Here's the 1750 points Space Wolves army I took to the 2011 UK 40K GT.I'd fine tuned my army once more to squeeze out every drop of performance for my points, then threw in a Land Raider full of Wolf Guard Terminators waving combi-weapons drunkenly, because it was all I had painted and I didn't like the alternatives.
Ironically, they were the best unit in my entire army and if it weren't for them, many of my games I wouldn't have won, or have even drawn.
Anyway, I felt I should go through each unit and explain what did well at and generally how to get the best from them.
Adam's 1750 Points Space Wolf GT List
Rune Priest: Jaws/Lightning
Wolf tail talisman
Wolf Guard Terminator with combi-plasma, power sword
Wolf Guard Terminator with combi-melta, power sword
Wolf Guard Terminator with combi-plasma, wolf claw
Wolf Guard Terminator with combi-melta, chainfist
Wolf Guard Terminator with storm bolter, power sword, cyclone missile launcher
--> Land Raider
Wolf Guard: Combi Melta, Powerfist
7 Grey Hunters: melta, wulfen, standard
--> Rhino APC
Wolf Guard: Combi Melta, Powerfist
7 Grey Hunters: melta, wulfen, standard
--> Rhino APC
Wolf Guard: Combi Melta, Powerfist
7 Grey Hunters: melta, wulfen, standard
--> Rhino APC
Landspeeder: Multi Melta and Heavy Flamer
Landspeeder: Multi Melta and Heavy Flamer
5 Long Fangs: 4 Missile launchers
--> Razorback APC with Twin Linked Lascannon
5 Long Fangs: 4 Missile launchers
--> Razorback APC with Twin Linked Lascannon
Rune Priest
Bung him in a Rhino with a pack of Grey Hunters and cast Living Lightning or Jaws Of The World Wolf out the top hatch.
If the Grey Hunters get wittled down or wiped out, simply get him to join a bigger Grey Hunter squad.
Jaws Of The World Wolf is your close range power. Living Lightning is your long ranged power. Keep your eye out for the best line possible with Jaws. In 1 turn I managed to kill a Trygon, Hiveguard and a Tervigon. In other turns I managed to hit 4 hard-to-kill models with it and take a serious toll on my opponent's army.
Wolf Guard Terminators
My star players. The combi weapons, plus cyclone were amazing at gunning down virtually anything. Best of all, their Land Raider transport allowed them to quickly get to wherever they needed to.
They weren't bad in close combat either thanks to their plethora of power weapons. The Wolf Claw is a nice little extra to ensure you hit or wound and the Chainfist finishes up a close combat nicely.
I wish I'd modeled a combi-plasma on the cyclone terminator instead of a storm bolter though. The extra plasma would have made their shooting even more outstanding.
Land Raider
The classic Land Raider with lascannons. It housed the Wolf Guard Terminators most of the time. But most importantly, it provided two extra lascannons which were used to wound monstrous creatures, glance tanks and provide more much needed long ranged firepower to an otherwise short ranged army.
Grey Hunters
Always led by a Wolf Guard and never numbering more than 7. These guys are the jacks of all trades. Able to shoot, fight, fire melta guns and when they need to fight well, they have the Wolf Standards. And fight well they did.
Until the serious threats are removed they spent most of their time in their transports. They died in droves to Flame Storm Cannons on Land Raider Redeemers.
Land Speeders
Speed them out in front to soak up fire power or keep them back as a counter unit with multi melta or heavy flamer.
They're also brilliant for zooming on to an objective on Turn 5 to contest it.
I often used them to inflict additional wounds on monstrous creatures. They might only be range 24", but they're still outside of charge range.
Long Fangs
Deploy them in terrain. Pour Krak missiles into things. If lots of infantry appear in a tight formation Frag the hell out of them.
Mostly my Long Fangs poured krak missiles into monstrous creatures and lightly armoured tanks, but when someone's infantry were huddled together, often after their transport had exploded, then they got pelted with Frag missiles.
I got 20 hits on one unit. As you'd expect, they died, even with their power armour saves.
Razorbacks
Essential transports to get Long Fangs into place in Dawn of War, Razorbacks are also great for picking up any Grey Hunter squads reduced to 6 men or less and carrying them back towards and objective or into the fight a little faster.
