Grey hunters form the backbone of the Space Wolves army. These Grey Hunter tactics are going to explain the best builds for your Grey Hunter packs and demonstrate how to get the best value for your points.Grey Hunters are Blood Claws who have tempered their agression with experience. Armed with a bolt pistol, close combat weapon and a bolt gun, they can fulfil a wide range of battlefield roles and are one of the most versatile troop choices in the game.
Not to mention that they get an extra close combat weapon and Counter Attack for the same points as a regular Space Marine.
This is the trade off for being unable to take a heavy weapon on break up into two seperate Combat Squads like regular Space Marines. Space Wolves also do not have Battle Tactics to voluntarily fall back. As a close combat army, this kind of 'tactical thiking' is unheard of!
As the core troops of your Space Wolves army, these units should be able to do anything. They provide the staying power, the anti-troop solution and the anti-tank solution.
It's a difficult role to fulfil, especially when compared to other Space Marines.
My friend James who plays Dark Angels (boo, hiss!) has got this down to a teeby splitting his Tactical Squads into Combat Squads.
One team goes forward with a melta gun in a Razorback and gets stuck in, while the other team sits back in a defensive position with a lascannon.
Grey Hunters don't have that luxury. They take the role of the squad driving forward in the Razorback or Rhino transport. But this suits the up close and in-your-face nature of the Space Wolves. The only question is how many men and how many points you place inside that transport.
OPTIONS
Flamer - rubbish on a foot unit.
Melta Gun - Essential for tank hunting and doesn't prevent charging.
Plasma Gun - Versatile, but cannot fire and charge.
Plasma Pistol - expensive!
Power Weapon - Mark of the Wulfen is better.
Power Fist - expensive, but good.
Wolf Standard - brilliant! Always take one.
Mark of the Wulfen - Better than the Power Weapon.
Rhino Transport - Can transport 10
Razorback Transport - Only carries 6, but has a twin linked heavy bolter
Grey Hunter Pack 1: 168 points
Wolf Guard with combi-melta, powerfist
5 Grey Hunters, melta gun
Razorback Transport armed with twin linked heavy bolters
Based on what other Space Marine armies pack into their transports, this squad has all the basic essentials: a melta gun and a Wolf Guard with combi-melta and powerfist for a boost in Leadership and some extra close combat clout that's more points effective that equiping a Grey Hunter with the same wargear.
For more on this, see Wolf Guard Tactics.
Of course, you can swap the melta gun and combi-melta for a plasma gun and combi-plasma if you like. But when this unit will have to deal with every kind of opponent from light infantry to heavy tanks, the melta gun is the safest bet and considerably cheaper too.
Why the Razorback over a Rhino? Because for 5pts more, you get a twin linked heavy bolter turret. It's too good to pass up if you only need to transport 6 Space Marines.
Grey Hunter Pack 2: 278 points
Wolf Guard with combi-melta, powerfist
9 Grey Hunters, melta gun, powerfist, mark of the wulfen, wolf standard
Rhino Transport
For 110pts more, you can go the whole hog! As a Space Marine Chapter, the Space Wolves love nothing more than good punch up -so this should be the perfect kind of Grey Hunter squad for any player. It drives up, it disembarks, it shoots the hell out of the enemy, then stands there shouting "Come and have a go, if you think you're hard enough!"
No one is their right mind is going to charge this, not even Tyranids. Okay, Tyranids probably will and carnage will ensue. But with 2 powerfists, lots of basic attacks, a Grey Hunter with Mark of the Wulfen and a Wolf Standard, the Space Wolves should emerge triumphant.
Why take Mark of the Wulfen over a Power Weapon? Statistically it's better against basic troops and monstrous creatures, and if you roll a lot of 6s it's amazing!
For more on this, see Mark of the Wulfen VS Power Weapon.
Finally, a Wolf Standard has to be my favourite peice of equipment. Use Once Per Game. For the duration of the next Assault Phase, all models in that unit may reroll ANY dice rolls of a 1. So that's rerolls to hit, to wound and pass armour saves. How good is that for just 10pts!
Drop Pods
If you want to put your Grey Hunters in a Drop Pod, simply swap the Rhino or Razorback for a Drop Pod. Simple!
I'd never drop pod my whole army in 5th edition, because any player with a shred of sense will be able to easily counter it.
But a single Grey Hunter squad joined by a Wolf Guard, Arjac Rockfist or an Independant Character in a Drop Pod creates a very dangerous deterrent for an opponent to start the game with most of his units on the board in a defensive formation.
It's a big leap from 168 points for a Troop choice up to 278 points. For roughly the same points, you could have 5 squads of the 6-man Grey hunter packs in the Razorbacks or 3 of the 10-man Grey Hunter packs in Rhinos.
Either way, you've still got 30 men. It's just a choice between more fire power in the form of 5 twin linked heavy bolters and more melta guns or more Power Fist attacks, more basic attacks and Wolf Standard rerolls.
All your eggs (Grey Hunter) in 3 baskets (transports) for 6 Kill Points or your eggs in 5 baskets for 10 Kill Points.
My money is on the 10 strong Grey Hunter pack. It can hold its ground, slug it out with the best of the 40K super units and if need be, fight its way through the enemy army, to claim and objective or cause massed carnage.
The huge number of basic attacks are very impressive, as are the powerfist attacks to follow.
Finish it off with a Wolf Standard to reroll any 1s and very few of your Space Wolves should fail their armour saves.
