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Made in us
Regular Dakkanaut




Please help me to find any faults/weaknesses in this 1500pts list, thank you!


Space Wolves: Company of the Great Wolf Detachment (615pts)
• Bjorn: Helfrost Cannon
- Lucius Pattern Dreadnought Drop Pod: Legacy of Glory: Isstan V Dropsite Massacre (No Scatter Deepstriking)
• Wolf Scouts x5: Missile Launcher, 5x Sniper, Camo
• Wulfen x5: Great Frost Axe
• Drop Pod

Formation - The Ironwolves (445pts)
• Wolf Guard Battle Leader: Warlord
• Blood Claws x5
- Razorback: LasPlas + everything else (free)
• Blood Claws x5
- Razorback: LasPlas + everything else (free)
• Land Speeder: Multi-melta, Typhoon Missile Launcher
• Land Speeder: Multi-melta, Typhoon Missile Launcher
• Long Fangs ("tax"), Long Fang Ancient
- Drop Pod: Deathwind Missile Launcher, Locator Beacon

Formation - Wyrdstorm Brotherhood (160pts)
• Rune Priest: Bike, Runic Axe
• Rune Priest: Bike, Runic Sword

Astra Militarum: Allied Detachment (280pts)
• Company Command Squad, Master of Ordinance
• Veterans: 2x Grenade Launchers
- Chimera: Autocannon, Heavy Bolter
• Wyvern

Tactics:
Spoiler:

~ Bjorn drops without scattering thanks to the Isstvan V Dropsite Legacy, found in the Imperial Armour II: 2nd ed book.
~ Wulfen drop next to him, run if they have to in order to get on flaps and gain Shrouded for this first turn.
~ Runepriests start in Scouts, utilize the 12" Scout-Move and move 12" more during Move-Phase to get into Wulfen Squad, flat-out if needed to get in front. These 2 guys can Look-Out-Sir on a 2+, allocating saves accross the 2Wound 5+FnP Wulfen, who at least have a 3+ Shroud/Coversave, the Bikes have a 2+ Jink at T5 too. The 4 Sniper scouts tank at first against any Alpha/Sieze up front.
~ Wolf Guard Battle Leader gives 10LD to Ordnance Commander, to 'Order' no-cover or tankhunter to the Ordnance/Barrage shot each turn.
~ Chimera moves upfield and camps objective that'll be contested, utilizing their Allied-Detachment Objectives Secured.
~ Blood Claws, Scouts, and Typhoon Speeders dakka everything up.
~ Long Fangs are just campers for Objectives, a Tax in this list (i don't like how fragile the unit is, how pts-expensive).
~ Wyvern sits back, perhaps hidden, doing what a Wyvern does.

@1850, I think I'm going to throw in 2x Iron Priests on Thunderwolf Mount, both with Tempest Hammer - and have 2x Cyberwolves each; going as well in the Scout squad for that turn 1 Scout move (24" +d6" run turn 1!) and also putting Meltabombs on the two Rune Priests, and the WGBL, and the LongFangs Ancient for some MB Map Coverage. Also, throwing in an Autocannon team into the Veterans, should they decide to sit still for a turn.

Please and Thank you to your awesome advice!

This message was edited 16 times. Last update was at 2016/03/16 19:43:53


 
   
Made in gb
Pyromaniac Hellhound Pilot






I'm no expert on space wolves, but it seems like slightly odd use of the imperial guard.

Do you really need to add the wolf guard leader to the CCS? They're LD 9 already so increasing it to LD 10 for orders adds very little.

I always find heavy flamers on chimeras (and in chimeras) to be very situational. If you really want some anti-infantry from the guard formation, you could get a wyvern for the same price as the chimera? It's a far more dangerous tank on balance. Then you could just keep the vets as cheap obsec with an autocannon and camp them on a home objective

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




Well, was thinking that the command squad being parked in the back usually behind cover means the Warlord will then be that much safer... and Yeah LD10 helps. Hard to find an awesome spot for him that won't lead to him dying quickly.......

