Showing posts with label space wolf fluff. Show all posts
Showing posts with label space wolf fluff. Show all posts
Thursday, 14 October 2010
Pack Focus: Dreadnought -Mjolnir
I've pretty much always tried to incorporate a dreadnought into any marine list I take, not because they're particularly effective, they're just very cool in regards to models and fluff. For those of you not long enough in the tooth to remember this model it was originally the Bjorn the Felhanded model from waaay back in second edition. I'm not cheeky enough to use him as Bjorn now though, that particular walking coffin is going to take an extra special modelling project....
Fluff
Mjolnir was elevated to the sarcophagus after a particularly brutal battle during the First Armageddon War. While attempting to evacuate an overcrowded hab-block in Infernus Hive Mjolnir's small force of Space Wolves was ambushed by a large daemon force materialising amidst the panicked citizens. The screaming bloodletters ran amock through the crowd, butchering all within reach of their blood-wet blades, their carnage twisting the boundaries of the immaterium, threatening to open a rift through which more unspeakable monstrosities could pour through. Without hesitation Mjolnir's pack made their way through the fleeing crowds, the Grey Hunters towering above the terrified hivers, sending bolt after bolt into their crimson assailants, battle cries on their lips. Close combat was met, the overwhelming numbers of daemons pushing at the embattled Grey Hunters with animal frenzy. Seeing his pack brothers fall Mjolnir whispered a death oath, breaking from his brother's tight formation in an attempt to pull the daemons away. Knife and pistol in hand he slammed into the beasts, skewering daemon-flesh and blasting apart leering faces. The mass of unnatural beings buckled, their assault losing momentum but it was too late for Mjolnir, surrounded by crazed red beings, covered in thick black warp-blood he fell to his knees, a daemon weapon protruding from his chest. By the time reinforcements arrived it was clear that Mjolnir's final stand had carried the day, his selfless actions giving his pack time to regroup and the refugees to reach safety. His body recovered, his brothers bore him to a Wolf Priest for last rites and seed reclamation but it seemed a trace of life still remained within his broken shell. A testament to his ferocity, his resistance to chaos-forged weapons and his pure stubbornness in not dying it was deemed that his saga was not yet done. Handed over to the techpriests he was interred into a dreadnought sarcophagus, becoming an engine of war for centuries to come.
Tactics
There are only really two ways I roll Mjolnir out:
Drop pod shenanigans! Does exactly what it says on the tin (pod). Since I only have one drop pod at the moment he's coming down my first turn every game in the enemy deployment zone just to cause some havoc. Generally pods are used to deploy a heavily armed one shot killing machine units like sternguard or grey hunters, melta weapons carving out tanks like they're over-ripe pumpkins. Now this is great in theory but a lot of people are getting wise to the old drop pod anti tank bomb meaning that when my grey hunters do get out with their microwave guns theres nothing there for them to take out before they get shot/assaulted/bagged by the entire enemy army. The beauty of the dread is that he's almost completely expendable, he lands, if he gets to take a few shots great, if not then he can stomp around for a bit making my enemy back off in the fear of their weedy regular troops having to take on a massive opponent they cant harm on the front armour in close combat the turn after he arrives. If he gets taken out by shooting that's also usually a lot of shots soaked up that would generally be sowing havoc with my advancing army.
Hold the line! With this tactic my dread is generally spearheading a footslogging advance into enemy lines, drawing the heavy fire off more valuable units like long fangs, wolf guard or any rhinos that I might be using. Having a dread in the middle of your advance is also pretty good for deterring enemy assault troops attempting to break into your grey hunters. Throwing the dreadnought into an ongoing combat can often break the back of the enemy assault, even if your grey hunters flee he'll be there taking names, allowing your boys to regroup and get back into the fight.
Monday, 4 October 2010
Pack Focus: Wolf Scouts - Memkel
Fluff
I have always loved the idea of Wolf Scouts - dark humoured, brutal and silent, sowing the seeds of havoc and confusion behind enemy lines. Peerless trackers and huntsmen, they strike where the enemy least expects them yet where they can do the most damage.
My scouts are led by a grizzled and brooding old Wolf Guard named Memkel, a master of fieldcraft, marksmanship and survival. He is my great company's master tracker and lead scout, Wolf Priests, Rune Priests and even the Wolf Lord deffering to his knowledge and experience of tracking when planning raids, ambushes or scouting missions. After finishing his aspirancy as a Blood Claw he was inducted straight into the Wolf Scouts, his cold demeanor fusing seamlessly with those of his new peers. After decades of murderous service to his company he was finally gifted the mantle of Wolf Guard after the infamous battle of Svarlbad wherein he and his squad infiltrated and destroyed 50% of a traitor guard artillery position that was hurling explosive murder down on his comrades in the snowblinding Hel valley below. After dealing with the initial traitor artillery he and his squad set about gutting the command bunker of the enemy position, going room to room with frag grenade and hunting knife before marking the remainder of the enemy guns for orbital bombardment.
Tactics
On the tabletop I like to stick with the fluff, my scouts almost always operating behind enemy lines in an attempt to get into the back of the enemy army. The squad typically packs in a melta gun with Memkel taking a combi melta, melta bombs and a power fist just to make sure that any tanks the squad comes into contact with get scrapped asap. It might seem a bit strange to take both melta bombs and a powerfist for a primary tank hunting unit but I've found that if there are no tanks around for me to melt there always seems to be an almost inexhaustable amount of infantry nearby waiting for a bout of fisticuffs. The melta bombs are only really ever used for land raiders (which anyone who plays against space marine players on a regular basis knows - they crop up a hell of a lot for such an expensive unit) or even walkers at a push.
Besides tank hunting I find that the unit plays a very good role in distraction. They're often seen as a kind of bogeyman unit, people get itchy when they know you have them in reserve and so play more cautiously. Then when they do come on its very common for an entire army to turn around and throw everything at them to gun them down. This is pretty awesome if you're packing a footslogging army as it gives your front line a free turn of movement in which to close with the enemy. As long as your scouts can take down their intended target before they get swamped they've usually made their points back.
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