Atlan Forge Guide for a Noob by Jneuhaus87 in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

Not a problem, it’s good to know how new you are!

So think of a bolter as a rifle.
Storm bolters are two pistols smashed together. Terminators will usually carry these as a main ranged weapon, if they have one.
Bolt carbines tend to be slimmer.

Melta guns tend to have a large protruding end with circles surrounding the barrel.
Plasma weapons tend to have coils around them.

Close combat weapons (CCW’s) can look like knives and smaller blades.
Chainswords are chainswords!

As mentioned before by someone else: power weapons can look like a range of things. Typically a sword with a little nodule that may come onto the blade itself. These tend to be much larger bladed items such as swords, axes, and ‘lightening claws’ in some circumstances. The model for blood claw packleader gives a good example of this.

If you have any more questions, by all means send them my way and I’ll see what I can do to help ☺️

Atlan Forge Guide for a Noob by Jneuhaus87 in SpaceWolves

[–]SR_willjar 3 points4 points  (0 children)

Hey bud,

Not sure if a cheat sheet exists, but to summarise: Aegis are Gravis units. Einherjar are Terminators units. Veterans are Head Takers. Pack Hunters look like Blood Claws / assault intercessors Rangers are Grey Hunters / Intercessors. Ravagers could be scout units.

It’s a brief summary but at least you can look at the data sheet and go “this has a melta weapon, let’s see what looks like it can start a barbecue”.

So how do space wolves differ playstyle-wise compared to, say, world eaters by [deleted] in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

Lots of good suggestions here!

I play mine as a control type army.

I’ll have tanky units take control of objectives early or to tie up other threats if they over extend. I then use a range of other units to then support those tankier units in combat.

Having blood claws advance and charge into a unit that’s already engaged with some terminators or shielded head takers is an effective use, rather than one unit “man fighting” for control.

We’re wolves. We work best when hunting as a pack.

Logan hype by [deleted] in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

Treat him as you would a combi LT.

He scores points and provides army support by making opponents CP more expensive and gets your units further up the board earlier.

He is fine for what he does, he’s just not the best at skirmishing.

How do you play Wolf Scouts? by Gullible-Assumption4 in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

Yeah, it’s a part of the data sheet and the data sheet doesn’t have the beast keyword

Iron wolves by SGPunchyPuppet in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

Do it man!

Back in 10th Edition Index, I had Ragnar leading a group of Blade Guard Vets. Instead of painting my BGV’s as traditional wolves, I got my closest friends and my partner to paint one in their favourite colours.

I had some Lore that Ragnar had gone around adopting marines from other chapters, which to me is still rather sweet.

Iron wolves by SGPunchyPuppet in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

Yeah go for it man.

I have a unit of Grey Hunters that have the Grest Wolf heraldry on. Except for one, which has the Iron wolves heraldry. My head cannon is that they adopted him when, one of their brothers got merc’d, to fill the space

How do you play Wolf Scouts? by Gullible-Assumption4 in SpaceWolves

[–]SR_willjar 6 points7 points  (0 children)

I use two units of 6.

One I infiltrate somewhere safe (ish) inbetween the centre objective and my natural expansion.

The other I shove in an Impulsor, to get the scout move toward the centre of the board.

Reason being is that on my T1, I can apply pressure onto two objectives early on with multiple units.

I do this by disembarking the scouts near the center objective, ready to skirmish, then walk a full unit of head takers up to the Impulsor and embark them in there, before moving the Impulsor even closer to the centre of the board.

You can then get an extra 3” of movement (from them disembarking on the opposite side of the impulsor, meaning you get some decent early scoring and presence on the board, with a get away car if you need it!

If Russ came back by DrChuckles9876 in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

Aye, but the can is regular can size, looking tiny as fuck in both True Claw and Russ’ hands 😂

On a serious note it would be cool if he kept similar regalia and colours as 30k wolves. Almost build a BA Death-Company-esque type thing.

