There actually is a big limitation to the Space Wolf reaction: the unit you react to has to start their movement within 12" of one of your units. You cannot react to a unit that moves into range like the Imperial Fists can. It is called No Pray Escapes the Wolf because your forces are hunting a retreating enemy.
But what it does do is basically neuter any attempt to charge a space wolves unit with your own melee troops, since you will just instantly become vulnerable to a countercharge. Russ especially can use this to basically skip an enemy assault phase thanks to his WS and -1 to-hit, even Horus only hits him on 6+. It makes him near-invincible on the first round, and that is precisely where you want Russ gone the most.
i gotta say, a unit of 15 grey slayers, with 11 power swords, 3 axes and a thunder hammer on the sargent and accompanied by a speaker of the dead, has been INSANELY good for me lately, being pratically unbetable on an early game charge
Jump pack command squad in Pale Hunters, with the generic warlord trait for running highest initiative+1", is where its at. Move 12" run 8" charge 2d6+4, from outflank. Absolute madness.
@@BearfootMiniatures Jump packs cannot run, however in the Legion books their jump packs specifically allow them to run. Super good with the space wolves trait.
The only thing I would charge a Primarch with outside of another Primarch is a Leviathan Dreadnough equipped for HtH combat. I think that might be the only thing that could survive the hits from the Primarch. The dread would be hitting on either 5+ (or 6+ if they are one of the brawler primarchs) and the Primarch should be hitting on 3+ (or 2+). If the Leviathan makes contact with the Primarch, they can do some damage.
I'm so glad you hD a tough time reading some of those paragraphs, cause I for sure had to reread a few with their writing lol. But what do you think about snap shoting rotor cannons with grey slayers on the move?
Ye, on all of the rules mate, they’re baffling I think it could be good if a pin came off but don’t think the chances of hitting make it worth it, definitely worthwhile upgrading for a non running unit imo
After watching this I’m after some help clarifying the counter attack rule. Would a Jarl with counter attack (2) then buff a unit with counter attack (1) giving them the same number of attacks bonus?
It confers mate, the higher value takes precedence as theyve got the rule with (1) and (2) so I suppose theres an arguement you could choose, but obv then your choosing (2)!
Yes! I’d actually mistakenly at the point of making the vid thought you couldn’t run with a jump pack; so assaults for wolves are a mental choice really, move 16 and charge!
Sorry to be the bearer of bad biomancy news, but the wording on the power is more restricted than you have been playing - the increase only lasts for the "current player turn", which means the max you can get is s&t 6 from a single psyker on basic marines (from return fire and overwatch reactions). I heard you repeat the same comment on the video re consul upgrades so I'll copy this comment across.
There actually is a big limitation to the Space Wolf reaction: the unit you react to has to start their movement within 12" of one of your units. You cannot react to a unit that moves into range like the Imperial Fists can. It is called No Pray Escapes the Wolf because your forces are hunting a retreating enemy.
Eeeeh ye that’s a fair point! Not many coming close to the fists one imo!
But what it does do is basically neuter any attempt to charge a space wolves unit with your own melee troops, since you will just instantly become vulnerable to a countercharge.
Russ especially can use this to basically skip an enemy assault phase thanks to his WS and -1 to-hit, even Horus only hits him on 6+. It makes him near-invincible on the first round, and that is precisely where you want Russ gone the most.
i gotta say, a unit of 15 grey slayers, with 11 power swords, 3 axes and a thunder hammer on the sargent and accompanied by a speaker of the dead, has been INSANELY good for me lately, being pratically unbetable on an early game charge
Uuuuh that’s one big unit: I imagine anything short of a unique termite squad goes down
Power swords not chain swords???
@@errata2412 yessssss AP3 and rending (+6) is sensacional when you attack with such volume
@@matheusgk55 pricey unit but I'm sure it wrecks when it makes it to combat
Jump pack command squad in Pale Hunters, with the generic warlord trait for running highest initiative+1", is where its at.
Move 12" run 8" charge 2d6+4, from outflank.
Absolute madness.
Ehhh I thought you couldn’t run after a jet pack move but that’s a beast of a charge move
@@BearfootMiniatures Jump packs cannot run, however in the Legion books their jump packs specifically allow them to run.
Super good with the space wolves trait.
Obviously I have been waiting for this before playing the 3k I have painted up. Thanks!
No worries mate! Let me know how you get on with it!
My name is Commander Ballard, and this is my favourite video on CZcams.
Brilliant to hear mate! Glad you enjoyed it so much!
The only thing I would charge a Primarch with outside of another Primarch is a Leviathan Dreadnough equipped for HtH combat. I think that might be the only thing that could survive the hits from the Primarch. The dread would be hitting on either 5+ (or 6+ if they are one of the brawler primarchs) and the Primarch should be hitting on 3+ (or 2+). If the Leviathan makes contact with the Primarch, they can do some damage.
Ye; the charge is hard I think, maybe a solo primach with a thunder hammer squad (like 10 Suzie with hammers?)
I think it's pretty clear that Space Wolves are GW's favourite legion. They got _all_ the toys.
Nooo… nooo. They do ok….
I’d reckon the Fists are their pet Legion
Tell that to the black library autohors and teh nasty job thay have done writing them in the novels ahhaha
Yeah… cos they are so OP in 40K…
Stalker pack @20, 4 plasma guns, 4 plasma pistols.
I'm so glad you hD a tough time reading some of those paragraphs, cause I for sure had to reread a few with their writing lol.
But what do you think about snap shoting rotor cannons with grey slayers on the move?
Ye, on all of the rules mate, they’re baffling
I think it could be good if a pin came off but don’t think the chances of hitting make it worth it, definitely worthwhile upgrading for a non running unit imo
After watching this I’m after some help clarifying the counter attack rule. Would a Jarl with counter attack (2) then buff a unit with counter attack (1) giving them the same number of attacks bonus?
It confers mate, the higher value takes precedence as theyve got the rule with (1) and (2) so I suppose theres an arguement you could choose, but obv then your choosing (2)!
@6:55 can assault marines not add there Int to the run with a jump pack? If so wouldn’t they be really quick/mobile
Yes! I’d actually mistakenly at the point of making the vid thought you couldn’t run with a jump pack; so assaults for wolves are a mental choice really, move 16 and charge!
Sorry to be the bearer of bad biomancy news, but the wording on the power is more restricted than you have been playing - the increase only lasts for the "current player turn", which means the max you can get is s&t 6 from a single psyker on basic marines (from return fire and overwatch reactions). I heard you repeat the same comment on the video re consul upgrades so I'll copy this comment across.