Hey, everyone! Just putting it out there that "yes", there are some interesting rules interactions with Murderfang and his 'more-murder' ability (not what it's called, but I like this more). It appears there is a rule in tenth that states units can only fight once in the fight phase. I have discussed the rules interaction with a few other T.O.s and long-time players in my area... there is some division on how these rules truly interact and I would advocate for a FAQ on the subject. Until then! Murderfang is still very angry, and hucking him at your opponent is a very viable solution to destroy units, pressure your opponents mid-table, and be really annoying. Play it out and see what works best :) Happy gaming!
It's very clear that this rule ignores that (there is no wishy-washy wording, it's straight forward.) "Murder-maker: Each time an enemy unit targets this model, after that unit has finished making its attacks, this model can either shoot as if it were your Shooting phase or fight as if it were the Fight phase." And as a general rule you use specific rules over core rules as they override.
@@AndrewThomas1212 Yeah it might seem broken but I'm with the "almost infinite" fight loop group. The best way to beat the MF is to run away and ignore it lol or, only target it with something that can outright kill it or doesnt mind suffering a bit or return fire
@@wickedgaming9632 exactly the only way it becomes broken is if they fail to position to stop him. Not to mention the fact that you need to get to combat in the first place which is harder than ever with overwatch and everything.
That's how I read it as well. It seems to me that the ability triggers each time he is targeted. However, people read things differently, and if you're playing with friends and/or in tournaments, it is always a good idea to double check with your local T.O.
Specific rule beats general rule. Rules are full of tenable examples of this such as General Rule: You cannot advance and shoot which is then supplanted by the specific rule surround the "Assault" Keyword that lets you do just that. Or the core rules saying you can only attach one Leader to a unit then specific model rules saying another Leader with an override rule can attach. Pretty much every datasheet has some specific rule used to override the core rules, that's how GW designs them to be read, right? How odd that out of the hundreds of core rules defying unit abilities that the rules of an Epic Hero are where people are side-eyeing.
Another Combo for Space Wolves: Hounds of Morkai and a Phobos Librarian (Rune Priest) = Precision Anti Psych with 4+ Devastating Wounds = 50% chance of dealing precision damage as Mortal Wounds. Not many characters will survive that.
Oh thats not the combo with them. Phobos lieutenant Lethal Hits + move d6 after shooting. And that ability has no caveats about charging afterward. So either scout up in a rhino, get out 9 shoot some character dead, then move d6 and charge and just....ruin somethings day. Did it to mortarian the other day, thing of beauty.
Thunderwolves with Lord (+1 Advance and charge) outflanking from strategic reserves, Logan deepstriking in with termis and popping his reroll charge ability. Fin
Thanks for your advice man i just started painting space wolves ive never played 40k but im looking forward to it once im done collecting all the units i want and i look forward to seeing you on the play on table tops kicking some a**.
Ragnar, Primaris LT, 6 Bladeguard. Load them into a drop pod. If your opponent goes first you can rapid ingress the drop pod at the end of their movement phase since its allowed to come in turn 1. Depending on positioning of units and terrain, you have the possibility of getting decent position and maybe true LOS blocking. Since you disembark during your opponents turn, Ragnar's ability comes into play during your movement phase for advance and charge. The same could be done during turn 2 if you end up going first. Could be situational but I like the early melee threat coming from the blender unit of Bladeguard with Ragnar and Lethal Hits from the LT (who can also be upgraded with Frost Weapons if running COR detachment.)
Oh yes my fav combo. Ragnar with the primaris LT and the bladeguard is such a fun slaughter party. Ragnar's sustained Hits plus the lethal hits, absolutely brutal
@@schrislp agreed. I've managed to make it work a few times. Really throws off the opponent when the melee blender hits their flank or back line unexpectedly.
