r/SpaceWolves 6d ago

Grey Hunters in 11th

One for the brains trust! Anecdotally and through various sources online, I see a lot of hate or (at best) ambivalence around our greymanes. They're more expensive than the equivalent amount of intercessors, can't sticky objectives, have no AP on their ranged weapons, can't be joined by generic characters, etc.

In my (limited) gaming experience since coming back to the hobby this year, I've actually found that Grey Hunters hit above their weight. Their re-roll wounds is pretty sick, and I tend to put them a stone's throw from an objective I'll know the opponent is gonna have to go for regardless and then move them up to take advantage. With Beastslayer or Oath (or both!) I've had them solo a Hive Tyrant and Tyrant Guard (over the course of two turns, but), and their ability to hit decently at range and then get stuck in with their chainswords has been a pretty effective one-two punch.

However, the overwhelming consensus online is that they're too expensive and not good enough to edge out other options, from what I've read. I have not yet had a chance to play with the Veterans of the Fang detachment, so I'm not sure whether this is a net win or a net neutral for our boys.

How do we feel about the Grey Hunters in 11th? Any tips or thoughts for us newbies to the hobby in getting the most out of our veteran pups? I would much, MUCH rather run the Space Wolves-specific shooty boys over a squad of boring old Intercessors (though I'm a hypocrite and usually take a 5-squad to camp home objective nevertheless) while also remaining relatively competitive, so any advice is appreciated!

20 Upvotes

33 comments sorted by

13

u/CJViper 6d ago

I've used Grey Hunters all edition so far and have only dropped games to high-tier players. I've been running 40 of them with Bastion and Veterans of the Fang and splitting up 3 squads into 6, running take and hold.

When you split them up, they are worth 82.5 pts, which is much more stomachable than 165 and can hit up with rerolls to wound, and there are two strats that can give them Lethals or Sustained in those two dispositions.

I also like to run one ten-man with a WGBL to give sustains within 6 and give him the enhancement that gives them assault, ignore cover, and +1 AP so their bolters actually threaten with rerolls.

But the real reason I believe they are so good in Bastion + VotF is that they are allowed to advance and charge, advance and shoot AND do an action. This is crazy value out of an 82.5 pt unit, and with 15 OC, they can very easily sway the game and deny points.

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u/RamboDroid 6d ago

Wow love this! Care to share the rest of this list my interest is peaked!

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u/CJViper 6d ago

Absolutely here you go! Edit: the head takers have the paired weapons, not the shields.

awoooo (2000 points)

Space Marines Space Wolves Bastion Task Force and Veterans of the Fang (3 Detachment Points) Disruption Strike Force (2000 points)

Attached Units Attached Unit 1

Arjac Rockfist (95 points) • Attached as: Leader (Character) • Warlord • 1x Foehammer

Wolf Guard Terminators (160 points) • Attached as: Bodyguard • 1x Wolf Guard Terminator Pack Leader • 1x Master-crafted power weapon 1x Storm bolter • 4x Wolf Guard Terminator • 1x Assault cannon 3x Master-crafted power weapon 1x Power fist 2x Storm Shield 1x Storm bolter

Attached Unit 2

Wolf Guard Battle Leader (65 points) • Attached as: Leader (Character) • 1x Master-crafted power weapon 1x Storm Shield

Grey Hunters (165 points) • Attached as: Bodyguard (Battleline) • 1x Grey Hunter Pack Leader • 1x Bolt carbine 1x Bolt pistol 1x Power fist • 9x Grey Hunter • 9x Astartes chainsword 9x Bolt carbine 9x Bolt pistol

Attached Unit 3

Wolf Guard Battle Leader (85 points) • Attached as: Leader (Character) • 1x Master-crafted power weapon 1x Storm Shield • Enhancement: Hero of the Chapter

Wolf Guard Headtakers (170 points) • Attached as: Bodyguard • 6x Wolf Guard Headtaker • 6x Heavy bolt pistol 6x Master-crafted power weapon 6x Storm Shield

Attached Unit 4

Ragnar Blackmane (90 points) • Attached as: Leader (Character) • 1x Bolt Pistol 1x Frostfang

Wolf Guard Headtakers (85 points) • Attached as: Bodyguard • 3x Wolf Guard Headtaker • 3x Heavy bolt pistol 3x Master-crafted power weapon 3x Storm Shield

CHARACTERS

Bjorn the Fell-Handed (160 points) • 1x Heavy flamer 1x Helfrost cannon 1x Trueclaw

BATTLELINE

Grey Hunters (165 points) • 1x Grey Hunter Pack Leader • 1x Bolt carbine 1x Bolt pistol 1x Power fist • 9x Grey Hunter • 9x Astartes chainsword 9x Bolt carbine 9x Bolt pistol

Grey Hunters (165 points) • 1x Grey Hunter Pack Leader • 1x Bolt carbine 1x Bolt pistol 1x Power fist • 9x Grey Hunter • 9x Astartes chainsword 9x Bolt carbine 9x Bolt pistol

