chrisr
Junior Member
Posts: 84 Likes: 7
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Post by chrisr on Feb 23, 2017 14:48:05 GMT
So I've decided to give 40K a try again. But I need some help.
1. I've bought some models to help stoke my enthusiasm. These are Wulfen. They look great but (a) where do I find their rules (they aren't in the Codex) and ( what's the best load out to give them when I assemble them?
2. I've also looked at a couple of UTube batreps to try and get a grip on the rules. Very confusing. a) In the second one there was a lot of talk about 'Iron Wolves' and the entire army appeared to have extra movement rules. Any idea what that's about? b)Also they were lots of psychic effects every turn as the players drew psychic/warp effect cards. Are they part of the game now and do I need a deck of 'Empiric Thingy Gummies'? c) Do I need a pack of objective cards or do you share one with your opponent?
3. In the other game the Space Wolves player used an Imperial Knight. Do I need something like this to be competitive?
Regards C
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Post by Deleted on Feb 23, 2017 18:18:32 GMT
Hi Chris
To answer your queries - the wulfen rules are in a supplement that was released after the most recent codex (Warzone Fenris: Curse of the Wulfen) and are also available in a special digital version of the codex which includes all the rules and formations from that supplement (from memory it's called Space Wolves Wulfen edition!)
I have used Wulfen a lot since they were released and they are incredible - the biggest issue is remembering all of their rules! From my experience the best loads fall into two camps - vehicle / knight killers (with a mix of great axes and thunder hammers / storm shields) and infantry shredders (with dual frost claws, and one or two thunder hammers / storm shields to tank wounds. I tend to use the latter as I also use Thunderwolves with thunder hammers / storm shields alongside them and they fulfil a similar role to the wulfen in that respect. The frost claws on the charge are devastating with the sheer number of attacks and will chew through anything without an invulnerable save (and even then the defender will need to make a lot of saves!)
Their biggest limitation is the 4+ save (which is why you need storm shields on at least two of the five) and the fact that they will be (or should be!) a priority target for your opponent. Keeping them in moving cover behind a rhino (or even the Thunderwolves) is a tactic I've found works well.
On point 2, from memory the Iron Wolves are one of the formations from the supplement above so will have some funky rules which aren't in the codex.
You should pick up a pack of tactical objective cards. The alternative is rolling a dice and referring to the rule book but this is clumsy. It's not really practical to share a deck.
Psychic cards in a normal game just depend on the number of psykers you or your opponent has. They aren't related to the Empiric Storm stuff from the "fall of cadia" and again it's worth getting a set of psychic cards if you plan on using a rune priest. I sometimes use one on a bike to help my thunderwolves but they're not mandatory and actually are quite hard to get in to the new formations.
3. Nah! You have Wulfen and Thunderwolves! Knights will fear you!
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Post by Deleted on Feb 23, 2017 19:29:25 GMT
BTW if you're at the club tomorrow I can lend you the supplement if you fancy a read.
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Post by CaptainDean on Feb 23, 2017 22:08:21 GMT
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chrisr
Junior Member
Posts: 84 Likes: 7
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Post by chrisr on Feb 24, 2017 0:18:54 GMT
Thanks for the replies.
I can see a trip to Dark Sphere is required - or possibly I can get the stuff at Cavalier on Sunday.
Regards Chris
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