My Favorite combo has been wolfguard - combi weapon and heirloom weapon with a librarian leading them for 4+ inv. add a venerable dread aura for reroll 1 on hits and wounds. very nasty
with murderfang you may use death howl that allows him consolidate 6" so you now can charge, kill, consolidates 6, roar and reapeat. and if you flank probably clean de back line of the enemy
Phobos LT + Max Reivers. 1) Provoke Overwatch with another unit in your army if possible. 2) Deep strike as close to an enemy backfield objective as possible. 3) Shoot w Lethal Hits. 4) Use LT’s “Shoot N Fade” to move d6” TOWARDS enemy on the OBJ. 5) Easy charge, which forces Battleshock on enemy unit holding OBJ. 6) Carve up the enemy w combat knives & lethal hits, lowering the enemy OC on the OBJ for you to take it. If you wanna be really nasty, attach an Ancient with an Enhancement that gives Deep Strike too, or an Enhancement that increases OC on the Reivers. If you wanna be really REALLY nasty, shoot the OBJ enemy unit with some Incursors before attacking w the Reivers for +1 to hit AND Lethal.
so, I read this and it got my mind whirling and I came up with another dumb combo that can attempt a turn one Saga of Majesty. fully melee Wolf Scouts + Phobos Commander (Pelt of the Balewolf) in a rhino. 1. Infiltrate the rhino and then aggressive scout move 2. Wolf Scout Unit gets out 3" and then move 6" 3. (Optional) shoot with whirlwind to force battleshock test 4. Charge wolf scouts (pop Logan Grimnar if you'd like) 5. Fight phase battle shock test, usually by the end you will either have killed the unit or have enough units left to get control This can be made stronger via 0 cp strat useage from the commander. This also has potential to pull other units away from the opponents front line to try to clear out the scout squad and if it lives you can just put it in strat reserves to come back to your back line to screen.
These combos are really needed for space wolves. Not only do we have to chase sagas, but our strats are hamstrung until we achieve them. Its harder to play SW effectively in 10th. Not impossible but definitely harder
A combo I like for getting saga of the warrior born is Arjac Rockfist leading a unit of Wolf Guard termis (and add Logan if you want). Put them in a land raider (crusader if you add Logan) and look for a character led unit. Run the land raider at them, get out charge and then use arjac’s free epic challenge to kill the character before even touching the rest of the unit
This can also be done with a Wolf Lord on thunderwolf leading a unit of TWC since captains get a 0cp stratagem so you can epic challenge for free with them as well
Was checking the WH40k app and cannot see how Wolf Guard get a "free" shield. You need to lose your range weapon option for it. Is that what I meant by free?
From what ive figured out based on the points the sagas and the data cards it seems like they want the wolves to have more characters and to pair them with certain squads to help achieve the sagas. Combine blackmane with a squad of 10 wolf guard with storm shields inside of the storm wolf and drop them off at your enemies door step turn 1 and charge in and be fighting before your opponent has a chance to shoot them. Tack on some of the enhancements to that squad of wolf guard and you shouldnt have any issues taking down stronger foes. Or use njal storm caller in a drop pod with 5 wolf guard termies and drop them in a good spot to take pot shots like theyre a long fang squad.
@@Dagenham_Swish From what ive read/understand theres no restriction on charging after disembarking from the storm wolf. So if i read anything wrong or misunderstood the rules then ill need to reread it. So if you think otherwise let me know where i can look.
@@dmgdrunkenmultiplayergamin5631 you cannot charge after disembarking from a transport that has already moved, unless it is, to my knowledge, a landraider with the assault ramp special rule.
About murderfang. I think guys from Art of Wh40k talked same thing but apparently there is a rule in 10th stating that unit can fight only one time during fight phase. Therefore, murderfang will not be able to fight kill one unit consolidate into another get hit then fight again.
Oh, really!? Hmm, interesting. I wasn't even thinking about consolidation into multiple units. Let's assume that your opponent is going to spread out enough that a 3" consolidation isn't going to wreck their day. However, let me take a look at the rules, I don't remember reading that anywhere... doesn't mean it's not in there though
Oh... I just found it... hmm That is not how I interpret that rule, I would assume that murderfang's rule supercedes that section of the core rules. I read that section of the core rules as GW making it abundantly clear that you can only select a unit that is eligible to fight in each phase once
@@spacemarinesteve6057 you are absolutely correct Steve, art of war guys are wrong and everyone is just joining their bandwagon because they are experienced. However people forget that experts can be wrong.
