Sunday, December 6, 2009

1500 Points Space Wolves Army for Beginners

While I've spent the past few weeks frantically building and painting Space Wolves, James has convinced me that I need a simple army list to work towards as an achievable goal.

While I wanted to discuss Space Wolf army composition ideas with James (who is my arch-rival and close friend), I didn't find his suggestions particularly helpful when all he wants to do is beat me at 40K!

Fortunately, Neil Kerr was happy to throw me a 1500 points Space Wolves beginners list to get me going which ticked all the boxes:

  • Loads of melta guns
  • Lots of essential core units
  • Embodies the character of the Space Wolves
  • Competitive army build

    This isn't the kind of army I'd typically design for myself, but it includes all the essential core units for the Space Wolves, which I'd need sooner or later.

    Please note that I've assigned characters to each unit in the list below, even though Wolf Guard are purchased as a single Elites choice.

    1500 Points Space Wolves Army

    Wolf Priest
    Wolf tail talisman, wolf tooth necklace, saga of the beast slayer
    Wolf Guard
    Terminator armour, combi-melta, chainfist
    15 Blood Claws
    2 Melta guns

    Wolf Guard
    Combi-melta, powerfist
    9 Grey Hunters
    Melta gun, power fist, wolf standard, mark of the wulfen
    + Rhino APC

    Wolf Guard
    Combi-melta, powerfist
    9 Grey Hunters
    Melta gun, power fist, wolf standard, mark of the wulfen
    + Rhino APC

    Wolf Guard
    Combi-melta, powerfist
    9 Grey Hunters
    Melta gun, power fist, wolf standard, mark of the wulfen
    + Rhino APC

    Wolf Guard
    Terminator armour, cyclone missile launcher
    6 Long Fangs
    5 Missile launchers
    + Razorback APC with twin linked lascannon


    I'm very happy with this 1500 points Space Wolves army list. It has a lot of models, a lot of missile launchers, a bucket load of melta guns and plenty of foaming loonies to throw into close combat.

    It does everything from shooting to close combat, holding the line and even claiming objectives. It's quite scary how numerous Space Marine armies are nowadays!

    Once I've built my first 1500 points as a 'core force' I can easily add whatever other Space Wolves units I like whether they're Lone Wolves, Dreadnoughts, Swiftclaw Bikers or Thunderwolf Cavalry and have a flexible, balanced and competitive army.

    I'm dedicating pretty much all of December to building my Space Wolves army, so hopefully I'll be able to play a game with them in the new year and give James' Dark Angels and Thousand Sons a good kicking!

    Jace said...
    December 6, 2009 at 11:24 PM

    Interesting set up. My knee jerk reaction is that you completely gloss over using any Grey Hunters which are quickly getting a reputation as the best troop unit available practically anywhere.

    Secondly, that you're so comfortable in dropping points in a full five scout team. I'm a bit weary of scouts so far and havent even fielded them yet. As BEL can be a fickle master, and may or may not change everything in how your game plays.

    I'm really new to this whole thing though, so I cant really offer much beyond the knee jerk response. It'll be interesting to see how this works out for you.

    Adam said...
    December 6, 2009 at 11:28 PM

    Jace, that's a very jerky knee you have there.

    Grey Hunters are awesome. Nuff said.

    The Wolf Scouts arrive from behind enemy lines, charge a heavy weapons squad or blow up someone's expensive tank. If BEL goes wrong...oh well, the fear factor was there.

    Skcuzzlebumm said...
    December 7, 2009 at 12:56 AM

    Hey Adam

    Glad to see you are running with the list as a starting block for the future.

    The reason I like this list is the fact it is modular in it's construction. This allows you to easily swap units around until you find what's ideal for you.

    i.e All those units cost around 220-250 points each (excluding WG) so its easy to sub one or 2 of them out for things like a Crusader (250pts) for the BC's or 4 Thunderwolves with a Fist and other wound allocation upgrades (240/250pts).

    Anyways keep me posted on how it works out for you dude.


    Flekkzo said...
    December 7, 2009 at 1:31 AM

    What about Lone Wolves? Lots of firepower in those guys after all.

