Wednesday, January 13, 2010

Thunderwolf Cavalry

7:36 AM by Adam Smith ·
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Thunderwolf Cavalry are a small elite within the ranks of the Wolf Guard who remain conveniently absent from any official Imperial records.

Thunderwolf Cavalry are a new and radical addition to the Space Wolves army. While their inclusion in the game doesn't sit right with many traditionalists, many Space Wolves players have been frantically converting whatever they can find to make Thunderwolf Cavalry from until Games Workshop or Forge World release a set of official Thunderwolf models.

On the tabletop, Thunderwolf Cavalry bring something new and exciting to the Space Wolf army in the form of a small, tough and hard hitting unit that can move, run and charge up to 24" in a single turn.

It's important to note that only 1 model in the Thunderwolf Cavalry unit has access to the special close combat weapons, meanwhile the other riders are restricted to swapping their bolt pistol for a boltgun, plasma pistol or a storm shield.

Also, the Rending ability of the Thunderwolf mount cannot be combined with the rules of a special close combat weapon like a power weapon or thunder hammer.

OPTIONS
Boltgun - Rubbish!
Plasma Pistol - Too expensive!
Storm Shield - Expensive, but good for deflecting low AP guns
Melta Bombs - Great when you don't have to give them to the whole squad
Power Weapon - You've got Rending so why bother?
Wolf Claw - You've got Rending so why bother?
Frost Blade - Boosts your guy up to Strength 6!
Power Fist - 4 S10 attacks is nothing to be sneezed at
Thunder Hammer - Same as a powerfist, but 'stuns' vehicles, infantry and creatures
Mark of the Wulfen - Terrible! Why would you swap 5 attacks for D6+1?

As you can see, many of the upgrades simply aren't worth taking. Or if they are, they're very expensive. So we need to be quite sparing with what we give our Thunderwolf riders. Also, while you can take anything between 1-5 models in the unit, I'd never take less than 3, otherwise you're giving away a very easy Kill Point.

Thunderwolf Cavalry 1: 185 points
3 Thunderwolf Cavalry, Thunder Hammer, Melta Bomb

This is the basic squad I'd take. It's got three individual models for wound allocation, which is why I gave one of them melta bombs. The lead model has a Thunder Hammer for stunning vehicles, characters and monstrous creatures, which will give the Thunderwolves mass of Rending attacks an advantage in the following round of close combat.

Thunderwolf Cavalry 2: 315 points
5 Thunderwolf Cavalry, Thunder Hammer, Melta Bomb, Boltgun, Storm Shield

This is my Thunderwolf unit with all the trimmings. Maximum number of models and a guy with a Storm Shield to take the hits from plasma guns, melta guns and lascannons and hamrlessly deflect them on a 3+.

You'll notice that one of the riders has a Boltgun. This is for the 5-way wound allocation.

I resent giving him a Boltgun, because it's worthless and he loses an attack because of it, but it's going to increase the survivability of the unit through wound allocation and it's better than paying out 15 points for a plasma pistol.


CONCLUSION

It's important to remember that Thunderwolf Cavalary are not on par with Ork Nob Bikers and similar super units from other armies. They're still a good unit, but they can't absorb quite as much firepower or deal out the same amount of damage.

I think they're a brilliant unit to hold in reserve to punish anyone from daring to venture more than half way across the board. Otherwise, I certainly wouldn't use them for a direct assault. This is because they lack the movement of bikes and with a basic 6"+D6" move, they're not going anywhere fast, unless they're charging something. Don't be fooled by their raised Toughness, 2 wounds and 3+ save, this is quite a small and fragile unit if hit with heavy weapons.

Don't get me wrong, there will be many glorious charges of the Thunderwolf Cavalary. You'll just have to keep them leaping from combat to combat in order to keep them away from the enemy guns. Thankfully their potential 19" to 24" attack range will make this a little easier.

23 comments:

Anonymous said...
January 13, 2010 at 8:32 AM

http://www.yesthetruthhurts.com/2009/10/space-wolf-best-of-list.html

Might want to have a look at that list. As the author said it is a glass hammer list but it isn't sub-par or push over.

Badelaire said...
January 13, 2010 at 9:40 AM

I'm not quite getting what you mean about the wound allocation and the bolter wielding guy. Is it to differentiate each model in the squad to prevent accidentally losing someone more important?

