be going anywhere. As far as I'm concerned, I'm nestled right in the heart of wargming.

Did I mention that the food and ale round here is exceptional too? People are generally friendly as well.

But now you know why it's taken me so damned long to actually paint any miniatures, let alone build any Drop Pods.

Things are in a kind of limbo right now. But it'll all sort itself out in time.

- Adam

Space Wolves Demi-Company?

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Now that Space Marines and Dark Angels have these new Demi-Company detachments, what if the Space Wolves had a Demi-Company as well?


Space Marine Demi-Company:

– 1 Captain or Chaplain
– 0-1 Command squad
– 3 Tactical squads
– 1 Assault squad, Bike squad, Attack bike squad, Land speeder squad or Assault Cents.
– 1 Devastator squad or Dev Cent squad.
– 0-1 Dreadnought of any type.

Bonuses: Dedicated Transports can be taken for FREE!

The Dark Angels Demi-Company is very similar... so we could apply this same structured logic to a Space Wolves force, like so:

Space Wolves Demi-Company?:

– 1 Wolfguard Battle Leader or Wolf Priest
– 0-1 Wolfguard pack
– 3 Grey Hunter packs
– 1 Blood claw pack, Swiftclaw pack, Skyclaw pack or Land speeder squadron
– 1 Long Fangs pack
– 0-1 Dreadnought of any type

Bonuses: Dedicated Transports can be taken for FREE!

Is it worth taking?

Hey, look at my current army below. It includes all of these things, apart from a pack of Long Fangs. Although I need to read the new Space Marines Codex to see how I would fit my 2 Dreadnoughts and Stormfang into this force with possible similar bolt-on detachments to what's in the new Marine Codex.


Now, if my Dedicated Transports are suddenly FREE, which is 5-6 Drop Pods, that's a saving of 175 to 210 points!

I say 5-6, because I may have to buy both Dreadnoughts Drop Pods if I have to select both Dreadnoughts from another bolt-on detachment.

I HAVE to take a pack of Long Fangs however. It's 135 points for a pack of 5 Long Fangs with 4 Missile Launchers. I'll give them a Drop Pod (because it's FREE!) and I'm left with 40 to 75 points left to spend.

So I'll use my remaining points to either buy the Long Fangs a Wolf Guard Pack Leader with Terminator Armour and a Storm Shield to soak up shots. Or give the Blood Claws a Wolf Guard Pack Leader with Terminator Armour and a Storm Shield to make them more of a threat.

CONCLUSION
Obviously, it would be nice if a Space Wolves Demi-Company worked like this, because I'd basically get a pack of Long Fangs in a Drop Pod and a Wolf Guard Pack Leader in Terminator Armour for free. And who knows what other perks they might get?

This is just wishlisting for now. So we'll have to wait and see if and when we get a new Codex and what's in it...

Space Wolves Drop Pod Tactics

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Okay guys, let's talk Space Wolves Drop Pod tactics!

Now, as you know, I run a Space Wolves Drop Pod army and I don't have any Thunderwolf Cavalry.

The reason I chose a Drop Pod army is because I found it incredibly difficult to get my units across the board without them being shot to pieces or easily countered by faster, more shooty armies.

Eldar and Tau players, I'm looking at you.

Like any army list, it then took some fine tuning. Spamming Grey Hunters wasn't the solution and I needed some of the new units with high strength and high durability to keep up with the current Meta - In this instance, 2 of the new Berserker Dreadnoughts.

But I also needed Melta guns - lots of Melta guns! The Grey Hunters are great for this, because they can keep firing their Melta guns turn after turn. Meanwhile the Wolf Guard with Combi-Meltas are a one-hit-wonder, for when you absolutely need to take down something big and nasty in a single strike.

Ulrik The Slayer is in there, along with a Wolf Standard to give all those infantry Preferred Enemy - especially the Wolf Guard whose Combi-Meltas absolutely NEED to hit and wound whatever they are shooting at on the turn they arrive.

The Dreadnoughts act as blockers to take a lot of hits and herd the enemy together for the rest of the Space Wolves. But, they also engage enemies which may struggle to hurt them with the intention of holding up vast enemy numbers. But they're no slouch against either units in close combat where their Strength 10 Attacks can make a massive difference.

Statistically (if you're a little bit lucky with your 3++ Invulnerable Saves) a single Berserker Dreadnought could take down an Imperial Knight in close combat. Let that sink in for a moment. Especially when I'm running 2 of them.

Finally, the Stormfang flies in for long ranged heavy weapon support, taking out the targets the Space Wolves on foot cannot easily reach or wouldn't want to engage up close.

But there's a little more to Space Wolves Drop Pod tactics than this. Because you've got to use all these units together and maximise the destructive potential of your Drop Pod Assault.

You should also make sure you always have an odd number of Drop Pods, because you deploy half of your Drop Pods rounded up on Turn 1

Drop Pod Assault: Wave 1

You've got to decide which of your units will go into the first wave of your Drop Pod Assault and arrive on Turn 1 and where you will place them.

These two decisions will be what makes or breaks your game. They determine whether your first wave smashes their target and establishes a foothold for the rest of your force, or whether they 'bounce off' the enemy force, leaving your forces vulnerable and creating an uphill struggle for the rest of the game.

