Sie sind auf Seite 1von 5

Fenrisian Wolf Pack 1: 80 points 10 Fenrisian Wolves If you think of Fenrisian Wolves like Kroot or Chaos Daemons in a Chaos

Space Ma rines army, you can see the real value of them. Sadly, they cannot claim objecti ves, even when taken as Troops under Canis Wolfborn, but this doesn't mean that they can't contest them. Also, with their potential 24" attack range, they can s uddenly bound across the battlefield and into close combat, unleashing 30 attack s. With a healthy number of attacks and high initiative, they should tear apart lig ht infantry with relative ease. Sure, you can take 5 Fenrisian Wolves, but you'r e giving away an easy kill point and if you take 15 of them, you're investing a lot of points in a relatively squishy unit which would be better spent on more p ower armoured Space Marines. I think that 10 Fenrisian Wolves is just the right size. Swiftclaw Biker Pack 1: 253 points Wolf Guard with Combi-melta, Powerfist, Bike, Melta Bombs 5 Swiftclaw Bikers, Flamer, Powerfist Attack Bike with Multimelta OPTIONS Flamer - Great for thinning enemy numbers before assault Power Weapon - Not bad Power Fist - With 3 attacks on the charge, it's not bad Attack Bike with Heavy Bolter - Always take it for wound allocation and heavy we apon Multimelta Upgrade - An essential tank busting gun Melta Bombs - use only for squad leaders Swiftclaw Bikers are Blood Claws on bikes. So here's a quick guide to the best b uilds for Swiftclaws and their typical tactics. Just like Blood Claws, Swiftclaws, are a close combat unit that rewards the Spac e Wolves player for charging. Swiftclaw tactics employ using their extra mobilit y to close with the enemy and achieve that first charge, but let's not forget th at Space Marine Bikes are typically small units that must be played with finesse . While they may have an increases Toughness of 5, they're far from invincible. For once I'm going to favour the Flamer over the Melta Gun for this unit. This i s because Swiftclaws are one of the few units in the Space Wolves army that have the mobility to make the most of this short ranged template weapon. Plus, the B allistic Skill of a Swiftclaw is pretty awful! Bike squads tend to get bogged down in close combat, which is a shame when Swift claw tactics involve being in close combat. So the Flamer is essential for thinn ing the enemy numbers while the 12" move of the Swiftclaw Bikers will ensure tha t they should still be in charge range after your opponent has removed any casua lties. As you can see, this squad number 8 models in total, is led by a Wolf Guard for a increase in Leadership, plenty of Powerfist attacks and a combi-melta for some extra firepower, as well as some melta bombs for any really tough vehicles. But if you're tight for points, you can always drop the melta bombs. Blood Claws Pack 1: 408 points Wolf Priest with Runic Armour, Wolf Tail Talisman, Wolf Guard in Terminator Armour, Combi-Melta, Chainfist 15 Blood Claws, 2 Melta guns

OPTIONS Flamer - Not necessary for a large close combat unit Melta Gun - The essential 5th edition tank hunting assault gun I've taken a Wolf Priest for his Oath of War ability that gives the unit Preferr ed Enemy against either 'infantry' or 'monstrous creatures'. Generally, I choose 'infantry', because it encompasses so many different units. I've give the Wolf Priest Runic Armour so he can catch a few more bullets for th e squad with a 2+ save as well as a Wolf Tail Talisman to dispel psychic attacks on the squad on a 5+. Looking at the new Tyranid army, there's a lot of psychic template weapons heading our way and for 5pts, it's too good to pass up for a l arge squad Grey Hunter Pack 1: 168 points Wolf Guard with combi-melta, powerfist 5 Grey Hunters, melta gun Razorback Transport armed with twin linked heavy bolters OPTIONS Melta Gun - Essential for tank hunting and doesn't prevent charging. Power Weapon - Mark of the Wulfen is better. Power Fist - expensive, but good. Wolf Standard - brilliant! Always take one. Mark of the Wulfen - Better than the Power Weapon. Rhino Transport - Can transport 10 Razorback Transport - Only carries 6, but has a twin linked heavy bolter Based on what other Space Marine armies pack into their transports, this squad h as all the basic essentials: a melta gun and a Wolf Guard with combi-melta and p owerfist for a boost in Leadership and some extra close combat clout that's more points effective that equiping a Grey Hunter with the same wargear. Grey Hunter Pack 2: 278 points Wolf Guard with combi-melta, powerfist 9 Grey Hunters, melta gun, powerfist, mark of the wulfen, wolf standard Rhino Transport For 110pts more, you can go the whole hog! As a Space Marine Chapter, the Space Wolves love nothing more than good punch up -so this should be the perfect kind of Grey Hunter squad for any player. It drives up, it disembarks, it shoots the hell out of the enemy, then stands there shouting "Come and have a go, if you th ink you're hard enough!" No one is their right mind is going to charge this, not even Tyranids. Okay, Tyr anids probably will and carnage will ensue. But with 2 powerfists, lots of basic attacks, a Grey Hunter with Mark of the Wulfen and a Wolf Standard, the Space W olves should emerge triumphant. Why take Mark of the Wulfen over a Power Weapon? Statistically it's better again st basic troops and monstrous creatures, and if you roll a lot of 6s it's amazin g! CONCLUSION It's a big leap from 168 points for a Troop choice up to 278 points. For roughly the same points, you could have 5 squads of the 6-man Grey hunter packs in the

