no they're outclassed in every way by wolf guard with jump packs and same loadout. more attacks, similar wounds, native deepstrike, better keywords (fly+infantry) faster, point for point in every situation, including performing various actions. There is no advantage for twc that is meaningful in any competitive way vs them. anyone who says otherwise just has thunderwolf bias-crunchwise there is zero competition.
@@markw8543 how do they have more attacks? TWC have 5 attacks when adding the three from crushing teeth and claws and 6 when adding in the attack from charge. Additional if using chainswords. More importantly, and this is definitely 100% one thing they do better, they have Swifthunters ability and can charge even in turns they advance. Wolf Guard may have comparable wounds per points, but they are spread across all models, whereas TWC is 4 wounds per model. For me it would depend on the missions and if I want more Obsec and/or who I am pairing them with. TWC is pretty incredible paired with Ragnar and are monsters with HI and the bonuses to consolidation.
@@ryanreed9563 yes, why do you want more teeth and claw ? I don't get how you don't see this: Add up the costs 2 hammer shield wg with jump have 6 hammer attacks, for similar cost your paying for 3 hammer attacks, and 3 wolf attacks. If you like the wolf attacks, take 2 guys with chains words. Also a chaplain on bike with Hunter WL trait can easily get you advance and charge on wolf guard with jump packs- TWC are so fat they can't fight in ruins effectively. Infantry +fly are far superior keywords than cavalry. Not to mention you can't hide well with them due to said mass. Additionally especially now- dark lances and other spammed weapons do min 4 damage and it's ALWAYS better to have your wounds spread out. TWC just have a shitty base size, shitty keywords, and not enough rules to eek out vs those. Not to mention performing actions and deepstrikes. They're also not nearly as durable as things of near value. Any unit in the wolf dex can clear chaff, TWC are just expensive and cumbersome way of doing it. Sad part is I love them but they have no role competitively.
Thank you for this. I got back into the hobby about half way through 8th edition and have been assembling a Space wolf army primarily with newer models. I like the wolf unit strategy you suggest and the Wulfen dreadnaught. Those wiill be my next acquisitions.
Ok, the T-Wolf cav are a very good utility unit. The wolfs attacks are great for chaff clearing, the unit can be very durable with storm shields and the unit can also be very powerful with either a matching lightning claw or a thunder hammer to deal more damage. While they aren’t the best in the army at any one damage type the utility and durability you can get out of them makes them an auto include IMO. And that’s all not to mention their very good movement, stratagems, and advance and charge rules. I wouldn’t rely on them, but they can be a very powerful and useful unit when played correctly.
you know what else? wolf guard are better in every way with the same loadout. we'll say the hammer loadout....you can just take 2 jump guys with hammers for more attacks, wounds are spread out, better keywords (inf+fly) for the same cost at the cost of -1 t. Would you rather pay 65 points for 3 hammer swings or 76 for 6? the wolf attacks trick a lot of people....they're shit. just take 2 wolf guard with lightning claw and shield. better for all of the above reasons. TWC are better than before but are literal trash compared to WG with jump packs. IF they jack up WG prices, or actually properly cost twc (1.3-1.5* cost of a similarly equipped guy on food) then they might be worth considering-and even then, not being infantry itself makes them worse let alone not having fly.
@@markw8543 I agree, but I missed something that I think you missed as well, the base sizes allow for way larger screens and total denial of objectives, and only 10 points more per model. Yes that damage drop is there, but a full ten man of WG takes up 2 Thunderwolf bases. I can screen out an entire side of the board with just the 6 man unit.
