Joshua Jenkins talks us through his Unbound Space Wolf Dreadnought Army List and how its done him proud in countless games.


With the new codex release, I decided I wanted to build an army around the wealth of new armoured options we received. A quick look over my available models revealed that I had somehow ended up with nine dreadnoughts over the years, so the light bulb went off. I hadn't built an unbound list and I had a 1500 point tournament coming up, so I brought the walkers thinking it would be fun but not terribly effective.

The ability to negate so much of an enemy's armoury by relying exclusively on the Space Wolves' extensive armoured options bore a lot of fruit as I ripped apart Space Marines, Dark Eldar and Necron lists without breaking a sweat. By the end of the tournament, I had reconsidered much of what 6th had beaten into our collective heads regarding dreadnoughts. While they don't have the survivability of a Wraithknight, fielding them in great numbers can really panic an enemy. Let's see some different builds I've been using.

1500 Points

Warlord
Bjorn the Fell-Handed (w/ Helfrost Cannon)

Iron Priest
3 Servitors (w/ servo arms)

Murderfang (w/ Drop Pod)

Venerable Dreadnought (w/ Blizzard Shield, Fenrisian Great Axe, Drop Pod)

Venerable Dreadnought (w/ Multi-melta, Power Fist w/ Storm Bolter, Drop Pod)

Venerable Dreadnought (w/ 2 Twin-linked Autocannons)

Stormfang Gunship (w/ Helfrost Destructor, Twin-linked Lascannon, 2 Twin-linked Multi-meltas)

Spartan Assault Tank (w/ 4 Twin-linked Lascannons, Heavy Bolter, Armoured Ceramite)

1750 Points

Add in:

Venerable Dreadnought (w/ Assault Cannon, Power Fist w/ Storm Bolter)
Venerable Dreadnought (w/ Plasma Cannon, Powerfist w/ Storm Bolter)

2000 Points

Add in:

Stormfang Gunship (w/ Helfrost Destructor, Twin-linked Lascannon, 2 Twin-linked Multi-meltas)

How to Run an Unbound Space Wolf Dreadnought Army


Space Wolves lists are usually filled to the brim with Thunderwolves and Grey Hunters, so I liked the idea that I would throw down walker after walker and watch my opponent sweat as they realized just how many of their own units had weapons that would be useless against the armoured assault to come. It's all about denying the opponent the ability to make use of some of their purchases, effectively rendering some of their points absolutely useless in the game to come. If you're facing a horde army or anyone that favors lots of infantry, this is an ideal counter.

Bjorn and the Rifleman should hold your rear line, benefitting from Bjorn's formation from Champions of Fenris which extends his 5++ to two other venerable dreadnoughts. With BS 6 on Bjorn and 5 on the Rifleman dread, you're going to reliably hit. Bjorn should be targeting those units with multiple wound models or monstrous creatures to make use of the Helfrost rule. Nothing ruins an Iron Hands chapter master's day like getting removed after one round of shooting because they failed one strength test. Jaws of the World Wolf never really left us folks, it just comes in a big gun now.

The Spartan has the Iron Priest with three servitors loaded in, so not only do you have a pig with 4 Lascannon shots, 5 HP and immunity to melta, but you're restoring a hull point on a 2+ each shooting phase. The Spartan is there for you to dictate the flow of the battlefield. Since it is highly unlikely that any force is going to be able to bring down the Spartan in a single turn (much less the whole game, I've never ended a game with less than 4 hull points), you can move it where you like, pressuring enemy armor, MCs or devastator/centurion squads without much fear. The ideal situation sees your enemy wasting shots on the Spartan while your dreadnoughts get into position.

The Dreadnoughts themselves, depending on the points allowed in the game, are designed to fulfill specific purposes. The multi-melta dread should drop turn one and engage any enemy armour (the drop n' pop), while the second drop pod should get Murderfang on the field and in cover so he can get to doing what he does best turn two. Draw fire with the Spartan and your long range dreadnoughts. Turn two (turn three at the latest) should see the flyers come in and then you can really bring the pain. The Helfrost Destructor is an ideal mob killer, so use your power of the Machine Spirit to engage enemy armour and MCs with the lascannon and multi-meltas while the Helfrost brings the pain.

Inspired in part by “The Battle of the Fang”, I've been having a blast with this dreadnought list, even going toe to toe (and drawing) with a shooty Tau army. Regardless of how effective it is, I've found it to be a refreshing change of pace from more standard Space Wolf builds and it's made for some interesting power shifts in my local meta as other players struggle to deal with the overwhelming armour. If you've got the walkers, give it a spin.

Submitted by Joshua Jenkins