As you can imagine, it's a nerve racking decision which only gets better with experience by playing lots of games. Although if you have a very sporting opponent, they may give you some help in deciding what to place when, where and why to help you learn.

So, here is the choice of units I have to put in my first wave:

Ulrik the Slayer (joins Grey Hunters Pack 1)

“Berserker” Dreadnought:
Venerable, Great Axe and Blizzard Shield
Dedicated Transport: Drop Pod

“Berserker” Dreadnought:
Venerable, Great Axe and Blizzard Shield
Dedicated Transport: Drop Pod

Wolf Guard:
1 Extra Wolf Guard, 6 Combi-Meltas
Dedicated Transport: Drop Pod

Grey Hunters Pack 1:
2 Extra Grey Hunters, Melta gun, 6 Close Combat Weapons, Wolf Standard, Wolf Guard Pack Leader upgrade, Terminator Armour, Storm Shield, Combi-Melta.
Dedicated Transport: Drop Pod, Homing Beacon

Grey Hunters Pack 2:
5 Extra Grey Hunters, 2 Melta guns, 10 Close Combat Weapons, Wolf Guard Pack Leader Upgrade, Combi-Melta
Dedicated Transport: Drop Pod

Grey Hunters Pack 3:
5 Extra Grey Hunters, 2 Melta guns, 10 Close Combat Weapons, Wolf Guard Pack Leader Upgrade, Combi-Melta
Dedicated Transport: Drop Pod

Blood Claws:
Flamer
Dedicated Transport: Drop Pod

Stormfang:
Twin-Linked Lascannon, Twin-Linked Multi-Meltas


I could choose to throw down 3 units of Grey Hunters and a single Elite choice. Either a Dreadnought or the Wolf Guard and try to get the maximum number of feet on the ground. Units in Reserve would then support the mass of bodies already on the board.

I could choose to throw down Ulrik's Grey Hunters, the Wolf Guard and 2 Berserker Dreadnoughts. This is a much smaller Drop Pod Assault force. But if Ulrik and the Wolf Guard land close together, the Wolf Guard can benefit from his Preferred Enemy ability (he has a 6" radius on this) to re-roll 1s to hit and to wound with their Combi-Meltas. Meanwhile the Dreadnoughts are placed to hold up the enemy elsewhere or reinforce Ulrik's Grey Hunters and the Wolf Guard. No one really wants to get too close to these 2 Dreadnoughts if they can help it!


However, the biggest issue with the Dreadnoughts is that they are not effective on the turn in which they arrive, because they cannot charge and they have no shooting attacks.

Placing them in your Turn 1 Drop Pod Assault is the most effective way of getting them into play, because they can move into position before the enemy start taking control of the board. Then they can charge in Turn 2, because the enemy usually won't charge them.

The problem is if you keep them in Reserve... because by the time they do arrive, you'll need to wait another Turn until they can charge. By then the battle may already be well under way.

This is why you have to choose your first wave so carefully. But it's ultimately a simple choice between numbers of troops and elite units. Pick one with confidence and go for it!

The Elites heavy first wave is for smashing things and establishing a strong foothold.

The Troops heavy first wave is for claiming objectives.

Just remember to "match" the units in the first wave of your Drop Pod Assault with enemy units that they can hurt, or may struggle to hurt them in return. This is especially true for the Berserker Dreadnoughts.


The Baseball Glove Deployment

Okay, it's time to share what I call the Baseball Glove deployment with you guys. It's called this because we're going to use a Drop Pod as a palm and a pack of Grey Hunter as the outside finger to effectively 'catch' another Drop Pod that's arriving on the same Turn.

I used this to great effect in a game against some Imperial Guard.

I knew I needed to blow up Pask's Leman Russ Punisher on Turn 1. I had Ulrik's Grey Hunters and a pack of Wolf Guard in my Turn 1 Drop Pod Assault.

So I placed Ulrik's Drop Pod first, rolling for scatter and it landed not too far away from Pask's Leman Russ squadron.

Because you can disembark within 6", this allowed me to place the Grey Hunters far enough away from the Drop Pod to create a line of models (with my Melta guns close enough to the Leman Russ tanks to shoot this turn of course).

Now, when my next Drop Pod with the Wolf Guard in needs to land, without scattering too far off target, I place it to the left of the already landed Drop Pod.

If the Wolf Guard's Drop Pod scatters, it will be likely to land on the enemy tank, the landed Drop Pod or the Grey Hunters. Thus, it effectively 'bounces off' these barriers and lands in an open space.

This stops the Wolf Guard Drop Pod from scattering too far away.

Sure, it could scatter to the left, but I had measured and ensured they would still be in range to hit Pask's Leman Russ from the side.
However, should it scatter to the right, there is an effective net/glove in place to 'catch' their Drop Pod roughly where I want it.

Obviously, you may want to avoid this if you opponent has lots of big high Strength, low AP blast weapons. But it can work very well.


Drop Pod Assault: Reserves

I always place the Blood Claws in Reserve. No way are they going to do much on Turn 1. They're cheap reinforcements/objective grabbers.

Obviously, the Stormfang must go into Reserve.

But, whatever you don't place in your first wave, you have to roll for from Turn 2 onwards.

All of these Reserved units will be needed to reinforce your first wave. So don't be tempted to split off units, you need to get your units to work together rather than go it alone.

