Blood Claws Unleashed, a Combat Patrol

In “Starting a Space Wolves Combat Patrol“, I looked at the newly released Combat Patrol box, how the units are organized, and used in play. Today, we’re going to be taking a short look at a Space Wolves Firstborn, aka Old Marines, centric Combat Patrol.

Blood Claws

Combat Patrol – 25 Power
Primaris Captain with Master-Crafted Sword and Auto-Bolt Rifle, 5 Power
5x Blood Claws, 6 Power
Blood Claw Pack Leader carries a Power Fist instead of a chainsword
1 Blood Claw carries a Plasma Pistol instead of a bolt pistol
5x Blood Claws, 6 Power
Blood Claw Pack Leader carries a Power Fist instead of a chainsword
1 Blood Claw carries a Plasma Pistol instead of a bolt pistol
Venerable Dreadnought with Fenrisian Great Axe and Blizzard Shield, 8 Power

About as subtle as a Fenrisian winter, this force seeks to slaughter the foe in melee. Except for the Captain, nothing in your force shoots more than 12 inches, so advance until you can charge! Try to use terrain to limit enemy shooting. However, you’re playing marines, so don’t be afraid of enemy fire. Between a good Toughness, Save, and multiple Wounds, you’ll get through.

Your Blood Claw units are there to deliver the Pack Leader’s Power Fist into combat. The Power Fist should delete 1 to 2 marine equivalent models each round of fighting even with the -1 to hit. The Astartes Chainsword carried by your surviving Blood Claws won’t do as much against marines, however every single wound they squeeze out counts at this level. Against lightly armored units, Guardsmen, Eldar Guardians, small Tyranids, and so on they’ll chew right through.

While short-ranged, don’t forget about the Blood Claws pistols. You might be able to get a shot off before charging. Once engaged in melee, you may still shoot at a unit you’re engaged with. Bolt pistols will have the same effect as your chainswords. The plasma pistol, however, hurts a bit more. Keep using it on the standard profile, you can’t afford to lose 1/5 of your squad by rolling a 1. However, if you’re down to the last 2 Space Wolves or the Strength 8 will swing you towards a better chance to wound, do it! Blood Claws aren’t know for calculated risks.

Your Venerable Dreadnought is the true star of the force. With high Toughness, Wounds, and a 3+ Save, any dreadnought presents a hard target. However, the Venerable stacks several rules in its favor. The Blizzard Shield provides a 4+ invulnerable save, negating much of the AP effect of anti-tank weapons. Meanwhile, Unyielding Ancient and Duty Eternal double-team to reduce or prevent damage that does get through. Once in combat, the Fenrisian Great Axe’s combat profiles take care of characters, vehicles, and infantry alike. Against single targets, vehicles and tough characters, use cleave to cut through their many wounds. For infantry and weaker , use the Scythe to double your attacks. You’ll be removing multiple light infantry or pinging away at a character’s wounds.

Finally, there’s your Primaris Captain. While a great shot and heavy melee combatant, it is for the Rites of Battle ability that you included him. Every Core unit with 6″ of him re-rolls 1’s to hit. That covers both the Blood Claws and Venerable Dreadnought. Now, in melee he’s more than capable of wiping out a small unit on his own. However, against larger groups you’ll want to support him with your other units. A tag team of Captain and Dreadnought is frankly terrifying!

To assemble this force, you’ll need to purchase a Primaris Captain (MSRP $35.00), a Space Wolves Pack (MSRP $48.00), and a Space Wolves Venerable Dreadnought (MSRP $57.00). For flavor, you’ll want to scavenge some parts off the Wolf Pack to give the Captain some Fenrisian detail.

Star. Player.

Total Cost MSRP $140.00. You should find them a bit cheaper at the links

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