Stern Iron Priest with Thrall Bodyguard
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Before I start I must warn you that the following comments assume you want this list to be very competitive. In light of that, my comments might sound harsh, but if you ask for advice for a competitive list I assume you will be going to a tournament and are looking to win at all costs.
Now, on to the list:
First of all your list is well over 2,000 points. The Wolf Lord is 265, the Wolf Priest is 145, the Wolf Scouts are each 143 minimum, the Grey hunters are 180 each, the Skyclaws are 200, the Thunderwolves are 190, the rhinos are 35 each, the ML Long Fangs are 140, the other Long Fangs are something like 185 and the Vindicator is 115. All together that comes to 2171 by my calculations. Additionally your Wolf Guard are illegal. Minimum pack size is 3, so you need to take a 3rd Wolf Guard minimum in order to take the two pack leaders for your Wolf Scouts.
So, the list needs to be whittled down to 2,000 points, and it needs something of an overhaul to make it competitive.
Ditch Runic Armor on your Wolf Lord for a pair of Fenrisian Wolves. The ablative wounds will be more valuable than the 2+ save. Also, trade the Frost Blade for a Wolf Claw, which is a mathematically better weapon against all toughness values except 7 (where a 5+ to wound with the Frost axe is better than the 6+ with a re-roll). Since there are not many toughness 7 creatures in the game, the Wolf Claw is a better option. Use the extra 5 points for Meltabombs, which will be better for dealing with armor. Finally, trade Saga of the Warrior Born for Saga of the Bear. Saga of the Bear allows him to absorb S10 hits from Dreadnoughts and the like in melee, or the odd Railgun or other S10 shot at range. You don't have to worry about losing a Thunderwolf if you take an instant death shot that way. Warrior Born is overrated anyway since the attacks must be used in the next assault phase, not YOUR next assault phase, meaning if you wipe out a unit and are no longer in combat, you lose the attacks unless your opponent (foolishly) assaults you.
Moving along, you need to get rid of the Wolf Priest and the Skyclaws. They are perhaps one of the most useless units in the codex, and while they are dangerous on the assault (which they cannot do after Deep Striking), next to the Thunderwolves they are a very soft target for bolter fire and the like. They are nearly impossible to get cover for since difficult terrain is dangerous to jump infantry, and their height makes it hard for them to hide behind things to get out of LoS. All around they are a waste of points in a competitive setting.
All of your Grey Hunter packs need to have Wolf Guard leaders. For one, having a Power Fist in each pack is paramount since they may be assaulted by high toughness creatures that they otherwise might not be able to hurt, and a Wolf Guard with a Power Fist is actually CHEAPER than a Grey Hunter with a Power Fist. You lose the second Meltagun in each pack, but adding a Combi-Melta to the Wolf Guard somewhat makes up for it. On top of all of that you gain +1 leadership which is vital for staying in a fight and greatly increases your chances of performing a counter-assault.
I like your packs of Wolf Scouts as outflankers to deal with opposing gunlines and the like. They could be dropped for points if necessary though, since at 2,000 points it's a bit risky to have such small units in your opponents backfield. Perhaps just one pack would be a better idea, with a few more models in it and Meltabombs. That way they could take down some vehicles, or potentially hold their own in combat against anything holding back in your opponents deployment zone until the Thunderwolves come to bail them out. There is no guarantee that both packs will come in at once, so having the two smaller packs is a bit more risky than one slightly larger pack in my opinion.
The pack of Thunderwolves needs to be larger, or there needs to be a second pack. For them to perform their intended duty there needs to be enough of them to be effective. Use the points from dropping the Skyclaws and the Wolf Priest to make that a pack of 4 with 2x Storm Shields, a Thunder Hammer (For the auto-stun on vehicles and -1 initiative on anything that doesn't die. Automatically stops tank-shocks!) and a Meltabomb. That gives all of them different gear so they can better absorb damage.
All of your Long Fangs should have Missile Launchers. They are the perfect balance of price and utility, able to be used as anti-tank and anti-infantry and making for an inexpensive and versatile fire support unit. Additionally they should have transports, preferably Razorbacks because if you play a mission with the Dawn of War setup it's much better to move onto the board in a tank, giving you 12" of movement to find a good firing position rather than hoofing it and possibly spending two turns unable to fire. LasPlas or TL Lascannon Razorbacks also add a nice mobile gun platform that can serve as a backup transport should one of your packs end up on foot and whittled down to a small enough size to jump in.
