BREAKING NEWS: Imperial Fists, Crimson Fists, Black Templars Stratagems and Chapter Tactics!

Crazy long title... I think this would have been better as two reveals on Warhammer Community, if only to spare my poor typing hands.

Okay, let's get this ball rolling on the collective Sons of Dorn!

Imperial Fists First up the chapter tactic. As for the Salamanders and Iron Hands, I'll just copy and paste from the previous post:

Imperial Fists, Siege Masters
No bonuses for cover saves against IMPERIAL FISTS modelsRe-roll failed To-Wound rolls against buildings
Somewhat situational I feel, but definitely useful for shooting up Infantry in cover and during night fighting. I don't think this is a terribly attractive Chapter Tactic compared to the rest though... perhaps it's made up for with a strong Stratagem to be revealed later? Undoubtedly universal for every unit that can have it. Like the Iron Hands it's not hugely exciting, which is why I think a lot of people will tend to gloss over it. However, consider that a lot of psychic powers out there will be giving bon…

Warhammer 40K, Army List: Space Wolves Ironwolves 500 points

Although the School's League is all about fun, being prepared for possible lists is an important thing. As such, I've allowed myself to indulge in theory crafting and list building.

The following was an attempt to squeeze as much free stuff into a 450point Space Wolf army as possible, and scales really well into a more traditional 500 point army. Because of the formation being used, it also forms the core for a more complex force, and would be a good starting point for neophytes as they set off in the foot steps of Russ.

Formation Detachment: The Ironwolves

Battle Leader: Bolt gun/Pistol, Close Combat weapon [50]

Blood Claw Pack: 5x Blood Claws
Dedicated transport: Razorback, Twin-linked lascanon, Dozer Blade, Extra Armour, Hunter-Killer Missile, Extra Stormbolter [115]

Blood Claw Pack: 5x Blood Claws
Dedicated transport: Razorback, Twin-linked lascanon, Dozer Blade, Extra Armour, Hunter-Killer Missile, Extra Stormbolter [115]

Land Speeder Squadron: 1x Landspeeder, Multimetla, Typhoon Missile Launcher [50]

Land Speeder Squadron: 1x Landspeeder, Multimetla, Typhoon Missile Launcher [50]

Long Fang Pack: Ancient with Flamer, 1x Long fang
Dedicated Transport: Rhino, Dozer Blade, Extra Armour, Hunter-Killer Missile, Extra Stormbolter [70]

Total: 450 points

This is a fairly dirty formation for 450 points, gaining up to nearly double its points in upgrades. Be prepared to lose friends over this army, and to get dirty looks from teachers with neophyte students.

The formation allows for free weapon upgrades and other upgrades to vehicles. You essentially turn a Rhino into a missile platform, and the Razorback just becomes a nasty bundle of firepower. The Blood Claws inside can drop out after a 12-inch move to give it a cover save, and provide general assault bubble wrapping. They can also charge a unit afterwards, giving 15 Str4 attacks, plus krak and frag grenades.

Yes, Grey Hunters do that job better, but not as cheap as Blood Claws. The Grey Hunter slots are also much better spent on the Land Speeders. These along make up nearly 100 points in free upgrades, and with the missile launcher can act as long range support. They basically take the Long Fang role... only faster. And cheaper. If you have a really tough vehicle, they can also Deep Strike behind it with multi-meltas, but that's probably not the best way to use them.

The Long Fangs and Battle Leader all ride along in a suped-up Rhino. They're there as what is essentially another Blood Claw Squad, but with better WS and BS. Not very wolfy, I'll admit, but with Ironwolves the vehicles should be the stars.

There is even room to tweak weapons here to taste; the lascannons can become assault canons, and the Land Speeder guns can become flamers. I wouldn't recommend changing the landspeeder weapons thought, as Typhoon Missile Launchers can drop out 2 blast templates for hordes per turn at 48-inches.

To bring it up to 500 points, you can turn that Rhino into a Razorback, or upgrade the Battle Leader, or make the Long Fangs more than a token unit. It also is a Core formation for the Space Wolf Decurion, meaning adding a Stormfang gunship nets you the bonus from that. I would probably try putting in the Wyrdstorm Brotherhood though, to give you some psychic strength.

Like I said, a dirty, dirty formation at 450 points, basically bringing in the Double-Demi-Company cheese of the codex-compliant Space Marines. Only cheaper.

With that said, the counter is somewhat easy: Scatter bike squads should bring down the Razorbacks and Speeders in short order. As long as you bring a method to delete transports in the early turns, you'll go a long way to defanging this particular wolf.

Until next time!

Thanks for reading.

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