Razorbacks or 3 of the 10-man Grey Hunter packs in Rhinos. Either way, you've still got 30 men. It's just a choice between more fire power in the form of 5 twin linked heavy bolters and more melta guns or more Power Fis t attacks, more basic attacks and Wolf Standard rerolls. All your eggs (Grey Hunter) in 3 baskets (transports) for 6 Kill Points or your eggs in 5 baskets for 10 Kill Points. My money is on the 10 strong Grey Hunter pack. It can hold its ground, slug it o ut with the best of the 40K super units and if need be, fight its way through th e enemy army, to claim and objective or cause massed carnage. The huge number of basic attacks are very impressive, as are the powerfist attac ks to follow. Finish it off with a Wolf Standard to reroll any 1s and very few of your Space W olves should fail their armour saves. Also, the effects of the Wolf Standard apply to 10 Space Marines, not just 6 and that makes a very big difference! The other plus about taking big squads like this is that they can merrily footsl og it to towards the enemy should their transport be immobilised or destroyed, t hey can deliver a devastating Counter Charge and by taking 3 of these units inst ead of 5 of the smaller ones, you are giving away far fewer Kill Points. Lone Wolf 4: 105 points Termninator Armour, Thunder Hammer, Storm Shield, 2 Fenrisian Wolves OPTIONS Frost Blade - Not bad Thunder Hammer - There are better options Storm Shield - Expensive, but increases survivability Terminator Armour - Expensive, but increases survivability Combi-Weapon - My money is on the combi-melta Chainfist - The best high strength, tank busting close combat weapon! Melta Bombs - for 5pts, why not? 0-2 Fenrisian Wolves - Take 2 to make sure he gets into close combat Mark of the Wulfen - Better than a power weapon! Due to the 2+ save, 4+ Feel No Pain and 3+ invulnerable save of the Storm Shield , these Lone Wolf builds are incredibly tough to kill and should be able to get stuck into infantry squads and hold them up for most of the game. The Lone Wolf' s measly 2 attacks could be problematic however. Lone Wolf 1: 55 points Mark of the Wulfen, 2 Fenrisian Wolves Cheap, cheerful and ferocious! Mark of the Wulfen allows the Lone Wolf to wound monstrous creatures on a 6 (ren ding hits) and with D6+1 attacks, he should do alright, especially when he rerol ls to hit in close combat. Okay, he's gonna get splattered unless he's very lucky and rolls 3 6s to wound, but for 55pts, he's not bad and he has 2 Fenrisian Wolves to take some wounds on .