@@StoneColdSteel screening is for cheap units. I don't know why you screen with either of those units. Screening with a valuable unit defeats the purpose of screening, it's not something I 'missed' it's just a nonsensical argument. it would be very situational at best to screen with either unit. It's also not 10 points more-twc are far more expensive in almost every loadout and die to min damage of modern dark lances and other common at weapons same as wolf guard (min4 damage). TWC need to be at worst only 50% more points rather than 80-100% to outweigh the loss of utility associated with their keywords. It's also incredibly easy to screen out thunderwolves *because* of their shitty keywords and Giant bases-They can't fit between models or charge past something with any decent front screen. And have huge difficulty circumventing obstacles
@@markw8543 you don’t understand what I’m saying. I’m not saying to use them as a screening unit, I’m saying that because of how your essentially taking 6 dreadnaught sized bases 10+D6+charge up the board turn 1. You shut down many armies that rely on deepstrike and other post turn 1 deployment strategies on a whole side of the board with one unit that’s already going up the board. It’s a utility unit because it does dps, it can kill tanks, it can kill light and heavy infantry, it can block movement, be durable, hold objectives without needing in built obsec, and screen all at the same time with very powerful movement all without really changing how you play them, you just pick a flank and have them go with a chaplain on bike and know it’s taken care of. It’s not great at one thing, it’s that it’s good at a lot of things all at once, and that was the original point.
@@StoneColdSteel no man, you're the one missing the point. Point is TWC are an completely inferior choice to wg with jump packs, which do everything you've listed better, cheaper, and with more utility. Try to think of any situation where TWC would be a better pick over them. That is my point. TWC arent good because wg are better in every way and you have no quantitative way to say otherwise. Advance and charge is easy to get for the army and that's the only 'advantage' they have.
One question, I’m a lil new to 40k so just trying to read up on stuff, with the data sheet we see right there for wulfen dreadnought, how are you getting 2 heavy flamers? It seems like you can replace the axe and bolter with a shield and bolter and then you can replace that bolter (for 5 points) with a heavy flamer. Unless I’m reading things wrong
I brought Wulfen dreads to the board a couple times and they just got shredded. I was playing against necrons and the nightbringer so there’s a lot of mortal wounds flying around
Nightbringer is pretty uniquely suited to kill them, unfortunately. At least they can live through the mortals with Armor of Contempt so you have time to eat through his damage reduction.
This video drastically changed my outlook on my own army. Why have I not been forcing my opponents to fight last with as many ways Space Wolves have available... That being said I do often run x3 Wulfen Dreadnoughts and they are unbelievably fun. 135p for an absolute monster your opponent *has* to deal with. Especially fun if backed by an Iron Priest with the Warden of the Ancients warlord trait.
Hey so I'm a LONG TIME Space Wolves player that sucks at the game of 40k but loves modeling and painting Space Wolves into miniature works of art. You should see my Wulfen Thunderwolf Cavalry converts. Anyhoo! For a Space Wolf player that doesn't know how to put an army list together and wants to make a competitive mid range Space Wolves list like you speak of in this video, what would that list look like? Help a son of Russ out Tortoise!! You know what you're talking about way more than me!!!