Also, nice to hear that according to the GW FAQ on Thunderwolf mounts as wargear, the models are T5, not T4(5). Makes for some really rock-solid HQs riding T-wolves. Although it'd be pricey, it'd also be pretty awesome model-wise to run one with frost blade and storm shield.

Adam said...
January 13, 2010 at 9:45 AM

That's right.

Matt said...
January 13, 2010 at 11:09 AM

Quick question about the Power Fist/ Thunder Hammer, wouldn't it be S10 or at the very least S9 since the Cavalry is Base S5?

Adam said...
January 13, 2010 at 11:14 AM

The Strength on the statline is 5 not 4(5), so it would be Strength 10.

Dverning said...
January 13, 2010 at 11:27 AM

I think Matt asked because you put "Power Fist - 4 S8 attacks" when it should be S10.

Otherwise, decent article.

Adam said...
January 13, 2010 at 11:30 AM

You have eyes of a hawk! Edited :)

Thomas aka Goatboy said...
January 13, 2010 at 12:32 PM

They are a pretty intensive unit, especially for dropping off a Wolf Lord jerk into their mists. And their range goes from 19 inches to 24 - more then enough to keep people fair.

Yes they won't destroy nob bikerz without some help from a Wolf Lord with a Thunder Hammer. In fact the Ork army is a bit of a problem for Space Wolves, with their ability to hit on 3's and wound on 2's most of the time.

I normally run two 3 man squads with Fist, Storm Shield, and regular combo. The storm shield lets you throw 2 plasma wounds on guys who can save. It helps out a lot, as usually loaded plasma, melta fire can hurt you. Most armies can only shoot two melta guns at you from a squad and you can throw one on the lord and one on the storm shield guy and get a chance to save them etc.

Hooray wound allocation haha.

Jake said...
January 13, 2010 at 7:20 PM

The reason for the boltgun is to make each single one different in some way. In 5th ed. rules, multi-wound models in a squad have to be taken out completely before wounds are put on to others if they are the same. I love the idea.

BlackBeardFreelance said...
January 14, 2010 at 11:17 AM

I understand the 6" move + d6" run, + 12" charge for cav, but if you run, no assaulty. And I don't recall seeing fleet in their profile, so I'm just curious how their threat range could be 24".

Thanks,
Ryan

Adam said...
January 14, 2010 at 11:20 AM

It's in the universal 'cavalry' rules.

Jake said...
January 14, 2010 at 11:54 AM

Cavalry and beasts do have the fleet rule. It says it in the rulebook, rather than their specific profile.

Austin said...
January 20, 2010 at 5:41 PM

2 Thunderwolf cavalry both with storm shields and one with a thunderhammer. Then use one HQ for a WGBL with mount, frost weapon, storm shield, runic armor, beastslayer. This squad can do anything.
Tank hunting:
5 attacks with thunderhammer str10 causes crew shaken for free
5 attacks at str6 for lighter vehicles, and rerolls for walkers
5 attacks at str5 with rending
Monster Hunting:
5 attacks with thunderhammer str10 and lower int for fast monsters
5 attacks at str6 power weapon and better WS that rerolls to hit
5 attacks at str5 with rending great for those tough monsters
To say more would be a bit redundant but this squad combined with it's maneuverability is unstoppable if you go second they fight hand to hand first turn and skip from combat to combat the rest of the game.

Anonymous said...
May 10, 2010 at 6:11 PM

Hey Adam,

I like your blog, it's filled with nice tricksies.

I've been running a slightly tweaked TWC unit

5 TWC
1 w. storm shield
1 w. storm shield, meltabombs
1 w. meltabombs
1 w. powerfist
1 w. nada
cost: 345 expensive?? hell yes. but the second storm shield, reeeally pays off. I'm not gonna loose my pf guy due to some unlucky s10 hit and usually when heavy fire with low ap hits them, 1 shield usually isn't enough.

in case you only have the points for 4 of the psychos, just remove the guy with the meltabombs, as he's gonna take the first dive.. so 5 points wasted..

thanks again though

Varg said...
September 24, 2010 at 3:59 PM

I use 3 TWC, one plain, one with storm shield, and one with powerfist.

This unit absorbed plasma cannons, lascannons, and multi-melta shots before it charged a tactical squad - ate it, then a dev squad - ate it, and then ANOTHER tac squad before finally being smashed in the last turn of the game by a scary honor guard unit but not before killing half of them.

Positively violent.

Anonymous said...
June 4, 2011 at 9:36 AM

Just saw the thing on how thunderwolf cav is not as good as orc nob bikers... Dont see how that could be true...

