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2014/02/15 00:42:00
Subject: Help me Build a Imperial Guard Army with Space Wolves Allies at 1000k
Okay this is a first draft sort of list. 1000 pts is a pretty restrictive point level which I am not that used to making lists. Tweaking is probably in order.
That looks pretty good thanks for the help. Are the flamers a big help in this type?
I'm thinking that at a 1500 point level we could buff this up pretty well, because you're right, 1000 points is pretty restrictive for this archetype.
Any thoughts there? I'll take a crack at it as well.
I've never played with drop pods, are they a good choice? I like the reach out and touch capability of having a drop pod in a gunline, that seems like a good bit of fun.
4000
1500 W:7 D:2 L:2
WAAAAGH!!!!
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2014/02/16 23:17:15
Subject: Help me Build a Imperial Guard Army with Space Wolves Allies at 1000k
Drop pods make a blob of bolter and plasma gun grey hunters worth it. no assaulting the turn after you drop, but you did just unload 20 shots (two of which are s8 ap2) into what ever you wanted dead with the option of counter attack.
Keep your RP with the guard and LL anything you can see (unlimited range) when stuff gets to close Jaws it.
Depending on what you play using the GHRP as allies is a good choice for most. If you are going against a blob army find a way to fit a deathwind into your Drop pod, fire it which ever way your Wolves didnt face the next turn (people forget Drop pods are dangerous)
1000-6500 SW W/L/D 6/1/3
2014: 12/0/4
2015: 8/5/4
Adeptus_lupus instagram for BR
Ave Imperator
2014/02/17 01:15:21
Subject: Help me Build a Imperial Guard Army with Space Wolves Allies at 1000k
Kavik_Whitescar: Thank you for the drop pod tactics, good stuff there. Is the deathwind worth making room for in the list I'm running (below) or can I make due without it?
ansacs: Here is the list I came up with. Ran with your list and buffed it up to 1500
Warboss Zarruk wrote:That looks pretty good thanks for the help. Are the flamers a big help in this type?
NP, the flamers are really there because those are your speed bumps. If someone tries to charge you you will string them out infront of your gunline and allow the opponent to charge them. In this case the d3 hits from the flamer will be nice to have. It also allows the IS to advance on an objective and remove a weak squad from it (usually an infiltrating squad). A similar unit won me a KP match at 500 pts against a riptide Tau army (that was brutal BTW) by advancing on a building with pathfinders and throwing grenades inside.
Warboss Zarruk wrote:I've never played with drop pods, are they a good choice? I like the reach out and touch capability of having a drop pod in a gunline, that seems like a good bit of fun.
Kavik_Whitescar wrote:Drop pods make a blob of bolter and plasma gun grey hunters worth it. no assaulting the turn after you drop, but you did just unload 20 shots (two of which are s8 ap2) into what ever you wanted dead with the option of counter attack.
Keep your RP with the guard and LL anything you can see (unlimited range) when stuff gets to close Jaws it.
Depending on what you play using the GHRP as allies is a good choice for most. If you are going against a blob army find a way to fit a deathwind into your Drop pod, fire it which ever way your Wolves didnt face the next turn (people forget Drop pods are dangerous)
Pretty good answer. There are times when you may need to drop the pod empty due to interceptor concerns but mostly this gives you some form of forward scoring in a IG gunline without vendettas. They are a great unit and will do you a lot of good.
Warboss Zarruk wrote:Kavik_Whitescar: Thank you for the drop pod tactics, good stuff there. Is the deathwind worth making room for in the list I'm running (below) or can I make due without it?
I am not a fan of the deathwind as I use my drop pods to block off firelanes and charges I don't want. Therefore my pods almost always die and spending more points doesn't work. I would recommend not gluing down the interior until you determine what works for you.
Warboss Zarruk wrote:
ansacs: Here is the list I came up with. Ran with your list and buffed it up to 1500
Not bad. I would wouldn't take 4 flamers on the PCS. For a PCS on foot they are going to take at least a casualty or two. Having 4 flamers means every casualty reduces the units fire output. Instead you might want to take the 3 meltaguns on the IS and the 4 flamers and get a quadd gun on the ADL which the PCS BS4 commander can shoot.
Psyker squads on foot are very fragile and will likely never meaningfully contribute. If you want more psyker goodness then consider taking another runepriest (you can get 2 per HQFOC slot) so you can prescience both manticores or a infantry blobb.
I would get ride of the melta on the other PCS and these with the PBS will give you about enough points either for a runepriest or a CCS and another IS to provide more bodies. Either will see more use that the PCS with short range weapons. If you were running vendettas then the 4x PCS is golden as they can jump out and go to work, but on foot they don't have the bodies to get anywhere.
BTW you could take other things than a manticore. Colossi, basilisk, and griffons could all be great. It is just a manticore brings so much flexibility that it is always a good choice when you only have 1 artillery.
2014/02/17 04:42:03
Subject: Help me Build a Imperial Guard Army with Space Wolves Allies at 1000k
The Death wind is only useful if you are facing a large swarm army and you plan on dropping your GH in the middle of everything to draw fire away from your IG however you will be fine with a Storm Bolter facing off most other lists.
You outta look into giving your RP either Termie armor it costs the same to put him in runic but termie just makes him more survivable.
There are times when you may need to drop the pod empty due to interceptor concerns
This right here! super important, if you are facing off against a Taudar list or someone with interceptor just know you might end up with a failed pod, so dont bank on this tactic.
Never forget tho, that a unit that intercepted doesnt get to fire next turn, so if you see one target it and just pray for a miss or a survived drop pod so you can hit it, make it run and chase it down the next turn.
This message was edited 1 time. Last update was at 2014/02/17 04:42:46