There's a fine art to Space Wolves deployment tactics. When you set up your Space Wolf army you need to be able to play defensively and offensively. In fact, Space Wolves play like a defensive army, because you can only react to what your opponent does. If you try to lead the game from the start, you will get killed.I played a game against James' cousin Alex who is fine tuning his Blood Angels. Anyway, don't look at his army, look at the set up of my Space Wolves.
Unintentionally I ended up with a symetrical deployment which began with my Long Fangs on the hill, the Razorbacks behind the hill and the Rhinos full of Grey Hunters on the flanks. Then the Landspeeders sort of fitted in alongside the Rhinos.
Alex had won the roll to go first while I had laid out my entire army.
But the point is that you can't reserve a Space Marine army, at least not a Space Wolves army. You need as much on the board as possible from the very start, because the action starts on Turn 1 and anything that doesn't arrive from reserve on Turn 2 will miss out on all the blood shed.
Alex could do one of two things. He could sit back and shoot, or come at me. As this was a Kill Points game, I didn't have to move anywhere.He stunned and immobilised a few tanks and killed a few guys. In retaliation, his Land Raider died to a close range multimelta blast from a Land Speeder, his Vndicator died to Grey Hunters with melta guns and he lost a few guys to krak missiles, but not that many. I ignored his Baal Predators until they became a priority.
The Space Wolves are Counter-Attack by their very nature. It's what they're designed to do as an army.
As you can see from my set up, my army could go in any direction and the Long Fangs could bring their guns to bear in any direction. So I was able to defend, attack or counter-attack very easily. Anything that came too close would get charged. Anything that stayed away would get shot. If I had to advance, there would be plenty of supporting fire from the back.
This isn't a comprehensive Space Wolves Deployment Tactics article by any means, because your deployment will always vary depending on your own preference, army, the terrain, the mission being played and the army you're playing against. However, there are standard tactics when playing Space Wolves. You have to get them to come to you -if you can!
Often that means sacrificing units, even if they're units you'd rather not sacrifice. I often talk about "the juicy bone" to bait your opponent in and it's so crucial to help your Grey Hunters leap frog from combat to combat through the enemy army. There's very little that can fight off a Space Wolves squad that's charging or counter charging. And quite often a Grey Hunters pack will hold the enemy up just long enough for another Grey Hunters pack to crash into the enemy, turning the battle into one huge drunken brawl.
The Space Wolves wouldn't have it any other way!
But what if they don't come to you?Well, you have to go to them and support your advance with firepower to take out targets your Grey Hunters can't easily deal with up close.
There are a lot of tactics to master to get the most out of the Space Wolves: Getting in and out of Rhinos. Target priorities. When to charge in and when to hold your ground. But a good deployment can make all the difference between success and failure.
So go play lots of games, get in a routine for certain deployment tricks for certain missions and set ups and see how you get on. The greatest players only became great through familiarity with the game, their army and the armies they face.
Good hunting and good luck!







12 comments:
August 11, 2010 at 3:29 PM
I concur for the most part, I do find reserves to be helpful from time to time.
Thanks for the insight into how you deploy your Wolves!
-Jim
August 11, 2010 at 3:29 PM
Good piece. I'd like to know more about when its most advantageous to get in and out of the transports.
August 11, 2010 at 7:26 PM
It is all that Tau sneakiness coming to the fore ;)
SW are not pure Mailed Fist like Berzerkers and Templars need to be.
In my opinion, they are not the best at anything, besides Beasts/Cavalry, but they are very good at everything. You just have to find what the enemy is not good at and then focus on that.
I think SW play more classically at that role than what Codex Marines do ~ lol.
It is hard to be the attacker too, you have to time the impact of your attack so that it doesn't come in dribs and drabs. As soon as you mistime/measure you attack, you have handed the initiative back to the defender ~ right in the jaws of his defence!
BA make for good attackers as they are Speedy, and accurate DSers. Although it should always be in your mind as an arrow in your quiver, you don't need to try and trump someone's A game. Use this arrow against someone who doesn't fight it well ;)
August 11, 2010 at 8:26 PM
Very good article indeed! If possible a follow up article with a few examples from battles that you have played (both the good and bad setups).
August 12, 2010 at 8:59 AM
Really good read, I play mine the same way and it can really frustrate an opponent who is getting shot up by long fangs but charged by grey hunters if he gets close.
I agree on the reserves although I do reserve my thunder wolves. They are a big target for one, and two may not have a range on their foe. They are the very nasty counter attack when my opponent does get close.
Interesting you played BAs who will always run at you. Gun line guard is a tricky prospect, and they can out shoot most SW builds so you have to advance on them.
August 12, 2010 at 10:57 AM
I agree with a lot of this...but I think ruling out the reserves is a big mistake. I have three drop pods and I usually take at least one of them in my armylist, Wolf Scouts also show up frequently.
That being said I agree with a lot of what what you're saying about tactical application, I think I just use different means than you do.
And as always, good article!
August 22, 2010 at 12:40 AM
I've seen you use the tactic of deploying empty rhinos if your going second.
I don't understand the point of deploying this tactic. If a rhino gets popped with a squad inside, you might take a wound and you might get pinned. With armour 3 and Ld9 both unlikely, and if they do get pinned, 3+ cover save. But your squad will already be 7 inches on the board. Hell they could be 12 inches on the board!
But if the rhino gets popped without the squad inside then you have a whole extra turn, or even couple of turns, of getting shot, without the protection of the rhino.
Seeing as your tactics seem to revolve around claiming the 'middle ground', i'm not seeing the point of this.
Mabey i'm missing something?
Please enlighten me.
August 22, 2010 at 2:23 AM
I'm familiar with that tactic.
The problem is that it leaves your Space Marines open to all kinds of shooting from blast weapons, artillery and careful Line Of Sight shooting from tanks and other mobile heavy weapon platforms.
In 5th edition the tanks are what keep the Space Marines alive by soaking up a lot of basic weapons firepower that would otherwise damage a squad of infantry in the open.
October 7, 2010 at 1:53 PM
How would you handle deployment when facing a gunline? I have been getting roasted by IG and (believe it or not) ork gunlines.
October 8, 2010 at 3:48 AM
Just set everything up whether you get the first turn or not and just go for it. Unfortunately, you just have to go all out attack in these instances and hope for the best.
December 7, 2010 at 6:55 PM
Hi, you mentioned in your article that there are some 'key tactics' for Space Wolves. Could you do a more general tactics article/section? It's great having all the specific units tactics, but some stuff on an overview of an army and various options for tactics would be so helpful!
Thanks for all you've contributed.
December 8, 2010 at 3:34 AM
Look under the large TACTICS banner on the side bar.
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