Nob bikers aren't as survivable and have less punch in assault IMO. Do some stats on a nob biker mob vs TWC mob of similar points and see what happens. Yes they cant move as far if they dont assault but man they can soak up some shots. My 5 man wolf squad (with perfect wound allocation) has survived against my friend's space marine list for 3 turns many times... he has 3 preds with auto cannon and 2x heavy bolters plus 2 plasma cannon tac squads. Even if they dont reach his side in 3 turns, thats 3 turns of firepower that wasn't directed at other things, for 375 points, and its not like he can choose to ignore them either. They would destroy his fire base if they got into assault.

Yes you can argue that they wont get to assault consistently, or that many lists have assaulting forces that will out match them, but against a vast majority of armies, they can be an effective and cheap wedge. Its a fun unit to play with too.

Anonymous said...
January 2, 2012 at 9:38 PM

So as an Eldar player who's considering switching to Space Wolves, the end result is that these models work out to be like Shining Spears, minus the extra jetbike speed and movability, the hit and run rule, the 6/5 initiative and with an equally low ability to absorb pain back, for double the points cost In return, I can pay even -more- for a +3 inv save in combat, have twice as many attacks in the first place (if they actually make it to combat), and rending (if they actually make it to combat). Does kind of seem like it's not worth the points unless it's in at least 3 combats a game, and you'll be lucky to manage that.

bob10182 said...
January 13, 2012 at 6:17 PM

I run a wolf lord with saga of the bear, frost axe and a storm whiled leading two thunderwolves wilho both have storm shileds and one has a thunderhamme, then I run three more thunderwolves, all with stormshileds and one with a powerfist, another with Melita bombs. Usually my opponent gets caught up trying to kill the lord and the powerfist makes it in and causes a world.of hurt. Its a lot of funand I know its a lot of points but its funand I throw in a 9 man skyclaw pack with wolf priest as an added threat.

Eirik Owynsson said...
March 27, 2012 at 8:46 PM

So, as a traditionalist, I just cannot see a Space Wolf riding a wolf into combat. And yet, the unit is a very powerful one...and so my dilemma.

What I have done, and I will submit pics of my as yet unpainted models once I have finished the conversions, is taken the wolves and paired them with a Wolf Guard or Wolf Lord running beside them. Perhaps not true to the cavalry idea, but much more suited I think to the brotherhood between wolf and Guard or Lord. Some may not like it, but to me, it is more pleasing to the eye.

Da Warboss said...
March 28, 2012 at 12:01 AM

Good point. Wolves would probably be awful to ride. How many arms got lost trying to saddle them?

Sven said...
June 1, 2012 at 3:43 AM

First of all, not counting charge; You aren't trading 5 attacks for d6+1, you are trading 4 attacks for d6+2.

Why only 4 attacks? Because you give Mark of the Wulfen to the guy you threw the storm shield on, since he doesn't get the extra weapon attack anyway.

why d6+2? Because the FAQ tells you that Thunderwolf cavalry have their base stats modified.

Mark of the Wulfen close combat attacks are not modified by wargear, but wargear can still modify the base stats of the model (the faq says that thunderwolf cavalry stats are modified by thunderwolf, even though thunderwolf isn't written in their wargear list), that's why it still strikes at strength 5. So d6+1, +1 more for thunderwolf, and +1 more when you charge.

d6+3 attacks instead of 5 for your assaulting guy with the stormshield isn't bad, especially when it only costs you 5 points.

CaptMac said...
September 24, 2012 at 9:00 AM

Ohh Sven, I hadn't realised that about MotW suddenly looks very appealing on my shield bearer. Adam, Do you ever get a chance to update these guides? They're awesome btw.

Anonymous said...
April 13, 2013 at 3:04 PM

New to 40K, was introduced to it back in 2003 though never really had time to get into it until just recently and pretty much fell in love with Space Wolves. I've been toying around with a few ideas and ive come up with a list for my cavalry. its rather expensive but this is going for Max Damage and Max Protection. My idea is to run this along the side of a squad of land speeders as well.

Wolf Lord: 250
Thunder Hammer / Storm Shield
Runic Armor
Thunderwolf Mount
Beast Saga
Wolftooth Necklace
Belt of Russ

Thunder Cav: 305
1: Storm Shield / Power Sword: 95
2: Storm Shield / Power Fist: 105
3: Storm Shield / Frost Axe: 105

Any thoughts, comments? Any help would be highly appreciated

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