Wednesday, November 5, 2014

Tactica - Rune Priests




               

         The Rune Priest, darling of every wolf player’s eye since 5th edition, has taken a hit in the recent codex with the nerf to his psychic powers (namely Living Lightning and Jaws of the World Wolf) and the new rules for psychic power generation. However, what was once a simple wolf hiding out with Long Fangs or Drop Podding in with Wolf Guard is now a man of many talents. He can choose to sit back and shoot, to launch himself into the fray, or to support a group of his own men through his variable power set. Here are four sample Rune Priest load outs that may find their way onto your table top and into your hearts (or your opponent’s depending on the circumstances). 

Rune Priest – Ironman 

            Master Level 2
            Psychic Hood
            Helm of Durfast
            Bite of Fenris
            Plasma Pistol
            Runic Armor
            Jump Pack
            Any Rune Weapon

Tempestas Power Set

            This set focuses on the quickly moving around the field while firing off lightning bolts, plasma shots, hard hitting bolter rounds, or helfrosted bolter rounds while denying enemy psykers their powers. This set is fairly cheap for what it does and will can be fit into most lists fairly easily. While I do not normally condone the use of Jump Packs ( we wolves fight with our feet on the ground or rooted to thick pieces of metal, not flailing in the air like some pansy Angel). This set is limited though in what can actually be set aside and fly with the priest. Leaving him alone is not advised as he will fall quickly to enemy fire, however, his options are either Skyclaws, which will serve well with flamers and as a charging unit when needed, or Wolf Guard with Jump Packs and possibly combi-weaponry, which can work, but is very expensive and is then not quite as useful as they may seem on paper after the Wolf Guard have blown their combi-load. 

Rune Priest – Incredible Hulk

            Mastery Level 2
            Helm of Durfast
            Psychic Hood
            Armor of Russ
            Space Marine Bike
            Wulfen Stone
            Fangsword of the Ice Wolf
            Rune Staff

Biomancy Power set

This Rune Priest is a beast in close combat, sporting 4 attacks on the charge (possibly more if he attains warp speed) that reroll to hit at STR 5 AP 3 and have both rending and helfrost is silly. The Rune Priest also ensures he goes first every time in challenges with the Armor of Russ giving your opponent a huge negative modifier to their initiative, thus giving him a pretty sizable advantage when fighting opponents.  You will notice that this Rune Priest set takes two melee weapons, and this is to give the priest a nice balance between hard hitting challenge strikes and tank hunting. Rerollable Str 6-9 (depending on the powers rolled of course) are nothing to joke around with while the helfrost and rending of the Fangsword allows the Priest to take on even Monstrous Creatures in some instances. Do not underestimate this HQ’s shooting ability, if you take both of your powers from Biomancy then you will get the primaris for free, and AP 2 shots are always welcome when you get to re-roll to hit and ignore cover with all of your shots.
This set works very well with a group of Wolf Guard on bikes and, if you are willing sacrifice Fleet around 80% of the time (percentages made up, I’m not a numbers guy), Thunder Wolf Cavalry. If it is fast and hits hard then you are in business to bring forth this hulking Rune Priest. I will recommend though that if you are going to take this set then you may want to figure a way to get the Bikes or Thunderwolf Cavalry to be brought from the Champions of Fenris Supplement in order to maximize the damage from the squad itself. Be warned, this set is expensive, but when you make your Rune Priest close in power to a tough named character what do you expect brothers?
           
Rune Priest – Incredible Hulk pt 2

            Mastery Level 2
            Armour of Asvald Stormwrack
Fellclaw's Teeth
Psychic Hood 
            Space Marine Bike
            Krakenborne Sword
            Rune Staff

Biomancy Power set

            While I do not condone this set, I feel obligated to post it just in case this is how your group works. Unlike the basic set, you are now able to ride around in a 2+/4++ it will not die and relentless set of armor. The Krakenborne Sword is an interesting replacement for the combat priest from his Fangsword in that you will always have AP 2 and gain master crafted at the cost of helfrost and rending. The loss of rending isn’t felt as hard as the loss of helfrost is to be honest (since if you were tank hunting you would normally be using your Runic Mace and the Krakenborne Sword has the AP 2 you desire). This set only works if your group allows you to treat the Armor of Asvald Stormwrack as normal armor and not terminator armor. This is something I do not condone since it clearly says it IS terminator armor in the fluff portion, but since it is absent from the crunch portion I have seen cases made for the armor to be allowed on bikes. This set does have one large advantage over its normal codex cousin and that is the warlord trait “Thread-cutter” which allows the priest to re-roll failed wounds, this gets even better when you consider you get to re-roll warlord traits if you don’t like what you get.