@@spacemarinesteve6057 I mean i dont know myself which one is right haha. But if murderfang can kill unit consolidate into next get hit then fight again, kill unit consolidate again etc it is a really interesting mechanic. Same would be with BA Death company dreadnought. Also, I was wondering if Sagas Sustained hits stack with Ragnar Blackmanes Sustained hits making it sustained hits 2? If it does i can bet full BGV with Ragnar under Saga of the beast and sustained hits saga can clap Lion even if he fights first. In addition, +1 to wound for 1CP is juicy.
Bjorn is a good way to get some of the sagas going, considering he is the only HQ with options for a proper gun. I have played 1 game, a 2v2 1k each player game I haven't found any great care combos yet, but Hounds of Morkai are very good now
Just trying to get back into the game after years out, but Hounds of Morkai led by phobos Lib. and escorted by Invictor looks silly fun. Invictor basically has Murderfangs fightback but if someone attacks his phobos buddies. Then Hounds will just erase all psykers.
Combo in Gladius detachment Terminator chaplain with combi and Bolter Discipline Max wolf guard Terminator squad all with combi Devastator Doctrine + Storm of Fire + Bolter Discipline + Oaths of Moment + Deep Strike + Combi-weapon = a lot of Mortal Wounds.
I'll go for Ragnar, 15 Blood Claws ( +1A and +1S) + 1 old school Lt ( Lethal Hits and fall back and shoot/ charge). Maybe cut back on one BC, when I get my hands on a Stormfang
This is great, also, to juice things up without playing the mini-game of Sagas you can just play Wolves in the Gladius Task Force. Being able to give your whole army advance and charge for a turn is a heck of a lot more thematic than what the sagas do.
Heirloom weapons are dmg 1 not 2 which is a big difference if your having them punch up to units with 14+ wounds Murderfangs ability van only be used 2 times per turn per the core rules activated only twice Murder also lacks an invul and 6+ feel no pain isn't much for survivability
The Ragnar and Assault Intercessors in an Impulsor combo still need to survive a turn since you can't move and charge after disembarking a vehicle that just moved.
here is one of mine, take wolfguard, i take 5-9 wolfguard and a rune priest, give them all plasma pistols and stick them in a drop pod. This imidietly puts pressure to the oponent forsing him to think about saga of the magesty, but that is not its intended purpose, saga of the bear is. Overcharge all your plasma and roll the hazardus checks, if yo get 1-2 fails in the test congrats, you have 6+fnp to your entire army, turn 1or2or3, thow realisticly you need this to happen sooner rather than later. And with rapid ingress you can get them where you want them safely most of them time, we are talkin after shooting more than 30 attacks, whuch can either autowound, or make more hits, and they also get 4+inv from the rune priest. This is a deseptivly usefull unit.
Vindicate assassin should give you saga of the warrior born on turn 1 or 2 with consistency. And if you have 3 characters with 4/5 wound with hazardous weapon you should be able to trigger saga of the bear early, this gives you 6 rolls with hazardous weapons and on a 1 your character takes 3 mortal wounds taking him below half strength. Nothing better than an army full of 4+ invul save and FNP 6+ , add to that runic ward and you are super tanky. 210pts = 10 Blood claws + primaris librarian with 4+ invul save and FNP 6+ same goes for thunder wolves and so on
You can put 5000 pts of Space Wolfs on the table and 2k of Tsons will remove it all by Turn 3. This isn't a joke, I'm not being silly. That's truly how unbalanced some armies are atm. Eldar are in the same boat, we've been play testing and almost 3 times the legal pts values, can't take those two armies down
Oof... that is so rough. It's too bad that things are going that route. Obviously, we need more time (and tournament information) to see how things play out over the summer before the first Codex drops. I do agree, though, that many of the datasheets and armies don't seem to play nice together
Turn 2?! You think i can get a impulsor to the enemy deployment zone turn 2? Well either you've never played a game of 40k or you had a brain fart. This is also not taking in the resistance an enemy will put up.
Turn 1 advance it, Turn 2 move it. Some of the deployment styles you and your opponent are 18" away, most are 24" Seems like its possible. Now whether your opponent lets you do that is 100% up to them. they move 12", and your unit CAN disembark after you advance it as per it Assault vehicle rule(though they may not charge) so yep its doable. though most opponents will try and target a threat like this, just give them other scarier stuff to shoot at. good luck.
