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How to build on the Combat Patrol box


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Greetings, Wolf Brothers! Full disclosure, I'm a Dark Angels player, not a SW player, but I have a friend who just got the Space Wolves combat patrol box for free, and he's thinking of building up a SW army. I'm looking for advice on how he can build on that box. He's not going to be playing in tournaments, his list just needs to be reasonably effective for Crusade, and simple and straightforward would be better than something that requires a lot of overlaying buffs and synergies. I also have a set of the Indomitus Marines I might be willing to sell him at a discount if any of that stuff would be good for building out his collection.

And is there any SW secret sauce that makes Reivers decent?

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Intercessors are decent for anyone. If you're going to take a melee weapon on the Sergeant, make it either an anti-infantry one like the Chainsword/Power or take a Thunder Hammer to take maximum advantage of Hunters Unleashed. I would suggest two squads of normal Intercessors.

The Invictor is for supporting Phobos units. Out of the ones available, Incursors are the best fit. 

Drop the Reivers. I don't think they're worth much outside of backfield bullying..

As for expanding this list, I suggest starting with a Primaris Captain of any variety and an Impulsor.

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With space wolves there is a special reiver unit called cult of morkai. They basically get a bunch of great benefits against psychers, and otherwise are... reivers. So they will have a purpose for him but they won't be good in every game.

 

The assault intercessors and eradicators probably would help alot. Aggressive obsec is great for wolves, and eradictors would give him a good anti tank unit.

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Another great unit to consider is the Redemptor dreadnought. Can run anti tank or horde. And even anti horde one can do anti tank legwork in Melee. And wisdom of the ancients can make it a captain or Lieutenant for a turn.

 

I actually disagree with Incursors being the best fit. They do have decent melee, but I find i want my forward deploy units doing a fair amount of sitting still and shooting as I dont want them to leave tge objective they hold. So I prefer infiltrators for that role.

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I suppose helmet-swapping the Reivers could make Infiltrators or Incursors out of them.

If he gets hands on spare parts left over from a Infiltrator/Incursor sprue, it will get even better in regards to backpacks. If he wants/"needs" to have the correct sights mounted on the reiver-bolters it will get tricky though, as the reiver bolters don't have the slots for the magazin/optics combi used on the incursor/infiltrator-sprues... you could also use optics from the intercessor-sprue, would be as tricky to mount.

 

I myself hate the incursors "playstation taped onto" their bolters - the compact reiver bolters fit much better into the close quartes fight style of incursors, especially with their already keen senses making the hole sensory stuff kind of redundant.

 

... and for spare sw heads/knives/spare bits the firstborn box might come in handy besides the SW-upgrade-sprues - where i personally like the firstborn spure more than the primaris sw upgrade spures in the box.

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What about the unique Space Wolf units? Thunderwolf Cavalry, Wulfen, the flyers? How about characters? I understand Ragnar Blackmane is good. What about the others? And what generic characters suit the SW army best?

Thunderwolves rock. 

 

Wulfen, not so much.

 

Flyers, meh.

 

I would suggest at least one Rune Priest. His Tempestas Powers provide the army with much-needed protection against shooting, buffs to melee, etc. 

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What about the unique Space Wolf units? Thunderwolf Cavalry, Wulfen, the flyers? How about characters? I understand Ragnar Blackmane is good. What about the others? And what generic characters suit the SW army best?

 

For characters it's really hard to go wrong with the Primaris Chaplain on a bike. Its just super flexible because the different litanies can dramatically change it's role. It also can provide healing (space wolves can't take apothecaries) and newer players tend to appreciate that. Finally its super mobile making it easier to get it where you need it. I think its a great kit for a new players.    

Edited by Jorin Helm-splitter
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Wulfen, not so much.

Wulfen are pretty decent, especially since the recent price drop. They are not quite the powerhouse unit they were but they are still strong and the ability to fight on death is strong. A lot of armies bring glass hammer melee units, particularly armies that are not generally strong in melee. These units rely on killing the enemy before they can do anything for their survivability (e.g. Incubi, Sanguinary Guard etc) and Wulfen mess with that.

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