Rune Priest – Captain America (the leader set)    

Mastery Level 2
            Terminator Armor
            Helm of Durfast
            Psychic Hood 
            Wulfen Stone
            Rune Staff
           
Divination Power Set
           
            This Rune Priest is ideal for leading groups of Terminators, preferably the Thunder Hammer and Storm Shield variety, into battle. The addition of Prescience to the group makes the group just that much more devastating. In addition the group’s Thunder Hammers become Strength 9 on the charge, making the destruction of most vehicles all but guaranteed on the charge. The set also contains such gems as Misfortune (good for the priest), Scriers Gaze if you are working with reserves, and Precognition for the Psyker himself. Being able to hold an enemy in combat with re-rolls is always good and will give your Terminators more time to hit things in the face.


You will notice brothers that I have placed a Psychic Hood on all of the Rune Priests in this article. This is simply because I like to ensure denying enemy psykers their own psychic powers, namely the accursed Invisibility or any of the Biomancy powers that may make the enemy a threat. If you find that you are running low on points though and that you require those extra points elsewhere, then it is acceptable to remove the hoods from your Priests and allow the rune weapons to be your anti-psyker force. Do you have any other Rune Priest loadouts? If you do, share them in the comments below and lets work together to bring this majestic HQ choice back into service. Good hunting brothers and, as always: For Russ, for the Allfather, for the Wolftime brothers.

Monday, November 3, 2014

List Idea - 1850: The Wolf Line




Space Wolves 1850
Champions of Fenris w/ Ultramarines Allies

HQ – Ulrik the Slayer 

E – Venerable Dreadnought w/  Helfrost
E – Venerable Dreadnought w/ Helfrost
E – Venerable Dreadnought w/ Plasma Cannon

FA – Drop Pod w/ Istvaan Massacre Upgrade
FA – Drop Pod 

H – 6 Longfangs w/ Lascannons
H – 6 Longfangs w/ Lascannons
H – 6 Longfangs w/ Missile Launchers

Fortifications – Skyshield Landing Pad

Allies
HQ - Tigerius
Tr – 10 Tactical Marines w/ Melta Gun and Lascannon 
          Fits into Drop Pod (combat sqauded preferred)
H – 3 Centurions w/ Gravcannon 
          Fits into the Istvaan Massacre Drop Pod

Welcome to the Space Wolve’s Gunline brothers! In this list the prodigious and overbearing power of Ulric the slayer along with the combined arms fire of Lascannon and Missile Launcher Long Fangs, Helfrost and Plasma toting Venerable Dreadnoughts, and Drop Podding Centurions come together to destroy your opponent’s lines and crush any resistance that they may put up. Going first is key for this list as it needs to cause devastating results against your enemy early on in order to secure the objectives it will need to hold later uncontested.
Most first turns will see you dropping the group of Centurions at maximum distance away from your opponent in order to unleash the maximum number of shots against your foe. The use of the Istvaan Massacre upgrade from IA:2 is key to making sure the distance of your Centurions is always achieved properly and for the maximum amount of damage dealt and safety attained is ensured.  The preferred powers to give to Tigerius are Prescience and Forewarning, and if you really want to devastate your opponent, Gate of Infinity. Now while this is a dream team combination of Psychic abilities, it is not completely outside of the realm of possibility to attain due to Tigerius’ ability to reroll his Psychic powers. There isn’t much in the game that can withstand re-rollable to hit Gravcannon shots, most vehicles crumple under the strain of lost hull points (considering for most vehicles only 2 6s are required to destroy the vehicle) and most troop choices fall under the combined Grav and Bolter shots.
The key to this list though is the alpha strike. The barrage of Lascannons, Missile Launchers, and Helfrost shots that have preferred enemy is very powerful. It has the ability to take out enemy tanks, monstrous creatures, and hordes (with alternative fragment form of firing). Make sure to place your Long Fangs on the Landing Platform to give the entire group a 4++ save and place their ancient up front in order to tank the first couple of blows. Your groups aren’t liable to run away due to their high leadership and stubborn granted by Ulrik and return fire they possess because of the Wolf Priest is just as ferocious. The list sports in total 11 Las shots, 5 Missiles, 1 Plasma, 3 Gravcannons, 1 Melta, and 2 Helfrost. There are a lot of strong shots in this list that are capable of decimating the enemy.
Good hunting brother, Slay the enemies of the Imperium and of the Vlka Fenryka. As always: For Russ, for the Allfather, for the Wolftime brothers.