After all, there's nothing quite as intimidating as a massive pack of howling Space Wolves all advancing on the enemy. It also means that while one of your Grey Hunter packs charges into close combat, the enemy can be softened up by another unit Deep Striking close by and softening them up with Rapid Firing Bolters and Melta guns.

So there's lot of synergy to be had in using your Reserves to Deep Strike units exactly where you need them to wipe out enemy units.

And don't forget that in a Combined Detachment like this, all Dedicated Transports of Troop units are get the Objective Secured ability. So you can try and land a Drop Pod on an objective (they're pretty darned big!) and disembark your unit to go and kill the enemy, leaving the Drop Pod to hold the point.

With 7 Drop Pods in this army, there's a lot of units that can grab objectives.

And don't forget that every Drop Pod comes with a Storm Bolter. Because they're all fairly tall transports with a 360-degree field of vision, you can focus all that firepower on a single enemy unit per Turn. That's 14 BS4 shots!


CONCLUSION
Running a Drop Pod army has been brilliant so far. Turn 1 deployment is tense and challenging, but when it goes right, you make a sizeable dent in the enemy army before they can even react.

I'm a big fan of the 'alpha strike' philosophy, which is to damage the enemy army substantially before they can damage you.

Just be careful that your Turn 1 Drop Pod Assault isn't overwhelmed by the enemy who will outnumber you and have more points in play.

You want to keep stacking the casualties on their side so that the battle goes in your favour and not end up facing down their 1,750pts with just 750pts from your first wave of Drop Pods.

But like all things with this game, getting good comes with practice and playing a lot of games against a wide range of opponents.


Why I Won't Be Playing Age of Sigmar

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I just played Age of Sigmar at Games Workshop in Aylesbury. It was actually a really good laugh! Overall I really like it. However, there are many reasons why I won't be playing Age of Sigmar.

When we started playing, the first thing I said was that if felt as though I was playing Warcraft 3. Not necessarily a bad thing. But as soon as we hit the Hero Phase with abilities and spells firing off everywhere, that's when it REALLY felt like Warcraft 3.

Seriously, take a look at the design of the recent End Times units and the units in the Age of Sigmar box. They're all big, chunky and super detailed miniatures in very gaudy paint schemes. The Undead are now purple, just like in Warcraft 3. Go check it out if you're not familiar. You may be surprised!

One thing I did find was that the names of units were ridiculously elaborate than even I couldn't remember what they were in the middle of a game. So names like "Battle Cat" and "Mr Whippy" stuck instead.

Note: Here in the UK "Mr Whippy" is the name of an ice cream truck franchise.

The game was fun, but serious questions about balance and army building linger. Currently players are in the dark. They're still in the dark now that the big hard backed rule book is coming out. And I know from personal experience that expecting your opponent to play "in the spirit of the game" is a fool's hope at best.

The Chaos miniatures are DELICIOUS!

I just had to say it. It makes me almost wish I was building a Khorne Daemonkin army for 40K, because all of these models would be included in it. Sure, they'd need some serious conversion work, but it would be totally worth it. Especially the Khorne Lord.

The Stormcast Eternals are Space Marines. Their background reads as Space Marines and the cover art for the Age of Sigmar book looks like a Space Marine fighting a Chaos Space Marine.

Is that such a bad thing?

Well, Games Workshop has probably figured out that Space Marines sell really well, so bringing a Space Marine army to Warhammer is the best way to rejuvenate it - Along with destroying the whole universe, uniting various factions and practically starting from scratch.

Why Won't I Be Playing Age of Sigmar?

Because it currently looks like a small fantasy skirmish game. Like Warmachine, like Hordes, like Malifaux even.

But then, if it needs to scale up dramatically compared to the starter box for tournament play, then we're back into the realms of Warhammer Fantasy Battles or even Warhammer 40K, where we need a high count of miniatures to play our games.

So if Age of Sigmar stays small, I'm more inclined to play Warmachine & Hordes - although I actually play Malifaux already and I frickin' love it.

If Age of Sigmar gets big, I (like many people) only have the time and money for Warhammer 40K.

It's a game that's in a difficult place. Especially when the skirmish market is heavily saturated with some already awesome games.

I'm Playing Malifaux Instead

Malifaux has the fun pick up n' play element, the in depth strategy and list building element, beautiful miniatures and an awesome setting. Not to mention that you can pick up a crew box for the same cost as your average box of Games Workshop miniatures.


Thanks for reading my thoughts. But don't let my rambling put you off buying into Age of Sigmar if it floats your boat.

Taking Allies is Risky Business

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If there's one thing I'm all about, it's the longevity of our armies. After all, does anyone really have the time and money to build a new list every 3 months to stay on top of the constantly changing Meta?

Well yes, some people do, but if you're dedicated to playing a particular army (like us Space Wolves players!) then we tend to need to take a long term approach to what be collect, build and paint.

Remember back when Las/Plas Razorbacks were the new hotness? Nowadays, it's all about the Drop Pods.

An Army Made of 5 Armies

The point I wanted to make is that I'm seeing some tournament armies appearing which are made up of various allied detachments and formations bolted together to create a great army. But, my concern is that as soon as 1 of these factions has a rules update or a formation is changed, then an entire army (and most of someone's collection) becomes unplayable.

For example, this Adeptus Mechanicus themed army by Geoff Robinson contains

Skitarri, Cult Mechanicus, Imperial Knight, Imperial Assassin and Flesh Tearers detachments.