1: wolf guard lost cheap weapons and jump packs. They are sub optimal, even with that combo. 2: the detachment rule is bad. You get your saga, your opponent gets points. +1 OC isn't worth suiciding Ragnar. 3: the core rules limit attacks per round. You didn't research this one very well. Also, lame.
I like to use the lieutenant with a full fifteen man squad of blood claws. He gives their attacks lethal hits. It can get really stupid amount of attacks.
Hey, everyone! Just putting it out there that "yes", there are some interesting rules interactions with Murderfang and his 'more-murder' ability (not what it's called, but I like this more). It appears there is a rule in tenth that states units can only fight once in the fight phase. I have discussed the rules interaction with a few other T.O.s and long-time players in my area... there is some division on how these rules truly interact and I would advocate for a FAQ on the subject.
Until then! Murderfang is still very angry, and hucking him at your opponent is a very viable solution to destroy units, pressure your opponents mid-table, and be really annoying. Play it out and see what works best :)
Happy gaming!
It's very clear that this rule ignores that (there is no wishy-washy wording, it's straight forward.) "Murder-maker: Each time an enemy unit targets this
model, after that unit has finished making its attacks, this
model can either shoot as if it were your Shooting phase
or fight as if it were the Fight phase."
And as a general rule you use specific rules over core rules as they override.
@@AndrewThomas1212 Yeah it might seem broken but I'm with the "almost infinite" fight loop group. The best way to beat the MF is to run away and ignore it lol or, only target it with something that can outright kill it or doesnt mind suffering a bit or return fire
@@wickedgaming9632 exactly the only way it becomes broken is if they fail to position to stop him. Not to mention the fact that you need to get to combat in the first place which is harder than ever with overwatch and everything.
That's how I read it as well. It seems to me that the ability triggers each time he is targeted. However, people read things differently, and if you're playing with friends and/or in tournaments, it is always a good idea to double check with your local T.O.
Specific rule beats general rule.
Rules are full of tenable examples of this such as General Rule: You cannot advance and shoot which is then supplanted by the specific rule surround the "Assault" Keyword that lets you do just that.
Or the core rules saying you can only attach one Leader to a unit then specific model rules saying another Leader with an override rule can attach.
Pretty much every datasheet has some specific rule used to override the core rules, that's how GW designs them to be read, right?
How odd that out of the hundreds of core rules defying unit abilities that the rules of an Epic Hero are where people are side-eyeing.
Another Combo for Space Wolves: Hounds of Morkai and a Phobos Librarian (Rune Priest) = Precision Anti Psych with 4+ Devastating Wounds = 50% chance of dealing precision damage as Mortal Wounds. Not many characters will survive that.
Oh thats not the combo with them.
Phobos lieutenant
Lethal Hits + move d6 after shooting. And that ability has no caveats about charging afterward.
So either scout up in a rhino, get out 9 shoot some character dead, then move d6 and charge and just....ruin somethings day.
Did it to mortarian the other day, thing of beauty.
Lord Zeev lethal hits negates the devastating wounds against pskers thought.
@@WOWMW294 yeah thats the unfortunate part but the movement is key, you can also spend one cp to give the unit 6s explode though to cancel it out.
Thunderwolves with Lord (+1 Advance and charge) outflanking from strategic reserves, Logan deepstriking in with termis and popping his reroll charge ability.
Fin
Hell yea! The reroll on the termies is very nice!
First time watching and I'm new to 40k. This is a fun watch, thanks for being excited about it!
Thanks for your advice man i just started painting space wolves ive never played 40k but im looking forward to it once im done collecting all the units i want and i look forward to seeing you on the play on table tops kicking some a**.
Here’s to every year being the year of Steve! Good luck with the channel man 🍻
well thats nice.
Good advice. Can't wait for you guys to go through the Old World Armies when they launch.
And we will!
Now i know what i need to buy next for my army. Thank you!