I'm sorry but I have to disagree with you on Thunderwolf Cavalry, match them with the Characters mentioned, Librarian with Jump Pack, or even better if the Tournament allows Legends, on Bike, and a Wolf Lord on Thunderwolf with Both Wolfkin and Warrior Born plus Armour of Russ. Now many will claim Warrior Born and Armour of Russ is a waste, but by the FAQs Armour of Russ cancels with many similar effects on opponents leaving Warrior Born active, and if the enemy doesn't have a similar ability you can charge both the Warlord and Thunderwolf Cavalry into the 2 same units, with the Warlord attacking the smaller unit first and declaring the larger of the 2 units to fight last. The warlord with Thunderhammer and all of those attacks will usually wipe out the smaller size unit while preventing the larger unit from Interrupting, allowing the Thunderwolves with Chainswords (for point savings while adding extra attacks) and 1 or 2 Lightning claws, plus 1 Thunderhammer, should wipe out the larger unit. With the Librarian following close behind he can cast Stormcaller and Instincts Awoken on the Thunderwolf Cavalry if it's before Turn 3. With Storm Shields on all of the Thunderwolf Cavalry, plus Storm Caller and "Cloaked By the Storm" they are -1 to Hit with Shooting, 1+ Armour and Cover Save, and 4+ invulnerable. They are nearly unkillable at range and even nastier in close combat. Yes, that grouping is expensive but I don't think anything can stop it. Plus much faster with move and advance, then charge, than the Wulfen Dreadnaught, and harder to kill. And after killing something with the Wolf Lord they get either the Wolfkin Aura effect or both it and the Warrior Born Aura. Also, I think you seriously failed when you didn't mention Longfangs which unlike Dreadnaughts can be placed on higher terrain in like ruins gaining better line of sight and cover, and if you combine with Bjorn giving them re-roll 1's and an Armourium Cherub plus Signum they can put out serious firepower for relatively little cost. And if you give Bjorn Twin Lascannons he further adds to the long-range firepower. If you have the points add a Wolf Guard Terminator with Cyclone Missile Launcher and Storm Shield. Great protection, plus added firepower.
Attack bikes get +1 attack vehicles wise they are rode by blood claws who get +1 on the charge I forget their rule. But the fact that thunderwolf cavalry were really in that list is a travesty.
Probably point cost. Wulfen dread is about 30 points cheaper depending on loadout. Core is nice, but it's not worth that much. Also, heavy flamers are pretty good in the current meta.
@@TacticalTortoise but only by 35 points. Wouldn't the fnp alone be worth that? Or being core for buffs and rerolls? Honestly curious about this as I've viewed the wulfen dread as pointless since the codex came out.
@@edwardcote2440 ya but exact same load out with heavy flamer is only 35 points more for core and fnp. Is 35 points q big enough gap for them to be more efficient for only +2 more movement and losing core and fnp?
@@TacticalTortoise also I think you read the datasheet for it wrong I only see it getting one heavy flamer. All apps, codex, and wahapedia show one flamer not two.
Sorry, but as a SW player who has ran both TW cav AND Wulfen dreads, the TW are almost universally better. Even with only 3 models, they’re faster, can advance AND charge same turn, they hit more consistently, overall have more attacks and so will deal more damage, there’s a bunch of strats they can use (wulfen dreads get almost none), and they have core so they’ll be getting any buffs the wulfen dread will be missing out on. Wulfen Dreads arent bad by any stretch, but they’re only real advantage over TW is being cheaper, and duty eternal.
nice channel bro. What are your thoughts on combi plasma build on 10 man wolf guard terminators? with keen senses and fury of 1st they shoot 20 plasma shots and 20 bolter shots hitting on 2's out of deep strike. if you bring them in turn 2 tact doctrine they get the extra -1 ap as well on the shots. put 5 with shields and 5 with claws for defense and not so neutered combat potential. Wolf guard termies only pay 5pts for combi upgrade.
What makes Incursors good? I've heard you say that before but that's it, no description as to why. I can only really see them as an early suicide disruption unit for pretty cheap.
For just 5 pts over Intercessors you get Concealed Position deployment (which is HUGE), better melee, and some super useful keywords like Phobos and Smokescreen.
Man people are still sleeping on Wulfen. Specifically in a space wolves successor chapter with whirlwind of rage and born heroes. They count as being an Assault Doctrine from the beginning so they get double exploding sixes hitting on twos when they charge. you can use Keen senses so that they can ignore modifiers to hit it on twos with their thunder hammers. Such a potent counter charge. You can keep them safe in cover for 2+/4++ or use a librarian with stormcaller and cloaked by the storm strat. Played many games with them now and Every time they punch far above their points cost. They legit strike fear at my local store. Has the only wolves player at my store it makes me smile.
