
So today I want to talk to you all about Elite choices, what works and what doesn’t. The Elite section for us is the most diverse and hotly contested of all out Force Organization Slots (FOS). We have so much diversity in selection, that there isn’t what I would call a “take at all cost” unit choice, bar perhaps Wolf Guard.
What I will be going over is each of the most solid choices, how it compliments your army, and its versatility compared to its units cost.
Wolf GuardThese compliment your Grey Hunter squads more than anything. LD 9 is a huge boost and should be always considered over a 2nd special weapon choice in your units. With options for cheap combi-weapons, your Grey Hunter packs still have the option to take 2 special weapons which is fantastic. All their options are relatively cheap until we start looking at Terminator upgrades. A common load out for Grey Hunter squads is the Combi Melta & Power fist. The Melta provides additional anti-tank firepower & the fist provides you with a weapon to hurt even the most lethal of MC’s/Characters & Vehicles. For 43pts this is a great buy, but bare in mind this isn’t always the best choice.
Look at the army your fielding. Is it a large horde on foot and you want a wolf Guard to lead your squads? Why not take him with Terminator armour and use those few points to give him a Chain fist? This is also a great addition for Drop pod squads.
Small 5 man units used as suicide squads or sitting on objectives? Keep him cheap and give him a Combi weapon. What about those Wolf scout units that you like attaching them to? Perhaps giving him Meltabombs and Mark of the Wulfen gives the unit even more versatility when facing none mech armies, but still gives you additional anti-tank.
I won’t cover how this unit can be used in Logan Wing forces as that could be an entirely new post itself.
Point for point, Wolf Guard are a great buy and since their options are also relatively cheap, I can’t see why any army who uses a fairly large base of Grey Hunters would leave without them. I would however say it’s not worth taking in Razorback armies. I have rarely ever needed a Wolf Guard with a Combi weapon or the like within a razorback as they tend to be stationary or move 6 a turn, keeping at range rather than getting up close. Try not to get too carried away with these options as you don’t want your Grey Hunter units costing you an arm and a leg.
Point for Point rating: 8/10
Effectiveness: 7/10
Diversity: 9/10
Overall: 8/10
Fairly strong rating overall here as their large amount of options gives them a great use in most armies. Little else is needed to be said for these guys as they are more of an addition than an Elite “choice”. Shame they take up a slot, but such is life.
DreadnoughtsThese are a tough cookie. I like Dreadnoughts, but why don’t we see these much? Well let’s see what they bring. Large mounted weapons which are relentless, option for long range or short range guns, Power fist as standard, AV 12 mobile platform & option for Drop podding. We can also take venerable dreads which are a fair amount of points but gives us a fairly solid, hard to kill walker. Now for 105pts, they aren’t too dear, but they tend to fill 2 roles despite their options, fire support or dropping into enemy lines.
Now what else in a wolf army already does this well? Wolf scouts, also in Elites, can fulfil our “in your face” approach, perhaps more effectively than dropping a 140pt Dreadnought which has 1 chance to pop a tank, and then die.
Scouts do this cheaper, and threatens even the most hard to reach places, which I will explain later. Fire support, well where do I start? Rune priest living lightning, Long Fang packs, Melta support from GH’s, Lascannons on our Razorbacks, Typhoon Speeders etc.
What do dreadnoughts do best then? Well they don’t do anything “best” they support, as I said at the beginning. There is nothing wrong with additional firepower is there? I wouldn’t mind having an extra twin-Lascannon or dual Autocannons pumping out solid shots whilst in a building giving me cover. AV 12 mobile platform which is hard to take down isn’t all that bad? Sure they don’t have the lovely Fortitude like GK Dreads do, but there are bigger targets in our Wolf army already. This means that our Dreadnoughts are less likely to be shot early on.
I prefer to use them as an additional Fire support element to an already fairly solid shooty army. Dual Autoannons or Twin Lascannons & Rocket launcher does this well. I can’t see them seeing too much combat, so leave the fist at home. Bare in mind, they also act as great speed bumps. Have you ever wandered how to stop those Blood Crushers racing through your lines? Well welcome to the Dreadnought, your most humble speed bump which can only be hit in combat on the front armour facing. Brilliant is it not?
Now, are they worth 105+ pts? I think overall, no. I would prefer to see them a few points less but in a codex which already has so many cheap units (Long fangs & Grey Hunters, we all know they shouldn’t be THAT cheap right?) it doesn’t hurt our lists as much as it would to other Marine lists.
Point for Point rating: 7/10
Effectiveness: 6/10
Diversity: 9/10
Overall: 7/10
Standard option, again it really depends on the list you’re running. Do you want to make a fairly shooty army or perhaps just fancy running a Dread bash list? Then these boys are for you.
