"Hi Killswitch,I'm N.Sh00ter. I was a painter and collector a few years back but had given it up, and then one day i picked up a white dwarf with the new wolves in it and my socks were blown off! I've never been a player but i decided to get the codex and to do up a list, just so I'm not aimlessly buying minis. Anyway, once i found this blog and started reading some battle reports my gaming interests took off. I've zero gaming experience so I just was wondering if you'd take a look at my list? its been through a few iterations but i think I've kinda settled on this more or less. Any advice/criticism etc is very welcome, cheers!Rune Priest: 100pts
Jaws & Living lightning.
8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
7 Grey Hunters: 170pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
5 Grey Hunters: 125pts
Meltagun, Wolf Standard, Rhino.
7 Wolf Guard: 361pts
1# Assault cannon & Termi Armour. Joins 8 man Hunter squad.
2# Frost Axe & Termi Armour. Joins 8 man Hunter squad.
3# Wolf Claws & Termi Armour.
4# Wolf Claws& Termi Armour.
5# Wolf Claws& Termi Armour.
6# Thunder Hammer & Storm Shiel & Termi Armour.
7# Mark of the wulfen & Termi Armour.
Land Raider: 250pts
2 Land Speeders: 140pts
Multi-melta & Heavy Flamers.
5 Long Fangs: 115pts
4 Rocket Launchers.
5 Long Fangs: 115pts
4 Rocket Launchers.
Total: 1746pts
Thanks a million for your time, Cheers.
N. Sh00ter"
Hi N.Sh00ter, and thanks for the email. Seems to me your looking to really dent your opponent with mass threats, which is a good thing, but there are areas your lacking. In 1750pt lists, Land raiders find it hard to survive, and if I’m honest, the squad isn’t too survivable, especially if the raider pops before getting anywhere.
Speeders are great, and their setup is fine, but I would consider separating them into 2 separate squads. This will give you a more versatile option from them, as now one of them can deep strike if needed (or both) in different locations. It also stops them being extremely fragile (wrecked on a 4+ rather than the 5+). They are very easy to hide behind the land raider, so bare that in mind.
Now onto those drop pod units. There is only 1 melta in each, which isn’t too reliable. I would never go without at least 2 meltas (most of the time one tends to be a combi-melta). Reason for this is that if 1 misses, not only have you wasted a whole units shooting, but now you will need to put more of your army’s firepower (which isn’t too much) into the target. I would suggest giving some of those Wolf guard termies some combi-meltas, but I will go into that later.
The Rhino is a great addition. I believe every assault army needs something to sit back on home objectives. Orks have grots, elder have dire avengers in falcons, and we have our 5 man rhino squads. This can also be used as a bunker for your rune priest if you are playing defensively. In KP missions I would personally try use the squad as a melta-cide unit, or if there are no targets on the board, just put them in reserve.
Having 3 Drop pods works wonders with that amount of rey hunters slamming in the midst of your opponent, especially guard, but deploying them is key. Most opponents will reserve, and in dawn of war having first turn, your opponent isn’t even on the board, so I suggest dropping the 2 first pods near the centre of the board in KP & the D3+2 objective mission (can’t remember the bloody name lol). They should be about 20 inches from your opponents board edge roughly. Deploy the hunters behind the pods and then they provide great coverage and threaten your opponent advancing. Then when your next drop pod coems down, you can use the drop pods location beacon to deploy within 6 inches of the drop pods already settled down, and with the 2 inch deployment zone, your can reach most enemy tanks with your meltas if they decide to advance.
Now, the Wolf guard really aren’t well put together. I'm sure these are what you have, so for now I’d say just swap some arms and get some combi-meltas, but I feel that raider squad wont do you justice as they are too over priced and nothing like TH/SS termies from the marine codex, who have great survivability, or FNP termies from the BA codex. Survivability is key otherwise you just wont get much out of them. I suggest the following load out:
7 Wolf Guard: 470pts
1# Combi-melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
2# Combi melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
3# Combi-melta, Wolf claw & Termi Armour. Joins 7 man Hunter squad.
4# Cyclone Missile Launcher & Termi Armour. Can join Long Fangs
5# Cyclone Missile Launcher & Termi Armour. Can Join Long fangs or Stay in pod.
6# Wolf Claw, Combi-plasma &Termi Armour.
7# Wolf Claw, Combi-plasma &Termi Armour.
8# Power Fist, Combi-melta & Termi Armour.
