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Space Wolves

The ethos behind this force is that by saving points on transports and vehicles, The Player can afford to take a couple of really
powerful HQ choices.

Points Points
HQ Ragnar Blackmane 240 Troops 12 Blood Claws 180
Meltagun 5
HQ Ulrik the Slayer 180 Plasma pistol 15
Power fist 25
Elite Dreadnought 105
Heavy Flamer 10 Troops 10 Grey Hunters 150
Flamer FREE
Elite 5 Wolf Scouts 75 Power fist 25
Plasma gun 15
Plasma pistol 15 Fast Attack 3 Skyclaws 75
Power weapon 15
Elite 8 Wolf Guard 144 Melta bombs 15
2 Power swords 30
1 Power fist 25 Fast Attack 5 Skyclaws 90
2 Plasma pistols 30 Plasma pistol 15
5 x Terminator armour 75 Melta bombs 25
Chainfist 15
Heavy flamer 5 Heavy Support 5 Long Fangs 75
3 Power fists 30 Plasma cannon 20
2 Melta bombs 10 Missile launcher 10
Heavy bolter 5
Troops 12 Blood Claws 180 Lascannon 25
Meltagun 5
Plasma pistol 15
Power fist 25 TOTAL 1999

With Ragnar Blackmane and Ulrik the Slayer in the force this army is exceptionally well equipped to tackle any foe in close combat.
Ragnar not only makes short work of most foes, but he also improves the ability of his own unit (granting them +D3 Attacks when
they assault) throughout the game, and for a single turn he grants all Space Wolves within 12" the Furious Charge special rule.
Tactic One: Bringing the War Howl
Since the entire army is an infantry force, the basic premise is to storm forwards as quickly as possible and get stuck into close
combat. It's imperative to keep Ragnar central to the force so that when you utilise his War Howl special rule as many units benefit
as possible. Bear in mind that it's best to stick Ragnar Blackmane inside a unit of Grey Hunters or Wolf Guard, however, since
they're far more likely to get extra attacks than the already-berserk Blood Claws.

Tactic Two: Dealing with Big Stuff


This force, without a great many tank-busting missile weapons, could struggle to take down enemy vehicles and similarly resilient
monsters (Carnifexes, Wraithlords et al). To this end there are a number of melta bombs spread throughout the force to deal with
vehicles, and most squads have either a power fist or plasma weapon to bring the pain to monstrous creatures. Of course, Ulrik the
Slayer can really improve things for a unit fighting a big beastie too - his Slayer's Oath lets him (and the squad he is with) re-roll
failed hits and wounds against foes with a Toughness of 5 or better!

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