    Lots of meltas is cool. Just wish that they were easier to find in plastic:(

    Crazy Red Praetorian said...
    December 7, 2009 at 5:03 AM

    You might consider dropping the meltaguns in the BCs due to their lower BS. Flamers work much better in my opinion. Let the Blood Claws do what they do best, kill other troops. Good luck with the army!

    Adam said...
    December 7, 2009 at 6:46 AM

    I hear what you're saying, but flamers generally work well on fast units, because you won't end up denying yourself a charge by firing them.

    Adam said...
    December 7, 2009 at 6:47 AM

    Flekkzo - I have the melta guns thanks to online Bitz services. Lone Wolves I'll save for another day. Right now It's the core units and funky stuff later.

    Bradimus Prime said...
    December 7, 2009 at 9:06 AM

    Hey Adam

    Brad here who recently purchased some of your fine space Wolf Dice, Thanks Again btw!

    As for that list I think when you play it you will be surprised at how effective it will be. In all my games so far the Grey Hunters have done so much it is unreal. I've found a cheap nasty distraction unit to give them a turn breathing space really does the trick. have fun with it though!

    Cliff said...
    December 7, 2009 at 1:39 PM

    Do you really want a Wolf Priest? Fearless on a close combat unit. That will be very damaging to you with the extra saves.

    Adam said...
    December 7, 2009 at 1:43 PM

    Of course. Then they don't run away and it's not as if 3+ saves are difficult to make. Besides, they should be winning every close combat!

    Bradimus Prime said...
    December 7, 2009 at 2:05 PM

    I think the main thing to consider here is the re rolls to hit against preferred enemy. Well worth the downsides of fearless if you ask me.

    Flekkzo said...
    December 7, 2009 at 3:05 PM

    I must have been tired yesterday. I meant long fangs ofcourse:) My prototype list (1750p) has no less than 18 of the buggers. Gives me a lot of LC, MM, ML, and HB. I also have no moving vehicles, so we'll see if it works when I can put the army together in the future:)

    bG said...
    December 7, 2009 at 4:42 PM

    I'd perhaps re-consider the wolf-guard in terminator armour that is in your blood claw squad. With him there you can't sweeping advance meaning that you have no way of wiping out a unit. Since the blood claws will be a real hammer unit you want them to be cleaning squads off the board.

    As well, with the terminator there you can't load them into a LRC so they won't be able to make use of transports to get into combat as quick as possible.

    Also, you could save some points losing the wolf-standars as the ability to re-roll 1s in one round of combat isn't that great (its not re-roll all misses to hit!). Losing those and the scouts could give you the space for a unit of long fangs already, and possibly a lone wolf as well.

    Just my thoughts based on what I've found effective in my first couple of games.

    Adam said...
    December 7, 2009 at 4:51 PM

    I share your thoughts.

    But I feel that the Blood Claws need the chainfist.

    As for the wolf standards, you need to do the maths.

    3 attacks per Grey Hunter = 30 attacks in total (simple maths)You're going to roll 5 1s statistically. So that's 5 rerolls. Definitely worth the +10pts. And the wolf standard helps with wound allocation too.

    Aeddon said...
    December 7, 2009 at 11:17 PM

    Not a bad list but I still prefer a ten-man Grey Hunter squad with two special weapons instead of having the combi-weapons. You lost me on 'mark of the wulfen' as well, it's an interesting idea though. I'd play ya!

    Aeddon said...
    December 7, 2009 at 11:20 PM

    Not too bad. I prefer a ten man GH squad but to each their own. Thought you said you were going drop pod though?

    Skcuzzlebumm said...
    December 7, 2009 at 11:54 PM

    Also you must remember with Wolf Standards it is "re-roll ones in a round of combat" (or something along those lines - too lazy to dig out SW book).

    It doesn't specify 1's to hit.

    So that is 1's to hit, wound and any 1's you roll for armour saves or (if things have gone wrong) 1's for the Initiative roll to break from combat.

    That is more than worth 10pts.

    Brother Aremok said...
    December 19, 2009 at 5:16 PM

    Well I know what list I'm going to use for my first SW army. I've already got the Battleforce, should be here tomorrow, and just ordered the Wolf Priest and Wolf Guard Terminators. After getting all that done, I'll start working on getting the meltaguns, missile launchers, rhino doors, and the other marines. This is going to be a fun process. I am going to thoroughly enjoy painting them all.

    Here's to looking forward to the first game I play with them.