Space Wolf melee attacks are generally more effective than a regular Marine's. They're +1 to hit, and often AP 1 w/ exploding 6s, on top of the bike's other firepower
@@TacticalTortoise I also feel the rending 6s and negating first damage are pretty helpful too. (Not to mention rerolling 1s for hit and wound anywhere on the board) I'm genuinely curious. Have 10 Incursors made up and 18 Infiltrators with 10 more on the way and trying to decide which way to make them.
Yeah I think he’s paying thunder Cav wrong; one game just to be an arsehole against Harlequins, I ran three units of 6 and then an outrider detachment for an extra 2x6! they caused havoc for the clown boys; advance and charge 3 extra attacks at S5 -2AP on top of all the attacks the squad get anyway. Blew his mind and his army to pieces 😂
@@HimuraTheWanderer oops, me and friends have been playing this rule wrong; just seen now I’m the rule of three applies to the army not the dettachment 😬 so I thought you could run more than three as long as it wasn’t in the same detachment! Boy do I feel stupid! 😂 good catch though! Thank you!
Tome of Malcador doesn't allow you to change psychic powers it has to be the same discipline as the others you are using. It seems like a joke cuz its all the opposite of what I have tried when using them like wulfen dreads die right away in my experience
@@LynxLord1991 no it says psyker models in a space wolves detachment CAN know all of their psychic powers from the tempest discipline instead of the librarius or obscuration disciplines . The word can means it’s a choice so they still have access to all it’s their choice
Out of 8 so called space wolves specific units you only managed to bring 2 space wolves specific units. Comon is this the best you can come up with? You are terrible at it. You forgot wulfen, Wolfguards , bloodclaws and others. Most of what you showed are not spacewolves specific. What a joke you are
You broke my heart with that thunderwolf cavalry fake out
Thunderwolf Calvary are freaking awesome
It's amazing how split the community is on these guys now.
With chainswords, thunderhammers and storm shields, they are pretty boss. Ruthless in the assault doctrine too
no they're outclassed in every way by wolf guard with jump packs and same loadout. more attacks, similar wounds, native deepstrike, better keywords (fly+infantry) faster, point for point in every situation, including performing various actions. There is no advantage for twc that is meaningful in any competitive way vs them. anyone who says otherwise just has thunderwolf bias-crunchwise there is zero competition.
@@markw8543 how do they have more attacks? TWC have 5 attacks when adding the three from crushing teeth and claws and 6 when adding in the attack from charge. Additional if using chainswords.
More importantly, and this is definitely 100% one thing they do better, they have Swifthunters ability and can charge even in turns they advance.
Wolf Guard may have comparable wounds per points, but they are spread across all models, whereas TWC is 4 wounds per model.
For me it would depend on the missions and if I want more Obsec and/or who I am pairing them with. TWC is pretty incredible paired with Ragnar and are monsters with HI and the bonuses to consolidation.
@@ryanreed9563 yes, why do you want more teeth and claw ? I don't get how you don't see this: Add up the costs 2 hammer shield wg with jump have 6 hammer attacks, for similar cost your paying for 3 hammer attacks, and 3 wolf attacks. If you like the wolf attacks, take 2 guys with chains words. Also a chaplain on bike with Hunter WL trait can easily get you advance and charge on wolf guard with jump packs- TWC are so fat they can't fight in ruins effectively. Infantry +fly are far superior keywords than cavalry. Not to mention you can't hide well with them due to said mass. Additionally especially now- dark lances and other spammed weapons do min 4 damage and it's ALWAYS better to have your wounds spread out. TWC just have a shitty base size, shitty keywords, and not enough rules to eek out vs those. Not to mention performing actions and deepstrikes. They're also not nearly as durable as things of near value. Any unit in the wolf dex can clear chaff, TWC are just expensive and cumbersome way of doing it. Sad part is I love them but they have no role competitively.
Haha I love seeing wulfen dreads getting some love. I’ve been running 2 of em to be Bjorns bodyguards
Thank you for this. I got back into the hobby about half way through 8th edition and have been assembling a Space wolf army primarily with newer models. I like the wolf unit strategy you suggest and the Wulfen dreadnaught. Those wiill be my next acquisitions.