But most importantly, it uses the Flesh Tearers detachment from the Blood Angels Codex to allow it to deploy via Drop Pod.

Should the Blood Angels Codex receive an update and this formation is removed from the rules, there's suddenly a whole army of miniatures that need an alternative mode of transport.

Simply put, the more allies and special formations you have in your regular army list, the more you expose yourself to changes. Not just from rules updates, but updates to the Meta also.

Taking 1 Codex and 1 Detachment

Call me boring, but this is one of the reasons why I chose to create my Space Wolves Drop Pod Army using a single Detachment, because it's less likely to be impacted by changes until there is a new Space Wolves Codex.

I was extra boring and chose a standard Combined Army Detachment with plenty of Troops to make the most of the Objective Secured rules for the Detachment, rather than simply trying to kill stuff.

But, while my army may not be top of the Meta (and if it was, it might be top for 2-3 months at best), it consistently plays well and competes will in an ever changing environment.

You would have to be extremely dedicated financially and in free time to try and keep up with the rapidly changing Meta right now. So rather than try, I'm suggesting that it may be better to create something that you know will be consistent and stick to it in order to ride out of the storm of new releases.

Space Wolves Still in Top of the Meta

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Coverage from the 2015 ATC Warhammer American Team Championship has shown than Space Wolves are still in the top of the current game Meta.

As you might expect, Thunderwolves is the unit of choice, with 23 out of 29 Space Wolves players taking Thunderwolf Cavalry and Characters mounted on Thunderwolves.

On closer inspection, almost all of them were actually allied in for Thunderwolf Cavalry and only a handful of them were pure Space Wolves armies.

It just confirms the theory that the Space Wolves real strength is as an allied-imperial-multi-tool of sorts and a go-to powerhouse deathstar.

Anyway, take a look at the numbers and notes on the various armies below.

It's all very interesting.

40K Army Breakdowns

Space Marines: 36 (Of those, 6 are Gladius w/ Battle Company. Sky hammer is more prevalent
Eldar: 34 (Of those, 10 have 3+ Knights with 4 being most common)
Space Wolves: 29 (Of those 23 have Thunderwolf Deathstars of some type)
Necrons: 27 (17 are Decurions)
Imperial Knights: 25
Tyranids: 19 (All of them used multiple Flyrants)
Tau:19
Dark Angels: 16
Astra Militarum: 15
Blood Angels: 13
Chaos Daemons: 13
Grey Knights: 11
Officio Assinorum: 11
Orks: 11
Dark Eldar: 9
Chaos Space Marines: 6
Khorne Daemonkin: 6
Adeptus Soritas: 5
Inquisition: 5
Mechanicus War Convocation: 4
Skitarii: 4
Cult Mechanicus: 2
Harlequins: 2 (Both of them took only Harlequins)



Battle Report: Space Wolves VS Chaos Marines

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Jordan takes pits the skill of The Champions of Fenris against some Chaos Space Marines, joined by the Nurgle Daemon Lord of War, Gargantuan 777 points death ball from Forge World. It was quite a battle!


I had Logan, ulrik, Bjorn (in a pod), murderfang (in a pod), a venerable axe/shield dread (in a pod), a stormfang gunship with meltas and lascannon, longfangs with 4 missile launchers and Arjacs Shieldbrothers.


He had two units of chaos marines with mark of nurgle and veterans, and lascannon/meltas each. He also had a sorcerer, a nurgle daemon prince (ML3 with wings and the black mace), 2 vindicators, and the nurgle daemon lord of war gargantuan 777 point death ball from forge world. Fun stuff.

The game started out normal, I won the roll to deploy first and my opponent failed to seize.

His daemon prince rolled for powers and got invisibility. Eek!


I dropped my pods close to his Daemonprince with every intention of playing an objective game (contact loss) and scoring my objective of blood and guts when I (arrogantly assumed) killed the daemon on the counter attack that would surely come. Murderfang and Bjorn both popped out and fired their weapons. Bjorn rended a hull point off a vindicator Meanwhile the landraider and Logan took pot shots at the other unit of marines while hiding themselves as much as possible in cover to avoid incoming lascannons and demolisher shots.

My opponent started out strong by killing his own psyker turn 1 on a perils that pulled him into the warp. It was funny. But my laughter only lasted until he successfully cast invisibility on his daemon prince (thanks fully not the daemon lord) which I failed to deny with my measily 2 dice. The vindicator penned Bjorn and rolled an explodes result which I had him reroll with venerable, it turned into a 1 (luckily) He rolled all misses with his lascannons thus letting Bjorn and the venerable live unscathed another turn. He charged my vendread with his Daemonprince. The two proceeded to slap eachother with neither taking damage.


My turn I drew my objective (domination.. Pff) and succeeded with getting murderfang and my stormfang on the table from reserves. The stormfang, Logan, and the shieldbrothers moved to engage the daemon lord. The stormfang failed to do anything to the daemon lord and missed it's potms dispersed helfrost on the marines. Dissapointing. The ven dread actually hit and wounded the prince this time (and took a hull point himself) but murderfang couldn't charge in for the assist as the prince was bubble wrapped by marines which murderfang charged instead and wiped out in a round of combat (it was epic). Bjorn charged the vindicator and popped in like a water balloon.