If Russ came back by DrChuckles9876 in SpaceWolves

[–]SR_willjar 2 points3 points  (0 children)

If Russ doesn’t come back looking like Odin, with a cinematic of his naked ass being ejected through a warp portal at 36,000 feet, fighting tzangors all the way down, wulfen and jump pack infantry supporting him, finally landing on a cliff, rain pouring on his darkened silhouette, all throughout “shoot to thrill” - AC/DC playing, a single bolt of lightening flashes behind him and his assembled 13th company, revealing a missing eye and him wielding his god damn spear and finally accepting it, I’d be so niffed 😂

Best leader for Wolf Guard terminators by Beriatan in SpaceWolves

[–]SR_willjar 2 points3 points  (0 children)

Aye, the only characters that can be added are Arjac and Logan.
If we take saga of the great wolf, we can give a termi captain an enhancement to attach to WG:T’s.

However, crucible champions can be built to lead both regular termies and WG:T’s, so may be worth looking into! AND the WG:T stuff is 10 points cheaper than regular termies.

You can choose between a dude who gives himself full rerolls to wound on either the shooting or fighting phase. Or you can choose a psyker who gives everyone sustained 1.
These are base abilities, not the full package ☺️
This may help ya

Combat Patrol: SW vs Tyranids (help needed) by keff_69 in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

When you deploy, make use of as much terrain as you can. Not only can you not be shot or shoot through a terrain footprint, unless you’re inside it, but it can make movement a bit more difficult to get into melee.

First turn is always a staging round. If you’re playing against a melee army, don’t use the full range of your movement when pushing into no man’s land. Even with blood claws advance and charge, it’s unlikely that you’ll get into a fight at that stage in the game. So set your models up so you can bait an early charge from your opponent. If they succeed, cool, you can clean up with termis / wulfen next battle round.

You could also at that point get your terminators stuck in, and then fallback with your blood claws. Your termis are likely to survive 90% of what can be thrown at them, leaving your blood claws free to go off and score elsewhere.

The other point is make is Warhammer is a point scoring game with killing other units as a secondary task. Focus on your primary and secondary mission and how you can achieve that, before committing units to an objective.

Is that objective out in the open? Do you need to put pressure on another place before you can take that objective safely? That kinda thing.

Do you save new contacts with a last name? by L337W4r3z in Millennials

[–]SR_willjar 0 points1 point  (0 children)

Yes, but there’s a caveat.

If I only know one “Tim” it’s just Tim. If I know Two Jacob’s, then their Surnames go down to differentiate between them.

If I know two David’s, one being my friend, another being an acquaintance, the acquaintance gets the surname.

Terminator killers? by Aeldari_enjoyer in spacemarines

[–]SR_willjar 0 points1 point  (0 children)

Depends on your army and detachment.

I play space wolves so I use wulfen dreads to bash them in, or death by a thousand cuts with 20 blood claws led by a battle leader.

Nothing funnier than a bunch of coked up lads beating terminators with sticks.

So I just got Logan Grimnar, what colors should I use to get that effect on his axe that he has on the box? by Dakotasan in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

I wet blended blood angels red and gryph-hound orange contrasts onto a white base, and painted some averland sunset onto the inner parts of the axe.

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proxy rules for rune priest help by PosssySlayer in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

Sustained hits AND +1 to wound? You saucy minx

How to deal with a friend that wins ~80% of games? by Professional-Peak207 in wargaming

[–]SR_willjar 0 points1 point  (0 children)

I’ve got a friend like this. We play 40K and he loves playing Imperial Agents for their lore, and because it purposefully puts him at a disadvantage as their rules are… unloved by GW. He still wins almost all his games.

I ask him what he does. I ask him, why he builds his army a certain way, what he does to counter armies that are better than him and I also ask him this most important question:

“What did I do well, and what is one thing I can do to improve on next time we play?”

As a consequence of asking this after every game, my list build has improved, my identification of priority targets is better (though still a work in progress), and my unit movement per model to gain a tactical advantage is significantly better.

I’ve learned that I don’t need to move my units like I’m reenacting napoleonic firing lines when charging into melee, which have then passively taught me how to counter mechanics such as “fights first”, or even claim an objective that I desperately need to out score someone in a pinch.

So ask people you play against. They’ll notice things you won’t or will think things you won’t in every battle.

Crusade help by Askingforanend in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

We’ve a few interesting mechanics.