Thunderwolf cavalry are the only unit that makes my blood angel ass jealous of the furry platoon
Ok, the T-Wolf cav are a very good utility unit. The wolfs attacks are great for chaff clearing, the unit can be very durable with storm shields and the unit can also be very powerful with either a matching lightning claw or a thunder hammer to deal more damage. While they aren’t the best in the army at any one damage type the utility and durability you can get out of them makes them an auto include IMO. And that’s all not to mention their very good movement, stratagems, and advance and charge rules. I wouldn’t rely on them, but they can be a very powerful and useful unit when played correctly.
you know what else? wolf guard are better in every way with the same loadout. we'll say the hammer loadout....you can just take 2 jump guys with hammers for more attacks, wounds are spread out, better keywords (inf+fly) for the same cost at the cost of -1 t. Would you rather pay 65 points for 3 hammer swings or 76 for 6? the wolf attacks trick a lot of people....they're shit. just take 2 wolf guard with lightning claw and shield. better for all of the above reasons. TWC are better than before but are literal trash compared to WG with jump packs. IF they jack up WG prices, or actually properly cost twc (1.3-1.5* cost of a similarly equipped guy on food) then they might be worth considering-and even then, not being infantry itself makes them worse let alone not having fly.
@@markw8543 I agree, but I missed something that I think you missed as well, the base sizes allow for way larger screens and total denial of objectives, and only 10 points more per model. Yes that damage drop is there, but a full ten man of WG takes up 2 Thunderwolf bases. I can screen out an entire side of the board with just the 6 man unit.
@@StoneColdSteel screening is for cheap units. I don't know why you screen with either of those units. Screening with a valuable unit defeats the purpose of screening, it's not something I 'missed' it's just a nonsensical argument. it would be very situational at best to screen with either unit. It's also not 10 points more-twc are far more expensive in almost every loadout and die to min damage of modern dark lances and other common at weapons same as wolf guard (min4 damage). TWC need to be at worst only 50% more points rather than 80-100% to outweigh the loss of utility associated with their keywords. It's also incredibly easy to screen out thunderwolves *because* of their shitty keywords and Giant bases-They can't fit between models or charge past something with any decent front screen. And have huge difficulty circumventing obstacles
@@markw8543 you don’t understand what I’m saying. I’m not saying to use them as a screening unit, I’m saying that because of how your essentially taking 6 dreadnaught sized bases 10+D6+charge up the board turn 1. You shut down many armies that rely on deepstrike and other post turn 1 deployment strategies on a whole side of the board with one unit that’s already going up the board. It’s a utility unit because it does dps, it can kill tanks, it can kill light and heavy infantry, it can block movement, be durable, hold objectives without needing in built obsec, and screen all at the same time with very powerful movement all without really changing how you play them, you just pick a flank and have them go with a chaplain on bike and know it’s taken care of. It’s not great at one thing, it’s that it’s good at a lot of things all at once, and that was the original point.
@@StoneColdSteel no man, you're the one missing the point. Point is TWC are an completely inferior choice to wg with jump packs, which do everything you've listed better, cheaper, and with more utility. Try to think of any situation where TWC would be a better pick over them. That is my point. TWC arent good because wg are better in every way and you have no quantitative way to say otherwise. Advance and charge is easy to get for the army and that's the only 'advantage' they have.
Wolf Guard Battle Leaders are pretty awesome. Cheap. Efficient. Perfect HQ for slapping additives on to.