Ragnar, Primaris LT, 6 Bladeguard. Load them into a drop pod. If your opponent goes first you can rapid ingress the drop pod at the end of their movement phase since its allowed to come in turn 1. Depending on positioning of units and terrain, you have the possibility of getting decent position and maybe true LOS blocking. Since you disembark during your opponents turn, Ragnar's ability comes into play during your movement phase for advance and charge. The same could be done during turn 2 if you end up going first. Could be situational but I like the early melee threat coming from the blender unit of Bladeguard with Ragnar and Lethal Hits from the LT (who can also be upgraded with Frost Weapons if running COR detachment.)
Oh yes my fav combo. Ragnar with the primaris LT and the bladeguard is such a fun slaughter party. Ragnar's sustained Hits plus the lethal hits, absolutely brutal
@@schrislp agreed. I've managed to make it work a few times. Really throws off the opponent when the melee blender hits their flank or back line unexpectedly.
I throw this combo into a land raider and use the landraider to move them up the feild then disembark and cahrge
My Favorite combo has been wolfguard - combi weapon and heirloom weapon with a librarian leading them for 4+ inv. add a venerable dread aura for reroll 1 on hits and wounds. very nasty
with murderfang you may use death howl that allows him consolidate 6" so you now can charge, kill, consolidates 6, roar and reapeat. and if you flank probably clean de back line of the enemy
Phobos LT + Max Reivers.
1) Provoke Overwatch with another unit in your army if possible.
2) Deep strike as close to an enemy backfield objective as possible.
3) Shoot w Lethal Hits.
4) Use LT’s “Shoot N Fade” to move d6” TOWARDS enemy on the OBJ.
5) Easy charge, which forces Battleshock on enemy unit holding OBJ.
6) Carve up the enemy w combat knives & lethal hits, lowering the enemy OC on the OBJ for you to take it.
If you wanna be really nasty, attach an Ancient with an Enhancement that gives Deep Strike too, or an Enhancement that increases OC on the Reivers.
If you wanna be really REALLY nasty, shoot the OBJ enemy unit with some Incursors before attacking w the Reivers for +1 to hit AND Lethal.
NOTE: *ANY* SM chapter can do this, but it’s especially lucrative for the furries.
Hell yea! I love it!
so, I read this and it got my mind whirling and I came up with another dumb combo that can attempt a turn one Saga of Majesty.
fully melee Wolf Scouts + Phobos Commander (Pelt of the Balewolf) in a rhino.
1. Infiltrate the rhino and then aggressive scout move
2. Wolf Scout Unit gets out 3" and then move 6"
3. (Optional) shoot with whirlwind to force battleshock test
4. Charge wolf scouts (pop Logan Grimnar if you'd like)
5. Fight phase battle shock test, usually by the end you will either have killed the unit or have enough units left to get control
This can be made stronger via 0 cp strat useage from the commander. This also has potential to pull other units away from the opponents front line to try to clear out the scout squad and if it lives you can just put it in strat reserves to come back to your back line to screen.
This was very helpful
These combos are really needed for space wolves. Not only do we have to chase sagas, but our strats are hamstrung until we achieve them. Its harder to play SW effectively in 10th. Not impossible but definitely harder
A combo I like for getting saga of the warrior born is Arjac Rockfist leading a unit of Wolf Guard termis (and add Logan if you want). Put them in a land raider (crusader if you add Logan) and look for a character led unit. Run the land raider at them, get out charge and then use arjac’s free epic challenge to kill the character before even touching the rest of the unit
This can also be done with a Wolf Lord on thunderwolf leading a unit of TWC since captains get a 0cp stratagem so you can epic challenge for free with them as well
That's both of my cores.
Arjac with Termies, Wolf Lord on T Wolf with Cav accompanying.
Was checking the WH40k app and cannot see how Wolf Guard get a "free" shield. You need to lose your range weapon option for it. Is that what I meant by free?
Bladeguard or assualt
intercessors ? With ragnar blackmane?
From what ive figured out based on the points the sagas and the data cards it seems like they want the wolves to have more characters and to pair them with certain squads to help achieve the sagas. Combine blackmane with a squad of 10 wolf guard with storm shields inside of the storm wolf and drop them off at your enemies door step turn 1 and charge in and be fighting before your opponent has a chance to shoot them. Tack on some of the enhancements to that squad of wolf guard and you shouldnt have any issues taking down stronger foes. Or use njal storm caller in a drop pod with 5 wolf guard termies and drop them in a good spot to take pot shots like theyre a long fang squad.
