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Space Wolf Successor Chapter --- Venerable Dread


L30n1d4s

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Now that Space Wolves can (officially) take Successor Chapters, it go me thinking about an idea using some unique Chapter Tactics and close combat Venerable Dread:

 

 

Imagine a SW Successor with the following tactics:

 

 

-Whirlwind of Rage -- Gain +1 hit for unmodified 6s to Hit in melee (charge, charged, heroic intervention)

-Tactical Withdrawal -- Can charge again when Fall Back

 

 

Now, consider a Venerable Dread with Fenrisian Great Axe and Blizzard Shield, supported by a Successor Wolf Priest (upgraded to Master of Sanctity and with Bolts of Morkai relic).

 

The Wolf Priest gives the Venerable Dread full re-rolls to Hit and +1 to Wound in combat, and also "tags" the target with his bolter using the Bolts of Morkai to give re-rolls of 1s to Wound. The Venerable Dread also activates "Adaptive Strategy" Strat (in order to have the Assault doctrine active). 

 

On the charge, the use the "Scythe" profile of the Great Fenrisian Axe (this gives you 10 attacks).... using the aura of the Wolf Priest, re-roll all attacks that are not 6s, which should give you about three unmodified 6s and about six other hits (remember, the Venerable Dreads hits on 2+ natively). Each of the 6s generate two additional hits (once for Whirlwind of Rage and once for Space Wolf super doctrine, since the Venerable Dread is considered to be in Assault Doctrine)... that means you should average about 15-16 x S6 AP-4 Dmg1 hits.

 

With +1 to Wound and re-rolls of 1s, 15 of those hits should wound against T3/4/5.... with AP-4, that means anything with 3+ save or worse gets no saves at all, so the Venerable Dread could kill 15 Necon Warriors, 7 Space marines, or 5 Eradicators by himself in a single Fight Phase. Even against T3/T4/T5 characters with a 4++ save (like the common Biker Farseer, Primaris Captain, Tau Commander with Shield Generator, Custodes Shield Captain on foot, Troupe Master, etc.), the Venerable Dread would average 7-8 unsaved wounds, so enough to single-handedly deal with the majority of high end heroes that he might run into (or he could just switch over to "Cleave" mode for an average of 5 Dmg for each unsaved wound that he inflicts, which should take care of most HQ characters, even with half as many attacks).

 

Finally, in terms of durability, the Dread has 8W at T7 3+/4++/6+++, with -1 to the Dmg of any attacks directed at it, so definitely should be able to hold up against a lot of your opponent's combat power. This, coupled with the ability to Fall Back and Charge each turn should keep it in the fight and dangerous the rest of the game.

Edited by L30n1d4s
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