The Vindicator is useless by itself. They need to be taken in pairs, minimum. A trio is better still, and since Long Fangs are a superior ranged support choice I recommend dropping it for extra points.
You need at least one Rune Priest in your army. At 2,000 points you are very likely to see some forces sporting nasty psychic potential like Blood Angels Fear of the Darkness spam, or dual Lash of Submission/Warptime, or Gate of Infinity/Avenger. Having at least a modicum of psychic protection is not only a benefit, it's a necessity above 1,000 points, and even then I never leave home without a Rune Priest.
Here's a list very similar to yours with the listed changes above:
Wolf Lord (Thunderwolf, Wolf Claw, Storm Shield, Wolf Tooth Necklace, Meltabombs, Saga of the Bear, 2x Fenrisian Wolves) - 265
Rune Priest (Chooser, Living Lightning, Murderous Hurricane) - 110
Rune Priest (Murderous Hurricane, Tempest's Wrath) - 100
4 Wolf Guard (4x Power Fists, 4x Combi-Meltas) - 172
7 Wolf Scouts (Meltagun, Mark of the Wulfen, Meltabombs) - 165
8 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 170
8 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 170
8 Grey Hunters (Meltagun, Wolf Standard, Rhino) - 170
4 Thunderwolves (2x Storm Shields, Thunder Hammer, Meltabomb) - 295
5 Long Fangs (4 Missile Launchers, Razorback w/ TL Lascannon) - 190
5 Long Fangs (4 Missile Launchers, Razorback w/ TL Lascannon) - 190
Total 1,997
It has the Thunderwolves, the Wolf Scouts, the Rune priests, the Wolf Guard and the Long Fangs, but it's a bit more mobile and a bit more durable which I think is necessary. You could ditch one of the Rune Priests if you wanted (in which case i would take a Chooser, Living Lightning and Tempest's Wrath on the one that remains) in order to fit in another Grey Hunter in two of the packs and Mark of the Wulfen in all of them. You might also have points to add another Long Fang or another Wolf Scout as well.
Additionally I thought I would post a 2,000 point list I have tested a few times and had excellent success with it, demolishing both Blood Angels and Chaos. It's worth posting I think because it's similar enough to your list that fielding it is not a huge stretch.
Wolf Lord (Thunderwolf, Wolf Claw, Storm Shield, Wolf Tooth Necklace, Meltabombs, Saga of the Bear, 2x Fenrisian Wolves) - 265
Rune Priest (Chooser, Meltabombs, Living Lightning, Murderous Hurricane) - 115
Rune Priest (Meltabombs, Murderous Hurricane, Tempest's Wrath) - 105
4 Wolf Guard (2x Power Fists, 4x Combi-Meltas) - 132
8 Grey Hunters (Meltagun, Wolf Standard, Mark of the Wulfen, Rhino) - 185
8 Grey Hunters (Meltagun, Wolf Standard, Mark of the Wulfen, Rhino) - 185
5 Grey Hunters (Meltagun, Razorback w/ TL Lascannon) - 155
5 Grey Hunters (Meltagun, Razorback w/ TL Lascannon) - 155
4 Thunderwolves (2x Storm Shields, Thunder Hammer, Meltabomb) - 295
6 Long Fangs (5 Missile Launchers, Razorback w/ TL Lascannon) - 215
5 Long Fangs (4 Missile Launchers, Razorback w/ TL Lascannon) - 190
Total 1,997
It has amazing ranged firepower and strong assault capabilities. I had a brain fart the last time I played this list and didn't use Mark of the Wulfen in combat, but I didn't seem to need it because my dice were REALLY hot that game. So hot I actually felt kinda bad to be honest. My opponent confessed that he was fighting just for a draw since the 2n'd turn and I completely overwhelmed him. He was a very good player and did end up forcing the draw, but I almost tabled him in 5 turns.
Anyway, I hope that's what youre looking for. Good luck!
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