How are exactly are you charging out of a stormwolf turn 1?
@@Dagenham_Swish From what ive read/understand theres no restriction on charging after disembarking from the storm wolf. So if i read anything wrong or misunderstood the rules then ill need to reread it. So if you think otherwise let me know where i can look.
@@dmgdrunkenmultiplayergamin5631 you cannot charge after disembarking from a transport that has already moved, unless it is, to my knowledge, a landraider with the assault ramp special rule.
@@Dagenham_Swish im pretty sure the storm wolf also has the assault ramp special rule. Let me double check.
@@Dagenham_Swish I just reread it and yeah i glossed over the rule saying you cant charge after disembarking. That blows. Thanks for correcting me.
Just wondering if the Ragnar + WG in an impulsor works. I thought it can only transport phobos or tacticus?
About murderfang. I think guys from Art of Wh40k talked same thing but apparently there is a rule in 10th stating that unit can fight only one time during fight phase. Therefore, murderfang will not be able to fight kill one unit consolidate into another get hit then fight again.
Oh, really!? Hmm, interesting. I wasn't even thinking about consolidation into multiple units. Let's assume that your opponent is going to spread out enough that a 3" consolidation isn't going to wreck their day.
However, let me take a look at the rules, I don't remember reading that anywhere... doesn't mean it's not in there though
Oh... I just found it... hmm
That is not how I interpret that rule, I would assume that murderfang's rule supercedes that section of the core rules. I read that section of the core rules as GW making it abundantly clear that you can only select a unit that is eligible to fight in each phase once
@@spacemarinesteve6057 you are absolutely correct Steve, art of war guys are wrong and everyone is just joining their bandwagon because they are experienced.
However people forget that experts can be wrong.
@@spacemarinesteve6057 I mean i dont know myself which one is right haha. But if murderfang can kill unit consolidate into next get hit then fight again, kill unit consolidate again etc it is a really interesting mechanic. Same would be with BA Death company dreadnought. Also, I was wondering if Sagas Sustained hits stack with Ragnar Blackmanes Sustained hits making it sustained hits 2? If it does i can bet full BGV with Ragnar under Saga of the beast and sustained hits saga can clap Lion even if he fights first. In addition, +1 to wound for 1CP is juicy.
@@AndrewThomas1212 Probably, sooner or later GW will clarify. I would prefer if this interaction would be legit.
Question - would the Ragnar move work at all with blood claws? As I'm looking to paint up 10 assault intercessors so you could field either
Yea I wanna get murderfang now.
Bjorn is a good way to get some of the sagas going, considering he is the only HQ with options for a proper gun.
I have played 1 game, a 2v2 1k each player game
I haven't found any great care combos yet, but Hounds of Morkai are very good now
Just trying to get back into the game after years out, but Hounds of Morkai led by phobos Lib. and escorted by Invictor looks silly fun. Invictor basically has Murderfangs fightback but if someone attacks his phobos buddies. Then Hounds will just erase all psykers.
Very nice! I love that little tag team!
wait is this space marine steve´s own channel ??
Combo in Gladius detachment
Terminator chaplain with combi and Bolter Discipline
Max wolf guard Terminator squad all with combi
Devastator Doctrine + Storm of Fire + Bolter Discipline + Oaths of Moment + Deep Strike + Combi-weapon = a lot of Mortal Wounds.
I'll go for Ragnar, 15 Blood Claws ( +1A and +1S) + 1 old school Lt ( Lethal Hits and fall back and shoot/ charge). Maybe cut back on one BC, when I get my hands on a Stormfang
have to take BC's in groups of 10 or 15 now
@@wickedgaming9632you have to pay for the full 15 but you can bring less to fit in transports😊
This is great, also, to juice things up without playing the mini-game of Sagas you can just play Wolves in the Gladius Task Force. Being able to give your whole army advance and charge for a turn is a heck of a lot more thematic than what the sagas do.