Lone Wolf He gets 3 He gets 4 He gets 5 He gets 6 He gets 7 He gets 8

charges a Carnifex with Attacks+Rerolls, scores Attacks+Rerolls, scores Attacks+Rerolls, scores Attacks+Rerolls, scores Attacks+Rerolls, scores Attacks+Rerolls, scores

MATHHAMMER! 3 hits and fails to wound 3 hits and fails to wound 4 hits and wounds with a lucky rending hit 5 hits and wounds with a rending hit 6 hits and wounds with a rending hit 7 hits and wounds with a rending hit

With this many attacks, he's pretty good for charging basic enemy squads as well . To make him more survivable, for a hefty points boost you can give him a storm s hield for a 3+ invulnerable save. It could make all the difference between havin g another round of combat against a big beasty or being eaten by said beasty. Bu t is it worth the points? Probably not. So let's take our Lone Wolf to the next level and pay a trip to the Space Wolves armoury. Wolf Guard 3: 83pts Space Marine Bike, Combi-Melta, Powerfist, Melta Bombs Boltgun - rubbish! Storm Bolter - not bad and very cheap Combi-Weapon - very good considering the points Plasma Pistol - still not worth it Power Weapon - Very affordable option. Wolf Claw - Also very affordable at only 5pts more for rerolls. Powerfist or Frostblade - Both cheap, both excellent! Thunder Hammer - a nice upgrade to a powerfist, but not essential. Chainfist - definitely better than a powerfist and a thunder hammer for killing vehicles. Storm Shield - a more affordable 3+ invulnerable save Terminator Armour - 33pt terminators with storm bolter and power weapon? Yes ple ase! Jump Pack - Wolf Guard cannot join Skyclaw packs, so what's the point? Also expe nsive. Space Marine Bike - essential for joining Swiftclaw bike packs Melta Bombs - take them if leading a squad! Mark of the Wulfen - The discounted Wolf Claw is more cost effective. Building on the great value for points combination already shown for leading Spa ce Wolf squads on foot, but now with a bike. This guy is perfect for leading pac ks of Swiftclaw Bikers. He's got a Powefist with more attacks and better Weapon Skill than a Blood Claw equivalent and his Combi-Melta is more likely to hit as well. He's not cheap compared to the Swiftclaw Bikers, but he's a more cost effective leader for them (so they don't end up chasing something they can't hurt for the whole game!) than any of the HQ choices. Wolf Guard Battle Leader 5: 170pts Space marine bike, wolf claw, storm shield, melta bombs and saga of the beast sl ayer. If you've got the points, a wolf tooth necklance and wolf tail talisman boosts h im up to 185pts Wolf Priest 1: 125pts runic armour, melta bombs Yep, that's it. It's all he needs. He's got a 2+ save, a 4+ invulnerable save. T

hat's all he needs. His Oath of War and power weapon will do the rest. He also h as melta bombs in case you choose 'Vehicles' for your Oath of War. For another 5pts you can give him a wolf tail talisman (for a 5+ save against ps ychic powers). He doesn't really need a wolftooth necklace. boltgun - not worth it storm bolter - cheap and cheerful plasma pistol - pricey combi-weapon - not bad runic armour - not bad terminator armour - quite cheap considering. Makes combi-weapons cheaper. jump pack - essential if leading Skyclaws bike - essential if leading Swiftclaws melta bombs - for 5pts, take em! wolf tooth necklace - you're getting rerolls, but if you've got 10pts to spare, do it. wolf tail talisman - take it! saga of the beast slayer - you're ALREADY re-rolling to hit if monstrous creatur es are an issue. saga of the hunter - Only if leading Wolf Scouts. saga of the wolfkin - Boosts the stats of your Fenrisian wolves saga of the warrior born - cool, but too expensive. Wolf Priest 3: 160pts runic armour, melta bombs, space marine bike Same again, but on a bike this time. There's not much you can do with a Wolf Pri est beyond giving him runic armour and melta bombs. Obviously, if he's on a bike , he'll be leading a squad of Swiftclaw Bikers. Wolf Lord 4: 200pts Space marine bike, wolf claw, storm shield, melta bombs and saga of the beast sl ayer. If you've got the points, a wolf tooth necklance and wolf tail talisman boosts h im up to 215pts --------------------------------------Storm Claws Pack - Wolf Guard Pack Wulfen Pack - Lone Wolves/ wolf guard with twin wolf claws Grey Slayers Pack - Grey Hunters Pack Fenrisian wolves - Same Storm Claws Biker Pack - Swift Claws Biker Pack 13th Company Long Fangs Pack - Long Fangs Pack -------------------------------------------Any HQ prefer Bran Redmaw who gives to a Grey Hunter Pack the Scout ability Elites: Wolf Guard, Lone Wolves Troops: Grey Hunters Fast Attack: Fenrisian Wolf pack, Bikers Heavy Support: Long Fangs.

Das könnte Ihnen auch gefallen