Sunday, November 2, 2014

Battle Report: 1250 - Necrons




Our saga continues brothers! Gather round and enjoy some ale and dinner set out by our serfs. Tonight I will tell you a tale of undead metal and living constructs, of controlled lightning and otherworldly energy blasts. Tonight my brothers, I tell you the tale of how we, the sons of Russ, bested the Necrons.
                First introductions are in order. We have added to our roaming pack a squad of headstrong Thunderwolf Cavalry men, known as the Howling Vengeance, to our ranks. Their leader, Vestri Stouthammer, is renowned amongst our brothers for his heavy work with his Thunder Hammer and accompanying shielf; it is said that there is no man alive, or dead, that Vestri cannot best in one-on-one combat. He is accompanied by his second in command, Baruk Stormsinger: a warrior whose power maul is said to strike with a clap of thunder and swing with the mighty winds of Fenris herself. They were accompanied by their fellow squad members Engi and Calle.
                We first set foot upon this darkened planet after the command went out from Logan Grimnar himself to investigate the loss of several Imperial hive colonies. The skies were blackened with evil energy as we made planet fall and noticed an eerie green glow off into the distance. As per normal the venerable Bjorn the Fell-handed stayed in orbit with two of our other mechanical brothers and Geir Thunderhowl patrolled the outside fringe for activity. I, Olaf Goldfist, and the Howling Vengeance made our way towards the emerald lights and as we drew closer we noticed Imperial construction and designs outlined in the ethereal light. We took point and noticed a contingent of Necron warriors, a Ghost Ark that seemed filled with warriors and two Necrons in what our scanners indicated were command barges occupied the area. We took up position to fire upon the undead scourge when they took notice of us. A metallic voice spoke out to us; a soothing if not unsettling voice that emanated from the Necron Overlord in the more ornately decorated command barge.
                “I am Overlord Geraxus the Immortal, and I require that you vacate this area immediately. Leave this place now mortals. If not, we will add you to the tally we have already reaped upon this world,” he said calmly.
                No son of Russ would ever stand to be commanded by a xenos, much less a xenos who has already killed so many of the Emperor’s people. More importantly, no true Space Wolf would ever pass up the opportunity to add a Necron Overlord’s head to his trophy rack. We sent our reply in the form of a digital laser marker for landing purposes. We knew reinforcements would arrive; we just had to wait for them. During that time we bunkered down behind the wall of a ruins that was a former feed supply, Calle keeping the digital marker so our ancient brothers could more easily secure their position. The skies then tore themselves apart as two screaming stars ripped through the atmosphere and landed with a cataclysmic slam into the ground. Asmund Shieldbearer arrived at our flank, defending us from a side assault by the Overlords. Bjorn decided to take the fight to the undead automatons and landed deep in our enemy’s backline. Frigid energy coalesced around the tip of the barrel of his Helfrost Cannon as a stream of azure and white energy erupted from the cannon’s barrel, flash freezing a section of the enemy Ghost Ark but not dealing any serious damage to the vessel. We continued to wait for the perfect time to strike.
                The Necron Overlords continued their advance toward our position, ignoring the noble Bjorn and instead focusing on the larger group. A shadowy crescent filled the sky as a Necron Nightscythe entered the field, surveying the landscape for prey with none to be found. The warriors and Ghost Ark opened fire on Bjorn, trails of Gauss energy filling the night sky around the venerable warrior, but none of the energy blasts were able to scratch the Fell-hand. Our second wave of reinforcements came in, Geir Thunderhowl fell upon the Nightscythe with the ferocity of a Blackmane and tore the enemy aircraft from the sky with red streams of multi-melta fire. The Howling Vengeance saw the fall of the Nightscythe as their chance to strike, bounding from behind the walls to fall upon their foe. Geraxus the Immortal? The Howling Vengeance would put his name to the test.  Great clouds of scarabs erupted from the Overlord, attempting to control the mind of Engi. However, the young cavalryman fought against the influence of the scarabs, allowing Vestri to bring his Thunder Hammer to bare, caving in the skull of the Overlord and slamming his corpse and command barge into the ground where he belonged. The Howling Vengeance found Geraxus’ claims of immortality wanting. The components of the crushed Geraxus attempted to come back together and reform, but ultimately the filaments and metallic rods gave up in their attempts at bringing the Overlord back from the dead. Bjorn made his own assault against the Ghost Ark, ripping the vehicle apart in a dazzling display of arcing electricity and broken Guass reactors.