On my opponents turn it became clear that we were pretty much giving up on objectives and our game devolved into good old purge the alien. His daemon lord charged my landraider and easily took it out. His lascannons remaining failed to hurt Bjorn and the 2nd vindicator failed to glance him as well. Invisibility failed this turn and my dread took his prince down to a wound.


On my turn it was looking as though I'd never kill the daemon lord. Toughness 9 a shit ton of wounds and a 3++ with FnP when failed had me discouraged, but I figured between Logan, the shieldbros and ulrik attached to them, it could happen. Arjac concussed the bastard with the luckiest throw ever. I charged it and lost 2 wounds on Logan, had Arjac, ulrik, and the terminator sergeant removed by a stomp for the trouble but I managed to wound it a few times. It was t looking good. The Daemon prince died to the dreadnought who, along with murderfang, began the long slow trip across the board (they didn't do anything else for the rest of the game). Bjorn charged the other vindicator and again, ate it for breakfast. The longfangs killed a few marines from the only squad left.

On my opponents turn, with not much to do, he killed Bjorn (finally) with a lascannon from his marines and it was straight to combat with the daemon lord. I lost a terminator, Logan took another wound, the daemon lord took more wounds.

On my turn, I shot his marines again with the longfangs and the stormfang (killing all but 1) and ran the dreads. The daemon lord killed Logan and one of the two terminators remaining.

On his turn he shot his bolt gun at my terminator. Nothing.

It went to turn 6, my stormfang finished off his last model.

CONCLUSION
Hell of a game! I fought hard against a gargantuan for what felt like ever with over 1,000 points worth of models and barely killed it, but it was all I needed to win.

The rest of his army just couldn't touch the armor of the dreads I fielded and suffered for it when the vindicators went down to Bjorn.

There's much to be said for having a well balanced army.

Thanks to Joe Todaro and Knights Blade Gaming and Hobby for hosting/playing such an awesome game! Can't wait for the next one!

- Jordan

Space Wolves Allies: Adeptus Mechanicus

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Wolves for the Wolf King here again - this time to take a look at the use of Allies while keeping your Space Wolf Force as Primary.

Something people may have taken too much at face value is that Imperial armies have been Lumped together under "Armies of the Imperium". The point that I'm getting at is that 7th edition has given us a whopping 12 battle brother allies and with the new force organisation charts and various formations floating about we can pick and choose what we want to use as we wish and gives us access to nearly every rule imaginable and, if you're smart about where you're getting it from, at reasonable point cost.

The best thing about formations and new funky force org charts is that in most cases they allow you to pick up some pretty cool models outside of your normal range without needing to splash out on a full army. A few new models and formations have caught my eye over recent weeks and I've been wracking my brains as to how we as Space Wolf players can incorporate them into our lists to create a good Synergy.

Obvious starting point is the new kids on the block: Adeptus Mechanicus

Codex: Skitarii

With army wide Docterina Imperatives you can swing from gaining a super high Ballistic skill to weapon skill and with their funky new weapons, have a good chance at adding a little extra spice to your lists.

Skitarii battle maniple:

A HQ-less Force organisation chart, however with 2 mandatory troop choices means potential for minimal buy in.

Obvious choice here is two squads of vanguard or Rangers depending on what unit takes your fancy and fits your play style.

For vehicle hunting In a generic Drop podding Space wolf list, I’d consider dropping your meltagun units in favour of some Skitarii Vanguard in fast attack drop pods kitted out with arc rifles, Arc Pistols and omnispex. Reduce your opponents cover save and blast away with all that Haywire and if there's no vehicles to shoot, you still have multi-shot S6 weaponry to fall back on and use. If you want to go hunting for more elite units, swap out the Arc rifles for the Plasma Calivers - essentially: a three shot Plasma gun. The stock Vanguard troopers Radium Carbines are no snooze either – S3 Assault 3 weapons that on the roll of a 6 cause 2 wounds on the target unit regardless of toughness (eat that Space elves) you could even max out the unit and run them with just an omnispex. While in an ideal situation these guys wouldn't see combat, the Rad-saturation special rule increases their chances by reducing the opponents toughness by 1 – also great if your opponent is crying that Thunderwolves are S9 instead of S10!

Unfortunately, aside from going Unbound, the Battle Maniple is the only way to get Dunecrawlers into your list. These hefty crab lookin’ walkers boast a all round av12 3hull points, a war gear option to gain the ‘It will not Die’ USR and a invulnerable save that increases to a 4++ when in a squadron of 3. Needless to say real reason you're going to adding these to your Space wolf list is for the Iccarus Array, being one of the best weapons in Anti-air & Anti Skimmer around at the moment. Alternatively the Neutron laser & cognis heavy stubber with an extra pintle mounted cognis heavy stubber allows you to drop some S10 ap1 blast templates on your opponents head whilst boasting a BS2 Snapshot - great for overwatch - providing a better chance of upsetting some of those pesky Av10 flyers. These models also boast the biggest bases in 40k at the minute and with then 4” vehicle squadron coherency you can also play some area denial games. The only down side to the Dunecrawlers is that they can start to become very expensive very quickly with certain war gear options especially when squadroned.