9# Combi-melta & Termi Armour.
10# Combi-melta & Termi Armour.
Drop Pod: 35pts
This now gives you an extra drop pod, giving the choice on what you want dropped. The new unit can now deal with tanks or monstrous creatures, and still put up a fight with anything you face. Reason for dropping the raider is one of 2 reasons. First is that your combat squad inside would force you to move your vehicle forward to get into combat. This therefore kills the purpose of the lascannons. Next, it’s the only tank on the board, and even though it is a Raider, with todays meta, no one should have too much destroying it with no armour saturation, especially if you don’t get first turn, the only vehicle on the board is the land raider.
Next is the fact that the squad inside wasn’t worth being used as an assault role, and so the landraiders points worth becomes redundant. I have changed their role, but still given your plenty of options. There is plenty of melta, extra rockets and even some reliable combat in the form of chainfists and wolf claws which you originally had. Only problem is the lack of storm shields, which shouldn’t be too problematic due to the amount of terrain on the board.
The list needs re-designing now, so I have made the above changes and a few more to make the following:
Rune Priest: 100pts
Jaws & Living lightning.
8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
8 Grey Hunters: 185pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
7 Grey Hunters: 170pts
Wolf Standard, Meltagun, Mark of the wulfen, Drop Pod.
5 Grey Hunters: 125pts
Meltagun, Wolf Standard, Rhino.
7 Wolf Guard: 465pts
1# Combi-melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
2# Combi melta, Termi Armour & Chain fist Joins 8 man Hunter squad.
3# Combi-melta & Termi Armour. Joins 7 man Hunter squad.
4# Cyclone Missile Launcher & Termi Armour. Can join Long Fangs
5# Cyclone Missile Launcher & Termi Armour. Can Join Long fangs or Stay in pod.
6# Wolf Claw, Combi-plasma &Termi Armour.
7# Wolf Claw, Combi-plasma &Termi Armour.
8# Power Fist, Combi-melta & Termi Armour.
9# Combi-melta & Termi Armour.
10# Combi-melta & Termi Armour.
Drop Pod: 35pts
1 Land Speeder: 70pts
Multi-melta & Heavy Flamers.
1 Land Speeder: 70pts
Multi-melta & Heavy Flamers.
5 Long Fangs: 115pts
4 Rocket Launchers.
5 Long Fangs: 115pts
4 Rocket Launchers.
5 Long Fangs: 115pts
4 Rocket Launchers.
Total: 1750pts
I've added another Long fang unit to give you even more anti tank. You list now had 16 rockets, 2 multi-meltas & 8 meltaguns (including combi’s). This is a vast improvement on your previous anti-tank, and makes up for the loss of the lascannons.
Hope that helped, and remember if anyone else needs advice or tactics, feel free to comment.







16 comments:
November 9, 2010 at 7:44 PM
The Space Wolves Drop Pods do not carry locator beacons:(
What's your general take on having the Grey Hunters squads lead by a Wolf Guard in terminator armor? The biggest question being no sweeping advances. Does it make a difference?
November 9, 2010 at 9:52 PM
I've tried having a terminator leading grey hunters.
Disadvantage obviously no sweeping advances, plus one less grey hunter in the squad (to scab the extra 15 pts). Then you either have to footslog - no thanks. Drop pod - doable but you'll have to committ at least 3 squads to drop pods so you can land a decent force on turn 1. Or use a Land Raider - High points cost is hard to justify.
Advantages? If you're prepared to risk rolling the dreaded 1, that 2+ armour is going to save one hunter a turn. Being relentless and having some nice heavy weapon options, a terminator can really boost the squads firepower without restraining its mobility. 2+ save plus wolf totem is about as close to invulnurable a marine can get. And finally, vanilla marines can't do it!
My opinion? If your going to commit to drop pods, take the terminator because it will make the squad that little bit more resilliant. If not, then take the extra grey hunter.
November 9, 2010 at 10:22 PM
I play orks a lot and I really like the sweeping advance, it has been important for me to have it almost every game. Plus the wolf banner even lets you re-roll a 1 for the test!!
November 9, 2010 at 11:36 PM
great post. I am just putting my army together at the moment and this is so helpful :) Plus how great looking is that pod!!!
November 10, 2010 at 4:17 AM
@Flekkzo: Are you sure? I don't have my wolf codex on me atm. I could of sworn they did, I will have to double check that when I get home :)
@Brad M: The disadvantages certainly are the sweeping, but having a Termi with a wolf banner in combat becomes very survivable when wounds are thrown on him. I think this alone makes the unit very durable. Then there is the ability to carry more specific weapons i.e. chainfists, heavy flamers cyclones etc.