He forgot long fangs
One question, I’m a lil new to 40k so just trying to read up on stuff, with the data sheet we see right there for wulfen dreadnought, how are you getting 2 heavy flamers? It seems like you can replace the axe and bolter with a shield and bolter and then you can replace that bolter (for 5 points) with a heavy flamer. Unless I’m reading things wrong
I brought Wulfen dreads to the board a couple times and they just got shredded. I was playing against necrons and the nightbringer so there’s a lot of mortal wounds flying around
Nightbringer is pretty uniquely suited to kill them, unfortunately. At least they can live through the mortals with Armor of Contempt so you have time to eat through his damage reduction.
Venerable dreadnought
hits on 2+
have Unyielding Ancient (FNP +6)
and a Core
but cost 170p whit full kit.
What’s a better pick, the primarus tech marine or an Iron priest? In particular with a few wulfen dreads and/or any other armoured units?
Aren't iron priests legends now?
@@clockworkpanda8 it’s just a non primaris tech marine
sadly, primaris techmarine is better due to lower points cost(cost 10 points less...) even though it have better shooting and more attacks.
Great vid would love your take on the scars
This video drastically changed my outlook on my own army. Why have I not been forcing my opponents to fight last with as many ways Space Wolves have available...
That being said I do often run x3 Wulfen Dreadnoughts and they are unbelievably fun. 135p for an absolute monster your opponent *has* to deal with. Especially fun if backed by an Iron Priest with the Warden of the Ancients warlord trait.
Mine always run into night ringers... 😭😭
I've been running double wulfen with tech priest with armour of Russ it's pretty cool
Thunder wolf Calvary suck ? Great video bro
My main army here. Love the info
What is your take on wolf guard terminators?
Hey so I'm a LONG TIME Space Wolves player that sucks at the game of 40k but loves modeling and painting Space Wolves into miniature works of art. You should see my Wulfen Thunderwolf Cavalry converts. Anyhoo! For a Space Wolf player that doesn't know how to put an army list together and wants to make a competitive mid range Space Wolves list like you speak of in this video, what would that list look like? Help a son of Russ out Tortoise!! You know what you're talking about way more than me!!!
I'm sorry but I have to disagree with you on Thunderwolf Cavalry, match them with the Characters mentioned, Librarian with Jump Pack, or even better if the Tournament allows Legends, on Bike, and a Wolf Lord on Thunderwolf with Both Wolfkin and Warrior Born plus Armour of Russ. Now many will claim Warrior Born and Armour of Russ is a waste, but by the FAQs Armour of Russ cancels with many similar effects on opponents leaving Warrior Born active, and if the enemy doesn't have a similar ability you can charge both the Warlord and Thunderwolf Cavalry into the 2 same units, with the Warlord attacking the smaller unit first and declaring the larger of the 2 units to fight last. The warlord with Thunderhammer and all of those attacks will usually wipe out the smaller size unit while preventing the larger unit from Interrupting, allowing the Thunderwolves with Chainswords (for point savings while adding extra attacks) and 1 or 2 Lightning claws, plus 1 Thunderhammer, should wipe out the larger unit. With the Librarian following close behind he can cast Stormcaller and Instincts Awoken on the Thunderwolf Cavalry if it's before Turn 3. With Storm Shields on all of the Thunderwolf Cavalry, plus Storm Caller and "Cloaked By the Storm" they are -1 to Hit with Shooting, 1+ Armour and Cover Save, and 4+ invulnerable. They are nearly unkillable at range and even nastier in close combat. Yes, that grouping is expensive but I don't think anything can stop it. Plus much faster with move and advance, then charge, than the Wulfen Dreadnaught, and harder to kill. And after killing something with the Wolf Lord they get either the Wolfkin Aura effect or both it and the Warrior Born Aura. Also, I think you seriously failed when you didn't mention Longfangs which unlike Dreadnaughts can be placed on higher terrain in like ruins gaining better line of sight and cover, and if you combine with Bjorn giving them re-roll 1's and an Armourium Cherub plus Signum they can put out serious firepower for relatively little cost. And if you give Bjorn Twin Lascannons he further adds to the long-range firepower. If you have the points add a Wolf Guard Terminator with Cyclone Missile Launcher and Storm Shield. Great protection, plus added firepower.