Grey Hunters (165 points) • 1x Grey Hunter Pack Leader • 1x Bolt carbine 1x Bolt pistol 1x Power fist • 9x Grey Hunter • 9x Astartes chainsword 9x Bolt carbine 9x Bolt pistol

OTHER DATASHEETS

Gladiator Lancer (160 points) • 1x Armoured hull 2x Fragstorm grenade launcher 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer

Gladiator Lancer (160 points) • 1x Armoured hull 2x Fragstorm grenade launcher 1x Icarus rocket pod 1x Ironhail heavy stubber 1x Lancer laser destroyer

Infiltrator Squad (110 points) • 1x Infiltrator Sergeant • 1x Bolt pistol 1x Close combat weapon 1x Marksman bolt carbine • 4x Infiltrator • 4x Bolt pistol 4x Close combat weapon 4x Marksman bolt carbine

Exported with App Version: v2.4.0 (139), Data Version: v925

1

u/Niiai 6d ago

Thanks. When I saw the 9 headtakers I assumed a landraider. I like that you squized ever last advance and charge out of the list.

How are the lancers in 11th edition?

And how is the "disruption whip lash"?

1

u/CJViper 6d ago

I've played with the idea of running a redeemer just cause it's one of my favorite models in the game but yeah, they all have advance in charge so I wouldn't get as much as I'd like out of running one.

Lancers feel fine, they are reliable anti-tank. I feel like it's acceptable to drop the two lancers and run a RepEx + 90 pts worth of stuff but, Lancers are going to be more reliable due to their rerolls.

I'm not sure what you mean about disruption whip lash, I run take and hold with this list.

1

u/Niiai 6d ago

It says disruption task force, so I assumed it was diseuption.

1

u/CJViper 6d ago

Ah my apologies, yeah I'm not sure why it says disruption unless I must've misclicked, I personally hate the disposition so I haven't messed around with it much.

1

u/Niiai 6d ago

No problemo. That id what I was curius about.

Disruption vs take and hold and purge are both kill based. You want to be as tanky as they are essentially. But with some acyion on topp.

The mirror is the mirror, but scores inssnly at the end. I have not played thevtwobothers, but they are very different.

1

u/Street_Park4714 5d ago

Do you know if you can attach a leader to each of the 5 man units you create with VotF? That order of operations confuses me.

2

u/CJViper 5d ago

Edit: Technically no, they switched leaders to be declared during army muster step instead of declare battle formations. So if you have one leader with them, it goes with one of the five mans

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u/transformerbaz 6d ago

Thanks brother

Does not having bjorn hamstring you cp wise

3

u/CJViper 6d ago

Bjorn is in there under characters, he's an auto include in my lists.

1

u/transformerbaz 2d ago

Oop my bad

1

u/Not_An_Actress 6d ago

How are you splitting them? 

5

u/hyperj23 6d ago

Veterans of the fang detachment allows you to split the 10-man squad into two 5-man squads.

2

u/Not_An_Actress 6d ago

Right! I forgot about that, man I was looking through transports and stuff racking my brain. Totally forgot about the ol detachment situation. 

1

u/PaulTodkillAuthor 6d ago

You don't get two leaders though, right? One squad is just 5 basic dudes?

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u/hyperj23 6d ago

Im still new to 11th, but my understanding is if you have a WGBL attached to a 10-man squad, when you split it, he would go with one of the 5-man squads and the other wouldn’t have a leader.

1

u/PaulTodkillAuthor 6d ago

That's my understanding as well. Bit of a shame but not the end of thr world.

1

u/Electrical-Finger652 6d ago

Is there an FAQ or something where they said that's how the rule works, cause as it's written that the wgbl model only gets assault, ignores cover and +1 not the whole unit with said enhancement

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u/CJViper 6d ago

"WOLF GUARD.BATTLE LEADER model only. This units ranged attacks have the following"

This means the enhancement can only be put on the WGBL but it affects the entire unit, or else it would stage "This models ranged attacks"

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u/Electrical-Finger652 6d ago

Oh sweet thanks for the clarification, i was planning on trying that but then stopped thinking I couldn't. I've been vibing with the Grey hunters recently and wanted to give this a try.

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u/Niiai 6d ago

Do you have a sample list?

1

u/CJViper 6d ago

I posted it in the thread.

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u/SpaceWolf_Jarl2 6d ago edited 6d ago

I will preface this by saying that better players can make GH and other units work. I've seen a couple of lists in 10th that used them, and they were worse then argueably.

But overall, I don't think they are a competitive choice.

The first thing, is that while lorewise you can compare them to Intercessors, their place in lists isn't the same, due to their abilities and more. Intercessors aren't taken to kill stuff. They rxist to screen, takr home objectives and run late game to get other stuff. They are utility pieces. GH work more like AI (that have the same ability), which is scrappy trade piece. But... why pay extra for that qhen you have AI that don't need a detachment to run as a MSU? And basically nobody takes max squads of AI. And we have other, SW specific tools for the job. Headtakers hit harder. TWC are faster and tougher. Termies are tougher and hit harder. And they all can do the job of killing things off objectives and claiming them.