Plus, the twin linked lascannon was a god send when it came to wounding monstrous creatures and adding to the barrage of anti-tank fire.
When it comes to heavier tanks, Long Fangs and their missile launchers simply don't get the job done. That when the Razorback really shines.
I tend to fire these last, which allows them to nail a monstrous creature by taking away its final wound or firing upon a choice target.
CONCLUSION
Knowing what each unit in your army is for goes a long way towards making the army more successful as a whole.
In the past I've run 3 Rune Priests, but found it difficult to fully utilise and protect the extra two.
I've also run a small Grey Hunter squad in a Razorback as an objective grabber. But due to their small size and the heavy weapon on the tank, I've never been comfortable committing them to the huge fights that the other Grey Hunter packs charge in to. Meanwhile moving fast leaves the Razorback's heavy weapon unable to fire.
I was confident with any of these units, so I added the units I did feel confident to field. That was a Land Raider, which I then filled with combi-weapon waving Wolf Guard Terminators.
For whatever reason, some units simply don't work for some people. Consider how different mine and Alex's lists were. Yet we finished 9th and 10th. That certainly shows there's plenty of room for personal customisation in the Space Wolves Codex.







12 comments:
March 30, 2011 at 3:19 PM
I think this is the part I start harping on about Strength of schedule lol...
Or maybe its the death of the Thunderwolves...
March 30, 2011 at 3:37 PM
I'm very interested to hear why you say "never more than 7" for your GH squad size. Is there a reason why you wouldn't want to go to 8 or 9 in those squads to "fill out" the Rhino with the WG and/or RP?
March 30, 2011 at 4:34 PM
I run the same pack size as Adam, 7 Hunters plus a Wolf Guard with Banner, Wulfen and Melta.
I've run bigger squads but you get the same job done with a pack of 8 and it saves you some points to go elsewhere in the list.
Anything smaller and you run the risk of losing too much endurance but if you had to drop anything I would suggest the Wulfen.
March 30, 2011 at 6:30 PM
I'm also a big fan of the 5 WG Termies with combi weapons. :)
In larger games it's nice to squeese in a second cyclone.
Of course it needs to be larger games because you need 10 wolf guard total to do this.
It's pretty nasty though when 3x S8 ap1, 4x S7 ap2 and 4x S8 ap3 bursts out of a drop pod. >:)
March 30, 2011 at 7:10 PM
You mentioned changing the Cyclone WG's storm bolter to a combi-plas. I wouldn't suggest this. If you fire the weapon, you don't get to fire your cyclone losing 2 S8 AP3 shots. Only the storm bolter works like that if you read the wording. If you are going to do it, it should be a combi-melta to help out against high AV.
March 30, 2011 at 7:20 PM
I'm painting a lot of minis because of you. Thanks, a LOT!
I like the general breakdown of your lists. It's caused me to rethink my methodology for the tournament circut this fall.
Keep the articles coming.
March 30, 2011 at 11:22 PM
Will: Yes, I see what you mean. I believe this is a cut 'n past typo on GW's part. I'll check with the GT committee on that one.
March 31, 2011 at 6:30 AM
I've asked one of the committee members. His answer was YES, they can.
However, this has to be verified and confirmed with the rest of the committee before there's an official answer.
But in the meantime it makes common sense that a terminator would be able to fire his combi-weapon.
The mention of the storm bolter in the cyclone description is an oversight on GW's part, who assumed that the only other gun a terminator might carry is a storm bolter.
March 31, 2011 at 8:44 PM
I'm sorry, I'm not familar with this committee. Can you elaborate on the process a little? It sounds pretty interesting.
Thanks.
April 1, 2011 at 2:20 AM
It's an independent body of tournament organisers in the UK.
The recent UK 40K GT was their first unofficial Grand Tournament which is now seen as THE Grand Tournament for serious players of Warhammer 40K in the UK.
April 1, 2011 at 6:16 AM
That's pretty cool. I wonder if they have anything like that in the states? (To be honest, it sounds a little too organized and rational for us, though)
Thanks.
May 26, 2012 at 11:24 PM
I used this list today at a 'Eavy Metal tournament. I won. Thanks!
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