The purpose of the flamer on the chimera is to provide a mid-field anti-cover/hoard option. When they can be employed they are AMAZING! Is the heavy Bolter better?

The thought on going just men on foot, and a wyvern is interesting... thinking how I just wanted it to be that much more resilient - and the honestly whole purpose of the allied detachment is for ObSec I thought going the option of disembark into cover then move onto next objective as a tastey option.

Think the 20pts put into weapons is just too muchfor the vets tho. Keep them with just lasguns?

Thank you so much for replying!
   
Made in gb
Pyromaniac Hellhound Pilot






I generally prefer heavy bolters to heavy flamers for greater synergy with the main weapon. I'm sure heavy flamers can work on vehicles moving 6 inches, I've just never actually seen one fire it to good effect, and it would put them in assault range...

I think you can afford to spend the 20pts on the vets. I think the autocannon is the best bang for the buck out of the options, but grenade launchers aren't terrible options, and if you're planning to try and get in range with the heavy flamer then I guess a heavy flamer on the vets doesn't hurt.

Wyverns will always be worth including if you have a spare AM heavy support slot - they're some of the most points efficient models in the entire game

Just as a thought, you might consider some inquisiton allies for chimeras. This comes to 220pts and nets you an extra tank, 2 extra mastery levels, some plasma + servo skulls to deny enemy infiltration/scout:

Inquisitor with 3 servo skulls 34pts

Henchmen band - 1 psyker + 2 acolytes with plasma guns in a chimera 93pts
Henchmen band - 1 psyker + 2 acolytes with plasma guns in a chimera 93pts

The last was just an idea, depending on what models you have available

This message was edited 2 times. Last update was at 2016/03/15 21:33:57


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




I'd have to afford the wyvern somehow, maybe pull power fists and option into the BC squads the Runepriests if ever I'd need a CC powerweapon.

Inquisition, ima look into that! Denying infiltration and scout seems awesome.

Essentially, just need/want obsec for -an- objective or two, for midfield contestestation possibilities.

Thanks for the advice, money isn't the concern ... value is. And obsec


Automatically Appended Next Post:
Oh, looked up the Inquisitorial stuff... I wouldn't be able to utilize the "Allied Detachment" via the BRB for ObjSec. It states that if I wish to include the Inquisitorial options as an Allied Detachment,

"Inquisitors may be taken as a primary detachment or as a special form of allied detachment known as an Inquisitorial detachment... So, for example, you could field an army with an Imperial Guard primary detachment, an allied detachment of Space Marines, and an Inquisitorial detachment."

However I'm considering the concept of swapping out the PowerFists off both Blood Claw Squads, and finding the few points needed from somewhere else, to include a Wyvern... so nice! Much appreciated suggestions!


This message was edited 1 time. Last update was at 2016/03/15 22:37:11


 
   
Made in gb
Pyromaniac Hellhound Pilot






Glad to be of some help! Yeah you're right - the inquisition wouldn't be obsec, they have their own special detachment. I mainly like them as they allow you to build units to be more or less whatever you want them to

Sounds like a good swap - the power fists are nice, but they're a bit of a luxury item.

Good luck with the list!

This message was edited 1 time. Last update was at 2016/03/15 22:56:35


Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




In pulling off the Heavy Flamer from the Veterans, and the MeltaBombs off the Ancient (of the LongFangs squad), and both Powerfists off the Bloodclaws - that affords me the Wyvern.

If you -really- think it's worth it, i'll do it

I've never played with Wyverns before... however, I *am* looking for a more anti-mass/hoard option - and seems Wyverns might just do the trick (???)


Automatically Appended Next Post:
or, perhaps on taking another look at it,

- Having the Veterans have only a Mortar team in that Chimera
- having the MeltaBombs on the Ancient after all

gives me options for barrage - aka hide w/o Line of Sight - in many squads:
- Wyvern
- Ordnance Master
- Mortar Team

very Imperial Guard, right?

