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How to build 10 Wulfen?


Merellin

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So, the other day I visited a store that was selling out all their Warhammer stuff for 30% off and while they dident have much left, I did find a Space Wolves Dreadnought and some Wulfen that I decided to buy for my Space Wolves. I built the Dreadnought with axe and shield cus it looks awesome and i wanted one since they came out but couldent be botherd to order one cus I'm lazy.. xD But with the 2 boxes of Wulfen I bought, I dont know how to equip them.. So.. Any sugestions?

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Well here's a good place to start:

Give 2-3 wulfen a thunder hammer/stormshield for increased survivablity

One wulfen with a Great Frost axe and stormfang launcher for slaging through mobs.

Pack leader wulfen must have paired frost claws since its the leader and the claws give him one extra attack and rerolls to wounds.

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If you want to keep them cheap and balanced, I suggest you build them as two squads of 5 each. Each squad can have two Thunderhammers and Shields, two Great Axes and one to be either the leader with claws (the Karate Kid or Jesus Christ crucification pose) or just plain lightning claw equipped wulfen.

 

Thus far in my lists, I've yet to be able to field a list with more than 6 Wulfen at max without sacrificing my troops and heavy support. 6 is just nice, 3 with Shields make them very durable and the 2 axes and 1 pack leader claws give a fair chance against hordes and Big monsters.

 

One thing I haven't tried but intend to one day, is to have one or two with basic claws, especially that one pose which looks "Alas poor Yorick, I knew him well".

 

Anyway to answer your question, I recommend build 2 claws, 4 hammers and 4 axes for your 10 wulfen.

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I used the axe arms and magnetized mine at the wrists to swap between axe & thunder hammer/storm shields. Not an easy job if you've never magazined before, but I have yet to run into trouble killing things in assault no matter how they're armed. However, the 3++ on a multi wound model with the 5+ ignore wounds has been critical on several occasions to get into assault. I've been using all thunder hammer/storm shields (save for a leader with claws) since 8th. Rerolls and healing balms mitigate the negative of the hammers and buff the advantage of the shields. It's been working for me well, but I don't face any supper hoard army's or chaos with the no invaluable save powers, so YMMV.
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2th/ss 2gfa 1 leader X2 all the way. I'd keep a wolf priest with jump pack nearby as well.

 

Wolf Priest with bike will be faster though more expensive. Plus he'll have T5 on top of 4++, respectable enough for a CC character.

 

In general, I agree that bikes are better than jump packs. The one main reason to go with jump packs in this case is to keep the infantry keyword. Infantry can move through terrain much better than others, and since the wulfen will potentially need to take advantage of that, I would rather their buffer not have to "wait outside" while the wulfen charge into a ruin, for example. Mostly depends on what map terrain is expected.

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