Attack bikes get +1 attack vehicles wise they are rode by blood claws who get +1 on the charge I forget their rule.
But the fact that thunderwolf cavalry were really in that list is a travesty.
I thought I was the only one that loved wulfen dreads
Lol no I always have my wulfen dread body guarding murderfang with his shield and axe.
Out of curiosity why use a wulfen dreadnought over a venerable dreadnought? Venerables cam take the axe and shield but gain core keyword and a fnp
They're slower and much much more expensive
Probably point cost. Wulfen dread is about 30 points cheaper depending on loadout. Core is nice, but it's not worth that much. Also, heavy flamers are pretty good in the current meta.
@@TacticalTortoise but only by 35 points. Wouldn't the fnp alone be worth that? Or being core for buffs and rerolls? Honestly curious about this as I've viewed the wulfen dread as pointless since the codex came out.
@@edwardcote2440 ya but exact same load out with heavy flamer is only 35 points more for core and fnp. Is 35 points q big enough gap for them to be more efficient for only +2 more movement and losing core and fnp?
@@TacticalTortoise also I think you read the datasheet for it wrong I only see it getting one heavy flamer. All apps, codex, and wahapedia show one flamer not two.
Every time you make a video about a different army, I want buy that army. The all consuming plastic crack
*maniacal laughter*
Sorry, but as a SW player who has ran both TW cav AND Wulfen dreads, the TW are almost universally better. Even with only 3 models, they’re faster, can advance AND charge same turn, they hit more consistently, overall have more attacks and so will deal more damage, there’s a bunch of strats they can use (wulfen dreads get almost none), and they have core so they’ll be getting any buffs the wulfen dread will be missing out on. Wulfen Dreads arent bad by any stretch, but they’re only real advantage over TW is being cheaper, and duty eternal.
nice channel bro. What are your thoughts on combi plasma build on 10 man wolf guard terminators? with keen senses and fury of 1st they shoot 20 plasma shots and 20 bolter shots hitting on 2's out of deep strike. if you bring them in turn 2 tact doctrine they get the extra -1 ap as well on the shots. put 5 with shields and 5 with claws for defense and not so neutered combat potential. Wolf guard termies only pay 5pts for combi upgrade.
I prefer combimelta and chainswords on 10 wolfguards in droppods
Cyberwolf just at 7? Thats not Trevy...how made this Video xD
No Logan? Tried my best in the Invitational to convince people of him ;-(
If Logan had fly I'd put him on the list in a second. xD
Maybe feed the dogs with red bull? 😂😂
@@TacticalTortoise If he had fly he would just literally be santa at that point
This was great! Good Skills buddy : D
What makes Incursors good? I've heard you say that before but that's it, no description as to why. I can only really see them as an early suicide disruption unit for pretty cheap.
For just 5 pts over Intercessors you get Concealed Position deployment (which is HUGE), better melee, and some super useful keywords like Phobos and Smokescreen.
@@TacticalTortoise I still see them mostly as an early game disruption suicide unit. Still good for that for a pretty cheap unit.
@@TacticalTortoise they are not spacewolves specific
Man people are still sleeping on Wulfen. Specifically in a space wolves successor chapter with whirlwind of rage and born heroes. They count as being an Assault Doctrine from the beginning so they get double exploding sixes hitting on twos when they charge. you can use Keen senses so that they can ignore modifiers to hit it on twos with their thunder hammers. Such a potent counter charge. You can keep them safe in cover for 2+/4++ or use a librarian with stormcaller and cloaked by the storm strat. Played many games with them now and Every time they punch far above their points cost. They legit strike fear at my local store. Has the only wolves player at my store it makes me smile.
The attack bikes get +1 attack however don’t they also have the headstrong rule? So they would always have to charge the closest eligible unit?