Being a Guard player, what's your thoughts on these options? THANK YOU!



Automatically Appended Next Post:
___________________________

May I ask your advice, on the Master of Ordinance?
Is he worth it?

For that matter... is a Missile Launcher on the Scouts worth? Seems I use either them as Snipers or I gun down tanks, but never both during the same turn...

This said - cuz if I pull Camo off Scouts, and the Missile; and pull out the Master of Ordnance (and the Meltabombs from Ancient, which *is* silly)
THEN I can keep both Blood Claw units with PowerFists - which makes them far more versatile.

What do you think?

This message was edited 2 times. Last update was at 2016/03/16 00:01:41


 
   
Made in gb
Pyromaniac Hellhound Pilot






I 100% think that that's a good swap. Wyverns are amazing anti horde and not bad against elite infantry (terminators and centurions and the like) due to the sheer number of saves they force. In your list, having another armoured target can only be a good thing.

I think the MOO is a good choice, and I generally run one in my lists. He rarely hits the thing you want him to, but can be pretty powerful when against enemy armies with high model counts!

I've never like mortars personally - I know they're cheap but they are inferior to wyverns in every way (no shred, twin linked or ignores cover). I think that if you're buying weapons of the veterans, it may as well use their BS4 for autocannons, lascannons, grenade launchers, plasma or melta (depending on what you want them to target)

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




Thank you for the advice.
In thinking on it, 2x S7 AP4 goes well with 3x S5 AP4 and 2x S6 AP4
And being able to shoot on the move, important.

I'm still on the fence about including PowerFists in each Blood Claw unit, but without pulling scouts camouflage and missile I don't know where to get the points ;P
   
Made in gb
Pyromaniac Hellhound Pilot






Could switch them for melta bombs so they still have some anti-vehicle/MC function?

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
Made in us
Regular Dakkanaut




To add Melta Bombs to either the Scouts or the Blood Claws means adding 10pts for the Pack Leader, then the 5pts for the MB's.

Not sure if it's as worth it...

Instead, was thinking for the 1850 list of this,
of adding MB's to both Runepriests and the Ancient of the Long Fangs, and the WGBL - give full map coverage.

Also, I saw that the Veterans can have an Autocannon, and 2 Grenade Launchers there too - for solid anti-AV/MC

Dunno what else to critique - much appreciated!


Automatically Appended Next Post:
... list updated in OP to this revised version. thank you

This message was edited 1 time. Last update was at 2016/03/16 19:12:48


 
   
Made in us
Regular Dakkanaut




The list went well. Was facing a small model count but potent list from Dark Angels, had squads extra to throw on objectives all game long. Was able to shoot quite a bit, and have a variety of shots to choose from.

Thinking a SS or 2 in the Wulfen would go a long way, definitely did well on the LoS w/ the Bikers.

Also realized that the Blood Claws can get 18" up the table (plus run) allowing a forward position for the iron wolves to hide into, giving 5 extra wounds plus the 4 wolves with the Two Iron Priests (or 1 Iron Priest per BC unit).

I definitely like the list.

Throwing a power fist in each would probably make them heavier pts than I would like. If they need to hit hard, I'll just have them accompany an independent character.

Thanks for the input.

The Wyvern was able to enjoy some 26 hits on the terminators, would've scored more than 15 wounds were they not his T5 HQ squad lol. Still, failed 2 saves and that was well worth it - got its points back for sure.

Much appreciated, DakkaNaughts!

This message was edited 2 times. Last update was at 2016/03/19 20:38:52


 
   
Made in gb
Pyromaniac Hellhound Pilot






Glad it went well

Fully Painted Armies: 2200pts Orks 1000pts Space Marines 1200pts Tau 2500pts Blood Angels 3500pts Imperial Guard/Renegades and 1700pts Daemons 450pts Imperial Knights  
   
 
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