Skitarii Formations

Skitarii Ironstrider Cavaliers formation:

One of the biggest issues I find when playing a full Thunderwolf list is despite the speed, having to slog all the way across the board to catch my opponents units. I have often wished for a cheap non-drop pod way to get into my opponents backlines early in the game to heard them towards my Thunderwolves, whilst retaining the speed and combat ability similar to the rest of my list.

Enter the Ironstrider Cavaliers.

At a base cost of 145 points, again, this formation is a relatively inexpensive buy-in for what it brings. This formation consists of three units; one unit of ironstriders and two units of Sydonian Dragoons, allowing them to roll for reserves from Turn 1 and outflank with acute senses.
This is absolute gold if you're running a Thunderwolf heavy list. The early arrival coupled with the fact its straight in your opponents face with a 9” dunestrider move forces them to make some quick decisions, distracting them away from the looming masses of Thunderwolves.

The Dragoons Taser Lance charge is brutal despite lacking AP, hitting at I6 S8 on the charge and causes an extra TWO automatic hits when you roll 6’s to hit. The ironstrider itself is best to sit back and keep obscured, maybe even use it vs flyers, snapping with a twin-linked BS2.

The Formation also allows you to field some bully boy tactics and pick an enemy character at the beginning of the game, following which, all units in this formation can reroll to wounds against this character and his unit.

In my view the best way to run this formation is x2 squads of x3 Sydonian Dragoons to X1 unit of x2 Ironstriders. Don't forget to make use of the Doctorina Imperatives to boost that WS & BS!!!!


Sicarian Killcade Formation:

Ok so with 3 units of Ruststalkers and a unit of Infiltrators this one is a bit more of an expensive formation and as much as I hate to admit it, I do have a bit of a soft spot for the Mushroom-headed Bastards… But with regard to their inclusion as allies within a Space Wolf army I can see these working well along side either a Thunderwolf or Rhino-rush style list.

Again they're another pair of units with Speed on their side owing to Dunestrider. The Ruststalkers are your more combat orientated unit, boasting a incredible amount of Haywire and a crapload of attacks with Transonic Weapons that essentially rend in the first round of combat, before dropping to a flat ap2 with 6’s wounding regardless of toughness there after. The chordclaws shouldn't be overlooked either. They boast the same transonic rule along with one attack gaining Fleshbane.

The Slaughter Sprint ability in this formation allows the Ruststalkers to make a Run move and assault in the same turn. Coupled with how Dunestrider affects their movement, that's potentially up to a whopping 33” charge threat range per unit.

The infiltrators play a different game, their Nuerostatic Aura debuffs your opponent hideously forcing units within their threat range to subtract 1 from their Weapon Skill, Balistic Skill, Initiative and Leadership. The formations rule ‘Malignant Susurrations’ increases this threat bubble from within 6” to 12” of the unit. Weapon-wise I'm a fan of the Fletchette Blasters and Taser Goads. Don't let the S2 of the Fletchette Blasters put you off. They are bust pistols shooting 5 shots instead of 1, can wound up to T5 with rerolls thanks to Shred and double up as an extra close combat weapon granting that extra attack.

The downside to this formation is that all types of Sicarian are very Squishy at T3. Sicarian Battle armour grants them a 4+/6++ along and they have FNP as a stock USR. The two wounds per model helps a bit but anything S6 or better is instant killing them. The best way to play these guys is to make use of their speed and keep them out of line of sight, hogging cover until the time is right to unleash their slaughter sprint.


Codex: Cult Mechanicus

Similar to Skitarii, the Cult Mech have Armywide buff in the form of Cantacles of the Ommnisiah. These can increase and decrease in effectiveness depending on the number of Cult Mech units you have on the table but used correctly they can really give you a good advantage.

Tech Priest Dominius:

Great looking model and at 105points stock he's a steal for what he can bring. Chuck him the Autocadues of Arkhan Land and stick him into a unit of your finest Thunderwolves to give them all ‘it will not die’. Sure he’ll slow them down a tad but the look on your opponents face when your entire unit of Thunderpuppies regrow wounds they've fought so hard to take off is priceless.
He can also be used in place of an Iron Priest to repair hull points/ weapon destroyed / immobilised results on friendly vehicles which he can do instead of firing one of his weapons on a 2+ a without the need for servitors. His ranged weapons are pretty solid too boasting the only access to Volkite Weaponry in 40k (at the minute). Always give him the Conversion Field for a 2+/4++ and a chance to cause blind.

To include the Tech Priest Dominius you can either use the Allied force org or take the cult mech force org depending on what points you have spare. The recommended troop slot is the Kataphron Destoryers. Load them up with the 30” range Salvo 3/6 Heavy Grav cannons and throw them in a drop pod. At 165 points per three man squad with 18 Grav shots per unit, there's no reason to take Centurions ever again and the best thing is, the more you take of them, the stronger Canticles of the Ommisiah becomes.


Holy Requisitioner Formation:

X1 Tech Priest Dominus and x2-x3 units of Kataphron Breachers. The whole formation has the ability to deepstrike without scatter and the Breachers get some nice buffs if camped within 6” of an objective. This formation really helps you gain some area control.

The Arc cannons are beauties for bringing plenty of decent ranged haywire to the table and the torsion cannons are pseudo D weapons - every Wound or Hull point caused by this weapon causes D3 instead. Both weapons are great if you're facing Super heavies or Gargatuan Monsterous Creatures regularly. Taking the full 4 units in this formation puts you in the middle range effects of Cantacles of the Ommnisiah allowing for some decent abilities too so plan what ones you're going to use and make use of them!!!