Plus, who can resist those sexy WG termie models lol.
@Gareth: As stated, sweeping advance is great, but sometimes its rather annoying to be stuck in those marine squads. Its nice to just rundown a unit away from you and charge another squad, rather than be locked in for another turn due to catching them up.
@lycanthropica: glad you liked the post. I'd love to say that drop pod is mine but als it isn't lol.
As for chanegs, there is a possibilty of taking some Thunderwolves to provide a screen to counter anything that comes near your pods instead of 2 units of long fangs.
Cheers
Alex
November 10, 2010 at 7:12 AM
I have been considering a droppod force myself, due to me preferring a footslogging force.
Logan Grimnar
5x Longangs(3x missile 2x multimelta)
Droppod
Wolfguard Terminators
chainfist
frostblade
frostblade
stormshield
cyclone
droppod
Wolfguard
powerfist
mark of the wulfen
combimelta
combimelta
7x bolt pistol & c.c.w
droppod
Wolfguard
powerfist
mark of the wulfen
combimelta
combimelta
7x bolt pistol & c.c.w
droppod
Grey hunters x6
droppod
Grey hunters x6
droppod
Total = 1500
November 10, 2010 at 10:53 AM
Out of curiosity why do you like combi-plasma on Wolfguard, when normally plasma weapons should be avoided on all infantry models becuase of the pain that "get's hot!" is?
November 10, 2010 at 11:11 AM
First; they're likely to pass their armour save.
Second; mixing up combi-meltas and combi-plasmas allows for better wound allocation.
November 10, 2010 at 12:42 PM
No locator beacon for the drop pod. Just like only 10 transport capacity Land Raider.
November 10, 2010 at 12:56 PM
Yep I just checked that aswell. Ah well the tactic still stands.
As Adam said, the combi plasma is not only for wound allocation, but for you to roll a 1 for over heat and then another 1 for armour save, that termie deserves to die lol.
Plasmas just gives your squad that extra help against big MC's and marine squads, knocking off a few wounds or models before assaulting.
November 10, 2010 at 1:29 PM
Lets not forget that only Termies can Fire what is basically a rapid fire weapon and still assault.
I am working on an army list that incorporates a drop pod. Still early stages but I think It could help vs certain armies so give me another string to the bow in a tourney setting.
Maybe I will get to talk you through it, one of these days :D
Mike
November 10, 2010 at 4:58 PM
I don't think the Space Wolves have access to any locator beacons at all for some reason. It's like they removed them because Terminator armor Wolves do not deep strike (awesome that they lost that, right?) and forgot there are n number of other things that do.
I'm thinking of having a Grey Hunter plasma only squad with no Wolf Guard, i.e. two plasma guns, one plasma pistol. Five possible s7 hits, might not be that bad of an idea *prepares to be shot down* :)
Oh, and doesn't a wolf standard let you re-roll all 1s? Hence a termie would need to roll four(!) ones in a row when popping the standard to die from gets hot. Just saying :)
November 10, 2010 at 5:13 PM
That's only in ASSAULT. Wolf Standards would be too awesome if you could reroll to hit with your guns.
November 10, 2010 at 5:20 PM
Woah 11 comments already! cheers for all the input guys, it's very much appreciated. Sadly I guess the raider has to go, and i like those termi combinations + the extra pod, but I don't think I'll go for another long fang unit.. unless another 4 missile launchers appear on ebay! What about scouts maybe??
Thanks again for the feedback,
N.Sh00ter
(sorry my i.d. isn't working for some reason...)
November 11, 2010 at 3:49 AM
Yep scouts could work well with this list, or possibly another WG Drop pod squad (suicide squad with meltaguns. 4 WG With combi-meltas in a Drop Pod comes to 127pts
Not only does that give you the extra anti-tank, but also gives the chance to put down the grey hunters turn 1 if your opponent reservers, and if they don't, you can put down those melta-cide units to get rid of some big threats before your grey hunters arrive.
Glad that helped mate :) And good decision on the raider.
Alex
November 11, 2010 at 12:38 PM
@Flekkzo
If you wanted a tonne of Plasma shots you could drop in a few Wolfguard with combi-plasmas, five of them would pump out 10x Plasma shots for 115 pts!(150 inc. pod)
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