    Badelaire said...
    December 24, 2009 at 5:13 PM

    Looking good. While I agree that meltas are nice weapons, I do think "melta-spam" is a little bit silly. Nothing wrong with a few flamers and/or plasma in the right unit to get the job done, either.

    Anyhow, I'll be keeping an eye here as things progress. Keep up the good work!

    Andy said...
    December 29, 2009 at 7:59 PM

    I'm interested that all your wolf guard squad leaders appear to have the same wargear combination. Isn't that counter to the new codex rules? Not a criticism. I'm in the middle of building an army and don't want to build an illegal one by mistake!

    faj3r said...
    December 31, 2009 at 5:27 PM

    this army above, is every thing that I would not expect from real Space Wolves army.
    - it's not unique
    - it's shooting more that hth
    - units are copy of themselves

    it reminds me armies led by chaplin followed by 4-5 identical tacticals.

    it's not space wolves style, and not space wolves army. it's modified boring astartes in grey armours

    Adam said...
    December 31, 2009 at 5:29 PM

    You got something better that you'd like to share?

    Nathan said...
    February 28, 2010 at 10:26 PM

    I am just starting a wolf army. I think that I have a decent list, but please criticize.

    Rune priest W/ T armor, master of runes, melta bombs, Wolftooth Necklace, Wolftail Talisman, Chooser of the slain, Saga of the Beastslayer, Powers: Storm Caller, Murderous hurricane. 210 Pts.

    Grey hunters: (10), 2 Meltaguns, 1 powerfist, Wolf Standard, Mark of the wulfen. 205 Pts.

    Grey hunters: (10), 2 Meltaguns, 1 powerfist, Wolf Standard, Mark of the wulfen. 205 Pts.

    Long Fangs: Melta bombs, 3 Plasma cannons, 2 lascannons. 205 Pts.

    Long Fangs: Melta bombs, 3 Plasma cannons, 2 lascannons. 205 Pts.

    Long Fangs: Melta bombs, 3 Plasma cannons, 2 lascannons. 205 Pts.

    Thunderwolf Cavalry: 3 Melta bombs, frost axe, storm shield. 270 Pts.

    I know that there is a lot of "Gets hot" in there, I know that there is a lot of points involved in the cavalry. I played Tau, then Orks, now Wolves. Tell me what you think.

    Mathew said...
    March 15, 2010 at 10:19 PM

    I was wondering how do you go about using the Wolf Standards and how effective are they?

    Adam said...
    March 15, 2010 at 10:23 PM

    You declare that you're using the wolf standard for that close combat phase and it allows you to reroll all rolls of a 1.

    That's to hit, to wound, your own armour saves and even the D6 attacks for Mark of the Wulfen.

    It's pretty sweet :)

    Ethan said...
    April 19, 2010 at 5:19 AM

    Just finished up a game with my Grey Hunters tooled up similarly to Adam's. Gotta say they worked out great! The Wulfen Mark didn't rend very often but the extra attacks helped dig a lot of ork graves. The Standard also saved my hide in the round where I charged the center ork mob.

    Great advice! Keep it up!

    Wolfenkite said...
    June 21, 2010 at 4:23 PM

    Andy, think your confusing Wolf Guard Battle Leaders with standard Wolf Guard. Wolf Guard have the option of a single member splitting off to join a squad of Grey Hunters, Blood Claws, Wolf Scouts, Long Fangs or Bikers. They are such a great option they are almost mandatory, a cheap (18 pts basic) veteran sergeant with cheaper weapon options. These guys have no similar wargear restrictions like the HQ choices.

    At faljr, not sure if you are trolling, as this army is clearly more CC than range firepower. Only the long fangs really have range prowess. But for the uniqueness, yes the author is playing to the strength of the codex; the grey hunters which can be set up to handle anything and do it well.

    IMO you are much better off giving the Priest a jumppack, and making that squad Skyclaw not Blood Claw. Blood Claws are only worth it if they get the charge, otherwise Grey Hunters are simply better in every way. Your opponent is going to try and stop them from charging, and since you are on foot with your unit, thats pretty easy to do. So 3 points extra per model to massively increase your chances of getting the charge is worth it.
    For 350 points you are getting an 18" move/charge range and roughly 47 re-rollable attacks on the charge, with a crozius, power fist and a little bit of rending amongst them.