Wolf ScoutsBehind Enemy Lines (BEL’s) is fantastic, but is it dependable? How many times have your Scouts arrived late, or even on the off chance on the wrong side of the board? Well it’s the risk which comes with them unfortunately. Against, what is now seen to be as a very common thing, mech armies, Wolf Scouts are a fantastic addition. Melta support which has a fairly good chance of arriving behind your opponent can be very psychological. This ability alone could dictate your opponent’s deployment & movement throughout the early turns of the game. I personally used to take 2 units of these with meltaguns, but recently dropped them due to their biggest weakness, arrival.
If Space Wolves had a way of dictating their reserve rolls, these could almost be an auto addition, but unfortunately we don’t, so now my Scouts are sitting on their shelves catching dust. Some players swear by them, and rightly so. As stated they bring something which a Wolf Army lacks, disruption.
Not many opponents out there would really like you bringing models, lethal or not, behind their army. Wolf Scouts brings that threat with a heavy load out. Options for meltabombs, Mark of the Wulfen, Power weapons & special weapons, this unit can be equipped to take on anything from Devastator squads or Manticores hiding in the backfield out of reach from your own army.
Cheap, small and efficient, there’s nothing wrong with the cost for these guys. They also have the option of adding a Wolf Guard to them, but this is where in lies the problem. Without a Wolf Guard, they are fairly weak. 1 Special weapon tends to not fulfil much, as we all know. To bring out the most of this unit, you need an additional Wolf Guard to effectively double their output. To do this, you’re using another Elite Choice. This effectively means that it’s all or nothing with Wolf scouts. 1 Unit doesn’t cut it and I would confidently say they should be run in doubles. 2 Units of scouts with Wolf Guard support, as we all know 1 will either arrives late or on the wrong side of the board. Using all 3 Elite slots on these boys can really push a lot of those other juicy options aside, so have a good think about whether you really need these guys.
The best use of these guys is bringing meltaguns to bare upon your opponent, so ask yourself, does your army need this or not? Does that risk of coming on and potentially not doing anything appeal to you? It’s a risky tactic that doesn’t always get pulled off, so bare that in mind.
Point for Point rating: 9/10
Effectiveness: 5/10
Diversity: 8/10
Overall: 7/10
I’ve given them a lower “Effectiveness” rating due to their random nature. In some games they might not do anything, in others they could potentially win the game.
Lone WolvesAdam had a small talk on Lone Wolves recently. To some extent, I agree with him. Lone wolves are very characterful and are a great addition to a fun force, but how well do they run on the tabletop? Well I personally think very well. Something which most lists lacks is something to literally throw down someone’s neck and take on something which the rest of your army cannot. A Lone wolf is just this. It requires little finesse and should simply be used as a large bullet magnet, taking on as much as possible before he is finally brought to its wounds. They should be equipped with as much as they need to fulfil this role, as there is simply no other role for them to fulfil. I tend to equip them with a fairly common load out: Chain Fist, Terminator Armour & a Storm Shield. Why? Because he is now rock solid in terms of survivability, and can take on almost anything bar a Monolith (what’s stopping you trying eh?)
So some people like to give him other wargear, perhaps Mark of the Wulfen, perhaps a pair of Lightning claws, perhaps no Terminator armour at all so they can steal a Long Fangs Transport, but are any of these really what your army needs? Grey Hunters and Thunder wolves’ deals with close combat if needed, and stealing a transport means you’re putting not 1 but 2 models in danger.
This is even more important in KP’s where you want the Lone Wolf to die, but hopefully not before he takes something down with him. To this end, the above load out is perhaps overall the most effective point for point. He remains a cheap and affordable 85pts, and you lose nothing if he dies. Charge him forward and let him speed bump whatever lies in his path. His an irritation and should be used as such. He is one of the few Elite choices we have which fulfils a role that we don’t have in any other FOS, or in fact the army, so perhaps that’s something to consider.
Point for Point rating: 10/10
Effectiveness: 7/10
Diversity: 3/10
Overall: 7/10
For his points, it’s hard to see why you would not take him. The only reason people don’t is because of the Elite slot choice, but isn’t that what this post is about? I’d say try a Lone wolf out in a Hybrid/Mech army and see how he fares. With Long fang support, there’s little reason to not take him as he can support your army’s advance in midfield effectively. Due to his weaker options, I have given him a 3 for diversity as there is little to no other reason than fluff to take anything but the Load out I mentioned. A Thunder Hammer is an option over a Chain fist, but why stun a vehicle if you can kill it dead, and why make a Character I 1 when you will perhaps only have 1 chance to kill it in the first place?
CONCLUSIONSo there you have it, what I see available in our Elites section. Hopefully some of you out there will look at each choice differently and try out some new combinations to better your list.
For anyone who wishes to further discuss these choices and your armies, feel free to contact me on alexflyf@hotmail.co.uk and I shall try and be prompt with a reply.
Killswitch