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Friday, August 19, 2011

Armies in 5th: Space Wolves Part 2: Aggression & Fire Support

Anything But Ones

We've established Space Wolves are different from Vanilla Marines. They are also different from Blood Angels, Grey Knights, Dark Angels and Black Templars. They may all have a similar basis and can look or feel the same but there are very key differences and this generally comes through in how they approach their opponent. Space Wolves are much more aggressive than Vanilla Marines but not so aggressive as Blood Angels. They don't have fast transports, FNP or FC after-all. What Space Wolves do have however, are Troops with boltguns, meltaguns/plasmaguns, counter-attack, two close combat weapons and combat upgrades. What this means is the core of their army, the Grey Hunters, is very good at dealing with the enemy at short-range and this affects their army lists and how they play on the table a lot.



Compare this loadout to Vanilla Marines who want to avoid combat for as long as possible. Compare this to Blood Angels Assault Marines who want to get into combat. Compare this to Grey Knights who want to shoot for as long as possible and then charge you. Grey Hunters sit in the middle of all this thanks to counter-assault. They don't have ranged firepower but aren't excellent in combat and are just as good when they are assaulted as when they assault. Denying opponent's the bonuses of the charge is obviously important but being able to use meltaguns and bolters to full effect is as well and thus counter-assault can be very, very beneficial. This affects the Space Wolves army more than anything else as it forces a large part of their army forward to a certain extent. Not as aggressive as Blood Angels but far less passive than Vanilla or Grey Knights.

This increased aggressive nature impacts a lot upon the other choices Space Wolves have, many of them unique. Units such as Thunderwolf Cavalry, Wolf Lords/Iron Priests on Thunderwulf Mounts, Lone Wolves, Dreadnoughts, Wolf Scouts and Wolf Guard all have increased combat potential and whilst Space Wolves do not have access to a unit with the rock nature of TH/SS Terminators, as a whole their army is more capable of combat. All of these are generally good choices and whilst not all lists will incorporate all of them, most lists will include some of them. This combination of units plus the Grey Hunters ultimately determines where a lot of the Space Wolves army fights - midfield.

Now this is common of most Space Marine armies. When your army is based upon good solid statlines and 12-24" ranged weapons, it tends to happen. But as we discussed in the initial paragraphs, the deposition of Grey Hunters influences a lot on how Space Wolves behave in midfield. This is reinforced with their increased choice in combat units to support Grey Hunters and further exemplifies how they are played. Whilst Space Wolves are often thought to have excellent shooting through Long Fangs and Razorbacks, the core of their army lists need to be understood under this aggressive principle. Having cheap firepower available to you in the form of Long Fangs and Razorbacks is excellent. It's cheap, reliable and hurts your opponent but it's not the core of the army and this is where a lot of Razorwolve armies come undone. Sure, in an exercise in complete spam, Space Wolves are perhaps the best army to drop as many LasPlas Razorbacks on the table with the added benefit of lots of missile firepower to  back them up and whilst this army is certainly good on the tabletop, a more balanced Space Wolves list is going to take advantage of the aggressive nature of many of their units.

This certainly doesn't mean running headlong into the enemy but rather manipulating threat ranges of Grey Hunters and other units, especially Thunderwolf Calvary with their 19-24" threat profile. Being able to sit in midfield with fire support and pressuring your opponent with meltaguns and both offensive and defensive combat is something few other armies can do well. This is where Space Wolves armies excel and although you can make lists outside of this paradigm (Loganwing for example), be very careful when you do otherwise your army may be severely limited.

Comments (14)

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I don't play Wolves myself, but I fin them very interesting because of their unique units and fantastic models. If I didn't play Blood Angels, I might play them. Keep this series up, it's very cool.
Solid analysis mate. As I've said before, these kind of points seem so obvious once you highlight them, but I had never really thought THAT in depth about their "happy zone" xx
3 replies · active 711 weeks ago
Thats the problem with a lot of these articles. Said outloud they seem like no brainers. I sit there and think "And this is new because?" then I try and think were I read them first... and then realise I've actually seen them down on paper (Internet paper or 'Intaper" if you will.)
That might be a good thing. Sometimes people avoid saying stuff out loud because it all seems so obvious, but it's when things seem obvious that we take them for granted and make mistakes.
You mean "never seen them on paper"?

And that's what the Armies in 5th posts are about. They aren't ground-breaking but explain the basic constructs of individual books. For advanced players this does nothing but put on paper what they already know but for middling or newer players this helps them identify and define concepts they didn't know or understand previously.
As a space wolf player who's played them for a while now I found this article a good read. Very useful for those who are maybe just starting out with the army. The only thing I would point out though is that Wolf Guard in Terminator armour can be given the TH/SS combination and so can field a unit of them.
Milkstorm's avatar

Milkstorm · 711 weeks ago

Yes but a unit of Wolf Guard with TH/SS is 315 points. Mega difference.
4 replies · active 711 weeks ago
This. Just like you can make a TWC unit all have SS - the cost becomes prohibitive. Probably should have been mentioned but in terms of 'super rock units of death', SW just aren't efficient at it.
I'd like to add I find it always easier to take out super rock units of death with my Space Wolves. So far theres nothing 52 Grey Hunters can't handle.
53 Grey Hunters?
52 Grey hunters being the core of my army, 4 rhinos, 2 razorbacks. Of course with wolf guard and Priests mixed in. Its amazing what those 6 units can deal with.

I guess you thought I was a crazy person and meant a unit of 52 GH?
One of the funny thing of having "marines" with better CC ability (whetever it is Grey hunter or strile squad) is that it help to have more firepower. It is much more easy to chose Razorback over Rhino when you know you can disembark your marines when you needed without fearing to be ruin by any roaming unit.
1 reply · active 711 weeks ago
It's not the CC ability that makes Strike Squads happy to leave their rides, it's the psycannons and storm bolters. Similarly for SW, their chainswords aren't why you'd disembark them, it would be for the melta.

Extra pointy implements don't increase your survivability against shooting.

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