                Another Nightscythe materialized from the gloom, giant tesla weaponry firing great arcs of electricity into the hull of Geir’s Stormfang. The blasts tore small holes in the hull of Geir’s ship, but ultimately did little more than strip the out layer of armor from the aircraft. The warriors who had been aboard the Necron Ghost Ark opened fire on Bjorn along with their newly arrived Immortal allies, bringing our leader and brother to his knees and almost extinguishing his life from this realm. The second Necron Overlord made his attack swiftly on The Howling Vengeance, scarabs forcing Baruk to attack and kill Calle in the melee before Vestri brought his hammer down again into the skull of the evil machine. However, unlike his commander, this Overlord and his command barge hummed with unnatural energy and rose from the ground in a surreal display. As the Overload floated upward he moved back in a feeble attempt to escape the wrath of Fenris. The Howling Vengeance and all of our other brothers witnessed the Fell-handed fall, we would not allow the enemy to escape with his remains.
                Geir, in all of his rage, swooped behind the newly emergent Nightscythe in a daring hover strike. Luckily, for all for all of the movement Geir was performing, the ace pilot was able to land two hits with his multi-meltas due to their rate of fire. The shots penetrated deep into what I assume was the Nightscythe’s engine core and brought the Necron aircraft to its end in a glorious explosion and shower of shrapnel. The Howling Vengeance descended upon the fleeing Overlord with a fluid motion. However, the Overlord was prepared and a stream of scarabs took Vestri by surprise and the leader of the Howling Vengeance brought his own hammer down upon himself, taking him out of the fight and into the Red Sleep. However, his brothers were quick to take their revenge upon the Overlord, ripping him apart limb from limb in an orgy of snapping jaws, power maul strikes, and chainsword swipes. There was little left of the Overlord to regenerate, much less leave behind for this world after the still conscious members of the Howling Vengeance were through with the undead automaton.
                The second group of Immortals came upon the field and both groups of the vile creatures opened fire with their Gauss Blasters. However, the protective runes etched into Bjorn’s Drop Pod protected the relic from the oncoming fire. Geir continued his assault on the enemy with a well shot form the dispersed fire of his Helfrost Destructor, flash freezing an entire squad of Immortals before they could return fire to the wrathful pilot. The Howling Vengeance moved forward to secure Bjorn’s body for extraction. The Necron Warriors and Immortals continued their assault on Bjorn’s Drop Pod to little avail as Gymir the Ice-Fisted finally tore through the atmosphere and took point on the far field to prevent the foe from escaping our wrath. The Howling Vengeance crashed into the Necron Warriors with the force of a sledge hammer, ripping the remaining five members apart and slavering at the chance of ripping the final squad on the field of battle apart. However, the unnatural green glow then erupted from the surround area and from alien crystals and instead engulfed the Immortals. When the flash of light was over the Immortals had disappeared along with it, ending the battle and winning the fight.
                We are still tending to some of the more heavily wounded, Vestri and Bjorn, and were aksi avke to save the life of Calle. But, that brings this week’s saga to a close brothers. Come back next week and we shall have more fantastic tales to weave.


List

Champions of Fenris Supplement

HQ - Bjorn with Helfrost
Drop Pod

Gymir the Ice Fisted: Elite - Murderfang
Drop Pod

Asmund Shieldbearer: Elite - Venerable Dreadnought with Fenrisian Great Axe, Blizzard Shield, and Extra Armor
 Drop Pod

Olaf Goldfist: Elite - Venerable Dreadnought with Plasma Cannon

Geir Thunderhowl – Stormfang Gunship with Twin-Linked Lascannon and two Twin-Linked Multi-Meltas

Howling Vengeance: Fast Attack - 4 Thunderwolf Cavalry with Thunder Hammer, Power Maul, 3 Storm Shields