They also don't have any melee weapons (except the default), so what's the point of the extra attack?
How is the agents dark eldar ?
wulfen dreadnaught doesn't have a shield. Right? that venerable or whatever dreadnaught and thats 160pts? right
Wulfen Dreadnought can take a Blizzard Shield
@@TacticalTortoise Time to use it against my girlfriend thanks
Bikes get plus 1 because they are bloodclaws.
Why does it matter that Attack Bikes get +1 Attack if they only have the default melee weapon (S User, AP0, D1)?
Space Wolf melee attacks are generally more effective than a regular Marine's. They're +1 to hit, and often AP 1 w/ exploding 6s, on top of the bike's other firepower
Ohhhh will you have a salamander set up?
Problem with this video is it assumes your foe wants to charge. Most people i play refuse to charge so i play a very different list.
So shoot them :)
Why are incursors better than infiltrators? I feel like they had a pretty decent nerf in 9th.
They're just much cheaper. If you need the Omni Scramblers Infiltrators are fine too; you just pay for the extra utility.
@@TacticalTortoise I also feel the rending 6s and negating first damage are pretty helpful too. (Not to mention rerolling 1s for hit and wound anywhere on the board)
I'm genuinely curious. Have 10 Incursors made up and 18 Infiltrators with 10 more on the way and trying to decide which way to make them.
-1ap in Melee and cheaper
thunder wolfs are amazing aandyou are wrong
nah
Let me put it this way: They are good, but I'm not getting a second unit.
"Thunderwolfs are amazing and you are wrong"
Says every Dark Lance in the game
Blade Guard Vets??
No Apothecaey makes BGV sad pandamarines
No bjorn , ragnar , or murderfang?
I think maybe he was staying away from named characters, and just forgot to mention it?
Yeah I think he’s paying thunder Cav wrong; one game just to be an arsehole against Harlequins, I ran three units of 6 and then an outrider detachment for an extra 2x6! they caused havoc for the clown boys; advance and charge 3 extra attacks at S5 -2AP on top of all the attacks the squad get anyway.
Blew his mind and his army to pieces 😂
fyi you can only run 3 units of TWC at 2k because of Rule of 3. Unless you're not playing matched play.
@@HimuraTheWanderer oops, me and friends have been playing this rule wrong; just seen now I’m the rule of three applies to the army not the dettachment 😬 so I thought you could run more than three as long as it wasn’t in the same detachment!
Boy do I feel stupid! 😂 good catch though! Thank you!
Tome of Malcador doesn't allow you to change psychic powers it has to be the same discipline as the others you are using. It seems like a joke cuz its all the opposite of what I have tried when using them like wulfen dreads die right away in my experience
That's open to interpretation, but most places rule that you can select powers from multiple disciplines since there's no definitive ruling on it.
It actually says any psychic discipline you have access to so you can take from tempestus and marine actually
@@ravenswarrior1 But it says earlier in the text to choose a discipline and that is what you have access to
@@LynxLord1991 no it says psyker models in a space wolves detachment CAN know all of their psychic powers from the tempest discipline instead of the librarius or obscuration disciplines . The word can means it’s a choice so they still have access to all it’s their choice
@@ravenswarrior1 yes the golden word there is all and instead but if you tournament lets its fine it just doesnt here so maybe check before hand folks
No TWC .. arguably one of the best units in the game.
No Ragnar? One of the best beat sticks in the game
No fenrisian wolves?
good one
Sadly Ragnar just isn't that good right now. He lost a lot of his potency when 9e started.
You can tell this guy does not play Space Wolves
THUNDERWOLF CAVALR- just kidding they suck
Nope
Out of 8 so called space wolves specific units you only managed to bring 2 space wolves specific units. Comon is this the best you can come up with? You are terrible at it. You forgot wulfen, Wolfguards , bloodclaws and others. Most of what you showed are not spacewolves specific. What a joke you are
xD