Also, the effects of the Wolf Standard apply to 10 Space Marines, not just 6 and that makes a very big difference!
The other plus about taking big squads like this is that they can merrily footslog it to towards the enemy should their transport be immobilised or destroyed, they can deliver a devastating Counter Charge and by taking 3 of these units instead of 5 of the smaller ones, you are giving away far fewer Kill Points.







18 comments:
January 10, 2010 at 6:13 AM
Ah the Grey Hunter, Bradimus' weapon of choice and favorite unit and the codex. These guys are the exception to my "Dont spend loads on upgrades" I run these guys with everything a Rhino. A WG with combimelta and powerfist is a far better choice than a second Special weapon. I cant say enough how awesome a Wolf Standard is for 10 points. This thing seems pretty useless at first glance but you run an assault without one and see how many ones you roll, you'll wish you had one afterwards.
January 10, 2010 at 2:16 PM
Great write up, mate! I Concur wholeheartedly, except I like PW over PF's on basic GH. Those extra 10 points add up quickly!
-Jim
January 10, 2010 at 3:37 PM
Great summary and analysis of the basic Troop choice! I havent decided yet wether to use small squads in Razorbacks or bigger one's in Rhino's..Hm decisions decisions. Lookign forward to the next chapter in this weeks Tactics special!
How ever one thing worries me, the stereotypic setup for the WG Pack Leader, combi-melta and power fist. How has this sterotypic out fit become the one and only?
Cheers,
January 10, 2010 at 3:44 PM
Simply because it's the most cost effective combo.
January 10, 2010 at 11:00 PM
I agree on pretty much everything. I've been taking the plasma pistol though and I'll probably continue. Sure it's a little expensive but I prefer to get the more shootiness before the assault.
January 11, 2010 at 1:50 AM
So do you have to announce using the Wolf Standard before you start the rolls?
If so, when do you suggest "popping" it?
January 11, 2010 at 2:08 AM
It says "for the duration of the next assault phase"
What I think it should say is "for 1 assault phase"
If your opponent insists it has to be for 'the next assault phase', announce it in your shooting phase as the Wolf Standard doesn't specify when you must announce it.
January 11, 2010 at 4:35 AM
I guess what I was saying was can I get away with assaulting, realizing I rolled a bunch of ones, and then decide to pop my standard?
I dont think I can from how I read it.
My secondary question was if I can't, when is the best time to use it. Like in the first assault my unit gets into? Thats when I would assume so to maximize its potential before (hopefully) anyone dies.
January 20, 2010 at 5:27 PM
I might mention that the wolf standard effects your wulfen attacks and if Ragnar is added to the squad his roll for bonus attacks is enhanced. Meaning +d3 attacks(with a very low chance of +1) +1 str, +1 int, 5+ psychic save making a cheaper guard for Ragnar.
February 25, 2010 at 12:11 PM
wow, I was googling for an 'original/archived' Bjorn art/model for conversion idea and stumbled to this blog...this is a great article!
I'm still a 'puppy' compared to you old wolves and I always have a headache how to tool up my GH. I only started few days ago with the battleforce.
Thanks for guide! Will bookmark this indefinitely!~!
April 21, 2010 at 6:42 PM
Hey guys... starting a space wolves army and I'm a bit confused as to the GH vs BC thing... are BCs just unpredictable GHs with a worse profile? Once in combat after the charge, they are the same (wargear-wise) but with different WS right? If you want the berserk charge, would you not be better off going all out for skyclaws?
April 22, 2010 at 2:47 AM
Grey Hunters are just all-round more versatile. Better load out, better stats and better options.
Also, they don't need a character or Wolf Guard to always look after them so they don't wander off.
Skyclaws aren't bad, but like Blood Claws, they need to be maxed out and led by a Wolf Priest to really be effective. Skyclaws also cannot be joined by a Wolf Guard.
January 10, 2011 at 9:44 AM
I don't agree that a Flamer is rubbish on GH. Maybe I just play against way more horde armies (like Tyranids and Orks) but being able to auto-hit 5-7 enemy units, with no cover save on a Flamer is well, WELL worth losing the Boltgun to me.
February 16, 2011 at 10:00 AM
My list slogs, much to the disappointment of my opponents ;D
I use both the mark & PW, when the points allow it. If not, I'll switch between the two.
Honestly though, having both really gives the pack a hefty punch in CC.
June 17, 2011 at 4:25 PM
Hello
I like to footslog to because armour does not work for me (just not my luck)
i like:
10 GH with 2x plasmaguns+WS+MotW
1 WG TDA combi plasma + chainfist
this works great for me, footslogging and shooting hell while Long Fangs kills the transport so after turn 3 everybody walks *big smile*
so every there anti thank needs to be fired at troops thats a dissapointing investment
January 30, 2012 at 11:13 AM
hi i've just redone your maths on the 278 squad, and it actually comes out at 268, your 10 points over. 15x9=135 +5 for melts +25 for PF +15 MW +10 for wolf standard = 190. +35 for rhino =225. +18 for WG +5 for combi +20 for PF =268. either I'm missing some thing or I just can't add. just thought i'ld let you know so you could rectify it.
March 24, 2012 at 6:46 PM
Hello Adam,
I know you have a lot of experience with grey hunters and that you see things differently then before you made this tactical.
Is it a idea to update the tactical?
I would love to read and learn of your new tactical insights.
(I humbly apologize for my bad english)
July 15, 2012 at 6:24 AM
It would great to see an update with a view to 6th in the next few months.
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