    Wolf Priest (Jump Pack)
    10 SkyClaw (Power Fist, Wulfen) 345 pts.
    You will also want the Flamer or Meltagun and might want to upgrade the Priest. But thats more personal preference.

    At Nathan, your HQ choice is so expensive you may as well go a bit further and get the mighty Njal, or else get 2 far more bog standard Rune Priests for the price of your one. You've set him up to be effective in CC, but his attacks are too low versus normal units, and at initiative 4 he is far more likely to die versus an IC before getting to attack, despite his awesome force weapon ability, then you've lost 215 points not 105.

    Get those 2 cheap librarians to lead the 9 man Grey Hunters from a rhino, yes you lose the extra meltagun but you get far more mobility in the early stages of the game, protection from mass, weak weapons fire and your librarian can shoot from the rhino if you don't move 12". Or give his rhino the 5+ cover save if he moves 12".

    Apart from that looks like a really fun list that will give your opponent a serious headache!

    Adam said...
    June 21, 2010 at 4:25 PM

    Skyclaws are too pricey for what they are. Also, the Blood Claws act as a nice big bait unit. And because there's loads of them, they can spread out to claim/contest multiple objectives.

    Wolfenkite said...
    June 21, 2010 at 4:58 PM

    Okay, I can see how this unit would attract lot of attention, and whilst I haven't seen a unit contest multiple objectives, I suppose its possible.
    But I really don't see how you can say Skyclaws are too pricey if Blood Claws aren't. With so much of their power/cost being reliant on charging, an extra 30 points for the unit almost guarantees the charge, allows it to move so much further every turn (so the unit is actually in combat probably 2 turns earlier than your unit), or keep them for deep striking in certain situations.

    I don't see why they didn't allow the Skyclaws to be 5-15 in number like the blood claws, especially when compared to the Death Company of the Blood Angels at 3-30. If you could have 15 would you consider replacing the blood claws?

    I would never consider taking blood claws, as I feel Grey Hunters offer more versatility and are as strong in CC (once you take into account the following assault phases and the WS), whilst the Skyclaws have the speed to take more advantage of the Berserk charge. However, Fenrisian Wolves also offer a similar role to the Skyclaws, cheaper but more fragile.

    Jacob.L said...
    November 3, 2011 at 9:46 PM

    Personally, I prefer to have 10 Grey Hunters, a Power Sword or power fist, and a lot of plasma guns, since they are just as effective as meltaguns at killig termies, since they are one wound models anyway. Also, they can fire twice at a closer range, and can penetrate easily rhinos, trukks, pirhanas and Eldar tanks at a stretch.
    Long Fangs work well, but there is too much Missile Launcher spam, I find two Lascannons and three heavy bolters work well. Also, add a Razorback to your Long Fangs. Don't bother with twin linked Heavy Flamers, use Assault cannons or Lascannons if you are up against lots of tanks. Assault cannons cut through Eldar, Orks, Tau, Tyranids and orks with ease, and monsterous creatures will still be challenged with 4, most likely matching strength, rerollable shots.

    Anonymous said...
    December 9, 2011 at 5:21 PM

    Great list. Consider giving your priest saga of the hunter. When using your claws for parking in an objective or as bait, the +1 cover save he will add will make such a large squad nearly impossible to move with firepower alone. And who wants to close within charge range of that mess!

    I also love the banner, but I don't think you can reroll wolfen attacks. The lowest you can roll is 2 ( d6+1 ). There is official ruling on 2D6 rolls never being 1, and I can't imagine it's different for d6+1.

    Old One Eye said...
    May 7, 2012 at 5:04 PM

    I think this is a good core list that could be developed even more later.

    However, I would warn a "beginner" that it is going to cost a fortune (in real money) to kit out the long fangs with missile launchers. You only get one missile launcher in the devastator box set and they're running around $8 each on ebay. Similarly, the Space Wolf box doesn't have a single meltagun in it. So you're going to be paying extra $ online to find 5 meltaguns and 4 combi-meltas.

    Lazybones said...
    July 7, 2012 at 9:37 AM

    I'm just getting into 40K (with the launch of the new edition), and am learning a lot from browsing the blog. Thanks!

    Do you think this list is still as good in 6th edition, or would you tweak it?

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