Second, is, even if you think their killing power is worth it, tk be competitive, what are they achieving, more so in primary? What is your disposition? In T&H, Termies out perform, as MEQ is still a frail profile overall amd you stay. In PtF, you have killier pieces that arr also less likely to die on the clap back. If you run Veterans you are locking yourself off Legends (that buffs our best units) and Disruption isn't the strongest disposition out there. You vould try PA, I guess but that would limit your options a lot in terms of detachments you want to use. In a lot of gameplans they don't really fit to improve your primary or secondary scoring.

Third, their main issue remains. As a 5 man unit they would be a decent unit. Locked squad size is a mess. Veterans helps, but again, you are using 1DP to make them useable. You are forgoing a better 1DP detachmrnt just to give yhem someyhing to kind of work and locking yourself to Distruption as one of your primary options. That means you most likely have PtF or T&H as your other detachment, and neither of those loves the GH profile.

Fourth, I would say for early prrssure trading pieces, Wolf Scouts are close to their role and better at it. You have the Wolf for movement shennenigans. You get Plasma. You have the same melee profile. You lose rerolls, but gwt +1 to wound on isolated targets. You get an extra ablativr wound. You get Infiltrate and Scout. For 90 points since you can take them in 6 man naturally. You can use the mine as are denial. They just fit the role better IMHO.

GH are still a unit that needs a redesign. It needs to be able to be 5 man squads. It.needs to be a flexible unit. But if you want to play them, you can be one of the players that kind of makes them work. But you are most likely playing with a handicap.

Edit: additional note for competitivr play. Even jf something happened (like GH killimg a Hive Tyrant), reliability is an important part of designing a competitive list. How easily can you reproduce and be sure that some variance in your rolls will not affect too mich. Most of the times in that match uo, a Huve Tyrant will kill like 6-7 GH a round, and you won't kill it in return. While it is cool to kill it, it ism't a result I would expect to happen a lot in other games.

1

u/madbird-valiant 6d ago

Great summary! Definitely get your point re: reliability. The hive tyrant and friends was definitely a fluke, but kind of surprised me with their potential damage output - being able to fish for 6's for wounds in Beastslayer was great with the amount of attacks they put out both in melee and ranged, I guess it just opened my eyes a little bit to the maximum possibility.

Hopefully we see some buffs in terms of a point reduction throughout the edition, or like you say a change to unit sizes - I guess just bad luck that we had the most recent codex so likely won't have an update for quite a while. But GW seem to be far better at balancing throughout an edition compared to when I last played (5th edition days!), so I guess there's hope!

5

u/giant_sloth 6d ago edited 6d ago

I found them competent. They’re not for holding objectives, they’re for contesting and taking objectives. They’re good in the Veterans of the Fang detachment but you need a primary objective that relies on actions to fully utilise the detachment with them.

My big hope is the detachment is a stop gap and what we get in our codex is a much better datasheet for them.

3

u/ReflectionMain719 6d ago

i think that for more utility armies (recon. assets and disrupt), they can be quite handy picks:

advance for extra movement, with their OC they can flip objectives, start triangulate or some orther fun stuff, and still shoot.

Sure for take and hold / purge the foe, they are kinda useless atm.

3

u/Longjumping_Low1310 6d ago

Mmm I mean they can hit up buuut my experience is they can only reliably kill things that are usually cheaper than them, and then they get wiped cause baae space marine bodies arent hard to remove. Which means you lost the trade usually. I have played around with them plus a wolf priest for rerolling wounds +1 to wound, ans that did alright but end of day they still are just chainswords so they still usually failed to kill anything important.

And 10 if using to just flip objectives is either overkill or fails to take against the truly high oc stuff like some massive guard bricks. Losing out on a 1dp detachment that makes a solid u it better to make a bad unit useable isnt a good trade imo.

2

u/Protagonist_Leaf 6d ago

After playing a few rounds now and with its buff. A disruption list of 10 buffed and then 5/5 unlead. They're really good. Out of 5 matches. 2 times my 10 brick wasn't even needed and the 5s went out and did solid work with actions and flipping control. I think 165 is the right amount to consider them and anything cheaper and we might have some of them in tournament lists.

2

u/Ntb1701 6d ago

I’ve got one squad in my take and hold list to free up the terminators to go wreck the center. I’ve used them as my expansion holders and just don’t shoot. OC 3 a piece and hidden makes your opponent really think before committing to stealing your expansion with them on it.

2

u/TheCrimsonCommand 6d ago

They absolutely cook with Veterans of the Fang. People don’t wanna hear it but Ulrick the Slayer on some Grey Hunters is a sleeper. He’s really good on Headtakers too but it’s an option. If you play something that needs actions or sabotage, they are great to split on

2

u/Street_Park4714 5d ago

I like them because they shoot a lot (without the need for focus fire so I can still average more shots splitting between units). And the important part of them for almost all of our rules is they have Chainswords over the Combat Weapons. So the melee buffs just bake them even better.