These guys are great. If your planning on taking a list similar to my ‘Lone Wolves’ Wolf Guard Terminator MSU list as discussed in my Previous Article or generally any list where you need some decent size models to control your back field objectives and get your enemy out of their vehicles and footslogging into the blaze of your guns, then you should consider this formation.


CONCLUSION

So yeah, those are just a few ideas I wanted to share. I've deliberately avoided the War Convocation as every man and his dog has heard about what that can do. Yawn.

In my view, both Ad mech Codexes allow for reasonably cheap buy-in and are guaranteed to make your opponent let out a little bit of wee as the robo-men from Mars descend to aid the Sons of Russ in making a mess of their toys.

Has anyone else been allying any Adeptus Mechanicus with their Space Wolves? Care to share your experiences in the comments?

That's it for now from me,

Wolves for the Wolf King

1750pts Logan's Heroes Space Wolves Army List

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Quite a few of you emailed me to ask about the Logan's Heroes Space Wolves Army List that Jordan ran a few weeks back. So without further ado, here's an awesome army list straight out of The Champions of Fenris supplement book.


1,750pts Logan's Heroes Space Wolves Army List


Logan Grimnar on Stormrider

Ulrik the Slayer

Bjorn The Fell Handed Dreadnought
Drop Pod with Deathwind Missile Launcher

Murderfang Dreadnought
Drop Pod with Deathwind Missile Launcher

Berserker Dreadnought
Drop Pod with Deathwind Missile Launcher

Arjac's Shield Brothers Formation:
Arjac Rockfist
4 Wolf Guard Terminators with Thunder Hammer and Storm Shield
Land Raider Crusader with Multi-Melta and Extra Armour

Stormfang Gunship with Twin-Linked Lascannon, Twin-Linked Multi-Meltas

5 Long Fangs with 4 Missile Launchers

Playing The Army


Ulrik the Slayer joins Arjac's Shield Brothers, giving all units within 6" Preferred Enemy and Feel No Pain to the Shield Brothers, while making them Fearless as well.

The army is brutally simple. Logan on Stormrider and the Shield Brothers advance quickly while Dreadnoughts in Drop Pods rain down and hem in the enemy. Meanwhile the Long Fangs and Stormfang provide the long ranged fire support that's needed.

Having the first Turn of the game gives this list a distinct advantage. Going second can be quite tricky as there are only 3 units on the board, 2 of which cost a lot of points.

The army can be scaled down to 1,500pts. But to do this you will need to move Logan Grimnar, the stormfang, and the Wolf Guard Terminators into The Kingsguard Storm Force Formation, dropping Arjac and upgrades to the Stormfang and Land Raider Crusader in the process.

Personally, I would consider dropping Ulrik The Slayer and keep Arjac and the upgrades instead. But this list has a lot of little options you can tweak and fine tune to your personal playing style.

I like it, because it's full of the "new stuff" for our army and some of the best Formations.

I'm Taking a Break...

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I've decided to take a break from the Space Wolves blog for a while as I concentrate on sorting my life out following recent events.

There's a Heck of a Lot Going on in Real Life Right Now

Work continues to be challenging and time consuming. But in a good way.

I'm still in the middle of the lengthy house selling process. Thankfully the house has has actually sold! But now I'm in the 2-3 month wait to move out and cash out while legal documents are signed (and witnessed) by myself and my ex-partner.

The way things are going, I should be out by early November at the latest.

Then the plan is to rent somewhere closer to work for 6 months and just see what happens.

Plus, it'll add 2 hours to my life each day (from not commuting on the train) and save me around £288 a month in train fares too - I could buy a Warhammer 40K army for that!

In the meantime, things are gradually being moved out of the house and sold off. I'm also managing all of the bills.

Not to mention that shopping on your own, cooking on your own and cleaning (a huge house) on your own is surprisingly time consuming too.

The State of Games Workshop Bothers Me

Codex Creep, the Space Wolves Codex, Horus Heresy and Forgeworld. These things bother me greatly. Allow me to explain...

7th edition 40K is fun, don't get me wrong, but the Codex Creep really hasn't been. Nigh invincible Necrons, Eldar with D Weapons everywhere and then some crazy Space Marine Formations. It makes you wonder how the rest of the armies are going to balance out... but we have to wait for the latest round of Codex books.

Which brings me on to the 7th edition Space Wolves Codex - I really didn't like it, because I feel that the Space Wolves background and stories have always been about Grey Hunters fighting tooth and claw to bring down the biggest of the Imperium's enemies through skill and cunning. Not a bunch of Thunderwolves charging around the field. And don't get me started on the Santa sled. This is why I chose to build a Space Wolves Drop Pod Army.

My other concern then, is the imminent release of the rumoured Battle For Ultramar Warhammer 30K start box. Beautiful Space Marine miniatures aside (who will be converted!), this then begs the question about Warhammer 40K Space Marine armies and Warhammer 30K Space Marine armies. Because if we're playing 2 systems, we will want some compatibility.

I can't imagine anything worse for someone than rocking up with a Crimson Fists army to be told you can't play them in Warhammer 30K because they weren't even born yet. The same goes for Grey Knights.