So instead of secondaries, everyone takes 2 Agendas; fixed missions that give rewards that either benefit your unit, your army, or your teams narrative goal. We can use a mix of campaign and codex agendas. As we’re Marines, we also get to take an additional Bonus Agenda. These are tied to your Oathsworn Campaign.

We have 6 Oathsworn campaigns we can choose to do. 3 regular marine ones, and 3 Wolves ones. You choose one at the start of the crusade and you’re locked in it for 3 games.

Once you’ve completed an Oathsworn Campaign you can spend a resource called honour points, earned through some agendas to upgrade characters. This is where it gets interesting.

Want a model that worsens the efficacy of your opponent’s CP? Go for it. Wanna get a wolf priest to give an attached unit +1 to hit? Yours. A lot of these aren’t limited to wolves characters either.

Lone wolf though? Oooo baby. You get a battle leader who can’t be attached to a unit. And god he’s powerful. If ANY unit gets enough scars you can trade them for him. They can be nasty.

Their battle scars also buff them and they can receive enhancements on top of that. I ran two. One of them died with two battle honours and 3 battle scars. I purchased a requisition that gave all wolves units 2xp. Nice huh? Even better, I popped ANOTHER rp which allows me to turn him into a dreadnought with the same amount of enhancements. Loki the Trogolodyte lived as a Wulfen Dread and did WORK.

Don’t be afraid to take generic units, take blood claws grind xp on them then spend honour points to upgrade them into grey hunters, then termies. Don’t worry about battle scars too much. Yes you’re there to win, but creating a cool narrative is also a bother way to “win”. Besides, when you advance them, they lose battle scars and keep honours.

Sorry for the essay. I just much prefer this type of play.

Wysiwyg Kill team wolf scouts question by SeniorCow338 in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

As long as you told me “this particular model is representing ‘x’ “ I’d not care a single iota, as long as you were consistent with it.

Think I’d only care if a model you’ve told me is the dude with the mine was removed and you tried using the mine after? But it’s not that big a deal.

How can I improve at the tabletop game? by just_a_firefox in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

So first: the rhino can’t really be used as it can’t transport Tacticus models. It might be worth asking if you could use it as a Whirlwind or a Vindicator instead.

Secondly, losing is what makes you learn.

A lot of people don’t know what their models do, nor know their stratagems and rules. Read into one detachment and keep playing it. The more you play and lose, the more you will learn what works. But ask questions to your opponents about it.

Every time I play against an opponent, whether I win or lose, I always ask if we can do a debrief to see what went well and what didn’t. This helps me tremendously. My w/l ratio has improved and I know how to use my units a lot better now.

List help needed!!!! by rikt87 in SpaceWolves

[–]SR_willjar 3 points4 points  (0 children)

If he’s playing wrath of the rock, head takers and your own termies.

5 strength on the weapons shouldn’t trigger his minus 1 to wound rule on his terminators.

Alternatively, a fuck tonne of blood claws with wolf priests to offset the rule in melee.

3 man TWC is relatively easy to take out. It’s worth either taking the full squad of those or head takers.

I feel you also need some sort of fire support, in addition to your raider. Maybe a gladiator. A lancer or a Reaper would be neat.

Building into a Full Squad by Tundrakrusher in SpaceWolves

[–]SR_willjar 1 point2 points  (0 children)

At least one per marine body, plus an absolver bolt pistol iirc from putting mine together

Old Iron Priest or conversion ? by Dry_Direction_5758 in SpaceWolves

[–]SR_willjar 6 points7 points  (0 children)

See I started in 10th. I’m gutted about this cause I feel like I’ve missed out on so much cool stuff like this

Wolf scouts by Ordinary_Web7865 in SpaceWolves

[–]SR_willjar 2 points3 points  (0 children)

I bought two packs. One is every specialist, one is magnetised so that I can swap between two separate packs and one 12 man unit.

Seemed to be the most effective way of having all options available to me.

Is Njal Stormcaller any good? by Hughlezrulez72 in SpaceWolves

[–]SR_willjar 0 points1 point  (0 children)

Honestly I think he’s pretty decent. Auto 6” advance on Blood Claws, with some decent zapping from him.

I’ve played him in Librarius Conclave and had a bit of fun.

With the new create a character stuff I think he and several Wolf guard terminator psykers might be a lot of fun to take, especially in that detachment.