I run Ragnar with a lieutenant and 10 assault intercessors in a land raider
Played fantasy for years stopped playing after 8th but want to make a comeback to 40 k with space wolves
Heirloom weapons are dmg 1 not 2 which is a big difference if your having them punch up to units with 14+ wounds
Murderfangs ability van only be used 2 times per turn per the core rules activated only twice
Murder also lacks an invul and 6+ feel no pain isn't much for survivability
Steve! Sub'd and Bell'd
Ragnar without Blood Claws ? Heresy 😂
The Ragnar and Assault Intercessors in an Impulsor combo still need to survive a turn since you can't move and charge after disembarking a vehicle that just moved.
You can if you have a land raider redeemer!
here is one of mine, take wolfguard, i take 5-9 wolfguard and a rune priest, give them all plasma pistols and stick them in a drop pod. This imidietly puts pressure to the oponent forsing him to think about saga of the magesty, but that is not its intended purpose, saga of the bear is. Overcharge all your plasma and roll the hazardus checks, if yo get 1-2 fails in the test congrats, you have 6+fnp to your entire army, turn 1or2or3, thow realisticly you need this to happen sooner rather than later. And with rapid ingress you can get them where you want them safely most of them time, we are talkin after shooting more than 30 attacks, whuch can either autowound, or make more hits, and they also get 4+inv from the rune priest. This is a deseptivly usefull unit.
hmm interesting
I will rather go with Ulrik and 15 bloodclaws in a Land Raider redeemer !
That's a lot of punch!
Vindicate assassin should give you saga of the warrior born on turn 1 or 2 with consistency.
And if you have 3 characters with 4/5 wound with hazardous weapon you should be able to trigger saga of the bear early, this gives you 6 rolls with hazardous weapons and on a 1 your character takes 3 mortal wounds taking him below half strength. Nothing better than an army full of 4+ invul save and FNP 6+ , add to that runic ward and you are super tanky.
210pts = 10 Blood claws + primaris librarian with 4+ invul save and FNP 6+ same goes for thunder wolves and so on
Really nice! I love the blood Claw combo!
Unfortunately the assassins don't give sagas as they don't get the space wolf keyword :)
As stated, the vindicare can't be the one to kill the target, as he's not a wolf
If only that worked.
Good thing I finished building bjorn last night.. ffs
Bjorn is still super strong. just his ability to effect your opponents stratagems is worth it. not only that his Close combat is savage.
Awoo
You can put 5000 pts of Space Wolfs on the table and 2k of Tsons will remove it all by Turn 3. This isn't a joke, I'm not being silly. That's truly how unbalanced some armies are atm. Eldar are in the same boat, we've been play testing and almost 3 times the legal pts values, can't take those two armies down
Oof... that is so rough. It's too bad that things are going that route. Obviously, we need more time (and tournament information) to see how things play out over the summer before the first Codex drops. I do agree, though, that many of the datasheets and armies don't seem to play nice together
Ya they are a bit of a problem for sure. Hopefully after a few games we can figure out how to counter them.
nothing new intercessors have been better then grey hunters since they came out.
Turn 2?! You think i can get a impulsor to the enemy deployment zone turn 2? Well either you've never played a game of 40k or you had a brain fart. This is also not taking in the resistance an enemy will put up.
Turn 1 advance it, Turn 2 move it. Some of the deployment styles you and your opponent are 18" away, most are 24" Seems like its possible. Now whether your opponent lets you do that is 100% up to them. they move 12", and your unit CAN disembark after you advance it as per it Assault vehicle rule(though they may not charge) so yep its doable. though most opponents will try and target a threat like this, just give them other scarier stuff to shoot at. good luck.
Sad....
1: wolf guard lost cheap weapons and jump packs. They are sub optimal, even with that combo.
2: the detachment rule is bad. You get your saga, your opponent gets points. +1 OC isn't worth suiciding Ragnar.
3: the core rules limit attacks per round. You didn't research this one very well. Also, lame.
I like to use the lieutenant with a full fifteen man squad of blood claws. He gives their attacks lethal hits. It can get really stupid amount of attacks.
Ragnar and five blade guards in an impulsor.