But at the same time, if everyone builds a Space Marine army to play Warhammer 30K, which they can also bring to Warhammer 40K, won't the game become even more saturated with Space Marines? Suddenly choosing a non-Space Marine army looks less appealing than ever if you want longevity from your miniatures collection.

Finally, Forgeworld units are my big concern. Yes, they're cool. But do I really want to spend £70+ on a super unit in order to make my army viable to play? I feel a little bit priced out when it's almost expected for me to field a Sicaran Battle Tank in my Space Marine army.

So I'm just going to take a big step back from it all and wait until things settle down so we know what's going on.

I Do Have Regrets

I deeply regret not updating the Space Wolves Blog as much as I'd like to. It makes me feel like I'm letting down everyone who comes here and reads my ramblings regularly.

But unfortunately real life really does get in the way of the fun stuff.

And it's not like this hasn't happened before when I've lost my job or something bad has happened.

So maybe it's something I should just accept?

I guess it's because the blog was launched during the 'golden year' of the Space Wolves, back in 2010 when the 5th edition Codex had just come out, the army was awesome, I had a huge force all built and painted, played regularly with my late friend James and attended numerous tournaments across the country.

It was the perfect time in my life to become an avid blogger, gamer and champion of the Space Wolves community online.

I miss those days and I miss having James to regularly play games with too. But life keeps moving forward, whether you want it to or not.

So yeah, it's time to take a break, recharge the batteries and return to Warhammer 40K (and maybe 30K?) once things have settled down - in both my life and within the Games Workshop hobby.

Fenris Hjolda! - Adam

Space Wolves & Dark Angels Allies Army Wins US Nova Open 2015

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I know I'm meant to be taking a break from the blog, but when I saw this Space Wolves with Dark Angels Allies army what won the US Nova Open 2015 last weekend, I simply had to right something about it... and rage a little about the current state of Warhammer 40K.


This isn't the actual army that won Nova, but it looks a lot like it!

Firstly, respect where it's due to Aaron Aleong for coming up with the winning list and playing it well, so that he could actually win the competition with it.

I think we all get carried away bitching about cheesy army lists that we forget that there is some level of skill in actually being able to pull off a convincing win with it in order to come in 1st place.

Here is the rough composition of the army. I'll update this when I get specific details.

Space Wolves & Dark Angels Allies Army


Dark Angels Detachment:

Sammael, Grand Master of the Ravenwing on his Grav Bike
Dark Angels Chaplain on a Bike
Dark Angels Ravenwing Command Squad on Bikes: Banner and Apothecary
Dark Angels Scouts
Dark Angels Tactical Squad in Rhino

Company of the Great Wolf Detachment:

Rune Priest on a Bike

Wolf Guard Battle Leader on ThunderWolf with Thunderhammer, Stormshield and Runic Armour

Iron Priest on ThunderWolf
Iron Priest on ThunderWolf
Iron Priest on ThunderWolf

Blood Claws in Rhino
Grey Hunters in Rhino

Space Marine Librarian Conclave Formation:

3 Librarians on Bikes


How it Plays


All the bikes and Thunderwolves form a huge Deathstar. The Chaplain grants the Deathstar Fearless and Hatred. Meanwhile the Librarians and Rune Priest cast a wealth of psychic powers. But most importantly the Invisibility Psychic Power to make it extremely hard for the enemy to hit you.

Please note that this Deathstar can form, break apart to go after various targets and reform again very easily because if it's high movement. Combine this with the durability and destructive nature of the units that go into it and you have a very dynamic force to deal with.

I should also mention that the Ravenwing's 3++ jink save is also re-rollable. Combine that with Invisibility and you're nigh on invincible!

Psychic Powers Annoy Me!


Now, to me, this isn't a proper Warhammer 40K army. In fact, it represents everything I dislike about 7th edition.

Firstly, the fact that you can create this bizarre mish mash of a force from various allied elements. But secondly that Psychic Powers - particularly the Invisibility power - taken in large amounts just seem to ruin the game.

Don't get me wrong, the army does actually have Troops. But the big blob of characters, bikes, Thunderwolves, all pumped up on psychic powers and what not reminds of the days when the dreaded Eldar Jetbike Seer Council ruled the tables. And we thought that was pretty broken back in 4th edition!

Say Hello to Mr Culexus


My solution to all these psychic power shenanigans is simple - get a Culexus Assassin and bung him in a Drop Pod.

By the Emperor, he's so filthy! Dispels all Blessings and Maledictions within 12", has a nasty gun that draws on the psychic power levels of psykers (friend and foe) nearby, has psyk-out grenades, he's incredibly hard to hit and to top it all off, his close combat attacks ignore armour and kill outright on a 6+!

You can read my Imperial Assassins tactics for more info.

Sadly, I'd have to ditch one of my Berserker Dreadnoughts to field him (and some wargear), but I think he may be a worthy and very necessary addition to my Space Wolves Drop Pod Army.

After all, when the Space Wolves attacked Prospero in the Horus Heresy, they brought the Sisters of Silence with them to protect them from the Thousand Son's sorcery.

So you could argue that having a Culexus in your army is the modern day approach to this kind of warfare.

Obviously Mr Culexus couldn't take on a whole Deathstar by himself, but he could bide you enough time to hit it with everything you've got and turn the tide of battle. Either way, it sure beats throwing everything at an Invisible unit with a 3++ re-rollable jink save!

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